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T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E

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The Lands of Jafone

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
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Designed & Written by
Reid San Filippo

Contributing Writers, Editors, & Advisors
Josh Brining
Tim Bruns
Scott Smith

Artistic Design & Illustration
Matt Jordan
Ulisses Medina
Reid San Filippo

Playtesters
Rob Adams
Mike Blaney
Dan Boffa
Josh Brining
Tim Bruns
John Hurkman
George Perez
Tom Racey
Scott Rowe
Scott Smith
Aaron Starr
Eric Sturm
Drew Thompson
Tony Vodika
Kristin Wetherholt
Verne Wetherholt

Original Mechanics Concept
Aaron Starr


Copyright 2001 - 2002 Shield of Faith Studios and by
Reid San Filippo
All rights reserved. Reproduction, transmission, or
distribution other than for personal uses of the purchaser is
expressly forbidden.
Tales of Wyn Dmere and all related materials are
Trademarks of Shield of Faith Studios



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Table of Contents
Forward .....................................................................................5
Introduction ...............................................................................5
What is a Role-Playing Game?................................................5
Dice Usage and Lingo.............................................................6
Measurements of Time ...........................................................6
Welcome to Wyn Dmere.............................................................7
THE TEMPLE............................................................................8
At the Gaming Table, part 1 ...................................................9
THE TREASURY ......................................................................11
At the Gaming Table, part 2 .................................................12
Character Concept ...................................................................15
Character Creation ..................................................................15
Primary Stats........................................................................15
Secondary Stats ....................................................................16
Life Aspects ..............................................................................17
Background Aspects .............................................................17
Career Aspects .....................................................................17
Special Aspects ...............................................................17
Aspect Descriptions..............................................................17
Skill Lists .................................................................................34
Skill Use and Descriptions........................................................41
Skill Descriptions.................................................................41
Fortes & Failings .....................................................................53
Fortes...................................................................................53
Failings ................................................................................54
Gaining or Losing Fortes and Failings ..................................56
Creating New Fortes and Failings.........................................56
Example of Character Creation ................................................57
Combat.....................................................................................60
Body Points, Wounds, and Healing......................................60
Time, Turns and Actions Per Round .....................................61
Physical Strength and Attack Damage Values .......................62
Initiative...............................................................................62
Melee Combat ......................................................................62
Ranged Combat ....................................................................63
Subdual Damage ..................................................................63
The Effects of Shock Damage ...............................................63
Perception and the Senses.....................................................63
Poisons and Venoms.............................................................64
Combat Tables .....................................................................65
Formal Fighting Arts ............................................................66
Mass / Siege Warfare ...........................................................70
Damage Value Chart ................................................................72
The Realms of Wyn Dmere.......................................................73
Kindara ................................................................................73
The Other Kingdoms of Jafone .............................................76
Other Locations of Note........................................................81
The Other Worldly Realms...................................................82
Economics................................................................................82
Currency ..............................................................................82
Average Price Lists...............................................................83
Average Rates of Pay............................................................84
Item Descriptions .................................................................84
The Known Races .....................................................................88
The Gomakas .......................................................................88
The Elves .............................................................................94
The Dwarves ........................................................................94
The Trolls.............................................................................95
The Fey................................................................................96
The Dragons.........................................................................97
The Dmpeill .......................................................................97
Gods and Religion ....................................................................98
The Divine Court..................................................................98
Faith and The Power of Prayer..............................................99
Deific Personas.....................................................................99
The Ways of Magic .................................................................110
The Mana Pool and Mana Recovery....................................110
Casting Spells.....................................................................110
Spell Foci ...........................................................................111
Spell Lists ..........................................................................111
Spell Descriptions ..............................................................114
The Beastiary..........................................................................129
Game Masters Section...........................................................148
The Role of the Game Master..................................................148
Setting Difficulty Ratings........................................................148
Handling Combat ...................................................................149
Taking the Pain out of Combat............................................150
Creating a Challenge ..........................................................150
Awarding Skill points..............................................................150
Character Advancement ......................................................151
Adventures in the World of Wyn Dmere.................................151
Legends, Rumors, &Adventure Hooks ................................152
Dealing with Unusual Characters ...........................................154
Developing Mystic Alliances ..............................................154
The Mysteries of the Dragons .............................................155
The Mysteries of the Dmpeill............................................156
The Mysteries of the Dwarves.............................................157
The Mysteries of the Elves..................................................158
The Mysteries of the Fey ....................................................158
The Mysteries of the Trolls.................................................159
The Mysteries of the Realm of Shadow...............................159
Role-Playing the Divine..........................................................160
Archons and Demons..........................................................160
Deific Backgrounds ............................................................160
Divine Intervention and Prayer............................................172
Dealing with Magic ................................................................174
Judging Spell Effects ..........................................................174
Creating New Spells or Schools ..........................................174
Magic Item Creation...........................................................174
Unique or Named Magic Items ...........................................175
Example Magic Items .........................................................175
Tales of Wyn Dmere Character Sheet .....................................177
Example Character Sheet ........................................................178
Index of Tables .......................................................................179
Master List of Skill Lists.........................................................179
Master List of Skills................................................................179


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F FO OR RW WA AR RD D

As I sit here formulating my thoughts, I first of all wish to
say Thank You. I say that because of all of the different
Role-Playing Games out there today, you chose to spend
you hard earned money on this one. As a man who has
gone from financial feast to famine and back, I appreciate
that a consumer would want to get the best for his or her
money. I hope you enjoy this book.
It was shortly after my sophomore year in high school that
the RPG writing bug began to bite. Of course, my first
attempts were embarrassingly simple and stupid, but that
did not stop me from enjoying them with school friends.
Eventually the fantasy game that would some day become
the one you are holding began to form. While the Tales of
Wyn Dmere is quite different from it predecessors, its roots
run deep in the older fantasy RPGs that I enjoyed as a
youth.
This work has taken many years of my life to complete.
During its creation I have attended two separate college
curriculums, moved three times and been baptized. I know,
without a doubt, that if my friends and family had not given
such continuous support during these times that this work
would have never been finished. But, then again, is any
work ever truly finished?
Please continue to check our website for new updates,
errata and product information. You will find us at:
www.shieldoffaithstudos.com or you can contact us at
info@shieldoffaithstudios.com.


Thank you again,

Reid San Filippo
Shield of Faith Studios





I IN NT TR RO OD DU UC CT TI IO ON N

What is a Role-Playing Game?
A Role-Playing Game (or RPG) is like a group of people
sitting down to write a story. One of them takes the position
of the narrator and describes the fantasy world that the
story takes place in and the current adventurous events.
Each of the rest takes the roles of one of main characters
within the story. As the narrator (or Game Master [GM])
spins his tale and describes the situation that the characters
find themselves in, each of the players then dictates the
actions of their characters in relation to the situation. This
repeats in a near endless cycle as the characters complete
task after task and goal after goal. The object is not to finish
and decide who won, but to enjoy the story as long as it
lasts and develop your characters persona.
While it is up to the narrator to provide much of the
dramatic stimuli for the players to feed from, RPGs also
have the chaotic aspect of random chance, usually
represented by dice. Whenever an outcome is uncertain the
dice are consulted regarding the success or failure of an
action. As such, even the most accomplished hero may
suffer defeat or misfortune.

Actions
Before going into the nuts and bolts of Dice and their part in
this game, the basic question of how does my character do
stuff must be addressed.
Whenever a player wants his character to do something,
such as use a skill or dodge a boulder, it is called an action.
Generally there are two types of actions: opposed and
unopposed.
An opposed action might be a combat between a character
and a monster or it could be several characters engaged in
a game of cards. In general, it is any type of action in which
another person is directly or indirectly competing with the
character.
An unopposed action could be a character trying to carve a
new bow or climb a sheer cliff. Any action that involves a
difficulty number (set by the GM) instead of an opposing
person is considered an unopposed action.

Stats & Skills
All of a characters capabilities are measured by either their
Primary and Secondary Stats or their Skill Ratings.
The Primary Stats are measurements of a characters
Physical, Mental, and Spiritual abilities. At character
creation the player will be given points to spend on these.
They generally range from 5 to 30, but some exceptional
characters may have a Stat as high as 40. The Secondary

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Stats are computed by combining different Primary Stats
instead of being purchased with points.
Skills Ratings are what define the characters learned
abilities, such as Tracking, Blacksmithing, Spellcasting, etc.
The general average for starting skills is around 35 40,
but unlike Stats, there is no upper limit to how a high Skill
Rating can get.

Dice Usage and Lingo
In the Tales of Wyn Dmere, only 2 Ten-Sided Dice (d10s)
are used, each of a different color. When rolled together
they are referred to as Percentile Dice, or d100. This
produces a random number from 1-100 by choosing one of
the colors to represent the tens column and the other to
represent the ones column. Thus if the tens die rolls a 4
and the ones die rolls a 7, the result is 47. The only odd
case is that a result of 00 is actually considered a result of
100. This is the standard method of dice rolling used in this
game.

Dice Mechanics
All actions in this game are resolved by rolling an Open-
Ended d100 and adding either a skill or stat rating. The
situation and GM will determine what skill or stat is
involved.
Open-Ended 1d100 refers to if a result of 1 5 is rolled, it is
considered a botch (or great failure) and the 1d100 is re-
rolled, but no skill or stat is added to the result. If the
original roll is 96 100, it is a critical success! Roll again,
add the second roll to the original roll, then add the skill or
stat to get the total result.
For unopposed actions, the players roll must exceed the
difficulty set by the GM to succeed.
For opposed actions, the characters roll must exceed his
opponents roll to succeed.

Success & Failure
The whole purpose of rolling the dice verse an opponent or
a difficulty number set by the GM is to determine if the
action the character took was successful. A perusal through
any fantasy novel will show the benefits of a main
characters successes and the misfortunes of their failures.
It is no different in this or any RPG. Did your character
dodge the boulder? Did she lose all of her coinage at the
card table?
Did the beast get to the child before your character? These
type of questions are what create drama in the game, just
as they do in any good fantasy story.

Measurements of Time
Within a role playing game, the measurement of time is
usually handled in a somewhat abstract manner as the
events the characters are involved in normally pass either
faster or slower than real (player) time.
The smallest increment of time used in this game is an
action, which usually only lasts about 1-4 seconds. The next
highest is a Turn, in which a character may perform a
number actions up to his Reflexes 10 (R+). A Turn
generally lasts about 6 seconds. Actions and Turns are
used to describe the passage of time in highly tense
situations, such as combat.
Outside of combat, time is measured in Scenes. A Scene is
a nebulous amount of time required to complete an event.
Attending a feast is a Scene; as is participating in an
archery contest. Overhearing a dreadful conversation,
quickly traversing the palace to the Queens private
chambers, and speaking to the Queen are three separate
Scenes. As a general rule, a Scene lasts anywhere from a
few minutes to several hours.



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W WE EL LC CO OM ME E T TO O W WY YN N D D M ME ER RE E

"Welcome, Weary Wanderer, to the wonderful
world of Wyn D'mere!
There, there, don't look so confused; I'm sure you must
know the name of the world, for heavens' sake, it's just that
old Flem, in the corner by the bar, bet me an ale that even I
couldn't be outlandish enough to greet the next adventurer
who came in that way! I guess we've shown him, haven't
we? Come along, I'll introduce you, and have Flem give you
the ale he owes me. You must be tired and thirsty after
traveling those long paths, facing sages-know-what kind of
menaces out there, on the road, in dungeon depths, in the
wild; in the cities, too, for that matter..."
Welcome indeed, Intrepid Reader, to the World of Wyn
D'mere! What is the world of Wyn D'mere, you might ask?
Well, it is a world somewhat like the one you are familiar
with, filled with people, animals, money, struggles,
triumphs, tragedies, and beauty, but also very much unlike
the world you know, more similar to a fairy tale or a dream,
with magic, monsters, a pantheon of gods and goddesses
who manipulate the mortal world, races and beings
unbelieved in and treasures unthought of. Wyn D'mere is an
amazing place for you and your friends to discover, a
magical land of unknowns, both wonderful and terrible, a
world where anything might happen, and sometimes does.
How does one go about discovering this incredible world,
you wonder? Why, through the same way that almost every
other wonderful discovery man has ever made came about:
through imagination, of course. Wyn D'mere is an
imaginary world of infinite variety and richness, whose
limits are in every way determined only by those who
explore it. It is a land of Elves and Fairies, Dwarves and
Dragons, and magic and monsters you have only dreamed
of before. Wonderful worlds of high fantasy have been
discovered through people's imagination before, it's true,
and some others, as well; Wyn D'mere is different from
almost all of those.
What makes Wyn D'mere so different? Why should you,
your friends, or anyone else use their imaginations to
explore this particular world, instead of some other one?
Because, as said before, Wyn D'mere is different.
Wyn D'mere is a world where you can choose who and
what you want to be.
Wyn D'mere is a world where your choices are all laid out
before you, and you decide which of those choices you want
to take and which ones you don't.
Wyn D'mere is a world where you choose what you want to
do with your options, instead of doing what someone else
tells you that you have to do, or that you must do it the way
some rulebook tells you to.
Wyn D'mere is a world where you and those companions
who travel with you are the heroes, or the rascals, the
rescuers, or the perpetrators, the wizards, the warriors, the
champions and the little people; you are the star of the
story.
The rest of this book is a guide, written by those whose
imaginations have explored small portions of this amazing
world before you, designed to help you discover the
wonderful mysteries of Wyn D'mere. This book is a tour
guide, a wanderer's map, a hint of things to come and what
surprises might be discovered, a tool to help your
imagination explore. The following pages will tell you what
you need to know to get a working familiarity with this
unusual world, how to make your way in the lands of Wyn
D'mere, and how to prepare yourself to meet the challenges
you will find there.
Tales of Wyn D'mere is exactly that, the stories of a place
called Wyn D'mere. Now, a place is not too full of exciting
stories worth telling if nothing happens there, and we
generally don't care about things that happen unless they
effect someone. Tales of Wyn D'mere is a game, a game
where the people playing make up the stories that happen
in this magical land, make up the things that happen there,
and make up the people who experience those things.
Wyn D'mere is a world of high fantasy, where magic exists
and miracles happen, where good struggles against evil and
the world exists in the balance between the two, where
mighty warriors fight vicious monsters and powerful
magicians discover mysterious secrets. It is a world like the
fairy tales and stories you heard as a child, like the myths
and legends people used to tell and now watch the stories
of on screens large and small. Wyn D'mere is a world with
stories like those to tell and more, and you get to be one of
the characters involved in them.
Whether you are a valiant warrior who fights to protect the
innocent or a mighty wizard who drives back evil forces, a
cunning rogue who discovers unknown mysteries or a
devoted priest who enacts the will of the gods, you are now
an important person in the world of Wyn D'mere. What
follows hereafter is a guide of how to discover your
character, and some suggestions on how to get your story
started, and what to do to keep the story moving. Exploring
Wyn D'mere is a game of creation, writing a story, not to
see how it ends, but to see whatever amazing sights and
experiences that you might find along the way.
Turn the page, Intrepid Reader, Inspired Adventurer, and
join the story before you!

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T TH HE E T TE EM MP PL LE E

It had been a long, perilous journey; as far as they
knew, the four of them were all that remained of those who
had set out on this quest for the lost relics: Errick, the
military warrior; Boridar, the half-Dwarven war-wizard;
Stalgrad, the monster slaying witch-hunter; and Karlessa,
the Gomakas high-priestess of Lumm. They had reached
the antechamber of the temple's treasury and taken a brief
rest to regain their strength, after having been up most of
the night and fighting for their lives through the gigantic
temple.
"Do you feel anything?" Errick asked Stalgrad, the warrior
having long ago come to respect the tall witch-hunter's
ability to sense evil. It was a skill that served him very well in
his line of work.
"No. Nothing," Stalgrad said simply, then stepped back into
his customary waiting position, waiting for the next event to
happen, for the next move to be made.
"So, how do we open the treasure chamber?" the stout
Boridar asked, craning his neck as he looked up and up to
the top of the giant doors before them. "I suppose I could
probably blast these doors off their hinges, but I'd hate to
damage the relic on the other side, not to mention all the
other treasures!" the stocky wizard proclaimed, looking at
the other two for suggestions.
"I don't think that will be necessary..." Karlessa stated,
patting the short man's arm as she also stared up at the
doors before them. "Look!" she said, pointing out the
engravings on the doors' surface where they arched over a
large, dusty stone that seemed to be sealing the portal
closed.
"What is it? Words?" the warrior asked, frowning at the
marks the priestess had pointed out.
"It would seem they are, but I cannot make them out
through the dust of ages in this room," Stalgrad frowned,
squinting up at the dusty marks and the stone on the doors.
"Well, I can do something about that!" Boridar proclaimed as
he stood directly before the doors and moved a number of
paces back. "You two shield those torches in the corners.
This may get messy," the short wizard said with a chuckle
as Errick and Stalgrad took their torches to the rear corners
of the room and Karlessa hastily moved to one side.
Boridar spoke his spell as he thrust his hands forward, an
elemental blast of wind howling out of his cupped palms and
surging forward at the doors, striking the large stone in their
center and blasting outward from that point. Dust, dirt, and
grime blew off the doors' surface in a visible ring as they
were stripped off the spots where they had lain for
centuries, blowing about the room as Errick and Stalgrad
turned their backs to the doors, trying to shield the torch
flames from the wind with their bodies as Karlessa clamped
her hands over her flowing blonde hair.
The spell ended as quickly as it began, the other three
members of the party looking up sharply as they heard
Boridar's gasp. Karlessa added her gasp to Boridar's when
she saw that the stone sealing the doors was an emerald at
least twelve inches across, gleaming in the torchlight where
it sat, mounted beneath the freshly revealed words. The
men continued to stare with fascination and disbelief at the
huge gemstone before them, while Karlessa took a step
back to view the newly uncovered ancient message in its
entirety. After a moment's concentration and thought the
priestess translated the message, and read it aloud.
"Let the glories of Lumm's light shine to gain entrance to the
glories of her temple." Karlessa stated, pointing at the words
as she read them. "Well, that's certainly simple enough;
Stalgrad?" the priestess said, gesturing for the witch-hunter
to proceed.
Stalgrad nodded and stepped forward, reached into his
cloak, and withdrew an object. The witch-hunter held a
shiny brass medallion aloft, its surface flashing brightly
before pouring forth a light which Stalgrad shone directly
upon the giant emerald. The others watched as Stalgrad's
amulet flashed once more, then he replaced it within his
cloak. The tall witch-hunter stepped forward, placing his
hand against the doors, since they had neither handles nor
visible hinges, and pushed. Nothing happened.
"Hmm.. Push on the emerald, maybe? Remove it because
it's sealing the doors?" Errick asked, rubbing his chin in
thought beneath his red helmet, continuing to hold his torch
aloft with his other hand. Karlessa was gazing about the rest
of the room, looking up at the walls to see if there were any
other instructions. Boridar muttered something under his
breath as he held his hands crossed before his face, then
pulled them apart to let his gaze fall on the emerald and
doors once more.
"The emerald is enchanted; the doors are not," Boridar
proclaimed as his magical detection spell revealed these
things to his gaze, then turned to Karlessa. "Stalgrad shined
Lumm's light directly upon the gemstone. If that's not what
the instructions mean, then what?" the irritated wizard asked
their resident priestess, watching her as she continued to
stare into the upper corners of the room, a curious
forefinger prodding her lower lip.
"Stalgrad, is the blessed medallion you carry the most
glorious of Lumm's lights?" the priestess asked sweetly as
she regarded the tall man with a smile.
"Of course not," Stalgrad scoffed. Although he was not a
priest, almost all witch-hunters were disciples of Lumm, and
certainly learned more than the basics of the goddess' faith
during their studies and training at her temples. "The sun is
Lumm's firstborn child, the greatest of her many lights, the
most glorious..... Of course, the sun!" Stalgrad exclaimed,
shaking his head at himself as he realized what the
priestess had already figured out.

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"And how do we shine sunlight upon the stone? We would
need a whole lot of mirrors to place all the way back through
the temple to the exit, and I don't even want to think about
trying it!" Boridar grumbled. The half-Dwarven wizard tugged
on his beard frustratedly as he looked at the wooden doors
that they had barred behind them, thinking of all the
hallways beyond.
"Some of those traps wouldn't permit it, and don't forget the
secret passage we had to come through," Errick said. "We'd
never get a series of mirrors to work, even if we had them,
which we don't!" the warrior said, adjusting the shield on his
back. "What are you thinking, Karlessa?"
Karlessa was standing a short ways away from the rest of
the party, staring up at the high ceiling, breathing deeply
with her arms held out a bit from her sides. The other three,
having adventured with the Gomakas woman for some
while, knew what to expect and watched as her body
seemed to melt beneath her robes, her legs drawing up as
her head shrank, her golden blonde hair becoming golden
brown feathers that spread over her form, her arms
becoming wings as her head became that of a Grand
Falcon, fluttering her wings slightly to free them of her
robes, then flapping strongly as she flew to the ceiling of the
room.
The three men gasped as Karlessa's falcon form seemed to
disappear between the top of the wall and the ceiling; only
then, as Stalgrad held his torch high in disbelief, did they
realize that the walls did not reach the top of the room. The
ceiling extended past the walls on all four sides, forming a
sort of alcove or surrounding balcony around the room. The
men heard Karlessa's wings rustle as she landed, and a
moment later her smiling face and a waving arm appeared
over the edge of the wall.
"Look! Look in the corners of the room; there are the
mirrors! There's a shaft up here, I can see sunlight coming
through it, but it's mostly blocked by debris! Boridar, get
ready to send a gust of wind around the roof of the room;
the entire floor up here is mirrors, but they're covered in
dust! I'll clear the shaft, then rejoin you. Make sure the
corner mirrors are blown clean as well; one of them must
direct the light onto the emerald!"
Boridar nodded, then began concentrating on his spell,
knowing he would have to make it much more complicated
than normal to direct the wind all the way around the top of
the room and against the corners, all without causing any
damage to the glass. After a few moments of noise and
occasional words of frustration from Karlessa, sticks and
leaves began to rain down from above, followed a moment
later by a few clumps of dirt. Another moment or two later
Errick and Stalgrad heard the flapping of Karlessa's wings
as she hopped forward, using them to blow the mess ahead
of her. She then hopped off the edge, spreading her wings
and gliding to the floor, landing by her robes behind
Stalgrad, who spread his arms and cloak wide to form a sort
of curtain, giving the priestess privacy to re-dress herself.
Suddenly, Boridar raised his head and arms, pointing one
finger at the spot above where they could just see sunlight
being reflected onto the ceiling, and sweeping his other arm
in a circle above his head as he forcefully recited the magic
spell. A magical bolt of wind burst forth from Boridar's
pointing finger, rushing up to the balcony above. The
adventurers could see clouds of dust blowing out of the
alcove as the wind rushed to the left, swirling in a loop over
the corner and continuing on to the next, repeating this
process three times more, then proceeding back to the
sunlight and blowing up the shaft, clearing its walls of dust
and cobwebs before erupting into the sunlit world up above.
Brilliant sunlight shone from the ceiling above them,
reflecting wildly off the mirrored surface above their heads.
The light was reflected onto the mirrors in the corners to the
left and right of the shaft, and from their angled surfaces
into the room. One caught Errick in the face, causing the
warrior to curse and shield his eyes with one hand as he
turned away; the other fell upon the gigantic emerald
gemstone. The magnificent jewel flashed when the light
struck it, and seemed to reflect the sunlight about inside
itself, causing the facets of the emerald to flash as well.
When the entire gem was lit with sunlight from within it
flashed green once, then vanished.
Stalgrad placed his palms on either side of the crack where
the two doors' edges met, and to no one's surprise, they
opened when the tall man pressed forward.

At the Gaming Table, part 1

Jordan (GameMaster): "So, last time the four of you fought
through the forest and made your way through the temple to
the treasure room's ante-chamber, where you rested. You
are all up, since the second watch just ended. There's not
really anything to see in the room except two sets of double
doors. The ones behind you are made of wood; they lead
back into the temple, and you barred them behind you. The
doors ahead of you are huge, made of stone, and might
have pictures or a mural or something on them, but they're
too covered in the dust of who knows how many centuries
for you to be able to tell. There's no handles or hinges, so
they must push in."
Jordan looks at the other four players, his expression
obviously asking what they're doing.
Erik (Errick the warrior): to Stan, Stalgrad's player- "Do you
feel anything?"
Stan (Stalgrad the witch-hunter): "I'm spending 5 points of
Mana and using my Sense Evil skill." Rolls his dice. "I got a
63, plus my skill rating makes 105! What do I sense behind
the doors?"
Jordan (GM): "You sense absolutely nothing behind the
doors. If there's evil in there, you can't even tell that it's
there, much less hiding. Or it's empty." Jordan is teasing his

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players, giving them the information they're asking for, but
making them question it.
Stan (Stalgrad): "'No. Nothing.' Stalgrad stands back and
waits for something to happen."
Brad (Boridar the wizard): "So, how do we open the treasure
chamber? I suppose I could probably blast these doors off
their hinges, but I'd hate to damage the relic on the other
side, not to mention all the other treasures!"
Kelly (Karlessa the priestess): rolling her eyes at Brad "I
take a closer look at the markings on the stone doors
everybody's looking at. Can I tell if any of it's a language,
even through the dust?"
Jordan (GM): "I won't even make you roll a Perception
check. You're pretty sure the arch that goes over the stone-
looking thing holding the doors shut is made of words."
Kelly (Karlessa): to Brad "I don't think that will be
necessary." sticks her tongue out at Brad "'Look!' I point out
the arch to everyone."
Erik (Errick): "'What is it? Words?' I'm making a Perception
check to see if I can read it." rolls dice "Um...84 total. Is that
enough?"
Stan (Stalgrad): "I am, too. I got a 98, can I read it?"
Jordan (GM): "Sorry, guys; it's too obscured by dust for you
to even tell if it's a language you could read. Stalgrad,
you're sure that it's words, but you still can't read 'em."
Stan (Stalgrad): "It would seem they are, but I cannot make
them out through the dust of ages in this room."
Brad (Boridar): "'Well, I can do something about that!' I
stand in front of the doors and get ready to cast my
Elemental Blast spell." to Stan and Erik "You two shield
those torches in the corners. This may get messy!" Brad
laughs as he rolls his dice. "Okay, I spent my Mana, and like
I said, I don't wanna hurt the doors, or anything behind 'em,
so I'm going to try to reduce the Damage Class of my spell.
I know that'll probably make it harder, but I got a 97 on my
natural roll, and a 44 on the open-ended bonus roll, plus my
spell's rating of 63 makes 204!"
Jordan (GM): "Okay, as everybody else takes cover Boridar
easily blows all the dirt off of the door. You all look up when
you hear him gasp; that big rock seal on the doors is
actually a giant emerald!"
Kelly (Karlessa): "I still want to read the message, can I
read it now? I have Linguistics at 47." GM nods, Kelly rolls.
"My 47 plus... 75, that's 122! Is that enough?"
Jordan (GM): "You study it for a second while the others are
looking at the emerald, and you can read the instructions.
Do you read them aloud?"
Kelly (Karlessa): "Sure, unless it's something scary-bad."
Jordan (GM): as Karlessa "Let the glories of Lumm's light
shine to gain entrance to the glories of her temple."
Kelly (Karlessa): "Well, that's certainly simple enough;
Stalgrad?" looks at Stan, miming dangling something by a
string or chain.
Stan (Stalgrad): "I take out my magic amulet and shine it's
light on the emerald. It's blessed by Lumm, so I figure it
works. What happens when I put the amulet away and push
on the doors?"
Jordan (GM): "Nothing." Brad rolls his eyes, Stan nods
expectantly, Erik frowns.
Erik (Errick): "Hmm.. Push on the emerald, maybe?
Remove it because it's sealing the doors?"
Kelly (Karlessa): "I'm checking out the rest of the room,
especially the walls. Are there any other engravings or
instructions?"
Brad (Boridar): "I'm casting my Detect Enchantment spell to
see if there's any magic on the doors, the emerald, or
maybe the words." spends Mana, rolls dice "89 total. What
do I see?"
Jordan (GM): "The emerald is enchanted; the doors are
not."
Brad (Boridar): "I tell the others that. 'Stalgrad shined
Lumm's light directly upon the gemstone. If that's not what
the instructions mean, then what?'"
Jordan (GM): to Kelly "You see something in the corners of
the ceiling that gets you thinking. Up high, like the sun
above the clouds..." Jordan is dropping hints, trying to get
the players to figure out the answer for themselves, rather
than simply telling them when their character's scores
indicate that they have discovered the solution. Kelly smiles
as she figures out Jordan's hint.
Kelly (Karlessa): to Stan "Stalgrad, is the blessed medallion
you carry the most glorious of Lumm's lights?"
Stan (Stalgrad): checking his character notes "Of course
not. The sun is Lumm's firstborn child, the greatest of her
many lights, the most glorious..... Of course, the sun!"
Brad (Boridar): "And how do we shine sunlight upon the
stone? We would need a whole lot of mirrors to place all the
way back through the temple to the exit, and I don't even
want to think about trying it!"
Eric (Errick): "Some of those traps wouldn't permit it, and
don't forget the secret passage we had to come through.
We'd never get a series of mirrors to work, even if we had
them, which we don't!" to Kelly "What are you thinking,
Karlessa?"
Kelly (Karlessa): "I'm not thinking anything; I'm taking a
couple rounds while everybody's talking to Assume Beast
Form and fly up to check out the ceiling and corners."
marks off Mana spent
Jordan (GM): "You all watch as Karlessa transforms into
her bird of prey form, then gasp as she flies up to the ceiling
and disappears over the wall! Kelly, you see that the
corners of the room have angled mirrors in them, like at a
department store, but not curved, and there's a whole

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second level up here, going back five feet or so from the
walls. You see a shaft in the middle of one wall, and when
you fly over to it, you see a little bit of sunlight, but it's
mostly blocked by all the leaves and stuff that have fallen
down the shaft. The floor and walls and ceiling of this level
are all lined with mirrors; they're just all covered in dust,
too."
Kelly (Karlessa): "I take human form again as I'm seeing all
this, then go back to the edge to tell the guys. 'Look! Look in
the corners of the room; there are the mirrors! There's a
shaft up here, I can see sunlight coming through it, but it's
mostly blocked by debris! Boridar, get ready to send a gust
of wind around the roof of the room; the entire floor up here
is mirrors, but they're covered in dust! I'll clear the shaft,
then rejoin you. Make sure the corner mirrors are blown
clean as well; one of them must direct the light onto the
emerald!'"
Brad (Boridar): "I stand in the middle of the room and start
working on the spell. I know it'll be difficult to shape like
that, and I want to be careful not to break any mirrors, so
I'm going to cast Elemental Bolt and shape its path, instead
of Elemental Blast. I'm going to wait all 16 turns that I can
from my Mana Attunement stat to make this work, and I'll
add my Grace stat, too." Jordan nods his agreement and
Brad spends Mana, rolls, and adds. "Okay, all put together I
got 181!"
Kelly (Karlessa): "While he's doing that I pull all the junk out
of that shaft and throw it over the edge into the room, 'cuz I
don't want it blocking the mirrors. Then I shift back to bird
mode and use my wings to blow the worst of the dirt in front
of the shaft ahead of me before I fly back down." marks off
Mana spent to Assume Beast Form on her sheet
Jordan (GM): "Okay, Karlessa does all of that without any
real problem, and just as she's dressed again and the three
of you move back, Boridar points one finger at the sunlight
you can see on the ceiling and points his other arm in a
circle at the ceiling as he casts the spell. You all can see the
wind as it blows around the balcony; it's kicking off clouds
of dust and dirt ahead of it. It does a loop-the-loop as it
goes around the corner, clearing the first mirror, and does it
again three more times as it gets to each corner. Then it
blows the last of the dust off the floor up there as it comes
to the bottom of the shaft again, then follows Boridar's aim
and goes up the shaft, getting rid of all the rest of the dust
and cobwebs Karlessa couldn't reach. The sunlight flashes
over all the mirrors and hits the two in the corners of the
shaft wall, shining into the room. One almost blinds Errick,
but the other hits the emerald with a flash! The emerald's
facets reflect the light inside it until the whole thing is lit up,
then it flashes bright green light out..... And disappears!"
Stan (Stalgrad): "Let me guess... This time, when I push on
the doors, they open?"
Jordan (GM): "Indeed they do..."

T TH HE E T TR RE EA AS SU UR RY Y

The four adventurers cautiously entered the temple's
treasure chamber, unsure what to expect. Karlessa gasped
at the sight of the object of their quest, Lumm's lost Relic of
Great Power, and dashed forward, dropping to her knees
before the Gilded Silver Chalice and singing her goddess'
praises before she dared attempt to touch the holy artifact.
Stalgrad had his arms folded beneath his cloak, sensing for
evil and still not trusting the unknown before him. Errick
drew his sword as he circled the various piles of treasure,
his warrior's instincts not trusting the room either.
Boridar roared with laughter as he charged forward and
swept up two glorious gem-studded goblets, one in each
hand as Karlessa finished her praises. The euphoric half-
Dwarf immediately set the two treasures down and rushed
over to the next towering pile of glittering coins, plunging a
hand in as the Gomakas priestess shrieked her protest,
drawing the other two men's attention.
"Boridar, No! These treasures are sacred..." Karlessa cried
as she turned and saw what the wizard had done, knowing
she was already too late. Boridar cried out as his hand stuck
fast inside the pile of coins, and tugged furiously as Errick
and Stalgrad came to his side.
The war-wizard gave up on pulling himself free and
concentrated for a single moment, calling a spell to mind.
Boridar's arm crackled with electricity, lightning sparking
through the shifting coins with a fetid scorching odor as the
half-Dwarf's hand was released, causing him to fall
backward. Slithering ominously, the pile of coins -and the
pile to one side of it- rose up to reveal a gelatinous goo
beneath, which Boridar's hand had obviously been stuck to.
"Shambling Ooze!" Stalgrad cried in warning to his
companions. "Their sticky surface armors them with
whatever material is available; these are armored in gold
and gemstones!"
"At least it's not steel!" Errick cried back as he slashed his
sword through a pseudopod of ooze that was extending
towards the prone wizard, and then bashed the mound with
his shield, attempting to force it back as Stalgrad seized
Boridar and hefted the stout man to his feet, pulling him
away.
From partway across the room Karlessa saw the second
pile of coins shambling past the first, about to cut off the
sword-wielding warrior, and cried out in wordless protest as
she charged the creature. Stalgrad and Boridar faced off
against the larger Shambling Ooze when it followed them as
Karlessa leaped into the air with a screeching war-cry,
sounding much like her bird self.
Errick could not help watching in fascination as the
Gomakas woman came to his aid. With his training he easily
managed to parry the tendrils of ooze and coins that the
monster whipped at him, deflecting them with his shield and
then severing them with his follow-up sword strike. Keeping

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
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one eye on his monstrous adversary's moves, the warrior
watched as Karlessa attacked the ooze, fighting it unarmed
with the martial arts of her people. The art of Buku was
used by the Gomakas to mimic the fighting styles of their
animal forms, a fact which Errick could appreciate as he
saw Karlessa leap at the monster again. Her spread arms
and the flapping, sheer sleeves of her robes reminded him
of the pinioning of a raptor's wings as she kicked at the
creature with both feet, the sharp treads of her hiking boots
raking the thing's surface like the talons of a hunting bird.
Boridar watched in horror as the six-foot-high pile of slime
and coins before him split in two, the smaller, less coin-
covered version slithering with alarming speed at Stalgrad
as the larger, original version began advancing towards him.
"Don't worry about me, Boridar! This replicant won't last
long; it has no heart!" Stalgrad shouted to the bearded
wizard as he used his long stride to flee the oozling, turning
back to hurl a throwing blade at the thing, which quivered
with a sticky splat where it struck.
"Heart?!? Don't tell me these things feed on blood!!" Errick
cried in protest as he chopped another bulb of coins off an
ooze tendril, then bashed the top of the Shambling Ooze
with a back-handed strike of his shield, knocking a good
deal of its coin armor out of place. The warrior looked at the
pulsing black mass he had uncovered with disgusted shock,
then ducked away as it spat a steaming jet of slime at him
from its wound.
Withdrawing another throwing blade from his cloak, Stalgrad
paused to take aim. The witch-hunter threw his blade at the
thing, but unfortunately for the tall monster slayer, the
oozling paused for only a split second, then surged forward,
under the blade, and leaped upon Stalgrad's leg. A horrible
sizzling and the stench of dissolving flesh came from the
thing as the cloaked man screamed in pain and fell to the
floor.
Boridar hastily backpedaled away from the large Shambling
Ooze as it shifted toward him, knowing he had little magical
power left. Deciding he was in an all-or-nothing situation as
the Ooze manifested two large clubs studded with
gemstones, the short wizard thrust one pointing hand
forward, shouting out his spell and blasting the monster with
an elemental bolt of lightning. The large glob quivered as
sparks crackled and shot from its metal covering, then
collapsed into a stinking, smoking puddle.
"Errick, take over here!" Karlessa called to the warrior as
she whirled her arms to deflect the creature's pseudopodia,
her pinioning limbs knocking the armored globs away before
they could strike her. The priestess leaped aside as the
warrior took her place behind his shield, and rushed to
Stalgrad's side after hearing his cry of pain, plucking his
blade off the floor as she ran.
The tall witch-hunter was gasping in pain; he appeared to be
in shock and unaware of his surroundings. Much to
Karlessa's dismay, she could see his blood collecting in the
middle of the creature's mass. Curling her lip in disgust,
Karlessa stabbed the thing on Stalgrad's leg, plunging the
point of the monster-slayer's knife into the thing's middle and
grabbing the hilt of the blade already in it, flinging the
creature away as the tall man's blood sprayed from its fatal
wound.
Errick was hard-pressed as the monster renewed its attack;
the warrior was forced to duck behind his shield and tilt it
away from himself while simultaneously parrying another
gemstone tendril-strike with his sword. Growing frustrated
with the creature's repeated blows, the swordsman lashed
out with an unrestrained attack, slashing wildly at the thing's
pseudopodia and attempting to reach its heart with a
combined sword strike and shield bash. Unfortunately for
Errick, his shield and weapon were stuck fast, having been
plunged inside the monster.
The worried priestess knelt at Stalgrad's side as the tall man
shook his head, coming out of his shocked stupor and
gasping again as he felt the pain anew. Karlessa reassured
the injured man, then held her hands over his bleeding limb,
chanting as she cast a spell that closed the hole melted into
his leg. Stalgrad smiled with relief as his wound was closed;
Karlessa smiled back and cast a second spell, healing the
damage that the injury had done to his body.
Gasping with horror and dismay, Errick watched the
Shambling Ooze's putrid, beating heart as it shifted its mass,
pulling its acidic slime up from within itself to project at the
warrior's face. Errick cried out and attempted to release his
sword and shield and leap away, figuring he could reclaim
them after the monster was slain. To his anguish, the
warrior discovered that the thing had extended more tendrils
and bound his legs in place, and now he had no weapon to
sever its hold with.
"Ha-HAH!" Errick heard just as he closed his eyes to await
his fate, snapping them open to the sight of Boridar plunging
a golden candelabra with a long handle into the Shambling
Ooze from behind, piercing its heart and causing the
creature to collapse in death before it could attack.

At the Gaming Table, part 2

Jordan (GM): "Okay, you walk into the Treasury, and all you
see is golden light. There's sunlight being piped into this
room, but it's broken into a thousand golden sparkles as it
reflects off all the piles of gold coins, gems, and golden
treasures in here. In the middle of the room, on a marble
column in a shaft of sunlight, sits the object of your quest:
Lumm's Gilded Silver Chalice."
Kelly (Karlessa): "I rush forward and kneel before the
column, praising Lumm. I don't want to touch a holy object
this sacred without giving proper thanks and praise first."
Stan (Stalgrad): marks off Mana on his character sheet "I'm
using my Sense Evil skill again, just in case; I want to know
why it felt funny in the ante-chamber." rolls dice, adds
"Ninety-seven."

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Jordan (GM): "Just like before, you don't sense any evil in
this room. It may well be protected, but not by anything evil;
only something good, or by something neutral, like a trap or
a mindless creature that only acts out of instinct, not
malice."
Erik (Errick): "And on that encouraging note, I draw my
sword. I have Currency Lore, can I tell anything special
about these piles of coins?"
Jordan (GM): "Just by looking around you see that each pile
is coins from a different nation."
Brad (Boridar): laughing, "I start looking at the treasures,
and grab a fistful of the nearest coins!"
Kelly (Karlessa): "Boridar, No! These treasures are
sacred..."
Jordan (GM): to Brad "Too late! Your hand is stuck fast
inside something gooey under the coins, the pile starts
moving as you try to pull free and Errick and Stalgrad come
to help."
Brad (Boridar): "The pile's moving? Screw pulling free, I cast
Elemental Palm of lightning!" Figures out his Mana cost and
marks it on his sheet; Brad frowns at how little Mana he has
left as he rolls. "Um... 103 total, what happens?"
Jordan (GM): "Okay, your arm crackles with electricity and
the thing lets go, you fall on your butt. As Stalgrad moves to
help you up, the pile of coins shifts about a foot taller, you
can see the gooey purple jello stuff that it's made of under
the coins and between the coins and the floor. Oh, and the
pile of coins behind it stands up, too."
Stan (Stalgrad): "Gross! I'm using my Creature Lore skill;
do I know what these are?" rolls and adds, "Yes! ...105,
what am I looking at?" Jordan wordlessly passes Stan a
Monster sheet "Shambling Ooze! Their sticky surface
armors them with whatever material is available; these are
armored in gold and gemstones!"
Jordan (GM): "It's attacking, oozing out a slime tendril with
coins stuck to it at Boridar. Errick, you're the only one close
who's not busy. What do you do?"
Erik (Errick): "I'm using my Yarsen Armsmanship to make
two attacks on the thing; with my sword I'll chop off its
tendril and then I just bash the thing with my shield."
Jordan (GM): "Okay; don't forget about your penalties for
two attacks."
Erik (Errick): "Yeah, yeah, but I can attack twice better than
anybody else.. 'At least it's not steel!' " Erik rolls and
calculates twice. "Uh, 66 total on the sword slash and... 83
on the shield bash."
Jordan (GM): "Okay, Errick gets lucky and slashes off the
thing's pseudopod, then knocks it back a little with his shield
while Stalgrad pulls Boridar away. Karlessa, you see the
second one moving to attack Errick."
Kelly (Karlessa): "I do a running charge, screeching my war-
cry as I attack it with Buku."
Erik (Errick): "I just pushed the first one away, so I'll attack
the second one, too."
Stan (Stalgrad): Looks at Brad, who nods "Boridar and I will
take the first one."
Jordan (GM): "Okay, everybody roll your Melee Conflict
Reaction for initiative."
Everyone rolls their dice and announces their total, except
Jordan, who keeps the monsters' initiative secret. Erik gets
102, Kelly 94, Stan 87, and Brad, who does not have Melee
CR and must use his Base instead, gets 73.
Jordan (GM): "Okay, Erik, you've got the highest Initiative,
so you're first. What do you do?"
Erik (Errick): "I'm taking Defensive Stance; I'll wait for the
thing to ooze a tendril out and block it with my shield, then
chop it off."
Jordan (GM): rolling dice "Well, make your roll, 'cause the
Shambling Oozes go now!" Erik says his defense total is 81
and his offense total is 72, including bonuses and penalties.
"Right, the monster whips a couple of coin-covered tendrils
at Errick, but they clatter off his shield and he slashes them
off with his sword. The second one turns to Boridar and
Stalgrad, and splits in two! It spits a smaller, unarmored
version out at Stalgrad, and it chases him, fast! Kelly, you're
next."
Kelly (Karlessa): "Okay, I was charging, so I do a Buku Foot
Strike." rolls dice "Yuck! Bad roll gets me 86. Is that enough
to hit it?"
Jordan (GM): "Yes, these things don't seem to be too
evasive. Your boots rake the thing's surface like an eagle's
claws, scraping some of the coin-covering off." Jordan
knows the Damage Class of Kelly's attack is E, and figures
the damage himself to keep the players guessing about how
effective their attacks are against the monsters. "Stan,
you're up."
Stan (Stalgrad): "I run from the thing to put some distance
between us, then attack it with one of my Throwing Blades;
I rolled Ranged Conflict Reaction for my Initiative." Stan is
reading the details on the monster Jordan gave him as he
rolls his dice, consulting Stalgrad's knowledge. "Total 103.
'Don't worry about me, Boridar! This replicant won't last
long; it has no heart!' "
Brad (Boridar): "I back away from the thing; I don't have
much Mana left for my spells."
Jordan (GM): "Stalgrad throws his blade at the little one, it
just sticks into it with a splat. Next turn, roll new Initiative."
Everyone rolls and adds the appropriate Conflict Reaction
score: Erik 117, Stan 103, Brad 93, Kelly 79. "Erik, you're
still first."
Erik (Errick): " 'Heart?!? Don't tell me these things feed on
blood!!' I'm making two attacks again; I'm going to chop off
the tendrils in my way, then bash the top of this thing with
my shield." rolls dice for and calculates both attacks. "Slash
99; bash 115!"

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
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Jordan (GM): "Errick slashes off another pseudopod or two,
then discovers Shambling Oozes do have hearts; he knocks
the armored cover off this one and sees its black heart
pulsing in ooze. Erik, make a defensive roll, the thing vomits
a stream of slime at you from its fresh opening."
Erik (Errick): "Um... Can I block the stream with my sword?"
Jordan (GM): "No, but you can dodge just like you would a
weapon; I'm still counting this as melee combat. Just roll
your sword skill, and if you make it, you ducked." Erik gets
a total of 94. "Okay, you duck out of the way and move
around to the right of the thing's wound. Kelly, it's attacking
you with its metal covered tendrils, you roll, too. Then it's
your turn, Stan." Kelly rolls a defense total of 123. "You
knock its tendrils away with a wing like-whirl of your arms,
no problem."
Stan (Stalgrad): "I throw another blade at it, but this time
I'm pausing to aim quickly." Stan rolls dice and winces at his
total. "Does a 38 hit?"
Jordan (GM): rolling the monster's defense "No, I'm afraid
you're in trouble, Stalgrad. The monster more than doubled
your roll with his defense, so it gets a free attack. Roll your
Dodge." Stan gets a 53, Jordan's total is 86. "Oooh, the
monster surges forward so that it goes under your blade,
then it leaps on your leg! You feel burning pain as its acid
gel eats through your skin; you take 18 Body Points of
Shock damage -I'm afraid that causes you a wound." Stan
groans.
Brad (Boridar): "The big one's still after me, right?" Jordan
nods. "I don't have enough Mana left for two spells, so I'm
going to dump it all into a Class J Elemental Bolt: Lightning
attack!" Jordan nods solemnly and holds up four fingers. "I
know it's +40 difficulty; I'm going for it!!" rolls dice "YES!
Natural 100! Bonus roll!" rolls again "79, that's 179 plus my
Spell skill of 55 makes 229!"
Jordan (GM): "O-Kay, then. Boridar fries the crap out of the
big one with an even bigger lightning bolt just as it makes to
big clubs out of gemstones, and collapses in a stinking,
smoking puddle."
All Four Players: "Yuck!"
Kelly (Karlessa): "I call out: 'Errick, take over here!' and run
to Stalgrad's side; I pick up his throwing knife that missed
as I go."
Jordan (GM): "When you get to him you see that he's in
shock; you can see Stalgrad's blood collecting inside the
jello of the thing."
Kelly (Karlessa): "Eew, gross, is the first knife he threw still
stuck in it?" Jordan nods "Okay, I stick the point of my knife
into the pocket of blood and grab the handle of the other
blade; I want to fling it off of Stalgrad's leg."
Jordan (GM): rolls his dice and considers "Okay, the thing
basically pops when you stab it; you grab both knives and
fling it away no problem, it splatters in a bloody mess when
it hits the floor."
Stan (Stalgrad): "I'm making my Willpower roll to come out
of shock. I have to beat 80 'cuz the Shock damage caused
a Wound, right?" GM nods again "Okay..." rolls "Yeah, 85
total, I come out of it!"
Jordan (GM): "And gasp as you feel the pain all over again.
Erik, you're the only one left fighting, and this thing's faster
than you and going ballistic. What d'you do?"
Erik (Errick): "Uh- If it's goin' nuts I'll take a Total Defense
stand this turn, and make an Unbridled Attack next turn,
trying to lull it and then hit its heart."
Jordan (GM): rolling his dice a few times "Okay, go ahead
and make your rolls." Erik makes both his sword and shield
defense rolls for the first turn, adding +50 because he is
only parrying, and gets 134 and 127, then rolls both his
attacks for the second turn, at +50 for attacking all-out, but
still suffering the penalties for attacking with two weapons,
getting 129 and 98. "You brace yourself under the
pummeling your shield is taking and parry a few other
tendrils, then shove them all away and stab forward,
smashing the edge of your shield down into the thing." Erik
cheers. "Unfortunately, you didn't get its heart, and now
your sword and shield are stuck. Kelly, what are you and
Brad doing?"
Kelly (Karlessa): "I kneel by Stalgrad and reassure him,
then cast Wound Closing on him." She rolls her dice and
spends the Mana points. "Total 77. Is that high enough?"
Jordan (GM): "Yes, the wound magically seals and Stalgrad
is no longer suffering from its effects, but that spell only
heals one of the 18 points of damage it did."
Kelly (Karlessa): "Okay, I've still got Mana left; I cast Body
Restoration." rolls, checks her Damage Chart "Yes! 89! That
heals Stalgrad entirely!"
Jordan (GM): "Yes, it does. Brad, you killed yours, what do
you do?"
Brad (Boridar): "I grab the nearest candle-stand or coat-tree
or whatever I can stab the last one with, but I don't grab
anything that's part of a pile!"
Jordan (GM): Laughing "Okay; what do you do, Erik? Your
weapons are stuck."
Erik (Errick): "I drop 'em and run before the thing kills me!"
Jordan (GM): "Sorry, buddy; it's wrapped tendrils around
your lower legs; you're not going anywhere. You can't even
duck as you watch it ooze up more slime above its heart to
spit at your face!" Erik cringes. "You open your eyes when
you hear Boridar shout 'Ha-HAH!' and watch him stab the
Shambling Ooze in the heart from behind with a tall
candelabra. The last one dies and collapses." Erik, Brad,
Kelly and Stan all cheer.


T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 15 w

C CH HA AR RA AC CT TE ER R C CO ON NC CE EP PT T

In Tales of Wyn Dmere there are no classes or level
systems to base a character on. Instead, a character is
developed by choosing what unusual heritages or events
drove the character to become a hero or adventurer in the
first place. These events, or Life Aspects as Tales of Wyn
Dmere (ToWD) refers to them, are what truly set the
characters apart from normal people.
Using this Life Aspect system one can create a wide
diversity of characters that normally would be very similar.
Take the warrior mage character for example. By varying
the number of Military Service aspects verses the number of
Magical Studies taken, one can easily adjust the character
to ones liking. Also, one could replace some or all of the
Military Service aspects with the Monastic Order: Templar
aspect or Criminal / Outlaw: Brigand / Highwayman aspect.
This method can be applied to create most of the traditional
character types found in fantasy literature, and many that
are not.

C CH HA AR RA AC CT TE ER R C CR RE EA AT TI IO ON N
Once you have a strong concept of what kind of character
you want, first take the following steps:
1. Assign Primary stat points.
2. Choose Life Aspects (one Background, two Major,
and three Minor).
3. Compute Secondary stats
4. Purchase Skills / Spells.
5. Choose Fortes and Failings
6. Develop a name and brief history for the character.

The character starts out with 5 units of local currency, a suit
of soft leather armor, and any common weapons or
equipment deemed appropriate due to character concept
(GM approval required). All other equipment must be
purchased with coinage or Fortes.
Also, the character starts play with his native Read / Write
and Speak skills for free. These skills have the rating of
Native. This means that the character will never have to
make a roll to understand the language of his home country
in either its written or spoken form.

Primary Stats
All characters start with 200 points to spend on the 12 base
attributes, Minimum 5 / Maximum 30. These stats may be
altered later by racial modifiers.
Strength (STR)
-A measure of the characters physical might.
Reflexes (REF)
-A measure of the characters instinctive reaction speed
Coordination (COO)
-A measure of the characters hand-eye coordination.
Endurance (END)
-A measure of the characters overall stamina.
Health (HEA)
-A measure of the characters resistance to illness, physical
stress, and toxins.
Judgment (JUD)
-A measure of the characters ability to comprehend and
make decisions. Also, an indication of overall mental health.
Perception (PER)
-A measure of the characters physical sensory capabilities.
Empathy (EMP)
-A measure of the characters emotive or supernatural
sensory capabilities.
Willpower (WIL)
-A measure of the characters strength of will.
Memory (MEM)
-A measure of the characters ability to mentally record and
recall information.
Presence (PRE)
-A measure of the characters natural ability to influence
others.
Grace (GRA)
-A measure of how often the divine intervene on the
characters behalf. Also an indication of how lucky the
character is. Once per game session, a characters Grace
stat may be added to any one roll.

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Secondary Stats
Mana Attunement
- This stat measures the characters overall connection to
the ebb and flow of the magical energies that exist in the
world of Wyn Dmere. The higher this stat, the more Mana
(natural magical energy) is easily absorbed for use by the
character.
A characters Mana Attunement (MA) is calculated by
adding the values of his Will Power (x2), Empathy, Health,
Grace together and dividing by 10 (round up). This result is
the value of his Mana Attunement stat.
Basic Conflict Reaction
- All people have a base level of instinctual reflexive action
that is used to react to frightening or dangerous situations.
In Wyn Dmere, this is defined as the characters Base
Conflict Reaction, which is used as the base value for all
Initiative rolls.
This stat starts equal to the characters (Will Power +
Reflexes + Judgment) 2 and is modified by life aspect
choice.
Basic Faith
- While most people in the world of Wyn Dmere believe in
the pantheon of Deities that rule over them, some are
simply more faithful than others. This stat measures a
characters base level of faith, even if he is not an active
worshiper.
This stats value is equal to Empathy + (Grace x2) 2.
Basic Movement Rates
- Generally, this is used to measure positioning in close
conflict situations, but it is also useful for on-foot chase
scenes.
Normal move = (Strength + Coordination) 4 in yards per
turn.
Swimming move = (Strength + Endurance) 6 in yards per
turn.
Natural Dodge
- This is a measure of how well the character can sidestep
away from hurled or launched projectiles. Also used to
evade attacks that cannot be blocked, such as Giant
Creature attacks and falling boulders.
A characters Natural Dodge score is equal to his
(Reflexes + Perception + Grace) 2.
Body Points
- The amount of damage a character can sustain before
being rendered unconscious is measured by his Body
Points (BP). Every time the character is hit in combat he will
lose a number of BP based on the weapons Damage Class
and how well the opponent hit him.
A characters Body Point total is equal to his
End x2 + Hea x2 + Wil.
Wound Threshold
- This stat represents the ceiling on how much damage a
character can take in one hit before serious injury occurs.
Whenever a character takes more BP damage in one strike
than his Wound Threshold, he has suffered a Wound (see
the Body Point, Wounds, & Healing section for more
information).
A characters Wound Threshold total is equal to his
(End + Hea + Wil) 4.
Base Unarmed Damage
- This is the Damage Class of all unarmed physical attacks
made by the character.
A characters Base Unarmed Damage Class is E; this may
be altered by an exceptional or frail Strength stat (see the
Physical Strength and Attack Damage Values section for
more information).
Lifting / Max
- This measures how much weight a character can lift, both
casually and with maximum effort. A characters Casual
Lifting is equal to his Str x 5 in pounds; his Maximum Lifting
weight is equal to his Str x ((Wil + Hea) 4) in pounds. A
characters Max lift can never drop below their Casual lift.


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L LI IF FE E A AS SP PE EC CT TS S

A character is fleshed out by choosing one Background
Aspect, two Major Life Aspects, and three Minor Life
Aspects.
Each Life Aspect is composed of Skill Points and Skill Lists
to spend them on. When reading a Life Aspect, make sure
to note whether it gives access to all of the listed Skill Lists
or only gives access to one or two of them. The difference
in literal wording is intended to express each Life Aspects
well roundedness or specialization.
Every Life Aspect is subdivided into two levels, Major and
Minor. This differentiates whether the aspect was a greater
or lesser influence on the characters life and career. Not all
abilities of an Aspect will be available to both its Major and
Minor levels. For instance, the Military Service Major aspect
allows a character to learn advanced skills that a military
officer or accomplished veteran might know such as
Weapon Fighting Styles, Formal Combat, and intelligence
work. The Military Service Minor aspect allows the character
to learn the basics of being a soldier, sailor, or mercenary
such as Weapon skills, Naval skills, and Scouting.

Background Aspects
These aspects help define the characters childhood and/or
adolescence. Every character starts with one major
background aspect. A character may fill up to three more of
his aspects with backgrounds, but please use the following
guideline:
A character cannot take conflicting backgrounds i.e.: a
sheltered-nomad or a rural-urbanman. Please use common
sense when making your choices.
Gomakas Lineage
Noble Lineage
Nomadic Upbringing
Rural Upbringing
Serfdom / Servitude
Sheltered Upbringing
Urban Upbringing

Career Aspects
These aspects define the characters vocational training. A
single career aspect may be taken only up to four times.
Academic Training
Artistic Training
Courtier
Criminal / Outlaw
Guild Training
Hunter / Gatherer
Magical Studies
Merchant / Trader
Military Service
Monastic Order
Religious Training
Watchman
Several sub aspects of Magical Studies are available.

Special Aspects
These aspects represent very unusual events that could
have taken place in the characters life. A character may
have only one special aspect, but it can be either a major or
a minor. Note GM approval is required to take a special
aspect due to the possibility of creating campaign
imbalance.
Dmpeill Bloodline
Draconian Bloodline
Dwarven Bloodline
Elven Bloodline
Fairie Bloodline
Mystical Alliance
Trollic Bloodline

Aspect Descriptions

Academic Training
This Aspect represents a large amount of time devoted to
high level education.
Major Life Aspect
80 Skill points to spend on one of the following skill lists
listed below:
Apothecary
Business
Physician
Sage
Scholar

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Solicitor
Tinker / Technologist
50 Skill points to spend on one of the skill lists listed above.
30 Skill points to spend on one of the skill lists listed above
plus Artistic, General Education, Performance, and
Socialite.
30 Skill points to spend on the General Education skill list.
Minor Life Aspect
50 Skill points to spend on one of the following skill lists
listed below:
Apothecary
Artistic
Business
Physician
Sage
Solicitor
Tinker / Technologist
30 Skill points to spend on the General Education skill list.


Artistic Training
Either by schooling or mentoring, members of this Aspect
have excelled in artistic expression.
Major Life Aspect
150 Skill points to spend on one of the following skill lists
listed below:
Artisan
Artistic
Performance
30 Skill points to spend on two of the skill lists listed above.
15 Skill points to spend on the General Education skill list.

Minor Life Aspect
80 Skill points to spend on one of the following skill lists
listed below:
Artisan
Artistic
Performance


Courtier
Characters with this Aspect have spent much time
observing and interacting with the noble courts.
Major Life Aspect
130 Skill points to spend on the Socialite skill list.
50 Skill points to spend on any of the skill lists below:
General Education
Spy
Swindler
Weapons, Noblemens
15 Skill points to spend on the General Education skill list.
Roll 1d10 on the Noble Lineage Birthright table. (See the
Noble Lineage Life Aspect.)

Minor Life Aspect
50 Skill points to spend on the Socialite skill list.
30 Skill points to spend on any of the skill lists below:
General Education
Spy
Swindler
Weapons, Noblemens

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Criminal / Outlaw
Whether by choice or circumstance, members of this
Aspect are skilled in illegal activities and often have
bounties out for their arrest.
Major Life Aspect
+15 Skill points to Melee Conflict Reaction
100 Skill points to spend on one of the following skill lists
listed below:
Assassin
Burglar
Brigand / Highwayman
Cutpurse
Spy
Swindler
100 Skill points to spend on any of the skill lists listed above
plus Weapons / Commoner, and Debtors Pit. (Characters
that have chosen Brigand / Highwayman may also buy
skills from the Weapons / Warrior skill list.)

Minor Life Aspect
+10 skill points to Melee Conflict Reaction
50 Skill points to spend on one of the following skill lists
listed below:
Assassin
Burglar
Brigand / Highwayman
Cutpurse
Spy
Swindler
30 Skill points to spend on any of the skill lists listed above
plus Weapons / Commoner, and Debtors Pit. (Characters
that have chosen Brigand / Highwayman may also buy
skills from the Weapons / Warrior skill list.)

Dmpeill Bloodline
By dark and mysterious means, Characters with this Aspect
are the living, half human offspring of an undead creature
and a human. See the Known Races section for more
details.
Major Life Aspect
+30 Skill points to Undeath Lore
Low Light Vision: 240ft
Strength +5
Reflexes +10
Coordination +5
Endurance +5
Health -5
Perception +10
Empathy -10
Presence -5
Grace -10

130 Skill points to spend on any of the following skill lists:
Domestic, Urban
Domestic, Rural
General Education
Sage
Weapons, Commoner

Roll once on the table below. If a skill is rolled, the
character has +50 points towards it.

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Table 1: Dmpeill Special abilities
Roll Dmpeill Special abilities
1-18 Shadow Blend L(5 Mana): Adds
Synergy Bonus to stealth when in
shadows. See skill.
19-36 Hunting Senses L(1 Mana):30ft, May
make Perception tests to detect living or
unliving creatures.
37-54 Incredible Good Looks: +15 to Presence
stat when dealing with the opposite sex.
55-72 Natural Warrior: +65 skill points total to
Melee and / or Ranged Conflict Reaction
73-90 Become Invisible L: See under skills
91-95 Dark Movement L(5 Mana): + 15 to all
checks requiring speed. Doubles Base
Movement. Duration: 3 turns.
96-99 Shadow Dancing L: Allows teleportation
from one deep shadow to the next, up to
50ft. See skill.
100 Gifted: Pick one of players choice or roll
twice and ignore this result.

Minor Life Aspect
Low Light Vision: 120ft
Strength +5
Reflexes +5
Health -5
80 Skill points to spend on any of the following skill lists:
Domestic, Urban
Domestic, Rural
General Education
Sage
Weapons, Commoner

Draconian Bloodline
All members of this Aspect are actually full-blooded
dragons by way of the dragon that fathered them with a
human woman. Dragons born this way remain in their
vulnerable birth form for 100 years or so before they
transform into their true draconian form. See the Known
Races section for more details.
Major Life Aspect
+30 Skill points to Dragon Lore
Mana Attunement +2
Roll ten times on the table below and add +2 to all ten stats.
Then roll twice on the table below and subtract -3 from both
stats. All duplicate rolls are kept, bonuses and penalties are
cumulative.
Table 2: Draconic Stat Bonuses
Roll Stat Roll Stat
1-9 Str 56-64 Per
10-19 Ref 65-73 Emp
20-28 Coo 74-82 Wil
29-37 End 83-91 Mem
38-46 Hea 92+ Pre
47-55 Jud

130 Skill points to spend on any of the following skill lists:
Domestic, Urban
Domestic, Rural
Laborer
Smithing
Woodworking
Roll once on the table below. If a skill is rolled, the
character has +65 points towards it.
Table 3: Draconic Special Abilities
Roll Draconian Special Abilities
1-18 Can cast spells: Knows one spell list (players
choice) and Mana Gathering
19-36 Dragon Senses L(1 Mana):30ft, May make
Perception tests to detect magic and illusions,
also sees perfectly in darkness.
37-54 Incredible Good Looks: +15 to Presence stat
when dealing with the opposite sex.
55-72 Natural Warrior: +65 points total to Melee and /
or Ranged Conflict Reaction
73-90 Natural Armor: Protection level 1, skin looks
and feels normal.
91-95 Minor Early Transformation L (6 Mana): May
grow small dragon wings. Flight speed is 30
yards. Lasts ten turns.
96-99 Dragons Fire L (6 Mana): May breathe fire.
Range 15ft. Damage Class is J
100 Gifted: Pick one of players choice or roll twice
and ignore this result.

Minor Life Aspect
Endurance +3
Mana Attunement +1
+10 Skill points to Dragon Lore


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65 Skill points to spend on any of the following skill lists:
Domestic, Urban
Laborer
Smithing
15 Skill points to spend on any of the skill lists below:
Domestic, Urban
Laborer
Smithing
Weapons, Commoner

Dwarven Bloodline
Members of this Aspect have one parent who is either
partially or fully Dwarven. See the Known Races section for
more details.
Major Life Aspect
+10 Skill points to Melee Conflict Reaction
Low Light Vision: 120ft
Reflexes -5
Endurance +15
Health +5
Will Power +5
Empathy -5
Mana Attunement -10
150 Skill points to spend on any of the following skill lists:
Domestic, Urban
Laborer
Smithing
50 Skill points to spend on any of the skill lists below:
Domestic, Urban
Dwarvish Lore
Laborer
Smithing
Tinker / Technologist
Weapons, Commoner

Minor Life Aspect
Low Light Vision: 120ft
Endurance +5
Mana Attunement -5
65 Skill points to spend on any of the following skill lists:
Domestic, Urban
Laborer
Smithing
15 Skill points to spend on any of the skill lists below:
Domestic, Urban
Dwarvish Lore
Laborer
Smithing
Tinker / Technologist
Weapons, Commoner

Elven Bloodline
This Aspect denotes that one of the characters parents was
of Elvish ancestry. See the Known Races section for more
details.
Major Life Aspect
+10 Skill points to Ranged Conflict Reaction
Ultra Violet Spectrum Vision: 120ft
Strength -5
Reflexes +5
Coordination +10
Endurance -5
Empathy +5
Grace -5
150 Skill points to spend on any of the following skill lists:
Domestic, Rural
Huntsman
Wood Working
50 Skill points to spend on any of the skill lists below:
Apothecary
Domestic, Rural
Elvish Lore
Huntsman
Wood Working
Weapons, Commoner

Minor Life Aspect
Ultra Violet Spectrum Vision: 120ft
Coordination +5
Endurance -5
65 Skill points to spend on any of the following skill lists:
Domestic, Rural
Huntsman
Wood Working
15 Skill points to spend on any of the skill lists below:
Domestic, Rural
Elvish Lore
Huntsman
Wood Working
Weapons, Commoner

Fairie Bloodline
Characters with this Aspect have Fey blood somewhere in
their ancestry. See the Known Races section for more
details.

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Major Life Aspect
Strength -5
Reflexes +10
Endurance -5
Health -5
Perception +5
Will Power -5

Roll once on the Fairie trait chart and the Fairie flaw chart at
+5 each.
150 Skill points to spend on any of the following skill lists:
Artistic Training
Domestic, Rural
Performance
50 Skill points to spend on any of the skill lists below:
Artistic Training
Domestic, Rural
Fairie Lore
Huntsman
Performance
Weapons, Commoner

Minor Life Aspect
Reflexes +5
Will Power -5
Roll once on the Fairie trait chart and the Fairie flaw chart
65 Skill points to spend on any of the following skill lists:
Artistic Training
Domestic, Rural
Performance
15 Skill points to spend on any of the skill lists below:
Artistic Training
Domestic, Rural
Fairie Lore
Huntsman
Performance
Weapons, Commoner

Table 4: Fairie Traits
Roll Fairie Trait
1-9 Grow Larger L: See under skills.
10-19 Shrink Smaller L: See under skills.
20-28 Fairie Sight: May make Perception checks to
detect the presence of magic.
29-37 Longevity: Ages at 1/10
th
speed after 18th
birthday.
38-46 Become Invisible L: See under skills.
47-55 Fairie Beauty: +5 Presence, +15 to the
opposite sex.
56-64 Ghost Walking L: See under skills.
65-73 Fairie Wings: May fly for up to 30 minutes
before tiring. Do not roll for flaw, as the wings
are obvious unless well covered.
74-82 Animal Brother: Gains a small Fairie animal
companion. Only the character can understand
its speech.
83-91 Tree Bonding L: See under skills.
92-99 Mana Blessed: +5 Mana Attunement.
100+ Players choice or roll twice on this table and
ignore this result.


Table 5: Fairie Flaws
Roll Fairie Flaw
1-12 Blessed, no flaw
13-25 Odd Eye Color
26-38 Odd Hair Color
39-50 Odd Skin Color
51-63 Odd Facial Feature: Pointy ears, Slight nose,
etc.
64-75 Oddly Musical Voice
76-88 Eerie Beauty: Character is extremely good
looking in an almost imperceptibly inhuman
way. This strangeness counteracts any
bonuses. May not combine with Fairie Beauty
89+ Roll twice on this chart and ignore this result.

Gomakas Lineage
Characters of this Aspect live twofold lives as a human and
an animal living in one body. See the Known Races section
for more details.

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Major Life Aspect
+10 Skill points to Melee Conflict Reaction
150 Skill points to spend on the Weapons, Commoner and
Wilderness skill lists and one of the following skill lists:
Clan Forest Lion
Clan Grand Falcon
Clan Gray Rattler
Clan Hill Ferret
Clan River Turtle
Clan Snow Raven
50 Skill points to spend on any of the skill lists below:
Chosen Clan List
Domestic, Rural
Laborer
Weapons, Commoner
Wilderness
Woodworking

Minor Life Aspect
80 Skill points to spend on the Weapons, Commoner and
Wilderness skill lists and one of the following skill lists:
Clan Forest Lion
Clan Grand Falcon
Clan Gray Rattler
Clan Hill Ferret
Clan River Turtle
Clan Snow Raven


Guild Training
This Aspect denotes that the character spent some time as
an apprentice under an established guild master.


Major Life Aspect
150 Skill points to spend on one of the following skill lists
listed below:
Apothecary
Artisan
Laborer
Performance
Physician
Smithing
Woodworking
30 Skill points to spend on one of the skill lists listed above.
15 Skill points to spend on the General Education skill list.

Minor Life Aspect
80 Skill points to spend on one of the following skill lists
listed below:
Artisan
Domestic, Rural
Laborer
Performance
Smithing
Woodworking




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Hunter / Gatherer
Characters with this Aspect sent time growing up where
they had to live off the land.
Major Life Aspect
+30 Skill points to Ranged Conflict Reaction
100 Skill points to spend on the Huntsman skill list.
80 Skill points to spend on any of the following skill lists
listed below:
Huntsman
Scout
Weapons, Commoner
Wilderness Survival
15 Skill points to spend on the Domestic, Rural skill list.

Minor Life Aspect
+15 skill points to Melee Conflict Reaction
50 Skill points to spend on the Huntsman skill list.
30 Skill points to spend on any of the following skill lists
listed below:
Huntsman
Scout
Weapons, Commoner
Wilderness Survival

Magical Studies
Members of this Aspect have received training in one or
more of the magical arts.
Combat Sorcery
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
130 Skill points to spend on one of the following Spell lists
listed below:
Elemental Combat
Warcraft
Psychic Combat
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, and any
of the skill lists listed below:
Alchemy
Artificer
Sage

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
50 Skill points to spend on one of the following Spell lists
listed below:
Elemental Combat
Warcraft
Psychic Combat
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, and any of the skill lists listed below:
Alchemy
Artificer
Sage

Distortion
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
130 Skill points to spend on one of the following Spell lists
listed below:
Space
Time
Matter
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, and any
of the skill lists listed below:
Alchemy
Artificer
Sage



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Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
50 Skill points to spend on one of the following Spell lists
listed below:
Space
Time
Matter
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, or any of the skill lists listed below:
Alchemy
Artificer
Sage

Divination
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
130 Skill points to spend on one of the following Spell lists
listed below:
Past
Present
Future
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, and any
of the skill lists listed below:
Alchemy
Artificer
Sage

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
50 Skill points to spend on one of the following Spell lists
listed below:
Past
Present
Future
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, and any of the skill lists listed below:
Alchemy
Artificer
Sage

Enchantment
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
130 Skill points to spend on one of the following Spell lists
listed below:
Animation
Boons
Curses
Ensorcelments
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, and any
of the skill lists listed below:
Alchemy
Artificer
Sage

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
50 Skill points to spend on one of the following Spell lists
listed below:
Animation
Boons
Curses
Ensorcelments
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, and any of the skill lists listed below:
Alchemy
Artificer
Sage

Illusion
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
130 Skill points to spend on one of the following Spell lists
listed below:
Phantasms
Delusion




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65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, or any
of the skill lists listed below:
Alchemy
Artificer
Sage

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
50 Skill points to spend on one of the following Spell lists
listed below:
Phantasms
Delusion
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, and any of the skill lists listed below:
Alchemy
Artificer
Sage

Necromancy
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
+30 Skill points to Undeath Lore.
130 Skill points to spend on one of the following Spell lists
listed below:
Beget
Defile
Shadow
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, Undeath
Lore, and any of the skill lists listed below:
Alchemy
Artificer
Sage

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
+15 Skill point to Undeath Lore.

50 Skill points to spend on one of the following Spell lists
listed below:
Beget
Defile
Shadow
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, Undeath Lore, and any of the skill lists
listed below:
Alchemy
Artificer
Sage

Restoration
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
130 Skill points to spend on one of the following Spell lists
listed below:
Healing
Cleansing
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, and any
of the skill lists listed below:
Alchemy
Apothecary
Physician
Sage

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
50 Skill points to spend on one of the following Spell lists
listed below:
Healing
Cleansing
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, and any of the skill lists listed below:
Alchemy
Apothecary
Physician
Sage

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 27 w

Spiritualism
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
+30 Skill points to Spirit Lore.
130 Skill points to spend on one of the following Spell lists
listed below:
Animal Spirits
Botanical Spirits
Elemental Spirits
Ancestral Spirits
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, and any
of the skill lists listed below:
Alchemy
Sage
Wilderness Survival

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
+15 Skill points to Spirit Lore.
50 Skill points to spend on one of the following Spell lists
listed below:
Animal Spirits
Botanical Spirits
Elemental Spirits
Ancestral Spirits
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, and any of the skill lists listed below:
Alchemy
Sage
Wilderness Survival

Summoning
Major Life Aspect
+30 Skill points to Mana Gathering.
+10 to Magical Conflict Reaction
+25 Skill points to Read / Write Magical Glyphs.
130 Skill points to spend on one of the following Spell lists
listed below:
Object
Creature
Demonic
65 Skill points to spend on one of the Spell lists listed
above, Mana Gathering, Magical Conflict Reaction, and any
of the skill lists listed below:
Alchemy
Artificer
Sage

Minor Life Aspect
+15 Skill points to Mana Gathering.
+25 Skill points to Read / Write Magical Glyphs.
50 Skill points to spend on one of the following Spell lists
listed below:
Object
Creature
Demonic
30 Skill points to spend on Mana Gathering, Magical
Conflict Reaction, and any of the skill lists listed below:
Alchemy
Artificer
Sage


Merchant / Trader
Characters with this Aspect have experience dealing with
Wyn Dmeres mercantile system.

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 28 w

Major Life Aspect
100 Skill points to spend on the Merchant skill list.
65 Skill points to spend on one of the following skill lists
listed below:
General Education
Mariner
Merchant
Swindler
Wilderness Survival
30 Skill points to spend on the General Education skill list.

Minor Life Aspect
50 Skill points to spend on the Merchant skill list.
30 Skill points to spend on one of the following skill lists
listed below:
General Education
Merchant
Swindler


Military Service
Members of this Aspect have served time in an army or
navy of some sort.
Major Life Aspect
+65 Skill points total to Melee and Ranged Conflict Reaction
65 Skill points to spend on one of the following skill lists
listed below:
Cavalry
Formal Combat
Scout
Spy
War Craft
Weapons, Siege
100 Skill points to spend on any of the following skill lists
listed below:
Cavalry
Mariner
Scout
Sentry
Unarmed Combat
Weapons, Siege
Weapons, Warrior
30 Skill points to spend on the Weapons, Warrior Skill list.

Minor Life Aspect
+30 Skill points total to Melee and Ranged Conflict Reaction
65 Skill points to spend on any of the following skill lists
listed below:
Cavalry
Mariner
Scout
Sentry
Unarmed Combat
Weapons, Siege
Weapons, Warrior
15 Skill points to spend on the Weapons, Warrior Skill list.

Monastic Order
Members of this Aspect have spent time training in a
secluded hermitage devoted to a specific teaching.
Major Life Aspect
150 Skill points to spend on one of the following skill lists
listed below:
Disciple
Monk
Sage
Templar
Witch Hunter
50 Skill points to spend on any of the following skill lists
listed below:
General Education
Sage
Physician
Weapons, Commoner
Weapons, Exotic
Wilderness Survival


T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 29 w
Minor Life Aspect
80 Skill points to spend on one of the following skill lists
listed below:
Disciple
Monk
Sage
Templar
Witch Hunter

Mystical Alliance
This Aspect is individual to each character that has it.
Somehow the character has forged a mystic bond between
himself and the object or being named. This allows the
character to gain special abilities or skills but, these
bonuses come at a price. To continue the alliance, the
character must satisfy the desires of the linked object or
being. The consequences of not satisfying the alliance are
up to the GM.
The following are Sample lists of possible alliances and
desires.

Major Life Aspect
Alliance with a deity: +100 rating to all Prayer
attempts. See Faith and the Power of Prayer
section.
Alliance with a spirit: +50 rating to a group of skills
(3-6, GMs choice) from one skill list.
Alliance with a weapon: Pick Three from below:

+30 to Strike, to Parry, to Disarm, or to Break
+1 Damage Class
+20 to Melee Conflict Reaction
Always know its location.
Weapon will not break.
Ignores one level of armor

Minor Life Aspect
Alliance with a deity: +40 rating to all Prayer
attempts
Alliance with a spirit: +20 rating to a group of skills
(3-6, GMs choice) from one skill list.
Alliance with a weapon: Pick one from below:

+30 to Strike, to Parry, to Disarm, or to Break
+1 Damage Class
+20 to Melee Conflict Reaction
Always know its location.
Weapon will not break.
Ignores one level of armor

Sample Desires
Beings
Bring me a sacrifice (GM choice)
Build me an altar / idol
Never drink Alcohol.
Never speak after sunset.

Objects
Adorn me with 3d10 Local coin in gold, silver, and
gems.
Polish me three times a day with expensive oil.
Put me in total darkness for 1d10 hours.
Bathe me in blood.


Noble Lineage
Characters with this Aspect were born into a noble family.
Major Life Aspect
30 Skill points to spend on the High Born skill list.
30 Skill points to spend on the General Education skill list.
30 Skill points to spend on the Socialite skill list.
100 Skill points to spend on any of the following skill lists
listed below:
Formal Combat
General Education
High Born
Socialite
Weapons, Exotic
Weapons, Noblemans
Weapons, Warrior

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 30 w
Minor Life Aspect
30 Skill points to spend on the High Born and / or General
Education skill list.
50 Skill points to spend on any of the following skill lists
listed below:
Formal Combat
General Education
High Born
Socialite
Weapons, Exotic
Weapons, Noblemans
Weapons, Warrior
Each Noble Lineage major aspect gives the player two d10s
to roll on the birthright chart. Each Noble Lineage minor
aspect gives the player one d10 to roll. These dice may be
combined in any amount or rolled separately as the player
desires.
Table 6: Noble Birthrights
Roll Birthright
1 6 Gift of Currency: Value 2d10 Local Coin
7 8 Share of Annual Property Income: Value
1d10 Local Coin
9 10 Gift of Currency: Value 3d10 Local Coin
11 12 Share of Annual Property Income: Value
2d10 Local Coin
13 14 Gift of Currency: Value 4d10 Local Coin
15 16 Gift: Exceptional Riding Steed
17 18 Gift of Currency: Value 5d10 Local Coin
19 20 Share of Annual Property Income: Value
4d10 Local Coin
21 22 Gift: Minor Enchanted Weapon or Armor
23 24 Gift of Currency: Value 7d10 Local Coin
10 26 Gift of Currency: Value 8d10 Local Coin
27 28 Share of Annual Property Income: Value
5d10 Local Coin
29 30 Gift: 3d4 Exceptional Riding Steeds
31 32 Gift: Minor Enchanted Weapon and Armor
33 34 Gift: Tamed Supernatural Steed
35 36 Gift of Currency: Value 12d10 Local Coin
37 38 Share of Annual Property Income: Value
7d10 Local Coin
39 40 Gift: Major Enchanted Weapon or Item
41 42 Gift of Currency: Value 18d10 Local Coin
43+ Royal Blood: Pick two items from this chart
or (with GM Approval) develop something
special


Nomadic Upbringing
This Aspect represents being brought up in an environment
of constant travel.
Major Life Aspect
+15 Skill points to Melee Conflict Reaction
+30 Skill points to Read / Write Travelers Glyphs.
130 Skill points to spend on the Wilderness Survival or the
Mariner skill list.
30 Skill points to spend on any of the following skill lists
listed below:
Mariner
Wilderness Survival
30 Skill points to spend on any of the following skill lists
listed below:
Mariner
Wilderness Survival
Weapons, Commoner
Huntsman
Woodworking

Minor Life Aspect
+10 Skill points to Melee Conflict Reaction
+10 Skill points to Read / Write Travelers Glyphs.
50 Skill points to spend on the Wilderness Survival or the
Mariner skill list.
30 Skill points to spend on any of the following skill lists
listed below:
Mariner
Wilderness Survival
Weapons, Commoner
Huntsman
Woodworking

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 31 w

Religious Training
Characters with this Aspect spent time living, serving and
studying at a church or temple.
Major Life Aspect
+30 Skill points to Prayer skill.
+25 Skill points to Read / Write skill of choice.
+30 Skill points to Doctrine skill.
180 Skill points to spend on any of the skill lists listed
below:
Disciple
General Education
Sage

Minor Life Aspect
+20 Skill points to Prayer skill.
+15 Skill points to Read / Write skill of choice.
+20 Skill points to Doctrine skill.
65 Skill points to spend on any of the skill lists listed below:
Disciple
General Education
Sage


Rural Upbringing
Members of this Aspect grew up in a settlement far from
large towns or cities.
Major Life Aspect
100 Skill points to spend on the Domestic, Rural skill list.
15 Skill points to spend on the Huntsman Skill list.
80 Skill points to spend on any of the following skill lists
listed below:
Domestic, Rural
Laborer
Smithing
Woodworking

Minor Life Aspect
50 Skill points to spend on the Domestic, Rural skill list.
30 Skill points to spend on any of the following skill lists
listed below:
Domestic, Rural
Laborer
Smithing
Woodworking

Serfdom/Servitude
This Aspect denotes that the character grew up as an
indentured servant or slave.
Major Life Aspect
130 Skill points to spend on the Domestic, Rural and
Laborer skill lists.
65 Skill points to spend on any of the skill lists below:
Debtors Pit
Domestic, Urban
Domestic, Rural
Laborer
Smithing
Woodworking

Minor Life Aspect
65 Skill points to spend on the Domestic, Rural and Laborer
skill list.
15 Skill points to spend on any of the skill lists below:
Debtors Pit
Domestic, Rural
Laborer
Smithing
Woodworking

Sheltered Upbringing
Characters with this Aspect were raised far away from
society and its influences.
Major Life Aspect
+60 Skill points to one skill of choice
(GM approval required)
+25 Skill points to Read / Write skill of choice.
+30 Skill points to Lore skill of choice.

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- 32 w
120 Skill points to spend on any of the skill lists listed
below:
Alchemy
General Education
Sage
Wilderness Survival

Minor Life Aspect
+25 Skill points to one skill of choice
(GM approval required)
+20 Skill points to Read / Write skill of choice.
+15 Skill points to Lore skill of choice.
40 Skill points to spend on any of the skill lists listed below:
Alchemy
General Education
Sage
Wilderness Survival

Trollic Bloodline
This Aspect denotes that one of the characters parents was
of Troll blood. See the Known Races section for more
details.
Major Life Aspect
+10 Skill points to Melee Conflict Reaction
Ultra Violet Spectrum Vision: 120ft
Strength +10
Reflexes -5
Coordination +5
Endurance +5
Empathy -5
Presence -5
Grace -5

150 Skill points to spend on any of the following skill lists:
Domestic, Rural
Huntsman
Wood Working
Wilderness Survival
50 Skill points to spend on any of the skill lists below:
Domestic, Rural
Trollic Lore
Huntsman
Wood Working
Weapons, Commoner

Minor Life Aspect
Ultra Violet Spectrum Vision: 120ft
Strength +5
Presence -5
65 Skill points to spend on any of the following skill lists:
Domestic, Rural
Huntsman
Wood Working
Wilderness Survival

15 Skill points to spend on any of the skill lists below:
Domestic, Rural
Trollic Lore
Huntsman
Wood Working
Weapons, Commoner

Urban Upbringing
A Character with this Aspect grew up in or around a major
town or city.
Major Life Aspect
100 Skill points to spend on the Domestic, Urban skill list.
15 Skill points to spend on the Merchant skill list.
80 Skill points to spend on any of the following skill lists
listed below:
Domestic, Urban
General Education
Laborer
Smithing

Minor Life Aspect
50 Skill points to spend on the Domestic, Urban skill list.
30 Skill points to spend on any of the following skill lists
listed below:
Domestic, Urban
General Education
Laborer
Smithing

Watchman
Characters with this Aspect spent time serving in the village
or town watch. Duties included sentry, lookout, crier, fire
fighter, and many others required to keep a community
safe.


T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 33 w

Major Life Aspect
200 Skill points to spend on any of the following skill lists
listed below:
Domestic, Urban
Domestic, Rural
Sentry
Patrol
Weapons, Commoner

Minor Life Aspect
80 Skill points to spend on any of the following skill lists
listed below:
Domestic, Urban
Domestic, Rural
Sentry
Patrol
Weapons, Commoner


T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 34 w

S SK KI IL LL L L LI IS ST TS S
See Skill Use and Descriptions section for more details on
each skill.

Alchemy
Elixir Lore................................................. (Mem x3)(20/4)
Mystic Herbalism........................... (Jud/Mem/Mem)(20/4)
Mystic Mineralogy.......................... (Jud/Mem/Mem)(20/4)
Mystic Toxicology.......................... (Jud/Mem/Mem)(20/4)
Mystic Zoology .............................. (Jud/Mem/Mem)(20/4)
Powder Lore............................................. (Mem x3)(20/4)
Read / Write Alchemical Glyphs ............... (Mem x3)(20/4)

Apothecary
Drug Lore................................................. (Mem x3)(20/4)
Medicinal Herbalism...................... (Jud/Mem/Mem)(20/4)
Mystic Herbalism........................... (Jud/Mem/Mem)(20/4)
Poison Lore.............................................. (Mem x3)(15/3)
Prepare Antidote............................ (Jud/Mem/Mem)(20/4)
Prepare Drugs............................... (Jud/Mem/Mem)(20/4)
Toxin Herbalism............................ (Jud/Mem/Mem)(15/3)

Artificer
Construct Lore.......................................... (Mem x3)(25/5)
Legendary Object Lore ............................. (Mem x3)(20/4)
Mystic Smithing............................. (Jud/Mem/Mem)(20/4)
Read / Write Magical Glyphs .................... (Mem x3)(30/6)
Rune Lore ................................................ (Mem x3)(20/4)
Talisman Lore .......................................... (Mem x3)(20/4)
Wand / Staff Lore..................................... (Mem x3)(20/4)

Artisan
Brewing......................................... (Jud/Mem/Mem)(20/4)
Instrument Crafting..........................(Coo/Jud/Mem)(20/4)
Jeweler............................................(Coo/Jud/Mem)(20/4)
Tailor...............................................(Coo/Jud/Mem)(15/3)
Tanner .......................................... (Jud/Mem/Mem)(15/3)

Artistic Talent
Draw / Sketch................................ (Coo/Emp/Emp)(15/3)
Expressive Writing / Poetry....................... (Emp x3)(15/3)
Jeweler........................................... (Coo/Jud/Mem)(20/4)
Music Composition................................... (Emp x3)(15/3)
Painting......................................... (Coo/Emp/Emp)(15/3)
Parchment Folding ........................ (Coo/Emp/Emp)(15/3)
Sculpting....................................... (Coo/Emp/Emp)(15/3)
Silversmith .................................... (Coo/ Coo/Emp)(20/4)
Tattooing........................................ (Coo/Jud/Mem)(20/4)

Assassin
Asphyxiation Lore......................... (Coo/Mem/Mem)(20/4)
Conceal Presence............................. (Coo/Jud/Gra)(20/4)
Lethal Strike Lore .......................... (Jud/Mem/Mem)(20/4)
Poison Lore..............................................(Mem x3)(15/3)
Quiet Movement ............................... (Coo/Jud/Gra)(20/4)
Silence Victim................................. (Coo/Jud/Mem)(25/5)
Silent Speak ................................. (Coo/Mem/Mem)(10/2)
Toxin Herbalism ............................ (Jud/Mem/Mem)(15/3)

Brigand / Highwayman
Ambush Lore..................................... (Jud/Per/Gra)(20/4)
Brawling............................................. (Str/Ref/Coo)(15/3)
Conceal Presence............................. (Coo/Jud/Gra)(20/4)
Quiet Movement ............................... (Coo/Jud/Gra)(20/4)
Read / Write Travelers Glyphs .................(Mem x3)(10/2)
Shadowing ......................................(Coo/Emp/Gra)(15/3)

Burglar
Conceal Presence............................. (Coo/Jud/Gra)(20/4)
Lock Picking................................... (Coo/Jud/Mem)(15/3)
Looting....................................................... (Jud x3)(10/2)
Puzzle Lock Solving.................................... (Jud x3)(20/4)
Quiet Movement ............................... (Coo/Jud/Gra)(20/4)
Silent Speak ................................. (Coo/Mem/Mem)(10/2)
Trap Lore ........................................ (Jud/Per/Mem)(20/4)

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 35 w

Business lore
Administration..................................(Jud/Jud/Emp)(20/4)
Advanced Mathematics ............................ (Mem x3)(10/2)
Book Keeping................................ (Jud/Mem/Mem)(10/2)
Currency Lore........................................... (Mem x3)(10/2)
Read / Write (by language)....................... (Mem x3)(15/3)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)

Cavalry
Animal Handling...............................(Jud/Jud/Emp)(20/4)
Crest / Seal Lore ...................................... (Mem x3)(10/2)
Jousting .......................................... (Coo/Jud/Emp)(15/3)
Orskins Method ................................ (Ref/Coo/Jud)(25/5)
Warhorsemanship........................... (Coo/Jud/Emp)(15/3)

Clan Forest Lion
Assume Beast ShapeL.......................(MA/Wil/Wil)(20/4)
Assume Hybrid ShapeL......................(MA/Wil/Wil)(25/5)
Buku ................................................. (Ref/Coo/Jud)(25/5)
Clan Lore ................................................. (Mem x3)(10/2)
Speak Beast Tongue ...................... (Emp/Pre/Mem)(15/3)

Clan Grand Falcon
Aerial Combat Lore .........................(Coo/Jud/Mem)(15/3)
Assume Beast ShapeL.......................(MA/Wil/Wil)(20/4)
Assume Hybrid ShapeL......................(MA/Wil/Wil)(25/5)
Buku ................................................. (Ref/Coo/Jud)(25/5)
Clan Lore ................................................. (Mem x3)(10/2)
Speak Beast Tongue ...................... (Emp/Pre/Mem)(15/3)

Clan Gray Rattler
Assume Beast ShapeL.......................(MA/Wil/Wil)(20/4)
Assume Hybrid ShapeL......................(MA/Wil/Wil)(25/5)
Buku ................................................. (Ref/Coo/Jud)(25/5)
Clan Lore ................................................. (Mem x3)(10/2)
Speak Beast Tongue ...................... (Emp/Pre/Mem)(15/3)



Clan Hill Ferret
Assume Beast ShapeL.......................(MA/Wil/Wil)(20/4)
Assume Hybrid ShapeL......................(MA/Wil/Wil)(25/5)
Burrowing.............................................(Str/Coo/Jud)(5/1)
Clan Lore .................................................(Mem x3)(10/2)
Speak Beast Tongue ...................... (Emp/Pre/Mem)(15/3)

Clan River Turtle
Aquatic Combat Lore...................... (Coo/Jud/Mem)(15/3)
Assume Beast ShapeL.......................(MA/Wil/Wil)(20/4)
Assume Hybrid ShapeL......................(MA/Wil/Wil)(25/5)
Clan Lore .................................................(Mem x3)(10/2)
Speak Beast Tongue ...................... (Emp/Pre/Mem)(15/3)
Swimming ......................................... (Str/Coo/End)(10/2)

Clan Snow Raven
Aerial Combat Lore......................... (Coo/Jud/Mem)(15/3)
Assume Beast ShapeL.......................(MA/Wil/Wil)(20/4)
Assume Hybrid ShapeL......................(MA/Wil/Wil)(25/5)
Clan Lore .................................................(Mem x3)(10/2)
Speak Beast Tongue ...................... (Emp/Pre/Mem)(15/3)
Sound Mimicry ............................... (Emp/Emp/Per)(15/3)

Cutpurse
City Lore (by city) .....................................(Mem x3)(10/2)
Conceal Object ................................. (Coo/Jud/Gra)(15/3)
Conceal Presence............................. (Coo/Jud/Gra)(20/4)
Crowd Blending................................ (Coo/Jud/Gra)(15/3)
Palm Object ..................................... (Coo/Coo/Jud)(20/4)
Pick Pocket ...................................... (Coo/Jud/Gra)(20/4)
Shadowing ......................................(Coo/Emp/Gra)(15/3)
Silent Speak ................................. (Coo/Mem/Mem)(10/2)

Debtors Pit
Blade Flail ......................................... (Ref/Coo/Jud)(20/4)
Body Blades ...................................... (Ref/Coo/Jud)(20/4)
Brawling............................................. (Str/Ref/Coo)(15/3)
First Aid..........................................(Jud/Emp/Mem)(15/3)

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 36 w
Showmanship................................... (Jud/Emp/Pre)(15/3)
Wrestling............................................ (Str/Ref/Coo)(15/3)

Disciple
Doctrine .......................................... (Jud/Mem/Gra)(15/3)
History (Church) ....................................... (Mem x3)(15/3)
Inspire Group ................................... (Emp/Pre/Pre)(15/3)
Prayer ......................................................(Faith x1)(25/5)
Theology .................................................. (Mem x3)(15/3)

Domestic, Rural
Agriculture....................................... (Jud/Jud/Mem)(10/2)
Animal Handling...............................(Jud/Jud/Emp)(10/2)
Butchery..............................................(Coo/Jud/Jud)(5/1)
Cleaning....................................................... (Jud x3)(5/1)
Cooking ...........................................(Jud/Jud/Emp)(10/2)
Horsemanship................................ (Coo/Coo/Emp)(10/2)
Local History (by region)........................... (Mem x3)(10/2)
Waggoneering............................................ (Jud x3)(10/2)
Well Digging.................................... (Jud/Jud/Mem)(15/3)

Domestic, Urban
Butchery..............................................(Coo/Jud/Jud)(5/1)
City Lore (by city) ..................................... (Mem x3)(10/2)
Cleaning....................................................... (Jud x3)(5/1)
Cooking ...........................................(Jud/Jud/Emp)(10/2)
Crest / Seal Lore ...................................... (Mem x3)(10/2)
Currency Lore........................................... (Mem x3)(10/2)
Local History (by region)........................... (Mem x3)(10/2)

Dwarvish Lore
Brewing........................................... (Jud/Jud/Mem)(20/4)
Dwarvish History ...................................... (Mem x3)(15/3)
Mining.............................................(End/Jud/Mem)(15/3)
R/W Dwarvish Runes ............................... (Mem x3)(15/3)
Speak Dwarvish ............................. (Emp/Pre/Mem)(15/3)
Stone KnowL......................................(MA/Wil/Wil)(20/4)

Elvish Lore
Elvish History ...........................................(Mem x3)(15/3)
Forest BlendingL................................(MA/Wil/Wil)(20/4)
Play Instrument (by type)................ (Coo/Coo/Emp)(20/4)
R/W Elvish Script .....................................(Mem x3)(15/3)
Sing / Recite................................... (Emp/Mem/Pre)(10/2)
Speak Elvish .................................. (Emp/Pre/Mem)(15/3)

Fairie Lore
Dancing........................................... (Coo/Emp/Pre)(15/3)
Fairie History............................................(Mem x3)(20/4)
Fairie Song L................................... (MA/Emp/Pre)(25/5)
Play Instrument (by type)................ (Coo/Coo/Emp)(20/4)
R/W Fairie Scrawl ....................................(Mem x3)(25/5)
Sing / Recite................................... (Emp/Mem/Pre)(10/2)
Speak Fairie tongue........................ (Emp/Pre/Mem)(20/4)

Formal Combat
Fendrin Blade Mastery.................... (Coo/Jud/Mem)(25/5)
Foot Boxing....................................... (Ref/Coo/Jud)(25/5)
The Grand Dance.............................. (Ref/Coo/Jud)(25/5)
Jylanic Fencing............................... (Coo/Jud/Mem)(25/5)
Mayshkina Circular Techniques ...... (Coo/Jud/Mem)(25/5)
Orskins Method ................................ (Ref/Coo/Jud)(25/5)
Norinic Art of Cleaving.................... (Coo/Jud/Mem)(25/5)
Tactics .......................................... (Jud/Mem/Mem)(20/4)
Yarsen Armsmanship ..................... (Coo/Jud/Mem)(25/5)

General Education
Etiquette.........................................(Jud/Emp/Mem)(10/2)
Geography (by region)..............................(Mem x3)(15/3)
History (by region) ....................................(Mem x3)(15/3)
Literature Lore..........................................(Mem x3)(15/3)
Read / Write (by language) .......................(Mem x3)(15/3)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 37 w

High born
Administration..................................(Jud/Jud/Emp)(20/4)
Court Lore (by region) .............................. (Mem x3)(10/2)
Crest / Seal Lore ...................................... (Mem x3)(10/2)
Etiquette.........................................(Jud/Emp/Mem)(10/2)
Falconry......................................... (Jud/Emp/Emp)(15/3)
Horsemanship................................ (Coo/Coo/Emp)(10/2)
Law (by region) ........................................ (Mem x3)(20/4)
Read / Write (by language)....................... (Mem x3)(15/3)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)

Huntsman
Animal Lore.............................................. (Mem x3)(10/2)
Bowyer / Fletcher...............................(Coo/Jud/Jud)(15/3)
Conceal Presence ............................ (Coo/Jud/Gra)(20/4)
Fishing................................................ (Jud/Per/Gra)(5/1)
Meat Preservation ......................................(Mem x3)(5/1)
Quiet Movement ............................... (Coo/Jud/Gra)(20/4)
Skinning Lore..................................(Coo/Jud/Mem)(10/2)
Toxin Herbalism............................ (Jud/Mem/Mem)(15/3)
Tracking...........................................(Jud/Per/Mem)(20/4)
Trapping...........................................(Jud/Per/Mem)(15/3)

Laborer
Agriculture....................................... (Jud/Jud/Mem)(10/2)
Construction......................................(Coo/Jud/Jud)(15/3)
Lumbering........................................ (Coo/End/Jud)(10/2)
Masonry ............................................(Coo/Jud/Jud)(10/2)
Mining.............................................(End/Jud/Mem)(15/3)

Mariner
Fishing................................................ (Jud/Per/Gra)(5/1)
Marine Animal Lore .................................. (Mem x3)(15/3)
Marine Survival / Hazard Lore................... (Mem x3)(15/3)
Oarsmanship............................................. (Coo x3)(10/2)
Rigging Lore....................................(Coo/Jud/Mem)(10/2)
Sail Deployment ..............................(Coo/Jud/Mem)(10/2)
Sea Navigation.............................. (Jud/Mem/Mem)(20/4)
Swimming ......................................... (Str/Coo/End)(10/2)
Weather Prediction.......................... (Jud/Emp/Gra)(15/3)

Merchant
Advanced Mathematics.............................(Mem x3)(10/2)
Book Keeping................................ (Jud/Mem/Mem)(10/2)
Crest / Seal Lore.......................................(Mem x3)(10/2)
Currency Lore...........................................(Mem x3)(10/2)
Estimate Value (by goods type) .................. (Jud x3)(15/3)
Haggle.............................................. (Jud/Emp/Pre)(15/3)
Market Lore..............................................(Mem x3)(10/2)
Read / Write (by language) .......................(Mem x3)(15/3)
Speak (by Language)...................... (Emp/Pre/Mem)(15/3)

Monk
Doctrine........................................... (Jud/Mem/Gra)(15/3)
Foraging (by terrain) ........................... (Jud/Per/Per)(15/3)
Philosophy .....................................(Jud/Emp/Mem)(15/3)
Prayer ......................................................(Faith x1)(25/5)
Way of the Iron Palm......................... (Ref/Coo/Jud)(25/5)

Patrol
Fire Fighting...................................... (Jud/Wil/Gra)(10/2)
Law (by region).........................................(Mem x3)(20/4)
Perceive Falsehood ..........................(Jud/Jud/Emp)(20/4)
Vigilance ............................................(End/Wil/Wil)(15/3)

Performance
Acrobatics ......................................... (Ref/Ref/Coo)(15/3)
Acting............................................... (Emp/Pre/Pre)(15/3)
Animal Training................................(Jud/Jud/Emp)(20/4)
Contortion ........................................ (Ref/Coo/Coo)(20/4)
Dancing......................................... (Coo/Emp/Mem)(15/3)
Juggling .................................................... (Coo x3)(15/3)
Play Instrument (by type)................ (Coo/Coo/Emp)(20/4)
Puppetry........................................ (Coo/Emp/Mem)(15/3)
Sing / Recite................................... (Emp/Emp/Pre)(10/2)
Slight of Hand............................................ (Coo x3)(15/3)
Song Lore.................................................(Mem x3)(10/2)

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Sound Mimicry ...................................(Jud/Jud/Pre)(15/3)
Story Telling..................................... (Emp/Pre/Pre)(10/2)

Physician
Bone Setting.................................... (Coo/Jud/Emp)(15/3)
Diagnosis ........................................ (Jud/Jud/Mem)(20/4)
First Aid .........................................(Jud/Emp/Mem)(15/3)
Mid Wifery......................................(Jud/Emp/Mem)(15/3)
Surgery ...........................................(Coo/Jud/Mem)(30/6)
Treat Illness ...................................(Jud/Emp/Mem)(20/4)
Treat Minor Injury ...........................(Jud/Emp/Mem)(20/4)
Treat Poisoning..............................(Jud/Emp/Mem)(20/4)

Sage
Animal Lore.............................................. (Mem x3)(10/2)
Astronomy..................................... (Jud/Mem/Mem)(20/4)
Creature Lore........................................... (Mem x3)(20/4)
Crest / Seal Lore ...................................... (Mem x3)(10/2)
Dragon Lore............................................. (Mem x3)(20/4)
Engineering................................... (Jud/Mem/Mem)(25/5)
History (by region) .................................... (Mem x3)(15/3)
Law (by region) ........................................ (Mem x3)(20/4)
Linguistics................................................ (Mem x3)(20/4)
Philosophy .....................................(Jud/Emp/Mem)(15/3)
Plant Lore................................................. (Mem x3)(15/3)
Read / Write (by language)....................... (Mem x3)(15/3)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)
Spirit Lore ................................................ (Mem x3)(20/4)
Theology .................................................. (Mem x3)(15/3)
Undeath Lore............................................ (Mem x3)(25/5)
~Or any previously gained lore skill

Scholar
Astronomy..................................... (Jud/Mem/Mem)(20/4)
Specific Knowledge (by Topic) .................. (Mem x3)(15/3)
Advanced Mathematics ............................ (Mem x3)(10/2)
Philosophy .....................................(Jud/Emp/Mem)(15/3)
Scribe..............................................(Coo/Jud/Mem)(10/2)
Hypothesis ........................................ (Coo/Jud/Per)(20/4)


Scout
Ambush Lore..................................... (Jud/Per/Gra)(20/4)
Conceal Presence............................. (Coo/Jud/Gra)(20/4)
Quiet Movement ............................... (Coo/Jud/Gra)(20/4)
Silent Speak ................................. (Coo/Mem/Mem)(10/2)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)
Tactical Estimation........................ (Jud/Mem/Mem)(20/4)
Tracking.......................................... (Jud/Per/Mem)(20/4)

Sentry
Ambush Lore..................................... (Jud/Per/Gra)(20/4)
Silent Speak ................................ (Coo/Mem/Mem)(10/2)
Vigilance ............................................(End/Wil/Wil)(15/3)

Smithing
Armorsmith .......................................(Coo/Jud/Jud)(15/3)
Blacksmith ........................................(Coo/Jud/Jud)(15/3)
Metallurgy ..................................... (Jud/Mem/Mem)(15/3)
Silversmith ..................................... (Coo/Coo/Emp)(20/4)
Weaponsmith....................................(Coo/Jud/Jud)(15/3)

Socialite
Conversation Manipulation ............... (Jud/Emp/Pre)(25/5)
Court Lore (by region)...............................(Mem x3)(10/2)
Crest / Seal Lore.......................................(Mem x3)(10/2)
Etiquette.........................................(Jud/Emp/Mem)(10/2)
Fashion Lore ................................... (Jud/Mem/Mem)(5/1)
Rumor Mill........................................ (Jud/Emp/Pre)(15/3)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)

Solicitor
Conversation Manipulation ............... (Jud/Emp/Pre)(25/5)
Court Lore (by region)...............................(Mem x3)(10/2)
Double Talk...................................... (Jud/Emp/Pre)(20/4)
Etiquette.........................................(Jud/Emp/Mem)(10/2)
Law (by region).........................................(Mem x3)(20/4)
Perceive Falsehood ..........................(Jud/Jud/Emp)(20/4)

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Read / Write (by language)....................... (Mem x3)(15/3)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)

Spy
Court Lore (by region) .............................. (Mem x3)(10/2)
Crest / Seal Lore ...................................... (Mem x3)(10/2)
Culture Blending................................ (Jud/Pre/Gra)(20/4)
Disguise.........................................(Jud/Emp/Mem)(20/4)
Double Talk...................................... (Jud/Emp/Pre)(20/4)
Eavesdropping ................................... (Jud/Per/Per)(20/4)
Read / Write (by language)....................... (Mem x3)(15/3)
Rumor Mill........................................ (Jud/Emp/Pre)(15/3)
Seduction....................................... (Emp/Emp/Pre)(20/4)
Speak (by language)....................... (Emp/Pre/Mem)(15/3)

Swindler
Bribery ....................................................... (Jud x3)(15/3)
Crest / Seal Lore ...................................... (Mem x3)(10/2)
Currency Forgery.............................(Coo/Jud/Mem)(20/4)
Currency Lore........................................... (Mem x3)(10/2)
Document Forgery...........................(Coo/Jud/Mem)(20/4)
Double Talk...................................... (Jud/Emp/Pre)(20/4)
Estimate Value (by goods type) .................. (Jud x3)(15/3)
False Divination................................ (Jud/Emp/Pre)(15/3)
Gambling Lore ................................ (Jud/Emp/Gra)(15/3)
Seduction....................................... (Emp/Emp/Pre)(20/4)

Templar
Crest / Seal Lore ...................................... (Mem x3)(10/2)
Doctrine (by religion) ....................... (Jud/Mem/Gra)(15/3)
History (Church) ....................................... (Mem x3)(15/3)
Law (by region) ........................................ (Mem x3)(20/4)
Melee Conflict Reaction................................ (Base)(20/4)
~One Weapon Skill of Choice...................... (As Weapon)

Tinker / Technologist
Dwarvish Tech............................... (Jud/Mem/Mem)(30/6)
Engineering................................... (Jud/Mem/Mem)(25/5)
Mechanical Engineering................. (Jud/Mem/Mem)(25/5)
Precision Craftsmanship....................(Coo/Jud/Jud)(25/5)
Read / Write Tech Glyphs.........................(Mem x3)(30/6)

Trollic Lore
Read / Write Trollic Pictoglyphs................(Mem x3)(25/5)
Speak Trollic .................................. (Emp/Pre/Mem)(15/3)
Trollic History ...........................................(Mem x3)(15/3)
Whistling............................................ (Emp/Pre/Pre)(5/1)
Cooking............................................(Jud/Jud/Emp)(15/3)

Unarmed Combat
Brawling............................................. (Str/Ref/Coo)(15/3)
Buku.................................................. (Ref/Coo/Jud)(25/5)
Foot Boxing....................................... (Ref/Coo/Jud)(25/5)
The Grand Dance.............................. (Ref/Coo/Jud)(25/5)
Wrestling............................................ (Str/Ref/Coo)(15/3)

War Craft
Evaluate Battlefield.............................(Jud/Jud/Per)(20/4)
Inspire Group ................................... (Emp/Pre/Pre)(15/3)
Military History ........................................(Mem x3)(15/3)
Siege Warfare ............................... (Jud/Mem/Mem)(20/4)
Strategy......................................... (Jud/Mem/Mem)(20/4)
Tactics .......................................... (Jud/Mem/Mem)(15/3)

Weapons, Commoner
Bola .................................................. (Coo/Jud/Per)(15/3)
Club .................................................. (Ref/Coo/Jud)(10/2)
Dagger .............................................. (Ref/Coo/Jud)(10/2)
Hand Axe .......................................... (Ref/Coo/Jud)(15/3)
Hunting Spear ................................... (Ref/Coo/Jud)(15/3)
Knife.................................................. (Ref/Coo/Jud)(10/2)
Lasso ................................................ (Coo/Jud/Per)(20/4)
Quarter Staff ..................................... (Ref/Coo/Jud)(15/3)
Short Bow ......................................... (Coo/Jud/Per)(15/3)
Short Sword ...................................... (Ref/Coo/Jud)(15/3)
Sling.................................................. (Coo/Jud/Per)(10/2)
Throwing Club................................... (Coo/Jud/Per)(15/3)
Whip ................................................. (Ref/Coo/Jud)(20/4)

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Weapons, Exotic
Blade Flail ......................................... (Ref/Coo/Jud)(20/4)
Hand Crossbow................................. (Coo/Jud/Per)(15/3)
Repeating Crossbow ......................... (Coo/Jud/Per)(20/4)
Sling Bow.......................................... (Coo/Jud/Per)(15/3)
Throwing Blades................................ (Coo/Jud/Per)(10/2)

Weapons, Noblemans
Buckler Use....................................... (Ref/Coo/Jud)(20/4)
Dagger .............................................. (Ref/Coo/Jud)(10/2)
Hand Crossbow................................. (Coo/Jud/Per)(15/3)
Long Bow.......................................... (Coo/Jud/Per)(15/3)
Long Sword....................................... (Ref/Coo/Jud)(15/3)
Parrying Dagger ................................ (Ref/Coo/Jud)(15/3)
Rapier ............................................... (Ref/Coo/Jud)(15/3)
Saber ................................................ (Ref/Coo/Jud)(15/3)
Short Sword ...................................... (Ref/Coo/Jud)(15/3)

Weapons, Siege
Ballista, Bow ......................................(Jud/Jud/Per)(15/3)
Ballista, Powder .................................(Jud/Jud/Per)(20/4)
Ballista, Steam...................................(Jud/Jud/Per)(20/4)
Catapult .............................................(Jud/Jud/Per)(20/4)
Demolitions ..................................... (Jud/Jud/Mem)(25/5)
Flame Projector..................................(Jud/Jud/Per)(20/4)
Flying Bomb...................................... (Jud/Per/Gra)(25/5)
Ram...................................................(Jud/Jud/Per)(15/3)

Weapons, Warrior
Any Shield Use.................................. (Ref/Coo/Jud)(20/4)
Crossbow.......................................... (Coo/Jud/Per)(15/3)
Dagger .............................................. (Ref/Coo/Jud)(10/2)
Flail ................................................... (Ref/Coo/Jud)(15/3)
Grand Hammer ................................. (Ref/Coo/Jud)(20/4)
Great Axe.......................................... (Ref/Coo/Jud)(20/4)
Great Sword...................................... (Ref/Coo/Jud)(20/4)
Hand Axe .......................................... (Ref/Coo/Jud)(15/3)
Long Sword....................................... (Ref/Coo/Jud)(15/3)
Longbow ........................................... (Coo/Jud/Per)(15/3)
Mace................................................. (Ref/Coo/Jud)(15/3)
Pole Arm........................................... (Ref/Coo/Jud)(20/4)
Short Sword ...................................... (Ref/Coo/Jud)(15/3)
Two Handed Sword ........................... (Ref/Coo/Jud)(20/4)
War Hammer .................................... (Ref/Coo/Jud)(15/3)
War Spear......................................... (Ref/Coo/Jud)(15/3)

Wilderness Survival
Animal Lore..............................................(Mem x3)(10/2)
Campsite Lore................................. (Jud/Mem/Mem)(5/1)
Foraging (by terrain) ........................... (Jud/Per/Per)(15/3)
Land Navigation ............................ (Jud/Mem/Mem)(15/3)
Medicinal Herbalism...................... (Jud/Mem/Mem)(20/4)
Read / Write Travelers Glyphs .................(Mem x3)(10/2)
Survival / Hazard Lore (by terrain) .......(Per/Per/Mem)(15/3)
Swimming ......................................... (Str/Coo/End)(10/2)
Weather Prediction.......................... (Jud/Emp/Gra)(15/3)

Witch Hunter
Creature Lore ...........................................(Mem x3)(20/4)
Demon Lore .............................................(Mem x3)(25/5)
Perceive Falsehood ..........................(Jud/Jud/Emp)(20/4)
Undeath Lore............................................(Mem x3)(25/5)
Rumor Mill........................................ (Jud/Emp/Pre)(15/3)
Sense Evil L.................................... (Jud/Per/Emp)(25/5)
Shadowing ...................................... (Jud/Emp/Gra)(15/3)
Tracking.......................................... (Jud/Per/Mem)(20/4)
~Weapon Skill of Choice ............................. (As Weapon)

Wood Working
Carpentry ..........................................(Coo/Jud/Jud)(15/3)
Shipwright ..................................... (Jud/Mem/Mem)(15/3)
Wainwright ........................................(Coo/Jud/Jud)(15/3)

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S SK KI IL LL L U US SE E A AN ND D D DE ES SC CR RI IP PT TI IO ON NS S

Skills in the Tales of Wyn Dmere are based primarily on the
three attributes that are most used to learn or utilize the
skill. To calculate the rating of a new skill, add the three
attributes together, divide the total by two, and add 10.
[(Stat+Stat+Stat) 2] +10 = beginning skill rating
Skills with (Base) start at Base Conflict Reaction +10.
Skills with (MA x1) start at Mana Attunement +10.
Skills with (Faith x1) start at Basic Faith +10.
Skills with L require Mana equal to its advancement cost to
use.
All skills have an initial cost and advancement cost
assigned to them according to their overall difficulty level.
When purchasing a skill, the character must pay the first
number listed in skill points to acquire the skill at its base
level (see above). Then, if the player desires, he may raise
the skill rating by one by spending a number of skill points
equal to the second number on the skill listing.
Example: Daru wishes to buy the Dagger skill. The Dagger
skill is rated (10/2). This means that Daru will need to spend
10 skill points to purchase the skill and will need to spend 2
skill points for every one point that he wishes to raise his
base rating by. If his base skill rating was 33, he would have
to spend 20 skill points to raise it to 43.
One other rule of note is the Synergy Bonus. Some skills
are so complimentary that having both will gain a Synergy
Bonus to the rolls of the second. Any skill with a
prerequisite can use the required skill as a Synergy Bonus.
Other skills will list their Synergy partners or the GM will
allow a temporary Synergy pairing, based on the current
situation. To gain the Synergy Bonus, a character must
make a skill roll with the complimentary skill and divide the
total result by 5, round down. This result is the Synergy
Bonus that is added to the actual skill being used to
accomplish the task.
Example: Poh is using his Medicinal Herbalism skill (rating
94) to gather herbs and brew a healing tea for his injured
friend. He also has the Plant Lore skill (rating 60), so (with
the GMs permission) he rolls a 1d100 and gets a 57. He
then adds his Plant Lore skill to get 117, which is divided by
5 to get a +23 Synergy Bonus to his Medicinal Herbalism
skill roll. Skill rating 94 plus 23 Synergy Bonus added to a roll
of 37 get a grand total of 154 for the healing tea, a great
success.

Skill Descriptions
Acrobatics (Ref/Ref/Coo)(15/3)
Used to perform various tumbling, balance, and
gymnastic moves. Difficulty is based on the complexity
of the maneuver and conditions.
Acting (Emp/Pre/Pre)(15/3)
Use of this skill includes performing a predetermined
role believably. In a drama the lines will be written for
the character, so it will only be a matter of
performance. If a character is acting impromptu then
they will need to make the words believable as well,
which may require the use of other skills. In a
scheduled performance difficulty should range from
Easy to Difficult depending on the role. Impromptu, a
character may need to make an opposing role against
the targets Judgment to play the role effectively.
Administration (Jud/Jud/Emp)(20/4)
Use of this skill includes knowledge of business
practices and procedures. This includes knowledge of
business costs and contacts. Difficulty is based on the
type of information desired or the complexity of the
situation.
Advanced Mathematics (Mem x3)(10/2)
This skill allows the character to perform mathematics
more complicated than basic addition and subtraction.
This is mostly used in engineering and financial
equations.
Aerial Combat Lore (Coo/Jud/Mem)(15/3)
A character with this skill has been trained to fight in
three-dimensional aerial combat. This skill is applied to
any negative modifiers when in an aerial combat
situation. See the combat section for more details.
Agriculture (Jud/Jud/Mem)(10/2)
The proper knowledge of planting and raising crops.
Also used for clearing and preparing fields for use.
Ambush Lore (Jud/Per/Gra)(20/4)
Allows the character to detect possible ambush points
when traveling through known or unknown territory.
Used in opposition to an opponents Conceal Presence
or Ambush Lore.
Animal Handling (Jud/Jud/Emp)(10/2)
This skill covers all of the knowledge required to raise
and care for domesticated animals and beasts of
burden.
Animal Lore (Mem x3)(10/2)
This skill allows the character to attempt to identify any
non-magical beasts he encounters. This skill includes
knowledge of the environmental and dietary habits of
beasts identified.
Animal Training (Jud/Jud/Emp)(20/4)
This skill allows the character to train animals in
various types of tasks, to be performed independently,
or on command. Difficulty is based on the intelligence
and trainability of the animal, which the GM may feel
free to vary by species and individual, as well as the
difficulty of the task, the training methods available
(rewards, punishment, etc.), and the stimulus the

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animal will respond to perform the action. Most basic
tricks will require days or weeks to learn.
Aquatic Combat Lore (Coo/Jud/Mem)(15/3)
A character with this skill has been trained to fight in
the three-dimensional environment of water. This skill
is applied to any negative modifiers when in an
underwater combat situation. See the combat section
for more details.
Armorsmith (Coo/Jud/Jud)(15/3)
The proper knowledge of crafting armor from leathers,
hides or metals. Also used in repairing any armor type.
The Blacksmithing skill is a prerequisite for crafting
metal armors.
Asphyxiation Lore (Coo/Mem/Mem)(20/4)
A character with this skill has been trained in the arts of
suffocation. This covers all manner of ways to kill
someone by cutting off their air supply.
Assume Beast Shape L (MA/Wil/Wil)(20/4)
This is the ability Gomakas use to transform from their
human form to their animal form and back. This skill
can only be learned by those of Gomakas blood. See
the section on Gomakas for more details.
Assume Hybrid Shape L (MA/Wil/Wil)(25/5)
This is the ability Gomakas use to combine their
human and animal forms into a perfect mix. This skill
can only be learned by those of Gomakas blood. See
the section on Gomakas for more details.
Astronomy (Jud/Mem/Mem)(20/4)
This skill covers the ability to accurately study and map
the stars and heavenly bodies. This can be used to
enhance navigation techniques and also to predict
celestial omens.
Become Invisible L (MA/Wil/Wil) (*/5)
This magical ability allows the character to become
invisible for three rounds by expending 5 Mana. There
must be at least one round of rest between periods of
invisibility.
Blacksmith (Coo/Jud/Jud)(15/3)
This skill allows the character to craft metal objects
using proper forging techniques.
Body Blades (Ref/Coo/Jud)(20/4)
This unusual skill involves the use of several jagged
blades attached to various points on the characters
body. Normally employed in gladiatorial Debtors Pits,
this skill allows the character to rip into his opponent in
unarmed combat instead of punching or kicking.
While more complex than brawling, this skill is not
considered a true Martial Art.
Bone Setting (Coo/Jud/Emp)(15/3)
A character with this skill can set simple and complex
bone fractures and create necessary splints or casts for
proper healing. The Diagnosis Skill is the prerequisite
for this skill.
Book Keeping (Jud/Mem/Mem) (10/2)
This is the basic knowledge of recording financial
ledgers, inventory tracking and proper billing methods.
A prerequisite is the Advanced Mathematics skill.
Bowyer / Fletcher (Coo/Jud/Jud)(15/3)
This skill allows the character to construct bows and
arrows of all sorts. A prerequisite of Blacksmithing is
required to create some crossbows and most
arrowheads.
Brawling (Str/Ref/Coo)(15/3)
The basic skill of pummeling your opponent into a pulp
with your fists. This skill suffers a 20 penalty when
used against an opponent skilled in a Martial Art.
Brewing (Jud/Jud/Mem)(20/4)
Normally used to create fermented alcoholic
beverages. Can also be used in synergy with other
skills to assist in the creation of some magical elixirs.
Bribery (Jud x3)(15/3)
The art of greasing palms to get what you want. This
skill allows you to size up a potential bribee as to the
type and amount of bribe necessary to accomplish the
task.
Buku (Ref/Coo/Jud)(25/5)
This is the cultural Martial Arts style of the Gomakas
people. It reflects their close relationship to their animal
brothers in the fact that all of its movements are
animallike. In fact, Gomakas use this skill to fight in
unarmed combat in both human and animal form.
Although rare, a non-Gomakas may learn this style of
fighting.
Burrowing (Str/Coo/Jud)(5/1)
This ability is specific to the Hill Ferret Gomakas. It
covers all the knowledge necessary to dig and maintain
extensive burrows without worrying about collapses.
Butchery (Coo/Jud/Jud)(5/1)
This skill covers the ability to properly cut up domestic
and game animals into the best cuts of meat possible.
Campsite Lore (Jud/Mem/Mem)(5/1)
A character with this skill can easily spot a good site to
camp, set up the necessary shelter and arrange the site
to best use the available features for defense.
Carpentry (Coo/Jud/Jud)(15/3)
This skill covers all of the knowledge necessary to build
basic wood constructions such as houses, wagons and
barrels.
City Lore (by city) (Mem x3)(10/2)
With this skill a character has a good idea of the total
layout of the city in question. This includes a knowledge
of back alleyways, aqueducts and sewers.
Clan Lore (by clan) (Mem x3)(10/2)
This skill represents the cultural understanding of one
of the Gomakas clans. This includes knowledge of clan
law and rituals.

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Cleaning (Jud x3)(5/1)
A character with this skill has spent a good deal of time
learning the proper way to clean just about any mess
off of any surface without causing damage.
Conceal Object (Coo/Jud/Gra)(15/3)
This is the skill of hiding items on your person so that
even strict observation will not reveal their presence.
Obviously the size of an object will greatly determine
the difficulty to conceal it.
Conceal Presence (Coo/Jud/Gra)(20/4)
With this skill a character may attempt to hide himself
from all observers. This can be performed at a stand
still or on the move.
Construct Lore (Mem x3)(25/5)
This skill covers the creation of magically animated
constructs. By itself, this skill cannot produce a finished
product but instead governs the creation process which
usually involves other mystical skills and powerful
spellcasting.
Construction (Coo/Jud/Jud)(15/3)
This is the skill required to assist an Engineer in
building any fortified structure such as a castle. This
essentially covers the knowledge required to perform
skilled manual labor.
Contortion (Ref/Coo/Coo)(20/4)
This skill allows the character to bend and fold his body
in extreme ways. This can be used to squeeze through
tight spaces or to escape from bonds.
Conversation Manipulation (Jud/Emp/Pre)(25/5)
With this skill a character may attempt to steer any
conversation he is in towards the topic or subject he
desires. The difficulty of the skill is based on how
reluctant the others in the conversation are to speak on
the targeted subject.
Cooking (Jud/Jud/Emp)(10/2)
This is the skill that covers all aspects of food
preparation. Difficulty is based on the recipe attempted
and the ingredients available.
Court Lore (by region) (Mem x3)(10/2)
This skill covers the knowledge of the idiosyncrasies of
a particular nobles court. This includes the gossip on
who is doing what to whom and when. The Rumor Mill
Skill may be a prerequisite to fully exploit the
knowledge gained by this skill.
Creature Lore (Mem x3)(20/4)
This is a general knowledge of all supernatural beasts
and their abilities. The difficulty is affected by the rarity
of the beast.
Crest / Seal Lore (Mem x3)(10/2)
A character with this skill has a familiarity with most of
the noble family crests and royal seals of the known
world.
Crowd Blending (Coo/Jud/Gra)(15/3)
With this skill a character can attempt to merge in with
any large group of people and effectively disappear.
The difficulty of the skill is set by the situation.
Culture Blending (Jud/Pre/Gra)(20/4)
This skill allows the character to quickly absorb a
cultures particular idiosyncrasies and act as a native
might normally behave. This effectively allows the
character to avoid seeming like a stranger or outsider,
which can help to maintain a low profile.
Currency Forgery (Coo/Jud/Mem)(20/4)
This is the skill used to create believable counterfeit
money. The difficulty is based on the type and amount
of currency being forged. The Silversmithing Skill is a
Prerequisite to this skill.
Currency Lore (Mem x3)(10/2)
A character with this skill is well versed in the different
currencies of the known world and their conversion
rates. This skill can be used in conjunction with other
skills to attempt to short change someone when
converting different types of coinage, or to avoid being
shortchanged.
Dancing (Coo/Emp/Mem)(15/3)
A character with this skill is well versed in the art if
dancing and has knowledge of most dance styles.
When dancing with a partner, both dancers skill ratings
are added together and averaged to determine the skill
rating of the couple.
Diagnosis (Jud/Jud/Mem)(20/4)
This skill allows a character to perform a proper
medical examination of an injured person. If this skill is
not performed successfully before any further treatment
is made, all following medical treatment skill rolls are
made at a 40 penalty on this patient.
Disguise (Jud/Emp/Mem)(20/4)
The use of this skill includes advanced make-up and
costuming techniques for disguising or altering a
characters appearance. Difficulty is based on how
different the character wants to appear from their
normal appearance. A simple change in hair color
would be easy. A hunchback with a limp and a mottled
face would be very difficult.
Document Forgery (Coo/Jud/Mem)(20/4)
This skill allows the character to attempt to make
counterfeit legal papers, writs of moneys, land deeds,
etc. A possible prerequisite may be the Law skill,
depending on the nature of the documents being
forged.
Doctrine (by religion) (Jud/Mem/Gra)(15/3)
A character with this skill is versed in the laws,
ceremonies and expectations of the deity he follows.
The difficulty of this skill is based on the information
sought.
Double Talk (Jud/Emp/Pre)(20/4)
This is the art of blathering, the ability to speak for
extended lengths of time on no particular subject. A
successful use of this skill often leaves the listener

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bewildered and vulnerable to further social
manipulation actions.
Dragon Lore (Mem x3)(20/4)
This skill imparts knowledge of what is known about
Dragons by most of the known world, and some which
is not. The difficulty of this skill is based on the
information sought.
Draw / Sketch (Coo/Emp/Emp)(15/3)
This is the art of expressing ones ideas in a pictorial
manner. The difficulty of this skill is based on the
materials available and the intended goal.
Drug Lore (Mem x3)(20/4)
A character with this skill has a knowledge of most
known drugs and their alchemical make-up. When
used with the proper herbalism skills, a character can
produce drugs.
Dwarvish History (Mem x3)(15/3)
This skill imparts knowledge of what is known about
Dwarves by most of the known world, and some which
is not. The difficulty of this skill is based on the
information sought.
Dwarvish Tech (Jud/Mem/Mem)(30/6)
This highly guarded skill is the knowledge of higher
engineering developed by the Dwarves. The
Engineering skill and Mechanical Engineering skill are
prerequisites for this skill. If a character does not have
the Engineering skill, he can only recognize if an object
is made of or crafted by dwarvish technology.
Eavesdropping (Jud/Per/Per)(20/4)
This is the art of listening to other peoples
conversations covertly. The difficulty of this skill is
based on the situation and the amount of stealth
desired.
Elixir Lore (Mem x3)(20/4)
This skill covers the creation of magical potions. By
itself, this skill cannot produce a finished product but
instead governs the creation process which usually
involves other mystical skills and powerful spellcasting.
Elvish History (Mem x3)(15/3)
This skill imparts knowledge of what is known about
Elves by most of the known world, and some which is
not. The difficulty of this skill is based on the
information sought.
Engineering (Jud/Mem/Mem)(25/5)
A character with this skill is schooled in the art of
constructural design. This skill is required to build just
about any large structure whether it be a boat, castle,
or catapult. The difficulty of this skill is based on the
complexity and purpose of the design.
Estimate Value (by goods type) (Jud x3)(15/3)
With this skill a character can evaluate an objects
approximate worth. This includes gauging an items
quality and rarity.
Etiquette (Jud/Emp/Mem)(10/2)
This skill allows the character to anticipate the social
graces required to avoid a drastic mistake.
Evaluate Battlefield (Jud/Jud/Per)(20/4)
This allows a military leader to evaluate a live field of
battle as a whole to determine its weak points and
conjecture possible outcomes of specific skirmishes.
Expressive Writing / Poetry (Emp x3)(15/3)
A character with this skill has honed his ability to
express himself through the written word.
Fairie History (Mem x3)(20/4)
This skill imparts knowledge of what is known about
Fairies by most of the known world, and some which is
not. The difficulty of this skill is based on the
information sought.
Fairie Song L (MA/Emp/Pre)(25/5)
This allows a Fairie-blooded character to perform Fey
music. These unearthly melodies have the ability to
encourage primal emotional response in humans that
hear it. While difficult, it can be used to emulate the
Emotion Wave spell except that the results will usually
be chaotic in comparison.
Falconry (Jud/Emp/Emp)(15/3)
This is a specialized version of animal training which
converts a feral raptor into a loyal hunting bird.
Normally such a trained animal is loyal to only one
person and has no qualms about attacking anyone
else.
False Divination (Jud/Emp/Pre)(15/3)
A character with this skill has learned how to perform
fake prophetic performances with runes, cards and / or
star signs. This skill specializes in telling the target
what they want to hear in order to make a profit.
Fashion Lore (Jud/Mem/Mem)(5/1)
This skill allows a character to always be on top of the
fashion trends of the known kingdoms. Also, this skill
can be used to dress in a way as to evoke a particular
emotion in a target audience.
Fendrin Blade Mastery (Coo/Jud/Mem)(25/5)
Reputed to be the oldest formal combat style still
practiced today, this art of swordsmanship originated in
the Old Republic which later formed into the Great
Kingdom of Nargasa. Based on the premise that all one
needed to defend ones self was a good blade, the style
strictly prohibits the use of a shield or any other object
held in the off hand. See the combat section for more
details.
First Aid (Jud/Emp/Mem)(15/3)
This is the ability to perform immediate care upon an
injured person. The scope of this skill is designed to
bandage and stabilize an injured person to prevent
shock. This skill gains Synergy from the Diagnosis
Skill.
Fishing (Jud/Per/Gra)(5/1)
The art of catching fish with a line, net, traps or spear.

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Foot Boxing (Ref/Coo/Jud)(25/5)
Originally started by the nimble sailors of the southern
seas, this martial style has evolved many times since
its first recorded appearance. Regardless of it origins,
the incredible kicks of its practitioners are easily
spotted when fisticuffs arise.
Foraging (by terrain) (Jud/Per/Per)(15/3)
The skill of finding edible food and necessities for
several people when in the untamed wilderness.
Forest Blend L (MA/Wil/Wil)(20/4)
The ability of those with elvish blood to disappear into a
wooded area and become nearly invisible. Once a
character expends the appropriate Mana, this ability
lasts indefinitely as long as the character moves slowly
and stays within heavy woods.
Gambling Lore (Jud/Emp/Gra)(15/3)
This skill is used to increase the characters payoff in
games of chance. It doesnt affect purely random
games like slots, but works with games that are
affected by skill like poker and blackjack. Difficulty is
most often based on an opposed roll against the other
players.
Ghost Walking L (MA/Wil/Wil)(*/5)
This ability allows those of Fairie blood to become
ethereal and pass through solid objects like a phantom.
Only enchanted weapons or magic will harm a person
in this state. This only lasts for 2 turns.
The Grand Dance (Ref/Coo/Jud)(25/5)
An ancient form of unarmed combat with origins dating
back previous to the Great Republic itself. The
practitioner gives the appearance that he is dancing to
an inaudible, demure melody as he gracefully subdues
his opponents.
Grow Larger L (MA/Wil/Wil)(*/4)
This ability allows those of Fairie blood to grow half
again their normal size. This effectively doubles their
Strength and halves their Reflexes. All possessions on
the person are affected as well. The Mana cost must be
paid per turn of desired duration.
Geography (by region) (Mem x3)(15/3)
A general knowledge of an areas topographical make-
up and natural landmarks.
Haggle (Jud/Emp/Pre)(15/3)
This skill is used to barter over prices or other
conditions of an agreement. Difficulty is always an
opposed roll between the two parties. This skill should
only be used when the GM decides bargaining is
appropriate. When bargaining, the price should be
altered by 1% in favor of the character with the highest
roll, for every point that character is ahead.
History (by region) (Mem x3)(15/3)
This is simply the study of the past. It includes a
working knowledge of the timetable of history from
earliest recordings to current. The level of difficulty
depends on the level of detail desired, and the relative
importance of the events.
Horsemanship (Coo/Coo/Emp)(10/2)
The skill of properly riding a horse. Also allows the
character to make general appraisals of a horses
overall quality.
Hypothesis (Coo/Jud/Per)(20/4)
This is the enigmatic art of deductive reasoning to form
theories about unknown situations. Allows a person to
step back and get a clearer view of the big picture.
Also helps when applying logic to an illogical situation.
Inspire Group (Emp/Pre/Pre)(15/3)
This skill allows a character to improve the morale level
of a small group. The difficulty of this skill is based on
the group size and the current situation.
Instrument Crafting (by type) (Coo/Jud/Mem)(20/4)
A character with this skill can create stringed, wind or
percussion musical instruments. The difficulty of this
skill is based on the overall quality attempted and the
type of instrument made.
Jeweler (Coo/Jud/Mem)(20/4)
This skill allows a character to cut raw gemstones into
finished jewels. May also be used to appraise
gemstones.
Jousting (Coo/Jud/Emp)(15/3)
This is the art of lancing while mounted. When used
against footmen it allows a rider to impale opponents.
Against other riders it is normally used to dismount
them.
Juggling (Coo x3)(15/3)
This skill allows a character to keep multiple objects
moving around himself without dropping any of them.
Jylanic Fencing (Coo/Jud/Mem)(25/5)
While many schools of fencing exist, only this one has
gained true popularity in the known kingdoms.
Originated from the descriptions in an ancient nobles
war journal, this style is the foremost in flair and
bravado, using a second weapon in the off hand.
Land Navigation (Jud/Mem/Mem)(15/3)
This skill is used to successfully travel from one land
destination to another by using maps, star positions
and landmarks. The difficulty of this skill is based on
the type of terrain traversed and the distance traveled.
Law (by region) (Mem x3)(20/4)
Use of this skill includes knowledge of laws, legal
procedures, penalties, legal tactics and negotiations of
a particular region. The character can use this skill to
do things like read and write contracts, prosecute and
defend, and file motions. Difficulty of this skill is based
on the complexity of the laws involved or the
seriousness of the crimes.
Legendary Object Lore (Mem x3)(20/4)
This skill represents a comprehensive familiarity with
the multitudes of histories and myths of infamous

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enchanted items. It can be used to identify an
enchanted object, and even to attempt to decipher the
use of it, depending on how fantastic the object is.
Lethal Strike Lore (Jud/Mem/Mem)(20/4)
A successful application of this skill allows the user to
inflict a wound automatically and increase his Damage
Class by +1 on any one attack. This skill can only be
used against unwary opponents.
Linguistics (Mem x3)(20/4)
This skill is a general knowledge of common structures
and forms of language. It can be used to identify a
language, and even to attempt to decipher the meaning
of it, depending on how foreign the language is to the
character.
Literature Lore (Mem x3)(15/3)
This is the study of literature. It includes knowing titles,
authors, and the contents of literary works. The level of
difficulty depends on how obscure the work is and how
detailed the knowledge required.
Local History (by region) (Mem x3)(10/2)
This is simply the study of the history of a local area. It
includes a working knowledge of the timetable of
events important to the area as well as those involved
in them. The level of difficulty depends on the level of
detail desired, and the relative importance of the
events.
Lock Picking (Coo/Jud/Mem)(15/3)
The skill of unlocking locks without a key. The difficulty
depends on what tools are used, and the conditions
and quality of the lock.
Looting (Jud x3)(10/2)
This skill allows you to grab the most valuable goods in
the shortest amount of time. It is generally used when
either in a hurry to grab and run, or when doing a quick
search to see what is valuable.
Lumbering (Coo/End/Jud)(10/2)
Knowledge of how to cut down trees quickly and easily.
It can also be used to assess the quality of the wood
that would be gained from a tree.
Magical Conflict Reaction (Base)(20/4)
A character with this skill is experienced in magical
combat and, as such, is less apt to freeze-up or
hesitate during a magic battle. This skill is used to roll
initiative whenever the character declares that he is
planning to cast a spell this upcoming turn.
Mana Gathering (Ma x1)(25/5)
While all living beings naturally draw an amount of
Mana from the currents of power around them equal to
their Mana Attunement, this skill allows one to siphon
great quantities of Mana through their body to cast
potent magic spells. See the Ways of Magic section for
more details.
Marine Animal Lore (Mem x3)(15/3)
A knowledge of animals that reside underwater.
Marine Survival/Hazard Lore (Memx3) (15/3)
Knowledge of how to survive in a marine environment.
This skill can be used to make snap analyses of a
situation from a survival perspective, or help the
character to avoid natural dangers. Difficulty is based
on the hostility of the environment and how many
people the character is attempting to aid.
Market Lore (Mem x3)(10/2)
The most basic use of this skill is the gauging of a local
areas needs for supply and demand. Thus applied, a
merchant can then properly conduct business by
buying what is plentiful in one place and selling it were
it is needed in another. This skill can also be used to
gauge the overall health of an areas economy.
Masonry (Coo/Jud/Jud)(10/2)
Knowledge of the skill of bricklaying. Can be used to
analyze the strength of masonry work as well.
Mayshkina Circular Techniques (Coo/Jud/Mem)(25/5)
Born from the mind of a retired peasant war hero
during the oppression of his village, this style of combat
has remained as the best way for a footman to
overcome mounted attackers and multiple opponents.
Focusing almost entirely on the circular motion of pole
weapons, the practitioner weaves a whirling sphere of
defense as he moves amongst his opponents.
Meat Preservation (Mem x3)(5/1)
This knowledge helps in treating and storing meat so
that it will not spoil. Difficulty is determined by the
availability of treating materials, the type of meat, and
the environment.
Melee Conflict Reaction (Base)(20/4)
A character with this skill is experienced in martial
combat and, as such, is less apt to freeze-up or
hesitate during a frenzied melee. This skill is used to
roll initiative whenever the character declares that he is
planning to participate in melee combat this upcoming
turn.
Mechanical Engineering (Jud/Mem/Mem)(25/5)
More of a specialization of the Engineering skill than a
skill on its own, this skill deals with the understanding
of gear ratios and material stress-tolerance in
accordance to mechanized devices. It also includes the
conceptual understanding of Dwarven steam engines.
The Engineering skill is a prerequisite for this skill
Medicinal Herbalism (Jud/Mem/Mem)(20/4)
This is a working knowledge of using herbs for
medicinal purposes. Difficulty depends on the nature of
the use, and what herbs are being used or available.
Metallurgy (Jud/Mem/Mem)(15/3)
This skill is used to identify metals and their properties.
Difficulty depends on familiarity with the metal as well
as the rarity of the metal.
Mid Wifery (Jud/Emp/Mem) (15/3)
This age old practice involves training in treating a
variety of illnesses and diseases, as well as learning

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how to birth children. While not as effective as true
medical science, it is more readily available to the
average person. Difficulty depends on the patient and
the resources at hand.
Military History (Mem x3)(15/3)
This is knowledge of military history. It ranges from a
history of great battles and wars to a history of
strategies used.
Mining (End/Jud/Mem)(15/3)
This is training in the craft of mining. It includes
knowing the best places to mine in an area, building
and supporting a mine, and the actual digging itself.
Music Composition (Emp x3)(15/3)
The art of expressing ones self by composing music.
This does not mean that the character can actually play
music on an instrument, but simply compose and
arrange musical pieces to be played on them.
Mystic Herbalism (Jud/Mem/Mem)(20/4)
This skill involves the understanding of what botanical
items contain possible magical traits. Components so
identified can then be used in conjunction with other
skills (such as Elixir Lore, Medicinal Herbalism, Toxic
Herbalism,) to create magical effects.
Mystic Mineralogy (Jud/Mem/Mem)(20/4)
This skill involves the understanding of what minerals
or ores contain possible magical traits. Components so
identified can then be used in conjunction with other
skills (such as Elixir Lore, Talisman Lore,) to create
magical effects.
Mystic Smithing (Jud/Mem/Mem)(20/4)
This skill allows someone who has another mundane
smithing skill to properly forge mystic ores to bring out
their magical properties. A character must have a
normal smithing skill to acquire this one.
Mystic Toxicology (Jud/Mem/Mem)(20/4)
This dark skill reveals the hidden arcane lethalness of
animal, vegetable, and mineral matter. While these
substances are usually harmless in their mundane
state, once magically awakened they are deadly;
sometimes, even to those who cannot die. This skill is
usually used in conjunction with a Herbalism skill or
Elixir Lore.
Mystic Zoology (Jud/Mem/Mem)(20/4)
This skill involves the understanding of what animals
(or animal parts) contain possible magical traits.
Components so identified can then be used in
conjunction with other skills (such as Elixir Lore,
Talisman Lore,) to create magical effects.
Norinic Art of Cleaving (Coo/Jud/Mem)(25/5)
An unusually calm martial combat style from the cold
wastes of Norin. Unlike the wild, feral swinging usually
seen from heavy weapon wielders, the practitioner
focuses his single attack with a great shout in order to
increase the energy of the strike. This, conjoined with
the incredible charge speed gained from special
exercises, creates a terrifyingly deadly way of combat.
Oarsmanship (Coo x3)(10/2)
The skill of using an oar. It covers everything from
simply piloting a rowboat to working with a team of
oarsmen.
Orskins Method (Coo/Jud/Mem)(25/5)
This is an enigmatic training in the stylized art of
mounted combat. Introduced some 50 years ago by Sir
Orskin, a landless knight from unknown origins, it has
none the less proven far superior to all other mounted
combat training.
Painting (Coo/Emp/Emp)(15/3)
The art of expressing ones self though painting.
Includes a knowledge of mixing and making paint, as
well as what surfaces take paint well.
Palm Object (Coo/Coo/Jud)(20/4)
This skill is using sleight of hand to hide an object in
your palm. This is a specialized version of the Sleight
of Hand skill.
Parchment Folding (Coo/Emp/Emp)(15/3)
The art of parchment folding teaches characters to fold
paper of various sorts into three-dimensional works of
art. The difficulties lie in the size and complexity of the
proposed design.
Perceive Falsehood (Jud/Jud/Emp)(20/4)
The art of reading others to tell if they are lying. This is
an opposed skill roll.
Philosophy (Jud/Emp/Mem)(15/3)
The study and debate of beliefs, your own and others.
A good way to define it is: What do you think
Philosophy is? Let me tell you why you are wrong.
Pick Pocket (Coo/Jud/Gra)(20/4)
The art of using sleight of hand to relieve items from
someones person. Difficulty is based on how alert the
victim is as well as other circumstantial factors.
Plant Lore (Mem x3)(15/3)
This skill allows the character to identify most botanical
life. If used in conjunction with a Herbalism skill, it can
provide a Synergy Bonus to those skill rolls.
Play Instrument (by type) (Coo/Coo/Emp)(20/4)
The art of playing an instrument. This does not confer
the ability to write music, simply play it.
Poison Lore (Mem x3)(15/3)
This is the knowledge of deadly substances and their
effective methods of employment. This skill does not
give the user any ability to distill anything, just usage
and details. This skill gains Synergy from Mystic
Toxicology and Toxic Herbalism.
Powder Lore (Mem x3)(20/4)
This skill, when used with other skills, can create
magical dusts and powders that emulate spell effects.

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Prayer (by deity) (Faith x1)(25/5)
This skill gives the character the knowledge of all
prayer rituals for a specific deity. It also encompasses
the ability to properly beseech the deity for a miracle.
For more information on calling for miracles, see the
Gods and Religion section.
Precision Craftsmanship (Coo/Jud/Jud)(25/5)
While those who have the Mechanical Engineering can
design complex clockwork gear pieces for their
machines, only those who have this skill can actually
make them. The Silversmith skill is a prerequisite for
this skill.
Prepare Antidote (Jud/Mem/Mem)(20/4)
With this skill the character can produce an antidote to
a specific poison. The Medicinal Herbalism skill is a
prerequisite for this skill. This skill gains Synergy from
Toxic Herbalism and Poison Lore.
Prepare Drugs (Jud/Mem/Mem)(20/4)
Characters with this skill can, when used with other
skills, produce medicines to treat specific infirmities.
The Medicinal Herbalism skill is a prerequisite for this
skill. This skill gains Synergy from Toxic Herbalism
skill.
Puppetry (Coo/Emp/Mem)(15/3)
This is the art of making puppets move in a life-like
manner. The more complex the trick, the more difficult
the skill check.
Puzzle Lock Solving (Jud x3)(20/4)
A character with this skill is adept at opening unusual
locking mechanisms with perplexing and enigmatic
compositions. This skill gains Synergy from the
Mechanical Engineering skill.
Quiet Movement (Coo/Jud/Gra)(20/4)
This is the ability to move without making undue noise.
Difficulty is determined by how fast the character is
moving as well as the surface that is being moved
upon, and other circumstantial modifiers.
Ranged Conflict Reaction (Base)(20/4)
A character with this skill is experienced in ranged
combat and, as such, is less apt to freeze-up or
hesitate during a battle at range. This skill is used to
roll initiative whenever the character declares that he is
planning to attack at range this upcoming turn.
Read / Write (by language) (Mem x3)(15/3)
The ability to write a language as well as understand
the written word. This does not allow the character to
speak or understand said language when spoken. The
standard languages in Wyn Dmere are: Gaddoric,
Jylanic, Kindaran, Manndoric, Nargasan, Norinic, Port
Speak, Thrallic, and Yarsen.
Read / Write Alchemical Glyphs (Mem x3)(20/4)
This skill allows one to use the secret language of the
Alchemists Guild. Required to read any manuscript
that involves chemical formulas or mystical recipes.
Read / Write Dwarvish Runes (Mem x3)(15/3)
Those with this skill have learned to understand the
ancient language of the Dwarves.
Read / Write Elvish Script (Mem x3)(15/3)
Characters with this skill are familiar with the musical
language of Elven kind.
Read / Write Fairie Scrawl (Mem x3)(25/5)
With this skill one can decipher the chaotic language of
the Fey realms.
Read / Write Trollic Pictoglyphs (Mem x3)(25/5)
A character with this skill can interpret the curious
symbol language of the Trolls.
Read / Write Magical Glyphs (Mem x3)(30/6)
With this skill a person is versed in the written
language of magic. Required to read any manuscript
that involves spells or magical construction techniques.
Read / Write Tech Glyphs (Mem x3)(30/6)
This skill allows one to use the secret language of the
Technologists Guild. Required to read any manuscript
that involves advanced engineering or Dwarven
technology.
Read / Write Travelers Glyphs (Mem x3)(10/2)
This skill gives fluency in the common warning
language used to denote hazards along trails and
roads.
Rigging Lore (Coo/Jud/Mem)(10/2)
The art of properly adjusting and moving around in the
rigging ropes of a ship. Allows a person to lower the
penalties of fighting in ships rigging.
Rumor Mill (Jud/Emp/Pre)(15/3)
Through the art of listening, questioning, and prompting
a character can attempt to glean details about local
persons or happenings from general conversation.
Rune Lore (Mem x3)(20/4)
The knowledge of in scribing magical sigils upon
weapons and items to enchant them. Usually used in
conjunction with other skills to create magic items.
Sail Deployment (Coo/Jud/Mem) (15/3)
This skill teaches how to deploy a sail quickly and
effectively. Difficulty can vary depending on wind
conditions, sail conditions, and ship conditions.
Scribe (Coo/Jud/Mem)(10/2)
This is the technique of making exact copies of existing
written documents. This skill can give Synergy to the
Forge Documents skill.
Sculpting (Coo/Emp/Emp)(15/3)
This is the art of expressing ones ideas in a sculpted
manner. The difficulty of this skill is based on the
materials available and the intended goal.
Sea Navigation (Jud/Mem/Mem)(20/4)
This skill is used to successfully travel from one
destination across the sea to another by using maps,
star positions and landmarks. The difficulty of this skill

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is based on the type of waters traversed and the
distance traveled.
Seduction (Emp/Emp/Pre)(20/4)
The art of persuading the opposite sex by playing on
feelings of love and lust. This is an opposed roll with
modifiers depending on the situation.
Sense Evil L (Jud/Per/Emp)(25/5)
Through the expenditure of Mana, a character with this
ability can detect the presence of evilly aligned being
within 50 yards, even in total darkness. This magical
sense can be used to target ranged attacks at a 30 to
hit.
Shadow Blend L (MA/Jud/Wil)(*/5)
Allows a Dmpeill to merge into any adjacent shadow
for greater concealment. This ability is rolled as a
Synergy Bonus to the Conceal Presence and Quiet
Movement skills.
Shadow Dancing L (MA/Jud/Wil)(*/5)
Allows a Dmpeill to step into one large area of shadow
and teleport to any other shadowy area within 50 feet.
Shadowing (Jud/Emp/Gra)(15/3)
Shadowing someone is following them without being
noticed yourself. It is not simply how to track, or how
to stay hidden, but a combination thereof that lets you
trail someone while remaining unnoticed by them.
Shipwright (Jud/Mem/Mem)(15/3)
This is the art of building and repairing a ship.
Difficulty depends on the severity and extent of the
damage, as well as the materials and work area
available.
Showmanship (Jud/Emp/Pre)(15/3)
Generally used in the debtor pit to increase crowd
involvement, this skill allows a person engaged in
melee combat to attract and whip up support from
spectators of the fight.
Shrink Smaller L (MA/Wil/Wil)(*/4)
This ability allows those of Fairie blood to shrink to half
again their normal size. This effectively doubles their
Reflexes and halves their Strength. All possessions on
the person are effected as well. The Mana cost must be
paid per turn of desired duration.
Siege Warfare (Jud/Mem/Mem)(20/4)
This skill is used to plan and strategically operate a
siege upon a fortification. Also involves the historical
accounts of previous legendary sieges.
Silence Victim (Coo/Jud/Mem)(25/5)
The art of attacking an opponent in such a way that
they cannot alert anyone around them of the strike.
May be used with either lethal or subdual intent.
Silent Speak (Coo/Mem/Mem)(10/2)
A visual language of intricate hand signals and body
motions. Due to the complexity of the movements, two
speakers must be within 50 yards of one another to
properly communicate.
Silversmith (Coo/Coo/Emp)(20/4)
This is the art of crafting objects made of silver or other
precious metal. Difficulty depends on how ornate the
item to be created is.
Sing / Recite (Emp/Emp/Pre)(10/2)
The art of singing songs and reciting poems. This skill
does not confer any ability to actually write songs or
poems.
Skinning Lore (Coo/Jud/Mem)(10/2)
This is knowledge of how to skin an animal. It teaches
various methods to easily get to the meat as well as
methods to allow most of the hide to be saved for
tanning.
Sleight of Hand (Coo x3)(15/3)
This is the ability to do tricks such as palm items, hide
coins behind your fingers, and many other stunts.
Song Lore (Mem x3)(10/2)
This is the knowledge of the songs, both old and new,
of the world of Wyn Dmere. The most common use of
this skill is to find an appropriate song for the situation
at hand.
Sound Mimicry (Jud/Jud/Pre)(15/3)
The art and ability to mimic sounds. Difficulty is
determined by the complexity of the sound, and how
familiar the character is with the sound.
Speak (by language) (Emp/Pre/Mem)(15/3)
The ability to speak a language as well as understand
the spoken word. This does not allow the character to
read/write said language. The standard languages in
Wyn Dmere are: Gaddoric, Jylanic, Kindaran,
Manndoric, Nargasan, Norinic, Port Speak, Thrallic,
and Yarsen.
Speak Beast Tongue (Emp/Pre/Mem)(15/3)
Gomakas with this skill have learned to verbally
communicate with the animal breed of their clan. This
mode of speech can be used in either human of animal
form.
Speak Dwarvish (Emp/Pre/Mem)(15/3)
Those with this skill have learned to converse in the
ancient language of the Dwarves.
Speak Elvish (Emp/Pre/Mem)(15/3)
Characters with this skill are familiar with the spoken
version of the language of the Elves.
Speak Fairie Tongue (Emp/Pre/Mem)(20/4)
With this skill one can communicate in the chaotic
language of the Fey realms.
Speak Trollic (Emp/Pre/Mem)(15/3)
A character with this skill can speak the curious
language of the Trolls.
Specific Knowledge (by Topic) (Mem x3)(15/3)
This skill allows a person to be well versed in a
particular specialized subject. The choice of topic can
be relatively general or extremely specific. The difficulty

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will be set by what information is being requested and
how concentrated the topic is.
Spirit Lore (Mem x3)(20/4)
This is the knowledge of phantasmal entities and their
abilities. It may be used to identify the nature of
apparitions witnessed.
Stone Know L (MA/Wil/Wil) (20/4)
For some unknown reason, most Dwarves have a
mystical connection to natural mineral deposits and
stone structures. A Dwarf with this ability can attempt
to determine the age, type, and sturdiness of any stone
formation, natural or otherwise. A few masters of this
skill have even been able to read past events that the
stone was involved in.
Story Telling (Emp/Pre/Pre)(10/2)
Many can recite a tale, few can tell it to interest an
audience. This skill is used to tell a story with that
something extra that keeps the audience gripped.
Strategy (Jud/Mem/Mem)(20/4)
The science and art of military command as applied to
the overall planning and conduct of large-scale combat
operations. This incorporates the skill of using all the
forces of an army to execute approved plans as
effectively as possible during peace or war.
Surgery (Coo/Jud/Mem)(30/6)
The art of healing which is reliant on manual operations
for the healing of internal diseases or injuries of the
body. The Diagnosis and Treat Minor Injury Skills are
prerequisites of the skill. This skill may gain Synergy
with one of many skills depending on the situation at
hand.
Survival/Hazard Lore (by terrain) (Per/Per/Mem)(15/3)
Use of this skill includes survival in hostile
environments like jungle, desert, arctic, and other
unwelcome terrain. The skill can be used to make snap
analyses of a situation from a survival perspective, or
allow the character to avoid natural pitfalls. Difficulty is
based on the hostility of the environment and how
many people the character is attempting to aid.
Swimming (Str/Coo/End)(10/2)
The skill of moving and staying afloat in water.
Difficulty can depend on where the character is
swimming and what the character wishes to do while
swimming.
Tactical Estimation (Jud/Mem/Mem)(20/4)
The skill of accurately judging the size and overall
strength of a body of combatants. Also used for
assessment of a particular locations battle-worthiness.
Tactics (Jud/Mem/Mem)(20/4)
The military science that deals with securing objectives
set by strategy, especially the technique of deploying
and directing small numbers of troops in effective
maneuvers against an enemy
Tailor (Coo/Jud/Mem)(15/3)
This is having skill in the craft of the making and
mending of clothes. A higher success with this skill will
result in better quality craftsmanship.
Talisman Lore (Mem x3)(20/4)
A character with this skill can craft, in conjunction with
other skills and abilities, magical trinkets and charms.
Tanner (Jud/Mem/Mem)(15/3)
This is knowledge of how to cure and tan leather and
animal furs. The difficulty is determined by the
resources available to tan as well as the type of skin to
be tanned.
Tattooing (Coo/Jud/Mem)(20/4)
This is the skill of making and applying tattoos.
Difficulty is determined by the complexity and size of
the design, as well as the area it is being applied to.
Theology (Mem x3)(15/3)
The objective study of religions, their influences, and of
the nature of religious truth based on deific province.
Toxin Herbalism (Jud/Mem/Mem)(15/3)
This is the knowledge of using herbs for harmful
objectives. Difficulty depends on the nature of the use,
and what herbs are being used or available.
Tracking (Jud/Per/Mem)(20/4)
Use of this skill specifically allows a character to find
signs of a targets movement through the immediate
area for the purpose of tracking where they have come
from, or where they have gone. The base difficulty of
this skill is the difficulty of the terrain. Can also be used
to hide ones tracks.
Trap Lore (Jud/Per/Mem)(20/4)
This skill is used to identify and avoid traps set to ward
off unauthorized opening, entry, or intrusion. This is
often used to disarm fortified containers to obtain
access to their contents.
Trapping (Jud/Per/Mem)(15/3)
This is the crafty art of laying snares and catches to
capture animals for their fur and meat. Also useful for
identifying a particular traps function and purpose.
Treat Illness (Jud/Emp/Mem)(20/4)
This skill is used to cure a person of sickness and
disease. The Diagnosis Skill is a prerequisite to this
skill. The Medicinal Herbalism Skill is Synergistic to this
skill.
Treat Minor Injury (Jud/Emp/Mem)(20/4)
A character with this skill can attempt to bind and close
Wounds so that they heal properly. Also allows the
stoppage of extensive bleeding and shock of limb loss.
The Diagnosis Skill is a prerequisite to this skill.
Treat Poisoning (Jud/Emp/Mem)(20/4)
Allows a person to properly apply an antidote to a
poison victim. The Diagnosis Skill is a prerequisite to
this skill.
Tree Bonding L (MA/Wil/Wil) (25/5)
This ability allow a person of Fey blood to temporarily
merge into a nearby tree and become totally hidden.

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This merging will only last a number of turns equal to
the persons Health stat. While inside, the person
suffers one-half of all damage the tree suffers.
Trollic History (Mem x3)(15/3)
This skill imparts knowledge of what is known about
Trolls by most of the known world, and some which is
not. The difficulty of this skill is based on the
information sought.
Undeath Lore (Mem x3)(25/5)
This is the knowledge of the living dead. It includes the
ability to identify the different types of undead and gives
clues to the reason for the recent rise in the numbers of
the undead.
Vigilance (End/Wil/Wil)(15/3)
This is the learned ability to remain constantly alert for
hours at a time. Mostly used when fatigue could impair
Perception or Judgment checks.
Waggoneering (Jud x3)(10/2)
The skill of leading and caring for a carriage or wagon,
regardless of size or type.
Wainwright (Coo/Jud/Jud)(15/3)
The art of constructing carts, wagons, carriages, and
spoke wheels. This skill gains Synergy from the
Carpentry Skill.
Wand / Staff Lore (Mem x3)(20/4)
This skill covers the creation of magical staves, rods,
and wands. By itself, this skill cannot produce a
finished product but instead governs the creation
process which usually involves other mystical skills and
powerful spellcasting.
Warhorsemanship (Coo/Jud/Emp)(15/3)
The skill of properly riding a horse that has been
specially trained for combat. A skilled rider can steer
the mount by leg pressure, leaving his arms free to
fight.
Way of the Iron Palm (Ref/Coo/Jud)(25/5)
A mysterious art of spiritual enlightenment through
vigorous physical training. As the practitioner gains
deep understanding of his own body, he learns to
listen to the bodies of his opponents and move to
counter their movements. Also, as the practitioner
progresses in ability, he learns to strike with the force
of his entire body, not just his arm or leg strength.
Weaponsmith (Coo/Jud/Jud)(15/3)
This is the skill of forging metal instruments of battle.
The Blacksmithing Skill is a prerequisite to this one.
Weather Prediction (Jud/Emp/Gra)(15/3)
This skill is used to forecast the coming weather
patterns by various means. The difficulty is based on
the scope of the prediction and the tools at hand.
Well Digging (Jud/Jud/Mem)(15/3)
The tedious skill of searching out an underground
source of water and setting up a well for it to pool in.
May be used in conjunction with the Engineering skill to
create a pressurized extraction of water via a pump.
Whistling (Emp/Pre/Pre)(5/1)
A specialized skill amongst the Trolls used to both
create musical harmonies and to signal at long
distances.
Wrestling (Str/Ref/Coo)(15/3)
The basic skill of grappling with your opponent. This
skill suffers a 20 penalty when used against an
opponent skilled in a Martial Art.
Yarsen Armsmanship (Ref/Coo/Jud)(20/4)
Years before the actual founding of the Kingdom of
Yarse, this style of combat was conceived by Lord
Yarse himself. Its disciplined use of weapon and shield
has won many battles in the service of many kings. It is
proudly used by many of the Yarsen Guard mercenary
armies on contemporary battlefields.

Weapon Skills
See the item descriptions in the Economics section for more
details about a particular weapon and its usage.
Blade Flail ..................................... (Ref/Coo/Jud)(20/4)
Bola .............................................. (Coo/Jud/Per)(15/3)
Buckler Use................................... (Ref/Coo/Jud)(20/4)
Club .............................................. (Ref/Coo/Jud)(10/2)
Crossbow...................................... (Coo/Jud/Per)(15/3)
Dagger .......................................... (Ref/Coo/Jud)(10/2)
Flail (Ref/Coo/Jud)(15/3)
Grand Hammer ............................. (Str/Coo/Jud)(20/4)
Great Axe...................................... (Str/Coo/Jud)(20/4)
Great Sword.................................. (Ref/Coo/Jud)(20/4)
Hand Axe ...................................... (Ref/Coo/Jud)(15/3)
Hand Crossbow............................. (Coo/Jud/Per)(15/3)
Hunting Spear ............................... (Ref/Coo/Jud)(15/3)
Knife.............................................. (Ref/Coo/Jud)(10/2)
Lasso ............................................ (Coo/Jud/Per)(20/4)
Long Bow...................................... (Coo/Jud/Per)(15/3)
Long Sword................................... (Ref/Coo/Jud)(15/3)
Mace............................................. (Ref/Coo/Jud)(15/3)
Parrying Dagger ............................ (Ref/Coo/Jud)(15/3)
Pole Arm....................................... (Str/Coo/Jud)(20/4)
Quarter Staff ................................. (Ref/Coo/Jud)(15/3)
Rapier ........................................... (Ref/Coo/Jud)(15/3)
Repeating Crossbow...................... (Coo/Jud/Per)(20/4)

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Round Use.................................... (Ref/Coo/Jud)(20/4)
Saber ............................................ (Ref/Coo/Jud)(15/3)
Short Bow ..................................... (Coo/Jud/Per)(15/3)
Short Sword .................................. (Ref/Coo/Jud)(15/3)
Sling.............................................. (Coo/Jud/Per)(10/2)
Sling Bow...................................... (Coo/Jud/Per)(15/3)
Throwing Blades............................ (Coo/Jud/Per)(10/2)
Throwing Club............................... (Coo/Jud/Per)(15/3)
Tower Use..................................... (Ref/Coo/Jud)(20/4)
Two Handed Sword ....................... (Str/Coo/Jud)(20/4)
War Hammer ................................ (Ref/Coo/Jud)(15/3)
War Spear..................................... (Ref/Coo/Jud)(15/3)
Whip ............................................. (Ref/Coo/Jud)(20/4)

Siege Weapons
Siege weapons are weapons used to penetrate city and
castle walls. These skills affect how to be a part of, or lead,
a team in the use of these massive weapons.
Ballista, Bow ................................. (Jud/Jud/Per)(15/3)
Ballista, Powder ............................ (Jud/Jud/Per)(20/4)
Ballista, Steam.............................. (Jud/Jud/Per)(20/4)
Catapult ........................................ (Jud/Jud/Per)(20/4)
Demolitions ................................... (Jud/Jud/Mem)(25/5)
Flame Projector............................. (Jud/Jud/Per)(20/4)
Flying Bomb.................................. (Jud/Per/Gra)(25/5)
Ram.............................................. (Jud/Jud/Per)(15/3)

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F FO OR RT TE ES S & & F FA AI IL LI IN NG GS S
While the choosing of a characters Life Aspects highly
defines who they are, even those with similar aspects are
usually quite different and unique unto themselves. As such,
once a player has chosen his characters attributes and
aspects, he then has 5 Goody points to purchase Fortes
with. Also, if the player wishes, he may purchase Failings
for the character to gain more goody points. Only an
additional 5 points may be bought with Failings.

Fortes
Fortes are areas that a character may excel in or material
and / or supernatural gifts they may have received.
Regardless, they are boons and advantages that help round
out a characters abilities and history.
Table 7: Total Forte List
Fortes Cost
An Adventurers Joy 1-10 GP
All That Glitters 1-10 GP
Animal Companion 1-6 GP
Blessed 1 GP
The Boon of an Interesting Life 6 GP
Cats Blessing 3 GP
Frogs Blessing 1 GP
Great Stride 1 GP
Exceptional Training 1-10 GP
Exotic Tutoring 1-3 GP
Increased Primary Statistic 1-10 GP
Jack of all Trades 1-10 GP
Minimalist 2 GP
Multicultural 3 GP
Prophecy of Glory 5 GP
Robust Physique 3 GP
Warriors Soul 3 GP
Wizards Soul 3 GP

An Adventurers Joy
With this forte, characters may use Goody points to
purchase special items and equipment. Cost: see below

Table 8:Adverturers Joy
1 Goody point A 10 Mana storage Talisman
2 Goody points A minor Magical item.
3 Goody points Leather Gomakas shifting armor
4 Goody points A Magic Weapon w/ one minor
enchantment
5 Goody points Mail Gomakas shifting armor
6 Goody points A 100 Mana storage Talisman
7 Goody points A Magic Weapon w/ three minor
enchantments or one major
enchantment.
8 Goody points A major Magical item.
10 Goody points A Magic Weapon w/ two major
enchantments or a Named weapon.

All That Glitters
Characters with this forte may convert Goody points into
cold hard coinage of any type authorized by the GM.
Cost: 1 Goody point for 50 currency units.
Animal Companion
This forte permits the character to have a loyal animal
sidekick. Note that this does not confer any exceptional
intelligence or communication abilities upon the animal, just
a strong bond of mutual respect and fondness for one
another. Cost: see below
Table 9:Animal Companion
1 Goody point An untrained, non-combat pet
(Dog, Cat, Mouse, etc.)
2 Goody points An average steed or trained hunting
animal. (Horse, Hunting Dog)
3 Goody points A good steed or trained combat
animal. (Quarter Horse, War Hawk)
4 Goody points A war steed or unusual pet
(War Horse, Fey Animal)
6 Goody points A trained combat animal pack.
(a pack of trained Leopards)

Blessed
For some reason this character has the favorable attention
of one or more Deities. As such, the character may add his
Grace stat to any three rolls each game session, instead of
just one.
Cost: 1 Goody point.

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The Boon of an Interesting Life
While most people have had their fair share of unusual
experiences and mediocrity that led them to their current
fate, some people just seem to be magnets for adventurous
escapades. This forte allows a character to purchase an
additional Minor Aspect to represent his interesting life up
until now. Note that the only special Aspect that may be
chosen is Mystic Alliance. Cost: 6 Goody points.
Cat's Blessing
You are highly aware of the environment around yourself
and quick on your feet. Your Natural dodge is increased by
+10. Cost: 2 Goody points
Exceptional Training
A character with this forte has received superior training
from one of his aspects. He may convert Goody points into
extra skill points to purchase additional skills from one of
his major or minor Aspects.
Cost: 1 Goody point for 20 skill points.
Exotic Tutoring
In addition to your normal training you learned something
unusual. A character with this Forte gains access to one
Skill List not included with his normal Life Aspects. The GM
must approve the choice of this Skill list. Cost: 1 Goody
point per 6 skills on the list.
Frog's Blessing
You were born with strong limbs and stoic lungs. Your base
swim move is increased by 3. Also, you suffer -10 less
penalty for fighting in aquatic situations.
Cost: 1 Goody point
Great Stride
Blessed at birth with long, strong legs, this characters base
land move is increased by 3. This longlegged ness may
cause some difficulty when trying to find clothes that fit well.
Cost: 1 Goody point
Increased Primary Statistic
This character has one or more stats that are higher than
normal. Cost: 1 Goody point for 1 primary stat point.
Jack of all Trades
This forte allows a character to convert Goody points into
extra skill points to purchase skills from any skill list
available to the character. Cost: 1 Goody point for 10 skill
points.
Minimalist
While others may need to sleep in a bed to feel rested or
eat three good meals a day to feel nourished, you simply
dont need all those extras. A nice flat spot to sleep in and
some oatmeal and water once or twice a day suits you just
fine. In situations where the party may be suffering from
lack of necessities to the point of requiring Health rolls, this
character will only suffer one-third the negative effects of a
normal person.
Cost: 2 Goody points.
Multicultural
While most characters start their careers with only one
native language, some few have spent enough time moving
about the kingdoms to gain native fluency in two or more
languages. This gives the character the rating of Native in
the Read / Write and Speak skills of the chosen languages.
Cost 3 Goody points per additional Native language.
Prophecy of Glory
Shortly after the characters birth, a local oracle declared
that he was destined to live a heroic life but also that at
some point during his adventures he would accomplish a
wondrous deed or victory. The character has lived with the
certainty of this their whole life. This Forte allows the Player
to declare that one dramatically important action the
character undertakes during any one adventure will
AUTOMATICLY succeed. When this happens the GM has
no recourse but to accept this action. Should the nature of
this prophecy become public knowledge it may affect future
social actions.
Cost: 5 Goody points.
Robust Physique
By fate or good living you are a testament to humanity as a
bastion of durability. Your Body Points are increased by
+20% and your Wound Threshold is 2 higher than normal.
Cost: 3 Goody points
Warriors Soul
Some people are said to be born with the reincarnated soul
of a once mighty warlord. Such people gain +10 to their
Base Conflict Reaction stat. Cost: 3 Goody points.
Wizards Soul
Some people are said to be born with the reincarnated soul
of a once powerful wizard. Such people gain +5 to their
Mana Attunement stat. Cost: 3 Goody points.

Failings
Failings are weaknesses that inhibit or penalize the
character in some way. While all failings are detrimental in
some form or fashion, they are useful to truly round out a
characters personality and background. Also, while a
character can only receive a maximum rebate of 5 Goody
points from failings he may take more failings, if it fits the
character concept, at no further rebate.

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Table 10: Total Failings List
Failings Chart Rebate
Airs 2 GP
Blood Thirsty 2 GP
Delicate Physique 2 GP
Devils Soul 3 GP
The Curse of an Interesting Life 4 GP
Fairie Allergy 1 GP
Fools Soul 1 GP
Ghastly Reputation 3 GP
Heavy Accent 1 GP
Illiterate 1 GP
Indebted 1-4 GP
Lingering Injury 2 GP
Obligation 1-3 GP
Old-fashioned Romantic 1 GP
Poor Luck 2 GP
Prophecy of Doom 4 GP
Rabbits Curse 2 GP
Unique feature 1 GP
Vow 1-3 GP

Airs
Only the best will do for this character. At any time that this
character is not able to acquire or consume above average
materials or goods for himself, he suffers a
10 psychological penalty to all non-combat actions until
such time that he can pamper himself properly.
Rebate: 2 Goody points.
Blood Thirsty
When a character with this failing engages in combat, he
must make a Judgment roll of 60+ in order to retreat from
combat before his opponents are defeated. Also, this
character suffers a 15 penalty to all social rolls involving
ignoring insults, taunts, etc. Rebate: 2 Goody points.
The Curse of an Interesting Life
While most people have had their fair share of horrific
experiences and mediocrity that led them to their current
fate, some people just seem to be magnets for danger and
turmoil. This failing causes the characters life to be full of
problems. At the beginning of campaign, the player and GM
should work out what current problem or problems are
troubling the character (use lesser Failings as references).
At any point that this character overcomes one of his
troubles, the GM should replace it with a new one within 1-3
game sessions. This unfortunately will continue until this
failing itself is overcome. Rebate: 4 Goody points
Delicate Physique
Your body is much frailer than most people. You suffer a
penalty of -20 instead of -10 for every wound injury you
take. The Robust Physique Forte cannot be taken with this
Failing. Rebate: 2 Goody points
Devils Soul
Some people are said to be born with the reincarnated soul
of a wicked demon. Such people lose -10 to their Base
Faith stat. Rebate: 3 Goody points.
Fairie Allergy This failing indicates that the character is
allergic to the supernatural aura of Fairie creatures.
Whenever the character comes within 10 yards of a person
or creature with Fairie blood he must make a Health roll of
50+ or suffer a 15 penalty to all actions until he separates
himself from the Faire aura. This allergy may be treated
using the Mystic Herbalism skill at a cost of 4 currency units
(cu) per day for ingredients.
Rebate: 1 Goody point.
Fool's Soul
Some people are born with the soul of a fool and are cursed
to never save or fully enjoy the moneys that they make.
Whenever this character comes into a large sum of coinage
(20cu or more) he must make a Will check vs. a difficulty of
75 or squander half of it on useless items or extravagant
services. This check must be made once every three days
that the money is in his possession. Rebate: 1 Goody point
Ghastly Reputation
A character with this failing will receive paltry acceptance or
discrimination except from his closest friends. When
attempting ANY social action, roll and add 80 - Grace. If the
total is over 100, the action is tainted by the characters
alleged reputation and suffers a 40 penalty. It is up to the
player and the GM to develop the reputation and its validity.
Note that the GM may adjust the reputation roll due to the
isolation or familiarity of the current situation.
Rebate: 3 Goody points
Heavy Accent
This failing may cause a character to suffer discrimination
when dealing with persons or authorities not of his own
nationality. When such a situation might occur, roll and add
50 - Grace. If the total is over 100, the interaction is tainted
by the characters nationality and suffers a 30 penalty to
any social rolls involved. This failing is only appropriate if
the characters nationality is different from the general
location of the campaign setting. Rebate: 1 Goody point
Illiterate
This character has suffered the curse of never learning to
Read or Write his native language. As such he starts play
with only his natural spoken language at a rating of
Native. Rebate: 1 Goody point

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Indebted
This failing indicates that the character has borrowed or lost
a sum of coinage that he now owes to one or more people
or organizations. If during play the character does not make
continuous payments at appropriate times until the debt is
paid in full, he will suffer dire consequences. Rebate:
1Goody point per 200 currency units of total debt (max 800
cu).
Lingering Injury
Early in life you suffered an injury that still flares up on
occasion. Whenever you roll a botch (a result of 01-05) on
a physical activity, you must make an immediate Health
check vs. a Difficulty of 50 or suffer a wound. Rebate: 2
Goody points
Obligation
A pledge made to another person or organization, which
governs how one will act in certain circumstances. An Oath
of Fealty is one example. During play the character must
make every effort to adhere to the obligation taken or suffer
dire legal or social repercussions as determined by the GM
and the level of obligation taken. When selecting an
Obligation, consult the GM to determine the rebate value of
any given Obligation. Rebate: 1 to 3 Goody points per
Obligation.
Old-fashioned Romantic
Attractive members of the opposite sex easily dupe a
character with this failing. Whenever they are involved in a
social action with an attractive member of the opposite sex,
they suffer a 20 penalty to avoid being persuaded,
swindled, seduced, etc. Rebate: 1 Goody point.
Poor Luck
A character with this failing is simply more prone to
catastrophe than most people. When rolling for any action,
he suffers a critical failure on a roll of 9 or less instead of 5.
Also, he must roll a 98 or more to get a critical success and
roll again. Rebate: 3 Goody points.
Prophecy of Doom
Shortly after the characters birth, a local oracle declared
that he was destined to live a heroic life but also that at
some point during his adventures he would suffer a horrible
failure, defeat or even death. The character has lived with
the dread of this their whole life. This failing allows the GM
to declare that one dramatically important action the
character undertakes during any one adventure will
AUTOMATICLY fail. When this happens the character has
no recourse but to accept his fate. Should the nature of this
prophecy become public knowledge it may affect future
social actions. Rebate: 4 Goody points.
Rabbit's Curse
Try as you might, you are very flinchy. Sometimes in the
face of danger you freeze up for a second before acting.
Your Base conflict Reaction is decreased by 10.

Unique Feature
Something about you; your voice, your mannerisms, or your
appearance is strikingly memorable. This will make it
difficult to blend in and be unobtrusive. Any Memory
checks made to recall your characters passing or current
location gain a bonus of +20. Rebate: 1 Goody point
Vow
A promise made to ones self and governed by a personal
code of ethics that determines how one will act in certain
circumstances. Vows are internal, personal pledges that
may only be known to the character and his closest allies.
As such the character must make every effort to adhere to
the vow taken or suffer dire psychological consequences as
determined by the GM and the level of vow taken. When
selecting a Vow, consult the GM to determine the rebate
value of any given vow. Examples are: a Vow of Silence,
never using a weapon in combat, never touching a dead
body. Rebate: 1 to 3 Goody points per Vow.

Gaining or Losing Fortes and Failings
During play, some characters may gain or lose their Fortes
and Failings due to plot-twists or other means. A player
may attempt to work off a characters Failing by applying
experience points towards its removal. In these cases, the
GM will keep a secret tab of how much Exp will be
necessary to remove the Failing.
In the same manner, if a player wishes for a character to
gain a new Forte, the GM must be consulted as to the
possibility of it occurring and Exp must be applied towards it
acquisition.

Creating New Fortes and Failings
If one or more of the above fortes and failings seem
inappropriate for a particular character or campaign, both
the GM and players are encouraged to create their own.
When creating new fortes and failings keep in mind that
game balance is just as important as uniqueness or
originality. It would probably work best if the existing fortes
and failings are used as templates for the creation of new
ones.

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E EX XA AM MP PL LE E O OF F C CH HA AR RA AC CT TE ER R C CR RE EA AT TI IO ON N
For an example of character creation, let us take a look at
the priestess character from The Temple and The
Treasury fiction examples, Karlessa.

When Karlessa's player, Kelly, created her character, she
decided she wanted a holy priestess type of character, with
some kind of spiritual/mystic power, like a cleric, but who
was also smart and could take care of herself in combat. In
short, she wanted a priestess who could do a little of
everything.
Jordan, the Game Master, warns Kelly that this will not be
easy, and that if her character can do some of everything,
she will not necessarily be able to do any of it exceptionally
well. Jordan gives Kelly some suggestions on which Life
Aspects will give her access to the kinds of powers and
abilities she said she wants her character to have, and
which ones fit her character concept and might give her
more of what she is looking for in a single aspect.
After reading through the Life Aspects, Kelly decides on the
following, giving her priestess character some flavor
already, before she has even spent any points.
For her Background, Kelly selects Gomakas Lineage,
because it has its own special powers and abilities, and
gives her access to fighting and weapon skills, also
because she sees it as unique and unusual for her
character concept, to make it stand out.
For her first Major Aspect, Kelly chooses Mystic Alliance,
to gain the supernatural touch to her character that she is
looking for, assuming she will choose a god or goddess to
be aligned with and gain the ability to call on holy miracles.
For her second Major Aspect, Kelly takes Magical Studies,
to gain mystic ability besides her Gomakas and spiritual
abilities, and decides on Restoration, to take healing magic
as a natural extension of her priestess role, to serve the
party and anyone they meet.
After looking over the points and Skill Lists her Major
Aspects give her access to, and how she has filled out her
character concept so far, Kelly decides to appoint two of
her three Minor Aspects as Religious Studies, to round out
her character's standing as a priestess.
For her final Minor Aspect, Kelly decides to take Gomakas
Lineage again, to give her more points to spend on her
combat skills, so that her character can fight, to round out
some of her other skills, and have more to spend on the
unique Gomakas abilities.
Now Kelly has to determine her character's statistics.
Jordan points out what each stat is used for, and how they
relate to the secondary stats. Looking over the uses of the
stats, and the secondary stats, Kelly comes to the
disappointed conclusion that she needs all of them.
After going through the Life Aspects she has chosen and
their Skill Lists a little more closely (which helps Kelly
decide on some of the Skills and Lists she will select
afterward) Kelly decides to distribute her 200 stat points like
so:
Strength: 14, She might like a little more, but
sacrifices to get other stats higher.
Reflexes: 17, Kelly would really like this higher, but
all things considered...
Coordination: 15, Coordination and Endurance
could both stand to be a bit higher, but Kelly
decides she only wants her priestess to be able to
fight, not primarily be a fighter, so these will
conserve points.
Endurance: 15
Health: 17, Reasonably high, only needs this stat
for starting Body Points.
Judgment: 18, One of her highest, it impacts
combat, priestess, and medical skills.
Perception: 17, Nice and high, useful for lots of
things and how Kelly sees her character.
Empathy: 18, Important for magic, and for her
priestess abilities and persona.
Will Power: 18, Again, one of Kelly's highest, used
greatly in skills and secondary stats.
Memory: 16, Could be higher, being used for many
intellectual skills, but acceptable...
Presence: 15, Not that lower means unattractive,
she simply doesn't utilize those looks.
Grace: 20, Kelly's highest stat, her focus as a
priestess, and useful in many areas.


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With her primary statistics determined, this gives Kelly the
following base secondary stats:
Mana Attunement: (Hea+Emp+WP+WP+Gra,
divided by 10)= 9.1, rounded up: 10
Base Conflict Reaction: (WP+Ref+Jud, divided by
2)= 26.5, rounded up equals: 27
Basic Faith: (Emp+Gra+Gra, divided by 2)= 29
Base Movement: (Str+Coo, divided by 4)= 7.25,
rounded up equals: 8
Base Swim: (Str+End, divided by 6)= 4.8, rounded
up makes: 5
Natural Dodge: (Ref+Per+Gra, divided by 2)= 27
Body Points: (End+End+Hea+Hea+WP)= 82
Wound Threshold: (End+Hea+WP, divided by 4)=
12.5, rounded up: 13

With her basic stats determined, Kelly can use them with
her Life Aspects to determine what her character's base skill
ratings will be, and use any remaining points to raise them
even higher. Before she can do that, however, Kelly will
have to decide on exactly which Skill Lists she is going to
spend the points that each aspect gives her. Looking over
the points and lists that her character has access to, and
considering the intellectual, fighting, mystic priestess
character concept she is developing, Kelly decides to
distribute her points in the following manner:
*Note: for ease of seeing how Kelly spent her points, each
category of Skill List points will be labeled with a code, which
will be used as the points are spent to denote where they
came from.*
From her Mystic Alliance, Kelly's character gets plus 100 to
her Prayer attempts. Kelly looks through the deities, and
decides her character will follow Lumm, the goddess of the
sun and monster-slayers, and a patron deity of humanity
itself.
From her Mystical Studies: Restoration aspect, Kelly gets
30 points to her Mana Gathering skill, raises her Magical
Conflict Reaction rating by 10 points, and gains 25 points to
her Read/Write Magical Glyphs skill. Kelly decides to spend
her 130 points on Healing spells, and has 65 more points to
spend on either Healing or Cleansing spells, her Mana
Gathering and Magical Conflict Reaction skills, and the
Alchemy, Apothecary, Physician, and Sage Skill Lists.
*130: MS:R1, 65: MS:R2*
From her Gomakas Lineage aspects, Kelly gains 10 points
to her Melee Conflict Reaction skill, 230 points to spend on
her chosen Clan List, Wilderness Survival, and Weapons:
Commoner Skill Lists. Looking over the Clan lists, Kelly
decides to be Grand Falcon, because it has the combat
skills she desires and fits her character concept. She also
gets 50 points to spend on her Chosen Clan, Domestic:
Rural, Laborer, Weapons: Commoner, Wilderness Survival,
and Woodworking Skill Lists.
*230: GL1, 50: GL2*
From her Religious Training aspects, Kelly gets 40 points to
her Prayer skill, 15 points to two or 30 points to one
Read/Write skill of choice, 40 points to her Doctrine: Lumm
skill, and 130 points to spend on the Disciple, General
Education, or Sage Skill Lists.
*15/30: RT1, 130: RT2*

Kelly is now ready to spend the points each aspect gives
her on her character's skills. She decides to spend them in
the same order she grouped the points in, leaving any
remainders aside to be spent after she has chosen all of her
skills.
Mystic Alliance with a deity gives the character plus 100 to
any Prayer attempts, in effect giving her a base 100 Prayer
skill rating. Kelly keeps this in mind and will add to her
character's Prayer skill when she comes to those points.
Beginning with her Magical Studies: Restoration, Kelly
spends 25 of the 30 points she has for Mana Gathering to
gain that skill, then raises it 1 point with the last five. The
formula for Mana Gathering is the character's Mana
Attunement stat plus 10, giving her a 20, raising it one
rating point with the last 5 to 21. Kelly knows her character
will need more Mana than this, and plans to raise this skill
higher with the other points allotted her. Looking over her
points, Kelly sees she has no other direct contributions to
the Magical Conflict Reaction skill, and so takes 20 points
from her open 65 to gain the base level in that skill. (MS:R2
now=45) Magical Conflict Reaction base equals the
character's Base Conflict Reaction stat plus 10, making her
base 37, plus the Magical Studies bonus gives the character
a rating of 47. The 25 points towards Read/Write Magical
Glyphs is 5 points short of the base rating, so Kelly spends
another 5 of her open points (MS:R2=40) to gain the base
level in that skill. Read/Write Magical Glyphs equals
(Mem+Mem+Mem), or 48, divided by 2, plus 10 equals a
base rating of 34.
Now Kelly has to spend her 130 (MS:R1) and her remaining
40 (MS:R2) open points. Seeing that the open 40 are the
only points she has to spend on the Physician Skill List, she
spends 20 to gain the base level of the Diagnose skill and
15 to gain the base level of the First Aid skill. (MS:R2=5).
This gives her character Diagnose at 36 and First Aid also
at 36. (see Skill Lists and Skill Use and Descriptions for
more on how these numbers are reached) Kelly decides to
spend the last 5 points to raise the Mana Gathering skill one
more rating point, to 22.
From her 130 points to spend on Healing spells Kelly
chooses Wound Closing and Flesh Restoration, 15 and 20
point spells, (MS:R1=95) and gaining them at her
character's base spell ability of 36. (see The Ways of
Magic: Casting Spells for how the base spell ability is
determined) Kelly then spends 39 of the remaining 95
points to raise the Wound Closing spell to 49 (3 points to

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advance this spell/skill, leaving MS:R1 at 56) and the last
56 to advance the Flesh Restoration spell rating to 50. (4
points to advance, a slightly harder spell)
From her Gomakas Lineage aspects, Kelly notices her
character has only 10 points to purchase the Melee Conflict
Reaction skill with, which is only half the cost of the base
level of skill. With another frown, Kelly decides to spend 10
points she does not have to gain the skill, and marks down
that she will need an extra 10 points from Karlessa's fortes
and failings to make up the difference. Kelly does not see
this as a problem, because she realized she would need to
purchase extra skill points due to her highly diversified
character concept. Jordan laughs and tells her that
Exceptional Training is one of the most-purchased fortes.
Now with 20 points to spend, Kelly gains Karlessa's base
Melee Conflict Reaction skill of 37. Looking back at the Clan
Grand Falcon skill list, Kelly decides she wants the combat
skills of Buku and Aerial Combat Lore, (25 & 15 point skills,
GL1=190) and the Assume Beast Shape skill (20 pts.) to
enable Karlessa to fly and see with the eyesight of a falcon.
(GL1=170) Her base levels of these skills are Buku: 35,
Aerial Combat Lore: 35, and Assume Beast Shape: 33.
Positive that she wants these skill ratings higher, and
seeing that she has 220 more points to possibly spend on
them, Kelly decides to use her remaining 170 points (GL1)
to raise Buku from 35 to 60, to gain the next level of
maneuvers (see Combat: Unarmed Styles), at 5 points per
raise equals 125 points (GL1=45), and Assume Beast
Shape from 33 to 42 at 4 points each for 36 points (GL1=9).
The last nine points are put into Aerial Combat Lore, raised
at 3 points each to 38.
Kelly looks over the other skill lists the Gomakas Lineage
gives her access to, and decides to spend her open 50
points (GL2) on Knife use, Horsemanship, Cooking, and
Medicinal Herbalism, since these seem to her like skills
Karlessa would have learned growing up, perhaps helping
her to live off the land as a traveler and guiding her to
become a healer. The combined cost of the base level in
these skills equals Kelly's 50 points exactly, giving Karlessa
her base levels of Knife: 35, Horsemanship: 34, Cooking:
37, and Medicinal Herbalism at 35.
Karlessa's Religious Training aspects give her 40 points to
her Prayer skill, on top of her mystic bonus of 100 rating
points from her alliance with Lumm to give her a starting
Prayer skill of 142! Her base Prayer skill for 25 of the 40
points is 39 (Faith stat plus 10), plus 3 rating points for the
last 15 skill points, plus her Mystic Alliance bonus. Kelly
could spend some of her open 65 points (RT2) to raise this
even higher, but decides to see what other religious skills
she might want to purchase first.
Kelly asks Jordan if the 15 or 30 points to a Read/Write skill
of her choice can be used to raise Karlessa's Read/Write
Magical Glyphs skill. After a moment's thought Jordan
decides that reading magic is something a disciple of Lumm
might learn in the studies at her temples, and says yes.
With great joy, Kelly decides to spend 15 of these points to
gain Read/Write Nargasan at her base rating of 34
(RT1=15), and the other 15 on her Read/Write Magical
Glyphs, taking the five open points she originally spent to
gain the skill back (from MS:R2) and using five of these 15
instead, then raising her R/W Magical Glyphs rating once
more for six points to 35 (RT1=4), with four points left over
for advancement, waiting for experience. The five points she
regained Kelly transfers to the Mana Gathering skill, raising
it one more rating point to 23. (MS:R2=0 again)
With her 40 points towards her Doctrine (Lumm) skill, Kelly
gains Karlessa's base skill of 37 for 15 of the 40 points, and
the remaining 25 raise it to 45, at three points per raise,
leaving her with one point left over. Kelly decides to spend
two of her open 130 points (RT2=128) to raise Karlessa's
Doctrine (Lumm) skill rating to 46, rather than having a
leftover point waiting for experience at the start of play.
From her remaining open 128 points (RT2) Kelly decides to
purchase Church History (Lumm) for 15 points (RT2=113),
Inspire Group for 15 points, (RT2=98) and Theology for 15
points (RT2=83) from the Disciple skill list, Linguistics from
the Sage skill list for 20 points (RT2=63), and Etiquette from
the General Education skill list for 10 points (RT2=53). This
gives base ratings of Church History (Lumm): 34, Inspire
Group: 34, Theology: 34, Linguistics: 34, and Etiquette: 36.
Kelly spends nine points to raise Church History (Lumm),
Inspire Group and Theology by one rating point each to
bring them all to 35 (RT2=44), and the last 44 points to
bring Karlessa's Linguistics skill rating up to 45 (four points
per raise equals 11 rating increase, RT2=0).
The character of Karlessa is now almost complete. Kelly
has only to decide how she wants to spend her five forte
points (which she has already done, to an extent) and if she
wants to gain any more points through failings; she also
has to determine what supplies her character will start
game play with, after getting her Game Masters approval.
For Karlessa's first forte, Kelly selects Exceptional Training,
to gain the extra skill points she needs to make up
Karlessa's deficit in her Melee Conflict Reaction skill. Each
forte point spent on Exceptional Training gives the character
20 more skill points to spend on skills from one aspect, so
Kelly has 10 points to spend on any of her Gomakas
Lineage skill lists, after spending the first 10 to gain
Karlessa's Melee Conflict Reaction. Kelly decides to spend
eight of these points to raise the Melee CR from 37 to 39,
and the last two to raise Horsemanship from 34 to 35.
Deciding that Karlessa's Mana Gathering skill is still too low
considering the number of mystic abilities she has, Kelly
spends three of Karlessa's four remaining forte points on
Wizard's Soul, raising her base Mana Attunement stat by
five points, from 10 to 15. This raises Karlessa's Mana
Gathering from 23 to 28, and her Assume Beast Shape skill
from 42 to 45, because the base formula for Assume Beast
Shape is (MA+Wil+Wil).
Kelly would still like the Mana Attunement skill to be higher,
and so spends Karlessa's last free forte point on another
Exceptional Training, this time in her Magical Studies:
Restoration aspect. Kelly spends two of those points to
make up her leftover four (from RT1) to raise Karlessa's
Read/Write Magical Glyphs rating to 36, and 15 of the 18

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forte bonus points to raise the Mana Gathering skill from 28
to 31. The last three bonus points are spent on Karlessa's
First Aid skill, raising its rating to 37.
To make Karlessa's standing as a priestess complete, Kelly
decides to spend one more point to gain the forte of
Blessed. Obviously, Karlessa's blessings come from Lumm,
but this leaves her needing one point of failings to balance
out her number of forte points. Thinking about the nomadic
and secluded life Karlessa has lead as a Gomakas and
religious devotee, Kelly reasons that Karlessa may not have
a very strong concept of money, or at least of its value,
since her clan of Grand Falcons would have been self-
sufficient in their mountaintop community, and the lives of
devout church members are usually pious and humble. This
prompts Kelly to give her character the failing of Fool's
Soul, deciding that if Karlessa ever gets her hands on more
than 20 currency units worth of money she will either
immediately spend it on someone to show how much she
cares, or donate it to the local church of Lumm or charity.
With her fortes and failings set, the only thing Kelly has left
to do is work with Jordan to decide what possessions
Karlessa will start play with. After a little discussion,
Karlessa the priestess gains the standard soft leather
armor, 5 currency units (cu) of Kindaran money, which Kelly
decides is 10 Copper Pennies, 2 Silver Commons, and 3
Silver Crowns, and two knives perfectly common weapons
that Karlessa is trained in the use of. With Jordan's Game
Controller permission, Kelly also gets to start her character
with the standard bedroll, candles, and canteen of a
traveling adventurer, an extra set of clothes, since she is
both a priestess with ceremonial garb and a proud Grand
Falcon Gomakas, and priestess and medical supplies,
which Jordan tells her are holy symbols, scrolls, pens and
ink, a beeswax candle, splints, bandages, salves, and
medical herbs.
Last but not least, Karlessa gains a free backpack to carry
all of these items in.
For a complete look at the character Karlessa, Her
character sheet is listed in the back of the book by the black
character sheet.


C CO OM MB BA AT T


Body Points, Wounds,
and Healing

Starting Body Points and Wound Threshold
Body Points
- The amount of damage a character can sustain before
being rendered unconscious is measured by his Body
Points (BP). Every time the character is hit in combat he will
lose a number of BP based on the weapons Damage Class
and how well the opponent hit him.
A characters Body Point total is equal to his
End x2 + Hea x2 + Wil.
Wound Threshold
- This stat represents the ceiling on how much damage a
character can take in one hit before serious injury occurs.
Whenever a character takes more BP damage in one strike
than his Wound Threshold, he has suffered a Wound.
A characters Wound Threshold total is equal to his
(End + Hea + Wil) 4.

Body Point Loss
If a character loses all of his body points, he falls
unconscious until his body points recover to 5. If damage is
taken past his total body points, subtract the remainder
from his Health stat. Body points are recovered at the
following rates:

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Health 4 per hour of complete rest*
Health 5 per hour of interrupted / forced rest*
Health 10 per hour of light activity
Health 20 per hour of heavy activity
Health 40 per hour of extreme activity
All remainders are rounded up to the nearest 0.5.
Remember that damage from wounds heals at normal
rate.
*These rates may be increased by medical care.
The multiplier depends on the level and quality of care,
between x1 (for an exposed, outdoor resting place) to x10
(for an enchanted temple dedicated to Nyya).

Health Point Loss
The character will slip into a coma until all Health points are
recovered. Each week cycle make a Health check, at its
current value, vs. a difficulty of 25. One Health point is
recovered for every 5 points of success. If the character is
reduced to zero health, they are quite dead.

Wounds
Any time a character takes damage equal to his wound
threshold, he has suffered a major injury. He suffers a 10
penalty to all actions for each wound and all BP recovery is
at one-fourth normal speed. A single attack can cause
several wounds if its total damage is in multiples of the
characters wound threshold. The effects of each wound
remain until all of the wound damage is recovered.
Recovering form Wounds
In order to heal a Wound, one of the following must take
place.
The character must receive medical care.
Wounds must be treated one at time. If the person
only has one wound, the First Aid Skill can be used
at a difficulty of 100. Otherwise, the Treat Injury
Skill can be used at a difficulty of 75 + 10 per
additional wound the person has. If the person has
5 or more wounds the GM may rule that the Bone
Setting or Surgery Skills may be necessary to
remove the first few wounds. Note that a medicinal
skill roll that fails by 30 or more may result in an
additional wound.
The character receives magical healing.
Up to three wounds may be healed by the Wound
Closing Spell at a difficulty of 75 + 10 per
additional wound. For four or more wounds, the
GM will decide what additional spells (Bone
Mending, Internal Restoration, Neural Restoration)
may be necessary.
The character heals on his own.
The person must first recover all Body Points at
normal healing rate. Then he must remain inactive
for 30 days minus his Health stat per wound he is
suffering from.

Time, Turns and Actions Per Round
Combat is measured in 6-second turns. In this time a
character can take a number of directed actions up to thier
Reflexes 10 (Rq). Any number of reactive actions may be
taken as necessary.

Directed Actions
Total Defense +50 to skill when parrying. May not make
an attack this turn.
Defensive Stance +20 to skill when parrying. 25 to skill
when attacking this turn.
Normal Attack No modifications.
Unbridled Attack +50 when attacking. 75 to all parries
this turn.
Sweep/Trip Successful attack causes opponent to fall
down.
Disarm Successful attack knocks opponents weapon
from his hands.
Pin Successful attack pins target weapon, object or limb.
One action per turn must be dedicated to maintain
the pin.
Load / Ready Ranged Weapon No roll required. Knocks
one arrow, loads one bolt or stone.
Fire / Throw Ranged Weapon May only be performed by
a loaded or ready weapon. Thrown weapons do not
have to be loaded or readied.
Aim Ranged Weapon Increases accuracy. +15 to skill
per turn, up to five turn maximum.
Run Doubles characters movement rate. May not make
any attack this turn, except a Charge attack.
Charge Allows the character to move twice his normal
move rate towards an opponent and attack him. 25
to all parries this turn.
Reposition On a successful attack the opponent must
move several paces in the direction chosen by the
attacker.

Reactive Actions
Riposte actions Allows the character to perform a
Directed action as a free action. See Melee Combat
for more details.

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Parrying Allows the character to block an incoming
attack.
Speaking a phrase Allows the character to convey a one
or two sentence message to anyone in hearing
distance.

Physical Strength and Attack Damage Values
Exceptional strong characters inflict extra damage with their
physical attacks. Add +1 level of damage for every 20
points of Strength (Str 20, 40, 60). This extra damage is
added to all Unarmed / Melee attacks, Thrown weapons,
and Bows.
Conversely, A character with a Strength of 9 or less lowers
his damage value by -1 level and a character with Strength
of 5 or less lowers his damage value by -2 levels.
Natural Unarmed Damage
All characters have a base unarmed Damage Class of E.

Initiative
All participants make Conflict reaction checks of the
appropriate type (Basic, Melee, Ranged, or Magic), apply
modifiers and the highest rolls go first.
Note that Rea (Reaction) Modifiers from Weapon or Martial
fighting styles only apply when the character is actively
using that style.
As an optional rule, the Reach Modifiers may be added to
the reaction rolls to convey the proper size / length
advantage of larger weapons.



Melee Combat
Once initiative has been established, the attacker and the
defender roll opposing melee skill tests. The defender may
choose to defend with his weapon, shield, or unarmed skill.
If the attackers total is higher than the defenders, match
however much the attackers total beat the defenders total
by on the Damage Class Chart with the weapons damage
class. The result is the number of body points damage
inflicted on the defender.
Note that a weapons Damage Class is always modified by
the armor worn by the defender. Thus a defender wearing
Hardened Leather Armor (PV: 2) will lower the attackers
weapons Damage Class by 2 letters (i.e. a DC of H is
lowered to a DC of F).
Note: Non-Magical armor offers only protection vs.
Elemental attacks!
If the defenders total is over twice the attackers total, they
have the option of riposting. A riposte action is a free action
and does not count against the number of actions possible
that round.

Melee Modifiers
Attacker is twice the size of the defender ___________ -10
Attacker is half the size of the defender ____________ +10
Terrain advantage_____________________________ +10
Attacker is attempting to disarm defender __________ +20
Attackers movement is double adversarys _________ +10
Charging ____________________________________ +15
Flying Charge ________________________________ +20
Submerged Combat _______ - (50 - Aquatic Combat Lore)
Defender is tag teamed_______________ -10 per attacker

Fighting with Two Weapons
A character attempting to fight with two melee weapons at
once suffers 20 Melee Conflict Reaction and 25 to skill if
the off hand weapon is smaller than the primary weapon.
If the two weapons are of equal length, the penalty suffered
is 30 to Melee Conflict Reaction and 40 to skill

Fighting while Mounted
Characters who do not have either the Warhorsemanship
skill or the Orskins Method skill are at a 15 disadvantage
to all Melee attacks and 30 to all Ranged attacks while
fighting from horseback. A successful mounted charge
increases the damage value by +1 Damage Class.

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Ranged Combat
Once initiative has been established, the attacker rolls
against the difficulty to hit.

Evasive Ranged Difficulties
Point Blank (3-5 feet) _________________ Dodge roll -25
Short (up to the listed range) ____________ Dodge roll
Long (up to listed range)______________ Dodge roll +25
Extreme (2 x listed range)_____________ Dodge roll +75
Thrown Weapons have a range equal to Strength plus
Coordination 2 in meters. This assumes that the object is
designed to be thrown. Heavy or unwieldy object can only
be thrown Strength 2 in meters.
If the attackers total is higher than the targets, apply
however much the attackers total beat the targets total by
to the Damage Class Chart with the weapons damage
class. The result is the number of Body Points damage
inflicted on the target.
Note: Non-Magical armor offers only protection vs.
Elemental attacks!


Ranged Modifiers
Defender is Large sized_________________________ +5
Defender is Giant sized________________________ +10
Defender is Small sized _______________________ -10
Terrain advantage____________________________ +10
Terrain disadvantage _________________________ -15
Defender is hugging light cover__________________ -10
Defender is hugging heavy cover ________________ -20
Defender is running___________________________ -10
Defender is flying ____________________________ -20
Attacker is running ___________________________ -10
Attacker is flying _____________________________ -15
Submerged Combat ______ - (70 - Aquatic Combat Lore)

Subdual Damage
Damage caused by non-lethal attacks recovers at double
the normal rate. If a subdual attack causes a wound, the
target must make a Will Power check vs. 25 or be rendered
unconscious. If multiple wounds are caused, add +5 per
extra wound. The affected target will remain unconscious
for 60 minutes his Health stat.

The Effects of Shock Damage
A being injured by a weapon that does shock damage must
make a Will Power check vs. 75 or be overcome by shock.
A being in shock is mostly immobile and incapable of
defending himself. If a shock attack causes a wound, add
+5 per wound caused by the attack. Every round the
difficulty drops by 10. The being suffers from the effects of
shock until it can pass the Will Power check.

Perception and the Senses
Many of the creatures (and sometimes characters) in the
world of Wyn Dmere have specialized vision or other
senses. Those abilities are defined here:
Low Light vision: This allows the being to make the most
of what little visible light is available to see more
clearly. Thus, even in dim light this being can see
quite well.
Ultra-violet light vision: A being with this type of vision
can see both in the normal spectrum of light and in
the Ultra-violet (UV) light spectrum. Since UV is
present day or night, they can see in great detail

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regardless of the time of day. There are two
drawbacks; when viewing the UV spectrum, one
cannot see the colors of the normal light spectrum.
Also, like normal light, UV does not extend
underground or through obstacles.
Infrared vision: A being with this type of vision can see
both in the normal spectrum of light and in the
Infrared (IR) light spectrum. Since IR is present day
or night, they can see in great detail regardless of the
time of day. The large drawback is that Heat also
registers in the IR spectrum. This means significant
heat sources (like torches or lanterns) appear
blindingly bright when viewed in the IR spectrum and
large fires would burst with white-hot brilliance if
glanced at.
Thermal sense: Often confused with Infrared vision, the
user actually detects levels of heat without viewing a
source of light. As such the being sees a black and
white picture of the heat sources present with
brightness denoting warmer areas. This sense has
several large drawbacks such as: one cannot see
any colors, one cannot see read writing on a page,
and one can be blinded by sources of extreme heat,
such as fire.
Echolocation: Beings with this sense constantly emit high-
pitched sounds well above normal hearing range.
The beings use the echoes that these sounds
produce as they bounce off hard objects to produce a
picture of their surroundings. This allows them to
function at full capacity in areas with no light. The
drawback is that they cannot detect color or read
symbols or writing.

Poisons and Venoms
Many creatures and some opponents will use poisons when
in combat. It is assumed that if a person is struck by a
poisoned attack that he must immediately deal with the
effects of the poison.
When determining the outcome of a poison, the target must
make a Health check vs. the strength of the poison. If the
result is failure, the target suffers the listed effect of the
poison. Most poisons simply cause internal damage based
on a Damage Class. The amount the target failed his Health
check by is used with the poisons DC to determine the
damage caused.
Example: a Spider, whose venom is strength 75 / DC: D,
has bitten Poh. He must make a Health check vs. 75, he
fails by 21 points. Looking on the Damage Value Chart, 21
points on Damage Class D equals 2 points of additional
damage.
Some poisons will have special effects such as:
Automatic Wound: If the Health check is failed, the target
suffers a wound immediately.
Blindness: If the Health check is failed, the target loses all
visual capabilities for 1d10 turns.
Continual Damage: If the initial Health check is failed, the
target must make another Health check each turn vs.
additional damage. This continues for a number of
turns listed after the Poisons DC.
Death: If the Health check is failed, the target dies
immediately.
Sleep: If the Health check is failed, the target falls asleep for
1d10 turns / minutes / hours / days.
Temporary Paralysis: If the Health check is failed, the target
loses all mobility for 1d10 turns / minutes / hours.
A few rare poisons will have multiple effects.

Envenomed Weapons
A quick and easy way to increase the lethality of an edged
weapon is to coat it in blade venom. Unfortunately, this
coating is only good for about three strikes before it is
smeared off. Also, it is quite dangerous to properly coat a
blade with poison without the appropriate skills.

Sample Poisons
Here is a sample list of poisons that can be found in the
world of Wyn Dmere, for a price.
Blood Rot (STR 100 / DC: E <10 turns>, Auto wound)
Blue Weaver venom (STR 60 / DC: D, Paralysis)
Boa Leaf (STR 45 / DC: H, Death)
Fools Bane (STR 80 / DC: A, -10 Coordination <1d10
Turns>)
Slow Worm (STR 65 / DC: B, -5 Reflexes <1d10 Days>)
Tuni-flower pollen (STR 150 / DC: A, Blindness <1d10
Days>)
White Puff Pollen (STR 120 / DC: A, Sleep <1d10 Hours>)


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Combat Tables
On the following tables there are several abbreviated terms,
which are defined here.
Coo Mod: The penalty to any action requiring the use of
Coordination when wearing this armor type.
CR Mod: Short for Conflict Reaction Modifier.
Damage Class: This value is used on the Damage Class
Chart to determine the damage caused by an attack.
Load Time: The number of turns required to properly load a
weapon for firing.
Min STR: This is the minimum strength required to use the
equipment in question.
Protection Value: The number of rows a weapons
Damage Class is lowered vs. this armor type.
Reach Mod: An optional rating used to differentiate
advantage between weapons with varying lengths.
#Att: The number of attackers the shield is effective against
during any one combat round. The DEF Parry value of
a shield is at value vs. Missile fire unless set
properly.

Table 11: Ranged / Thrown Weapons
Name Min
STR
Damage
Class
Load
Time
Range
Bola 8 D 0 10yd
Hand
Crossbow
10 H 4r 10yd
Heavy
Crossbow
18 K 3r 150yd
Lasso 8 D 0 8yd
Light
Crossbow
12 J 2r 100yd
Long Bow 16 I 1r 200yd
Repeating
Crossbow
13 H 12r* 50yd
Short Bow 12 H 1r 100yd
Sling 10 H 1r 30yd
Sling Bow 15 H 1r 50yd
Spear 12 I 0/2r 12yd
Throwing Blade
/ Dart
9 G 0 5yd
Throwing Club 9 H 0 15yd
*Takes 12 rounds to load seven bolts. Up to two bolts may
be shot per round.
Table 12: Melee Weapons
Name Min
STR
Damage
Class
Reach Mod
Blade Flail 6 H 10
Club 9 G 10
Dagger 3 F 5
Flail 8 I 12
Grand Hammer 22 L 10
Great Axe 18 J 20
Great Sword 18 I 18
Hand Axe 9 H 10
Hunting Spear 9 H 12
Knife 3 E 3
Lance 10 I 15
Long Sword 9 H 15
Mace 9 H 10
Parrying Dagger 6 F 5
Pole Arm 18 J 20
Quarter Staff 6 G 20
Rapier 6 H 16
Saber 6 H 16
Short Sword 6 G 10
Two Handed Sword 20 K 22
War Hammer 9 H 10
War Spear 9 I 15
Whip 9 E 0

Table 13: Armor Types
Armor Type Protection
Value
Min
Str
CR Mod
Soft Leather 1 5 0
Hardened Leather 2 8 -10
Plated Leather / Partial Mail 3 10 -20
Full Mail 4 12 -35
Full Plate 5 20 -50

Table 14: Shields
Shield Type DEF Parry
Mod
Min Str Coo Mod
Buckler +15 vs. 1Att 6 0
Round +25 vs. 2Att 12 -5
Tower +35 vs. 3Att 18 -10


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Formal Fighting Arts
While many specialized styles of fighting exist, few have the
patience or will to master them. Those who choose to learn
a fighting style sacrifice valuable skill points they could be
using to increase their weapon skills in order to do things
normal warriors simply cannot do. Formal fighting arts are
not for all characters, as many great swordsmen of legend
knew nothing but the sword skill.
As a characters skill in a fighting style increases he gains
access to the special abilities and maneuvers available at
that skill level.


Unarmed Styles
With extensive training and spiritual focus many people
have learned to use their bodies as weapons.
As these styles focus on fighting without normal melee
weapons, they allow a practitioner to move faster and grant
a Reaction bonus at high skill levels.
These skills are used as attack skills and measurements of
ability in the chosen style. Anyone who has a rating in a
style may use it in combat. Which maneuvers the person
has access to is listed on each style, based on the
practitioners style skill rating.

Buku
This is the cultural Martial Arts style of the Gomakas
people. It reflects their close relationship to their animal
brothers in the fact that all of its movements are animal
like. In fact, Gomakas use this skill to fight in unarmed
combat in both human and animal form. Although rare, a
non-Gomakas may learn this style of fighting.

Table 15: Buku maneuvers
Skill CR Mod Maneuvers Possible
01 0 Hand Strike, Block, Grapple.
30 +5 Clan Weapon Use, Throw, Choke.
60 +10 Foot Strike, Joint Lock, Riposte Grapple.
90 +15 Multiple Hand Strike, Riposte Joint Lock, Foot
Sweep.
120 +20 Spinning Strike, Riposte Choke.
150 +25 One Handed Joint Lock
180 +30 Jumping Strike

Buku Clan Weapons: Damage Class: F
Forest Lion: War Claws
Grand Falcon: Hand Talon
Gray Rattler: Fang Knives

Foot Boxing
Originally started by the nimble sailors of the southern seas,
this martial style has evolved many times since its first
recorded appearance. Regardless of it origins, the
incredible kicks of its practitioners are easily spotted when
fisticuffs arise.
Table 16: Foot Boxing maneuvers
Skill CR Mod Maneuvers Possible
01 +5 Hand Strike, Foot Strike, Block.
30 +10 Foot Sweep, Rear Foot Strike.
60 +15 Riposte Foot Strike, Spinning Strike.
90 +20 Flying Strike, Power Block.
120 +25 Multiple Foot Strike.
150 +30 Power Strike, Weapon Block.
180 +35 Spear Use.

The Grand Dance
An ancient form of unarmed combat with origins dating
back previous to the Grand Republic itself. The practitioner
gives the appearance that he is dancing to an inaudible,
demure melody as he gracefully subdues his opponents.

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Table 17: Grand Dance maneuvers
Skill CR Mod Maneuvers Possible
01 0 Hand Strike, Block, Throw, Falling Techniques.
30 0 Foot Strike, Riposte Throw.
60 +5 Weapon Block, Multiple Throwing.
90 +10 Motion Blending, Knife Use.
120 +15 Missile Deflection, Disarm, Flank Block.
150 +20 Harmonizing Dance
180 +25 All Around Block

Way of the Iron Palm
A mysterious art of spiritual enlightenment through vigorous
physical training. As the practitioner gains deep
understanding of his own body, he learns to listen to the
bodies of his opponents and move to counter their
movements. Also, as the practitioner progresses in ability,
he learns to strike with the force of his entire body, not just
his arm or leg strength.

Table 18: Way of the Iron Palm maneuvers
Skill CR Mod Maneuvers Possible
01 0 Hand Strike, Foot Strike, Block, Throw
30 +5 Power Hand Strike, Riposte Hand Strike. Falling
Techniques.
60 +10 Weapon Block, Disarm
90 +15 Chi Strike, Multiple Hand Strike
120 +20 Multiple Disarm, Spinning Hand Strike
150 +25 Flying Hand Strike, Weapon Break
180 +30 Chi Mastery, Multiple Weapon Break

Table 19: Unarmed Combat Maneuvers List
Name
Damage Class
Notes / Special Effects
Hand / Foot
Strike
E* None
Spinning /
Jumping Strike
F* On a failed attempt, the character
must make a Coo check vs. 60 or
fall.
Flying Strike G* As Jumping Strike except 15ft of
space is required.
Power Strike +1 to all
unarmed
Treat damage as if caused by a
weapon.
Chi Strike +2 to all
unarmed
Treat damage as if caused by a
weapon.
Chi Mastery +3 to all
unarmed
Treat damage as if caused by a
weapon.
Throw E* Damage for armored opponents is
+1 level. Opponent is made prone.
Joint Lock D* Once locked, the joint may be
broken on a second successful roll
(automatic wound).
Single Handed
Joint Lock
D* As Joint Lock except that it may be
performed with only one free hand
Choke Hold D* As subdual but, -40 to Will Power
check. Attacker has the option to
attempt to asphyxiate opponent.
Foot Sweep D* Damage for armored opponents is
+1 level. Opponent is knocked
prone.
Block - Used to parry unarmed attacks.
Suffers a 40 penalty vs. melee
weapon attacks
Power Block D As Block except opponent takes
class D damage.
Disarm - Successful attack knock
opponents weapon from his
hands.
Weapon Block - Used to parry armed attacks.
Suffers NO penalty vs. melee
weapon attacks
Flank Block - As block but may be used to either
flank at no penalty.
All Around
Block
- As Block but may be used vs. all
opponents at no penalty.
Falling
Techniques
- Reduces Throw and Falling
damage by three Damage
Classes.
Riposte ??? ? May use named maneuver at no
cost of action if your parry total
was over 1 times opponents
attack total.
Rear ??? ? May use named maneuver to flank
and rear at no penalty.
Multiple ??? ? May use named maneuver vs.
several opponents at a penalty of
20 per target.
Motion
Blending
- May make a Jud+Per test vs. one
opponent to gain a +30 bonus vs.
that opponent for the remainder of
combat.
Harmonizing
Dance
- May make a Jud+Per test vs. all
opponents to gain a +30 bonus vs.
each opponent that fails for the
remainder of combat.
Missile
Deflection
- Used to parry ranged attacks.
Suffers NO penalty vs. ranged
weapon attacks
Grapple - After a successful grapple attack
on an opponent, Any following
Hold, Lock, or Throw maneuvers
gain a +20 bonus for the next turn.
*All these attacks are considered subdual attacks.

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Melee Weapon Styles
As men throughout history strived to create new and better
ways of defeating their enemies, some were enlightened
that the ultimate weapon was the wielders own mind and
body. As such, they toiled to refine methods of training that
involved not just the weapon hand but also the mind, body
and soul. Thus the first Formal weapon fighting arts were
born.
Unlike Unarmed Fighting Styles, the skill rating in a
Weapon Style is not used as a combat skill; the practitioner
uses the appropriate weapon skill to attack. The Weapon
Style skill rating is used to determine which maneuvers the
practitioner can perform.
OPTIONAL RULE: The GM may allow a Weapon Style
Practitioner to make a Style skill roll vs. an opponents Style
skill (or a Difficulty of 50, if the opponent has no Style) to
gain a Synergy bonus (see skills) to his attack and defense
roll vs. that opponent from his Style skill.

Fendrin Blade Mastery
Reputed to be the oldest formal combat style still practiced
today, this art of swordsmanship originated in the Grand
Republic, which later formed into the Kingdom of Nargasa.
Based on the premise that all one needed to defend ones
self was a good blade, the style strictly prohibits the use of
a shield or any other object held in the off hand. See the
combat section for more details.

No armor heavier than light mail may be worn.
Weapons Allowed: Any one-handed sword type.
In order to use this style the practitioner must not hold
anything in his off-hand.

Table 20: Fendrin Blade Mastery
Skill Special Techniques
01 +10 CR Modifier
30 Gains Quickdraw* maneuver
60 +25 CR Modifier, +10 to all attacks with favored blade.
90 Gains Calculated Strike* maneuver
120 +50 CR Modifier, +20 to all attacks with favored blade.
150 Gains Vital Strike* maneuver
180 +75 CR Modifier, +40 to all attacks with favored blade.
*Quickdraw The character may draw any blade as a free
action instead of a declared one.
*Calculated Strike After engaging an opponent for three
turns, the character may choose to go last on the fourth turn
and gain +30 to the attack.
*Vital Strike As Calculated Strike except that the strike on
the fourth turn automatically causes a Wound if it hits.

Jylanic Fencing
While many schools of fencing exist, only this one has
gained true popularity in the known kingdoms. Originated
from the descriptions in an ancient nobles war journal, this
style is the foremost in flair and bravado, using a second
weapon in the off hand.

No armor heavier than light mail may be worn.
Weapons Allowed: Rapier, Saber, Parrying Dagger, Dagger,
Knife, Short Sword.

Table 21:Jylanic Fencing
Skill Special Techniques
01 The character may use a dagger sized off-hand weapon at a
-10 CR penalty for attacking with both weapons (Skill penalty
still applies). Alternatively, The character may use two
weapons of equal length at the normal penalties for a smaller
off-hand weapon.
30 The character may use a dagger sized off-hand weapon with
no CR penalty (Skill penalty still applies) for attacking with
both weapons. Alternatively, The character may use two
weapons of equal length at a 10 CR penalty for attacking
with both weapons (Skill penalty still applies). +5 Reaction
Mod to all strikes.
60 The character may use two weapons of equal length and no
CR penalty for attacking with both weapons (Skill penalty is -
20). +10 to all Disarm attempts.
90 The character may use two weapons of equal length and
suffer only the off-hand strike being at -20 of base skill for
attacking with both weapons. May parry Flank attacks. +10
Reaction Mod to all strikes.

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120 May Riposte if defense roll is one and a half times the attack
roll. May attack with a dagger sized off-hand weapon at no
skill penalty. +15 Reaction Mod to all attacks.
150 May attack with an equal sized off-hand weapon at no skill
penalty. +20 CR Mod to all attacks.
180 May riposte on any successful parry.

Mayshkina Circular Techniques
Born from the mind of a retired peasant war hero during the
oppression of his village, this style of combat has remained
as the best way for a footman to overcome mounted
attackers and multiple opponents. Focusing almost entirely
on circular motion of pole weapons, the practitioner weaves
a whirling sphere of defense as he moves amongst his
opponents.

No armor heavier than light mail may be worn.
Weapons Allowed: Quarter Staff, Hunting Spear, War
Spear, Pole Arm.

Table 22: Mayshkina Circular Techniques
Skill Special Techniques
01 Gains the Saddle bane* maneuver. +10 to all Sweep
attempts.
30 Add +10 to all parries and dodges +5 CR Mod to all strikes.
60 Gains the Disengaging Flip* maneuver. +10 to all Disarm
attempts. +10 to Saddle bane* maneuver. May parry to the
Flank.
90 Add +20 to all parries and dodges. +20 to all Sweep
attempts. +10 CR Mod to all strikes. May riposte to the
Flank.
120 Gains the Circular Sweep* maneuver. May parry to the Rear.
150 Add +30 to all parries and dodges. +20 to Saddle bane*
maneuver. May riposte to the Rear.
180 May Riposte if defense roll is one and a half times the attack
roll. +15 CR Mod to all strikes.
*Saddle bane A unique attack that knocks a rider soundly
from his mount.
*Disengaging Flip Allows the user to vault out of melee
range of an opponent when he has the initiative.
*Circular Sweep The user may attempt to sweep all
opponents within 2 yards of his person.

Norinic Art of Cleaving
An unusually calm martial combat style from the cold
wastes of Norin. Unlike the wild, feral swinging usually seen
from heavy weapon wielders, the practitioner focuses his
single attack with a great shout in order to increase the
energy of the strike. This, conjoined with the incredible
charge speed gained from special exercises, creates a
terrifyingly deadly way of combat.

No armor heavier than heavy mail may be worn.
Weapons Allowed: Any two-handed weapon, preferably the
Great Axe or Pole Arm.

Table 23:Norinic Art of Cleaving
Skill Special Techniques
01 Increase Charge move by 4 yards.
30 Practitioner gains a Free Repositioning action against any
man-sized opponent successfully hit.
60 Increase Charge move by 8 yards. +20 vs. any Disarm
attempts.
90 Ignore the effects of one Wound until the end of combat. All
opponent Wound Thresholds are 3 vs. this attacker.
120 Increase Charge move by 12 yards. Practitioner gains a Free
Repositioning action against any large-sized opponent
successfully hit.
150 Ignore the effects of two Wounds until the end of combat.
180 Every successful hit causes a Wound

Orskins Method
This is an enigmatic training in the stylized art of mounted
combat. Introduced some 50 years ago by Sir Orskin, a
landless knight of unknown origins, it has none the less
proven far superior to all other mounted combat training.
Character must be riding on a warhorse and have the
Warhorsemanship skill to use this style.
No armor heavier than heavy mail may be worn.
Weapons Allowed: Any one-handed weapon with a reach of
10 or greater. A shield may be used in conjunction with this
style.

Table 24:Orskins Method
Skill Special Techniques
01 +20 vs. any forceful dismounting attempts, Gains the Run
Down* maneuver.
30 Additional +1 Damage Class on a successful mounted
charge attack. +10 to all Warhorsemanship checks.
60 +30 vs. any forceful dismounting attempts,
+15 to all Warhorse attacks.
90 Additional +2 Damage Class on a successful mounted
charge attack. +20 to all Warhorsemanship checks.
120 +40 vs. any forceful dismounting attempts, +30 to all
Warhorse attacks.
150 Additional +3 Damage Class on a successful mounted
charge attack. +30 to all Warhorsemanship checks.

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180 +50 vs. any forceful dismounting attempts,
Additional +4 Damage Value on a successful mounted
charge attack, +50 to all Warhorse attacks.
*Run Down Allows the rider to attempt to trample small or
lightly armored opponents in his charge path without
stopping.

Yarsen Armsmanship
Years before the actual founding of the Kingdom of Yarse,
this style of combat was conceived by Lord Yarse himself.
Its disciplined use of weapon and shield has won many
battles in the service of many kings. It is proudly used by
many of the Yarsen Guard mercenary armies on
contemporary battlefields.

Weapons Allowed: Short Sword, Long Sword, Great Sword,
Hand Axe, Mace, War hammer, *Round Shield, *Tower
Shield.

Table 25: Yarsen Armsmanship
Skill Special Techniques
01 The character may attempt a Flank parry on his shield side
at -10 to the attempt.
30 The character may attempt a shield bash in addition to his
normal attack at a 10 to CR that round. All other penalties
still apply. May parry to the shield flank at no penalty. +10 to
all repositioning attempts.
60 When striking with both weapon and shield, no reaction
penalty for attacking with both. Gains the Weapon Break*
riposte action. Increase the number of attackers the shield is
effective against by one.
90 Add +10 to all parry attempts when shield is not used for an
attack. +20 to all repositioning attempts. Gains +5 Reaction
Mod to all attacks.
120 May strike with both weapon and shield at no penalty. Add
+15 to all Weapon Break* actions. Increase the number of
attackers the shield is effective against by two.
150 Add +20 to all parry attempts when shield is not used for an
attack. +20 to all repositioning attempts. Gains +10 Reaction
Mod to all attacks.
180 Increase the number of attackers the shield is effective
against by three. Add +25 to all Weapon Break* actions.
* Weapon Break Riposte In lieu of a normal riposte, a
character can attempt to break his opponents weapon.
Treat as a normal attack except that if it is successful, the
opponents weapon has been damaged. Treat wooden
hafted weapons as having Armor level 3 and metal
weapons as having Armor level 4. If the opponents weapon
is struck for more than 10 points of damage in one hit. It is
considered broken and needs to be repaired before it can be
used again.

Mass / Siege Warfare
While not fully explored in this book, Siege combat is dealt
with in a similar manner as normal combat. The focus is
now on groups of combatants instead of on the individual.
Thus, a combat between two opposing forces consisting of
12 squads each would be handled as 12 combatants facing
off against 12 opponents.
To determine the attributes of a Squad, assume that all
normal stats are averaged except Body Points. The entire
BPs of the Squad is added together into one pool. If the
Squad contains magic users, their Mana Pools are also
combined.
Example: 10 soldiers with the following stats:
Strength: 15; Reflexes: 20; Health: 18;
Judgment: 12; Willpower: 15;
Conflict Reaction, Melee: 45
Body Points: 85
Wound Threshold: 11
Dodge: 25
Armor: Level 1
Mana Pool: 0
Movement: 8
Skills:
Long Sword 55
Round Shield 50

Would become a Squad with the following Stats:
Strength: 15; Reflexes: 20; Health: 18;
Judgment: 12; Willpower: 15;
Conflict Reaction, Melee: 45
Body Points: 850
Wound Threshold: 11
Dodge: 25
Armor: Level 1
Mana Pool: 0
Movement: 8
Skills:
Long Sword 55
Round Shield 50

When a squad successfully hits another squad, it does
damage equal to the normal roll x the number of members
in the squad. Thus, an 8 man squad with war spears would
do DC: I x8!

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Any damage a squad suffers is applied to the total squad
BP, wounds function differently. A squad does not suffer a
10 penalty per wound it takes. Instead, every 8 wounds
represent a fallen combatant, which reduces the size of the
squad.
The effects of spells cast by a squad are not multiplied as
normal attacks are. Instead each caster in the squad cast
spells individually but draws on the Squads Mana Pool.
Fortifications
Most sieges involve one side being entrenched within or
behind walls that must be breached. Normal melee and
ranged attacks against fortifications are automatically
subject to a 3 DC penalty. Conversely, weapons meant for
mass / siege warfare do +2 DC to normal targets.
Unfortunately, mass / siege warfare weapons suffer a 50
to hit any target smaller than 15ft in any dimension (roughly
3000ft
3
). Fortified walls and doors are usually measured in
20ft sections when considering damage to an entire
structure. Below are the attributes of common wall types by
material.
Table 26: Fortification Types
Wall / Door Type Protection Level Body Points per
section
Light Wood 2 100
Heavy Wood 3 300
Reinforced Wood 3 500
Light Stone 4 400
Heavy Stone 4 800
Solid Metal 5 1000

Mass / Siege Warfare Weaponry
Most weapons of this class are quite large and require 2 to
8 people to properly use them and several horses to move
them significant distances. Below are the attributes for the
most common weapons.
Table 27: Mass / Siege Warfare Weapons
Name Damage
Class
Load
Time
Range
Ballista, Bow M 6 350yd
Ballista, Powder N 12 500yd
Ballista, Steam M 4 300yd
Catapult N 10 400yd
Demolitions H - R 15+ 0
Flame Projector K 50* 10yd
Flying Bomb O - Q 20 200yd
Ram M - Q 3 0

Ballista, Bow
While many different designs are prevalent on the
battlefields of Jafone, the best visualization is a complex,
giant crossbow that fires large, harpoon-like bolts.
Ballista, Powder
Unlike a normal Ballista, this weapon uses a charge of
ignitable alchemical powder to launch a heavy bolt towards
its target. Having only appeared in the last few years, it still
has yet to prove itself as a viable weapon.
Ballista, Steam
New to mankind, this old Dwarven invention has a history of
use in several Dwarven wars (which they hate to speak of)
before humanity took its place in the world. Recently, trade
with the Dwarves has opened this weapon up to those who
might dare field it. The weapon uses a sealed copper
cauldron to produce pressure by boiling water. After the
pressure has built up, releasing the pressure all at once
launches the heavy bolt.
Catapult
These wheeled jewels of engineering use rope tension and
lever arms to fling large payloads of rocks, shot, or flaming
debris relatively accurately. Many different designs have
been made and proven on the battlefield.
Demolitions
While not actually a ranged weapon, this new usage of
ignitable alchemical powder has produced amazing results
in some recent sieges. By placing numerous charges on
structurally weak areas, one can bring down even the
strongest of fortifications.
Flame Projector
Another Dwarven invention, this weapon uses a hand
cranked pump and leather hose to project flammable
alchemical liquids through a flaming nozzle apparatus that,
as a whole, douses all close targets with sticky, flaming
goo.
Flying Bomb
Perhaps the most dangerous, and unreliable, siege weapon
created. This Human Dwarven creation uses one ignitable
alchemical substance to launch a container of another
alchemical powder, with explosive properties, towards it
target. While devastating when fired accurately, many
operators have also become casualties.
Ram
Possibly the simplest of siege weaponry, this consists of a
large wooden or iron mass that is driven repeatedly into a
fortified gate or wall in order to break through it. Many
different sizes and shapes have been employed
successfully throughout history.

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D DA AM MA AG GE E V VA AL LU UE E C CH HA AR RT T
When an attacker beats his opponents defense roll, he applies however much he beat the defender by to the Damage Class
Row of his weapon on the chart below.
Example: Duru has beaten Jorels defense roll by 53. Durus magic Long Sword has a DC of H. This means that he matches
the H row with the Column for 53, which is 46-60. The result is 34 Body Points of damage to Jorel. If Jorel was wearing
Leather Armor (Protection Value: 1), this would have lowered the DC of H to G, causing only 26 Body Points of Damage.
Table 28: Damage Class Combat table
Attacker beat Defense by
Damage
Class
1-15 16-30 31-45 46-60 61-75 76-90 91-105 106-120 121-135 136-150
A 1 1 1 1 1 1 1 1 1 1
B 1 1 1 1 1 2 2 2 3 3
C 1 1 1 2 3 4 4 5 6 7
D 1 2 3 5 6 8 9 11 12 14
E 1 5 9 13 16 20 24 28 31 35
F 2 7 12 17 22 27 32 37 42 47
G 3 11 18 26 33 42 48 56 63 71
H 4 14 24 34 44 54 64 74 84 94
I 5 16 27 38 49 60 71 82 93 104
J 7 22 37 52 67 82 97 112 127 142
K 8 27 46 65 84 103 122 141 160 179
L 10 33 55 77 99 121 143 165 187 209
M 12 34 64 90 116 142 168 194 220 246
N 14 44 74 104 134 164 194 224 254 284
O 15 49 83 117 151 185 219 253 287 321
P 17 55 93 131 169 207 245 283 321 359
Q 19 60 101 142 183 224 265 306 347 388
R 21 66 111 156 201 246 291 336 381 426

Attacker beat Defense by
Damage
Class
151-165 166-180 181-195 196-210 211-225 226-240 241-255 256-270 271-285 286+
A 1 1 1 2 2 2 2 2 2 2
B 3 4 4 5 5 5 6 6 6 7
C 7 8 9 10 10 11 12 13 13 14
D 15 17 18 20 21 23 24 26 27 29
E 39 43 46 50 54 58 61 65 69 73
F 52 57 62 67 72 77 82 87 92 97
G 78 86 93 101 108 116 123 131 135 147
H 104 114 124 134 144 154 164 174 184 194
I 115 126 137 148 159 170 181 192 203 214
J 157 172 187 202 217 232 247 262 277 292
K 198 217 236 255 274 293 312 331 350 369
L 231 253 275 297 319 341 363 385 407 429
M 272 298 324 350 376 402 428 454 480 506
N 314 344 374 404 434 464 494 524 554 584
O 355 389 423 457 491 525 559 593 627 661
P 397 435 473 511 549 587 625 663 701 739
Q 429 470 511 552 593 634 675 716 757 798
R 471 516 561 606 651 696 741 786 821 866


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T TH HE E R RE EA AL LM MS S O OF F W WY YN N D D M ME ER RE E
When time was young and the world new, its inhabitants
struggled over what to call this astonishing place they lived
on. After much deliberation they agreed to use the name
Wyn Dmere, which, in a tongue ancient even then, meant
Wondrous Unknown.
Kindara
So, you want to know about the Southlands, do ya lad.
Well, lets see what you know about the lands of your birth,
then Ill tell ya of the Southlands.
I know that I am 15
th
generation Kindaran, of the House of
Marc. My mother is the daughter of a Spice Merchant from
Alt-Teron, the capitol of Kindara in Lan-O-Laine. My father
is the youngest son of Erric, Baron of Wesloo, the largest
province in Kindara.
Well, well, you have been doing your lessons. Tell me,
what do you know of the provinces?
There are 6 provinces in the Northern country called
Kindara

Overview
The Northern country of Kindara was originally founded by
minor nobles sent North from Nargasa. Many of these
minor nobles were restless, as there were few opportunities
for expansion or the claiming of land in Nargasa. These
nobles were sent north with instructions to explore and
colonize to expand the Nargasan Empire. However, upon
arriving in this new unexplored land, many of the nobles
decided that it would be just as easy to explore and colonize
the land for themselves. This began a war that lasted for
many years, but in the end the Nargasan nobles grew weary
and the independent territory of Kindara was founded.
With the war over alliances were quickly formed and the
nobles began exploring and founding their country. As with
any new country alliances were broken as quickly as they
were made; political infighting was the way of life. Fearful
that their new country would fail, the strongest of the minor
nobles gathered together in hopes of saving their young
country. Led by Lord Dorian Skymark, the nobles reviewed
the exploration of the land thus far and divided their territory
into 6 provinces and established borders. Then, with the
land divided, they began trading and assigning the rest of
the nobility territories within the 6 provinces. With all of this
done, the rest of the nobility was gathered and formal
allegiances were sworn, thus ending the political infighting
and finally establishing a new country of Kindara.
Kindara is a country where strength and glory are often
times more important than honor and nobility, even with the
established provinces and nobles. Posturing and position is
more important than politics and policy, as a result Kindara
is a more honest as well as a more dangerous country to
live in than Nargasa. Where much of the Nargasan nobility
concern themselves with position, title, power, and how
quietly they can attain it, Kindarans are much more up-front
and open about their feelings and opinions.

Lan-O-Laine
Lan-O-Laine is regarded as the seat of authority in Kindara.
It is here that the capitol city of Alt-Teron can be found.
After the independence of Kindara was assured, the leaders
and surviving former Nargasan nobles gathered and argued
over who would be the voice of their new country and where
the seat of power would be. It was finally decided that the
choice would be made based upon the divisions of land that
were already in place, and the seat of authority would be in
the province that was most centrally located and the easiest
to defend. After a great deal of debate, it was decided that
the seat of power would reside with the only castle in all of
Kindara, in the province of Lan-O-Laine. Once this was
decided, the nobles nominated and crowned the first King of
Kindara, Lord Dorian Skymark.
The capitol city and home of the Royal family of Kindara is
Alt-Teron. It is located in the Northeastern corner of Lan-O-
Laine, far from the coast but roughly equidistant from the
borders of Pin-Gaelein, Caemeel, and the Northern Wastes.
The city was built around the Castle of Dawn and despite its
lack of a coastal location, it is still the northern center of
trade and commerce for all Kindara. Minerals and ore from
Gaddor, fur and lumber from Norin, the territory north of the
Allista Woods, and rare earths from throughout the
Northern Wastes are all traded here for Kindaran goods.
Much of Lan-O-Laine is covered by a sprawling moor and
land that isnt moor is only good for livestock. The southern
coast of Lan-O-Laine is comprised almost entirely of port
and harbor, the Kindaran Royal Port. While much of the
trade in Lan-O-Laine so is done by land, almost all political
and domestic travel is done through this port. This port is
also home to the Kindaran Royal Navy. Ninety percent of
all revenue collected is used to support the royal family and
ensure that inland taxes throughout Kindara are as minimal
as possible.
Castle of the Dawn As one of the only true castles in all
of Kindara, the Castle of the Dawn is a mystery unto itself.
It is a massive structure made of an unknown type of stone
by a long ago forgotten people. The castle is so large that
whole wings of the castle are unused, often because no
entrance can be found. Even much of the explored rooms,
towers, and wings remain unoccupied. In the past 200 years
that the castle has been occupied, there have been
countless stories of unexplained occurrences in and around
the castle. Strange lights in the unexplored wings, the
ghostly sounds of battle on the moors, and spectral
sightings of a weeping woman are but a few examples.
Despite these things, the Castle of the Dawn remains the
seat of power in Kindara, with the royal family and court of
nobles nestled securely within its walls.

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Wesloo
The largest and oldest province in Kindara is Wesloo,
bordered by Lan-O-Laine to the east, Velterra to the north,
and the sea to the south and west; it is the center of history
and cultural exchange for Kindara. As the southern most
province in Kindara as well as the province with the largest
coastline, much of the industry in Wesloo is devoted to
maintaining the naval and trading fleets of Kindara. The
coastline is dotted with shipyards and harbors to serve the
demand for repairs to ships of all types. It also serves as
the center for cultural exchange and is usually the first place
for new developments in technology and the latest trends
to surface in Kindara. However, it is the province which
most closely resembles Nargasa in mindset and society.
While the coast is dominated by shipping, the interior is
made up of a network of roads and towns, at the center of
which lies the sprawling capitol of Wesloo, the City of
Mandarra.
Mandarra is a city where life and activity never stops. Day
and night differ only by the amount of sunlight present.
Mandarra is the center of culture and art in Kindara. Plays,
shows, musical concerts and showcases of fashion can be
found anywhere in the city and at almost any time, most of
which take place in the Great Assembly. It is also the center
of politics and intrigue for Kindara, as it seems to emulate
the society of Nargasa.
The Wilsteader family, headed by Baron Erric Wilsteader,
rules Wesloo. In addition, there are at any time anywhere
between 3 and 7 other smaller families vying for political
power and influence. Most of these are of no consequence,
but of late the Von Daemoore family has been gaining a
powerful following and it is no secret that Stephan Von
Daemoore has his eye on the Barony for himself.
Great Assembly Awkwardly centered within the city of
Mandarra, the Great Assembly is over 1 square mile in size
and serves as both amphitheater and assembly hall. With
accommodations for over 1000 performers, much of the
Great Assembly is made up of large, collectively owned
guild halls where performers known and unknown are
welcome to practice their craft in comfort, for a small
donation, of course. It is in these halls that the talent of
tomorrow can come and sit at the feet of the talent of today
and learn. It is also here, in the Great Assembly, that
information and intrigue may be traded for a price, money
or otherwise. One can buy information as easily as one can
buy a song, and one is often traded for the other.

Velterra
When one speaks of Velterra, grain is most often what is
being spoken of. Being bordered by Lan-O-Laine to the
east, Wesloo and the sea to the south, Ishmar to the west
and the Northern Wastes to the north, Velterra has the most
fertile soil for grain and cotton production in all the Northern
World. The capitol city of Velterra is unique in Kindara in
that it is a split city; the port of Whitefoam on the coast and
its twin, the trade city of Maktrax in the eastern handle.
The port city of Whitefoam is what you might expect from a
true merchant port, always active with ships either being
loaded with Velterran grain or goods being unloaded in
trade for grain. Where Wesloo is the center for cultural
exchange, Velterra and its twin cities are the center for trade
and commerce in Kindara. Goods of all kinds can be found
here for the right price, but even these transactions are
strictly monitored by the Graesons, the undisputed ruling
family of Velterra.
The Graeson family, led by Baron Vladimir Graeson, keeps
track of all trade and commerce that takes place in Velterra,
legitimate or otherwise. No one outside the Graeson family
truly understands exactly how this is done, and they are not
saying how. But one thing is certain, there is almost no
crime in Velterra, and what crime is committed is dealt with
swiftly and forcefully. And this is no small wonder, as
Velterra is also home to the largest center for learning and
education in all of Kindara. All the best accountants,
mathematicians, and lawyers found anywhere in Kindara
were taught at the Mafayan Academy in central Velterra.
Mafayan Academy Built on a foundation of coastal stone
imported from Ishmar and finished with lumber from
Caemeel, the Mafayan Academy is located in central
Velterra. Where many of the merchants of the twin cities (as
well as the Graeson family) choose to follow Alloc, god of
trade and commerce, the Mafayan Academy is dedicated to
following the principles of Halroff, god of law and
punishment. As such, the Academy places emphasis on the
religious doctrine of Halroff as well as on academic studies.
The philosophy and code of the Mafayan Academy requires
strict adherence to fairness, honesty, and truth above profit,
position, and/or personal gain.

Pin-Gaelein
To the north of the Crooked Bay lies Pin-Gaelein, bordered
by the unexplored territories to the north, the Crooked Bay
and the sea to the southeast, Caemeel to the south and
Lan-O-Laine to the southwest. Silks and spices from the
countryside and pearls from the warm calm waters of the
Crooked Bay are to be found here.
Spices from Pin-Gaelein are exported throughout Kindara
and the northern lands, while silks are sent throughout all
the lands of Jafone. To ensure the safety of the pearl beds,
the Crooked Bay is closed off to the shipping lanes of
Jafone, and the port city of Kee-Lagga is located outside the
bay on the coast of The Hammer Sea (the body of water
that separates Northern and Southern territories of Jafone).
The Hot Springs and Geo-Thermals that dot the
countryside, as well as warm currents in the Crooked Bay
created by underwater volcanic activity, raise the ambient
temperatures in Pin-Gaelein to ideal conditions for the
spice, silk, and pearls found here.
Dockmaster Finneous Lee rules the port city of Kee-Lagga,
and it is rumored that he once attended the Mafayan

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Academy of Velterra. He is fair in his arbitration and fiercely
loyal to the Wck-Nimm family, the ruling family of Pin-
Gaelein. Almost 80 percent of the trade into or out of Pin-
Gaelein is done by ship, but 100 percent of the trade
entering or leaving Pin-Gaelein goes through Kee-Lagga.
The Wck-Nimm family, led by Baron Mathias Wck-Nimm,
resides in the capitol city of Timparra, located centrally in
Pin-Gaelein. All of the pearls harvested from the Crooked
Bay must first be sent to Timparra for evaluation. Once that
has been done, pearl orders are filled in the order they were
received and the orders are sent to Kee-Lagga for shipment.
It is rumored that the Wck-Nimm family is cultivating a
specific size and value of pearls for a secret form of magic
that they have discovered. This is only a rumor.

Crooked Bay Named for its shape, the Crooked Bay is
bordered on the north by Pin-Gaelein and to the south by
Caemeel, but it is controlled by Pin-Gaelein. With the warm
currents that flow from the Hammer Sea into the bay, it is a
perfect environment for cultivating pearls. To protect the
pearl bed, boat travel in the bay has been restricted and the
natural coral reef at the mouth of the bay has been
systematically enlarged over the past 150 years. A series of
ship and wave breakers have been added in recent years
for extra protection.

Caemeel
Timberland, stretching from the northern border with Pin-
Gaelein to the southern coast is the chief business of
Caemeel. Rather, timber and medicinal herbs found locally
in the woodlands. The Martlin family, a family that is known
for its powerful mages and healers, rules Caemeel. As
such, Caemeel also boasts Kindaras only publicly known
academy of magical studies, the Towers of Enlightenment.
The Martlin family, led by Baron Justin Martlin, is the recent
ruler of Caemeel having only being appointed to the position
some 75 years ago. Some say that the former ruling family,
the Vargoshoffs, are still bitter about being replaced and
even now plot their revenge upon the Martlin family.
All lumber trade goes through Arteron, the capitol city of
Caemeel. Located in the north, it is roughly equidistant
between the borders of Pin-Gaelein to the north and Lan-O-
Laine to the west, and it sits on the top of the highest peak
in Kindara, all of 1500 feet above sea level. It is a city
almost entirely made of wood that has stood since the
earliest days of Kindaras history.
In addition to the lumber, medicinal herbs and incense are
also products exported from Caemeel. In recent years,
however, the production of lumber has slowed in order to
balance the amount of trees being cut down with what is
being replanted for new growth. The idea of harmony with
nature and respect for what the land gives is very important
to the citizens of Caemeel, almost as important as the land
itself.
Towers of Enlightenment The Caemeel Academy of
Magical Studies, or Towers of Enlightenment as they have
been so named, is a sprawling community comprised of
lecture halls made from local lumber and towers of stone
imported from Gaddor. All colleges of magic have been
classified as a greater school of magic (Combat Sorcery,
Distortion, Divination, Illusion, and Summoning), a lesser
school of magic (Enchantment and Spiritualism), or a dark
school of magic (Necromancy).
The central tower keep has been built to serve as a meeting
center and historic library for the Council of Mages,
providing temporary living quarters for representatives of all
of the colleges of magic, including Necromancy, even
though it is not taught at the Academy. Each of the
surrounding towers of teaching are home to one of each of
the greater schools of magic: Combat Sorcery, Distortion,
Divination, Illusion, and Summoning. The College of
Enchantment also maintains a tower of teaching on
Academy grounds, but it is located apart from the main
Tower circle. The College of Spiritualism has no formal
training location on Academy grounds, but there is always
an acolyte representative to be found in the central tower
keep to provide any interested students information about
the college. (As the Colleges of Enchantment and
Spiritualism are thought of as lesser schools of magic, and
therefore regarded as less important, they are not required
to maintain a tower presence on Academy grounds.)
The Council of Mages Over 175 years ago the Council
of Mages was first called together by the Master Diviner
Magnas Jaron, the Master Enchanter Derek Stoneguard and
the Master Spiritualist Greywind Lightforge to combat a
great rising evil of the time. In the 50 years following their
first meeting, the council met sparingly and in secret until
the founding of the Academy of Magical Studies 80 years
ago by the Martlin family. With construction of the Academy
underway, the Council of Mages met more frequently, but in
the last 30 years the council has made a point to meet
annually to maintain good relations and monitor the growing
study of Magic in Kindara.

Ishmar
Located at the western edge of Kindara lies the province of
Ishmar. Boasting the second largest coastal area in
Kindara, fishing is the chief business and export of Ishmar.
To that end, the capitol city is the coastal port of Brannic-
Burn. Located on the west coast, it was once only a
community of fishermans huts and wharfs, but over the
years it has grown and consolidated into the second largest
port in Kindara, second only to the Kindaran Royal Port.
Everything that happens in Brannic-Burn revolves around
fishing and boats, and while the ships of Ishmar are not as
big as those constructed in Wesloo, they are arguably faster
and better able to weather the open sea.
Fish and creatures of the sea of all types can be found in
Brannic-Burn, and all can be eaten in one way or another.
Brannic-Burn is home to the ruling family of Ishmar, the
Bar-Shaee family. Led by the Baron William Bar-Shaee,

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Ishmar has grown and prospered in the past 80 years since
establishing trade with the dwarves of Gaddor and the
Gateway mountains. Housing the largest metal works in
Kindara, much of the imported goods are in the form of raw
iron and other ores for use in the massive stone forges that
lie just outside Brannic-Burn to the east. Some say that
metal worked in the Furnace Forges of Ishmar is the best
human forged metal in the entire known world.
Furnace Forges of Ishmar Built from a combination of
coastal stone, lumber from the Allista Woods and iron from
Gaddor, the Furnace Forges of Ishmar are the largest
forges in all Kindara. Dwarves, Trolls and men from Norin
can all be found here, working and shaping metal for all
purposes. Much of the metal worked here is sent to the
shipyards of Wesloo, to either be used in the construction of
ships or shipped out to the Southern lands of Jafone.
Weapons, tools and implements forged here are among the
best in the entire known world.

The Other Kingdoms of Jafone

Gaddor
North and slightly East of Kindara lies the city-state of
Gaddor. Known throughout Jafone as the northern source
for ore and minerals, Gaddor is a country unlike any other
in the land. From the borders, it seems like any other
country, with a town surrounding the mine, foundry-forge, or
mineral well. However, the closer one travels to the
Gateway Mountains, the harder and harder it is to tell where
one town ends and where the next begins. The land is
broken and rocky, but the roads are well traveled and have
been kept in a state of good repair. If it is Jylana that is the
center of cultural development and diversity in Jafone, then
it is Gaddor that is the center of racial development and
diversity in Jafone. For here, in Gaddor, one can find
humans from all the lands, Dwarves from the Gateway
Mountains and beyond, Trolls come to Gaddor to trade
goods as well as services and even the occasional Elf can
be seen, walking silently and unmolested in the shadows.
The greatest industry in Gaddor is the working of ore and
minerals. Every city, town, and community has a fully
functioning smithy and foundry for smelting and working
metals. Iron and Bronze are the most common, but works
of Copper, Silver and even Gold can be found in the larger
holdings. Where the Furnace Forges of Ishmar may
produce the highest quality of artistic and esthetically
pleasing metalwork in the entire known world, the Foundry
Masters of Gaddor produce items of strength and quality
that are only surpassed by those made by the Dwarves.
Each community is independent from each other, but
communities that operate in concert servicing the same the
mine, foundry-forge, or mineral well are referred to as
Holdings. These holdings were established by the family or
families that originally held deed to the mine, ore well, or
foundry located there. Of the original families that settled
Gaddor, most have either sold their holdings to retire or
now live elsewhere in Northern Jafone (some founded the
Furnace Forges of Ishmar) and leave the management of
their property to someone else. Only three of the more than
20 original Foundry Masters families still remain in Gaddor.
These families and their representatives make up the ruling
body of government in Gaddor. Each family has one
representative on the council, with the three original families
(Baron Shakfort, Duke Tellaine, and Forge Master
Ironheart) as senior members of the Council, often referred
to as The Three.
Foundry Masters These men and women are the nobility
of Gaddor, the masters of Forge, Hammer, and Pick. Each
Foundry Master owns and operates at least one mine,
foundry-forge, or mineral well and may even govern several
communities and, in the case of The Three, several
Holdings. They are responsible for maintaining their own
trade contracts, labor force and apprentices and they guard
these particular secrets very closely. It is said that The
Three even have fully accredited lawyers from the Mafayan
Academy in Velterra managing their business dealings.
The Three The families Shakfort, Tellaine, and Ironheart
are all that remain of the originally founding families that
still live within the bounds of Gaddor. They each manage
multiple Holdings and it is said that they are the true power
of government in Gaddor. It is The Three that maintain the
largest foundry-forges, have the largest labor forces and
negotiate for the best contracts. While they do not flaunt
their power or influence, the Ironheart family wields the
most influence, even more so in the past 20 years. It was a
dark time for Gaddor then, their holdings were unable to
keep up with much of the demand for metal and ore and
many countries were threatening to cancel their contracts.
With much on the line, Forge Master Ironheart spent the
entire family fortune in an effort to keep Gaddor from dying.
Within a years time, all contracts had been met; even the
debt of ore from the past several years had been balanced.
It is rumored that Baron Ironheart spent the family fortune
to establish a foundry deep within the family mountain to
keep up with the demand; a foundry constructed with the
aid of the Dwarves and operated entirely by Trolls.

Norin
In the lands far beyond the cities and royal finery of
Nargasa, across the Northern Waste from Kindara lies the
frozen wasteland that is Norin, often referred to as the
frozen land. But the land is hardly frozen and far from a
wasteland. The land is tundra-like, with large wooded glens
to small forests dotting the countryside. Its people are hardy
and rugged, like the land of their birth, but they are far from
being barbarians. The people are organized by clan with
each clan being made up of several (5-8) multi-generation
family groups. They are hunters and trappers, fishers and
furriers, farmers and herdsmen. Some are nomadic, but
most have laid claim to their own lands.
Originally founded by those settlers and soldiers that
wanted to make their own life and live freely in the land,

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Norin has very little centralized government. Family groups
are patriarchal in nature with each family being led by the
eldest male, but that is not always the case. Each clan is
loosely governed by a council of elders comprised of elder
members from each family, with the senior elder acting as
the spokesman for the clan during festivals and when the
Conclave is held. Neither being the senior elder male nor
being the leader of a particular family guarantees
appointment to the family seat on the council of elders, but
it can help.
Norin makes most of its trade in furs and hard woods found
only in the north, but there is a fare amount of art and craft
to be found there, as well. The leatherwork and carvings
(both wood and bone) of the frozen land are among the
finest in all of Jafone, although works of these types have
rarely ever made it to the southlands.
Festival and Conclave Every year, at the Harvest
Equinox, the clans gather throughout Norin for Festival.
This is a time to celebrate the harvest and to give honor to
the spirits of life, which are beginning their season of sleep
and acknowledge the spirits of death which are awakening
for their short, but decisive, season of activity in the world.
Every 5 years, all the clans gather for festival at the Lake of
Ice for Conclave. It is at this time that any clan disputes are
discussed, major decisions regarding the land of Norin are
decided, and many wedding are arranged.
Lake of Ice This lake is not truly made of ice, for every
winter it freezes and every spring it thaws, but it is always
abnormally cold and there is something ice-like at the
center of the lake, beneath the surface. The area
surrounding the Lake of Ice is sacred and no hunting,
trapping, or fishing takes place within the borders of this
holy place.

Nargasa
Ages ago, from the ashes of the Grand Republic, Nargasa
rose; it rose to form largest kingdom known. In the
beginning, it was the center of strength and culture before
Jylana and Yarse solidified into existence. To this day it still
is a commanding presence among the kingdoms of Jafone.
Originally founded by the Narga family, current day heirs to
the throne still claim blood linage to the founding family.
Many of the former Republic noble families flocked to the
Narga flag in hopes of gaining position in the new order of
things. After several bloody skirmishes, King Narga ordered
that, in his kingdom, no noble family could take military
action against another noble family without the Kings
consent. He hoped that this law, enforced by the royal
army, would curtail the noble infighting that caused the
Grand Republic to fall. Unfortunately, while the bloodletting
ceased, the conflicts remained. A new battleground was
discovered, the courts.
It is widely held that, in all of Jafone, no other kingdom has
courts as dangerous as Nargasa. The former clashes
between the noble families are now webs of subterfuge,
deceit, and revenge in the high and royal courts. Behind the
veil of politeness, chivalry, and flattery lay multiple levels of
plots to embarrass or entrap in every dialogue exchanged.
Those not experienced in such social manipulations often
find themselves caught tightly in the webs of intrigue.
Amazingly, the reigning monarch has always kept control
over the courts, never letting things get too out of hand. The
resulting government actually runs well due to the speed
with which things are accomplished in the courts. Also, the
general standard of living is good for the common people.
Since there seems no shortage of wealth amongst the
nobles and their schemes keep them occupied, the
commoners are, by and large, left to work and live in peace.
If Nargasa has any troubles it is that it has overgrown itself.
There is no more room to expand without encroaching on
the lands claimed by the nomads to the south or braving the
never tamed wild lands at the foot of the Gateway
Mountains. This, in itself, was the reason that many young
nobles first chartered to claim the open lands across the
Hammer Sea (now the kingdom of Kindara). At first, this
seemed the best solution until the new colonies rebelled and
declared independence.
The Nargasan colonies saw that they needed no further aid
from their parent kingdom to function and wished to shed
the noble skin of deceit and intrigue and start fresh. The
resulting war cost Nargasa greatly as many of the Royal
Army officers refused to fight their cousins or even defected
into Kindara. While the war was officially ended with a
mutually beneficial treaty, the common speculation was that
it allowed Nargasa to avoid admitting defeat.
Although the war between Kindara and Nargasa has been
over for many years, many Nargasan nobles still bear quiet
anger towards them. The repercussions of these events did
not change much in the noble courts or the general outlook
of most Nargasans, and the old ways quickly returned.
Regrettably, this did not change the growth problems of the
kingdom and so it will face overcrowding again.

Jylana
Jylana is renowned as the center of culture and education of
Jafone. Great colleges and universities flourish throughout
the land to study artistic, scholarly, and magical pursuits.
Beautiful cities dot the landscape, built with the pinnacle of
architecture technology and art. Great statues and
fountains stand in city squares for all to admire. The quality
of life in Jylana is considered to be the best by far in all of
Jafone.
The colleges and universities drive the country. Each
college specializes in some special area of expertise,
ranging from painting, to architecture, to elemental magic.
Some colleges of different areas have come together to
form great universities where students study in several
learned aspects. However, much of the advancements
made at these colleges are driven by one-upmanship.
Colleges of similar interests have great rivalries, driving
them to out research and out develop their rival colleges.
Many colleges study the same subject by a different name

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based on the traditions of the school, not that any will admit
being similar to another school. Which college you belong
to partially defines your status in Jylana and, at times,
whom you can trust.
A council of four elected Councilmen, who serve an eight-
year term, and a senior Speaker who serves for life, rules
the country. The elections are spread out so that council
seat is open every two years. It takes at least a 3 to 1
majority of the councilmen, or two councilmen and the
Speaker make any major decision.
The capitol city, Aemtuso Vala, stands at the intersection of
the two major rivers that then flow out to sea. These rivers
neatly divide Jylana into four provinces. It is a great port
city, with canals going to many places and being as
prevalent as streets. Small and larger riverboats ferry
people around the city as easily as they walk. A bustling
hub for trade, there is no lack of marketplaces and shops
here.
Many have called the Council Building the greatest
architectural accomplishment of Jylana. It is a grand stone
and mortar building reminiscent of a palace. Tall towers,
columns, vaulted ceilings, and statues shaped into the walls
of the building make for a breathtakingly beautiful site. The
Councilmen and the Speaker find their residences here, and
have little want for space. One of the larger libraries in
Jylana resides here, containing records of the decisions of
Councils long past, for current Councils to draw wisdom
from.

Yarse
The country of Yarse is a small land on the eastern edge of
Jafone, specializing in hand to hand military combat. It was
founded centuries ago by one Lord Yarse, a major noble
and high-ranking general in the military of the Grand
Republic. Lord Yarse had led many highly successful
campaigns and had a great many loyal followers both in the
military and domestically through his noble connections.
Proving just as competent a strategist in the realms of
political and court intrigues as he was on the battlefield,
Lord Yarse marshaled his resources and set out to establish
his own community on the fringe of the Republic, far from
its direct influence. Creating a colony that followed military
discipline and supported itself through regulations and chain
of command rather than struggling for power inside its own
borders, Lord Yarse soon found that his realized goals
made his land a perceived threat to the Grand Republic,
which was folding under the weight of its own intrigues and
corruption. The colony of Yarse simply seceded from the
Republic, which could do little to argue, already being torn
apart from within and knowing that most of its military
would be reluctant to go to war against one of their greatest
heroes, and perhaps might even join him.
Yarse swiftly grew into a prosperous land, meeting its own
needs and wasting very little of its efforts, having them
carefully guided through their military government. Yarse
required very little that it had to obtain from outside its
borders, and easily made trade arrangements with other
countries to do so. Though Yarse had little in the way of
produce or manufacture it could offer in trade, it did have
one commodity that was far superior to that of any other
supplier: its military. Lord Yarse hired out his forces to any
contractor whose goals he agreed with and with whom he
could make an acceptable trade arrangement. That tradition
has worked admirably and remained a part of Yarse's
economy through the many decades, with no question of its
mercenary forces ever falling into an unethical dispute, for
their loyalty is far more to the honor of their own country
and their disciplined ideals than any amount of goods or
money.
Yarse is not a giant country, but still a very pleasant one to
live in, provided a citizen accepts the militaristic lifestyle.
Every need is met efficiently, and the culture of respect and
discipline keeps avarice and greed to a minimum. The
people are hard workers, each expected to pay their own
way through their own efforts, doing what they are able to
support their family, their community, their government, and
their country, in that order. To this end, every able-bodied
male is apprenticed into military service from the age of
sixteen to eighteen, with many remaining at least until their
twentieth birthday, if not longer or even pursuing a military
career. Very many women are also part of the Yarsen
military, serving in every capacity outside of front-line
combat, including smithing and tactical advisory positions.
The armed forces of Yarse are respected and potentially
feared across Jafone, known for their bravery and tenacity,
and most especially for their skill.
The one great love of Yarse is competition. Though every
citizen is trained in the arts of warfare, the Yarsen culture
teaches that combat is a necessity that is tolerated, not a
desired choice. Instead, the early militant settlers turned to
athletics as an alternative means of venting aggression and
experiencing competitive conflict in a healthy and organized
setting, instead of chaotic combat. Games of all sorts were
organized, with strategy and the efforts of teamwork being
greatly emphasized and highly praised, to the point where
such sports were soon being taught to the youth of the
country, preparing them for their future roles in life and
helping to reinforce the concepts of discipline and order that
Yarse so highly valued. Amphitheaters for major exhibitions
of these competitions were constructed throughout Yarse,
with every major city having one, and some of the largest
cities having more than one, each devoted to different
varieties of sports. Currently, the annual competitions in the
Yarsen capitol of Laksaff are attended by athletes from all
over Jafone, hoping to prove themselves in competition with
the best, witnessed by aficionados from every country,
further boosting Yarse's economy with their visits.
When engaged in warfare, the forces of Yarse are usually
readily apparent with perfectly spaced positions and
formations, each man moving in perfect unison with his
unit. Yarsen armsmanship is taught with the weapon
wielded in the right hand and a shield in the left, forming
phalanxes and other marching formations that capitalize on
their use. The Yarsen style of combat has proven so
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settings in discipline, that many armies across Jafone have
adopted its use. However, it is the self-discipline of the
warriors using it that makes their style so effective, making
Yarsen militia stand out as the best, even amongst other
soldiers using the same techniques.
Yarse is a beautiful land, with a relatively low population
density and great natural beauty, providing enough food
and textiles to support its people, who keep their land
beautiful through their harmony and discipline. The people
of Yarse generally welcome travelers, having little reason to
fear invasion, but usually do not accept strangers entirely
until they prove themselves willing to accept the Yarsen
ways as athletes or soldiers. Vurron and Nyya are widely
and strongly worshipped in Yarse, almost to the point of
excluding the other members of the celestial pantheon.
Noble and beautiful churches and temples of both deities
can be found throughout Yarse, even in the uncivilized
areas.

The Largdis territory
Originally, this territory was simply a gathering of many
small fishermen who settled in small communities along the
coastline. As Thrallis began its rise as a nation of sea trade,
the country began to see its share of pirates. Many of these
pirates found they could hide among the fishing villages,
and the villages didnt mind as long as the pirates did not
interfere with their fishing. Many pirates based their
operations from here with great success.
As time went on, some of the wealthiest pirates grew weary
of their harsh lifestyle, and simply retired in the territory.
Some built large manors to live in. Others set up markets
and started trading in goods, never asking where these
goods came from in respect to their former companions.
Some pirates used their influence and money to gain
control of several villages and a great deal of land. These
rich and retired Sea Lords, as they eventually became to be
called, offered the people protection and security from many
dangers, and were not very demanding of their newfound
subjects.
Today, several Sea Lords rule Largdis, and each Lord
generally keeps to his own and stands his ground when
confronted. These Sea Lords have fleets of battle-hardened
sailors ready to sail and wage war for the highest bidder.
The Sea Lords also endorse many of the pirates, who have
become more like privateers. Many privateers still base
their operations out of Largdis, and a ship building industry
has arisen from the demand for fighting and fishing vessels.
Merchants can buy and sell just about anything in the
territory if they dont care where it came from.
In recent times one of the Sea Lords, Capt. Bester
Cu Sweele, has gained power over the rest and has been
crowned the Sea King of Largdis. How exactly this
happened or how long his tenuous position will last is
unknown.

Manndor
Possibly the oldest kingdom in Wyn Dmere, Manndor has
endured centuries of fortune and hardship. Even in the early
days of the Grand Republic, Manndor stood alone, isolated
by its rocky shoreline and mountainous borders. It was only
after the fall of the Republic that it opened trade and
communications to outsiders.
The opening of its borders also opened a new age of
prosperity for Manndor. The goods and cultural exchange
from the newly formingkingdoms of Yarse and Nargasa
combined with trade from Thrallis transformed Manndor into
a powerful kingdom. For many ages, this prosperity
increased as it continued building ports and trade routes
past its forbidding borders. Unfortunately, this prosperity
was not to last.
It all began twenty long years ago, shortly after the young
Anthony Estoni was crowned king. A mage by the name of
Frokce claimed to be the rightful heir to the throne by way of
his ancestral blood ties to the original king of Manndor.
When the noble courts and the people of the land both
refused to acknowledge his claim, he declared war against
the land, its King and its people.
From the Rockspine Mountains to the east emerged a black
wave of frenzied destruction. The Traykin, commanded by
the Mageking Frokce (revealed to be the Black Hand of
Monntray) quickly began besieging the southern half of
Manndor. Caught unaware, most of the southern territories
fell swiftly to the cruel minions of the Twisted God
Monntray.
By the time King Estoni had marshaled his forces for full-
scale war, the battle lines had encroached all the way up to
the lower middle territories of Manndor. After the first major
battle between the two armies, it was obvious that King
Estonis army could not match the brute force of the Minion
army.
Realizing that direct confrontations with the Minion army
would only lead to total defeat, King Estoni and his generals
quickly switched tactics. While the main army would
continue to fight at the front line, each commander was
charged to seek out all those who possessed exceptional
skills or talents and form them into small special units.
These units then used guerilla warfare tactics from behind
enemy lines to weaken the Minion army before many large
battles even started.
While MageKing Frokces Traykin army was mighty in open
battle, it could not adapt to the new tactics employed by
King Estonis forces. The Traykin army slowly withdrew
southward until it made its last stand at the Castle Ouutke
that Frokce had magically erected on the southern tip of
Manndor.
The siege of Castle Ouutke was long and bloody, lasting
well over a year. King Estoni repeatedly offered generous
surrender terms to Frokce, but he refused to admit defeat.
Eventually the castle fell and the last stragglers of the
Traykin army seemed to run back to the mountains from

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which they came. As for the evil MageKing Frokce, no trace
could be found.
As the populous began to return to their homes, it became
apparent that the remaining Traykin had taken refuge and
planned guerilla tactics of their own. Reputedly, the
Mageking Frokce is still in control of the small raiding bands
of Traykin, though several heroes have claimed the demise
of the foul Black Hand of Monntray. Regardless of their
leadership, the Traykin are still a threat.
Regrettably, the war has left Manndor in a state of chaos
and ruin. Only the excellent skills of the Good King Estoni
have brought it into a time of rebuilding.

Thrallis
Though the oldest human civilizations on Jafone lie in the
cooler northern regions, it has ever been in man's nature to
expand and explore, so mankind gradually made their way
south. Eventually the territory that would one day become
the country of Largdis began to populate with the earliest
fishing settlers, and the mariner merchants who sought to
reach them. By sailing south along the coast from Yarse
they found the unexpectedly welcome sight of the Spice Bay
and their passage south of that interrupted by the then-
nameless Thrallin peninsula. Finding an unprecedented
bounty of fruits, game, herbs, and spices they had for the
most part never even encountered before, the ambitious
Captain Thrallis held council with the merchant-captains of
the other two trade ships. They decided to continue their
course along the southern coastline, as explorers
discovering all manner of new goods they might bring back
to the established trade routes.
Shortly afterward, they returned to Yarse and amazed the
people with his incredible story and its proof in the exotic
new wares he had to offer, swiftly purchasing a larger ship
and crew of eager sailors, explorers, and merchants, sailing
back to Thrallis and forging his dream of vast new shipping
lanes into a reality.
Over time the promise of a vibrant new land with so much
to offer and a fresh start brought all manners of peoples to
Thrallis, settling wherever they could in the communities
established by the original ships' crews and their further
explorations, or striking out into the unexplored territories
and making their own ways and settlements. This influx of
population rounded out Thrallis' citizenship into a true
country, and as the craftsmen discovered all the new
applications of their skills they could utilize in the new
country, Thrallis became a supplier to all of Jafone of all
manner of items. Some were new and unseal, some were
unique and could be found nowhere else, and some simply
bore the proud new name of "Thrallis" and were requested
for that virtue alone.
The political and economic structure of Thrallis grew up
hand-in-hand, as the founders of the nation and those who
gained power were naturally merchants. With the influx of
peoples from across Jafone, it was swiftly decided that a
new money structure needed to be devised, to unify the
people as a single nation and keep them from bickering
over whose coinage was worth what. The former merchants
and mariners had often seen the troubles of bringing one
country's coinage to another, and how clever and devious
market people managed to short-change unwary travelers.
It was suggested and unanimously agreed upon that
Thrallis' money not be coins, as the other countries used,
but rather shapes: rings, spheres, cubes and so forth, a
"coin's" shape immediately denoting its worth.
Exulting in the good fortune they had been blessed with, the
merchant lords nominated the former Captain Thrallis to be
the new leader of their country. Thrallis declined, saying
that the naming of their country after him was honor
enough, and instead suggested that Thrallis be ruled by a
council of the merchants who ruled its province-states, just
as their council was setting the laws for their country
presently. The other lords agreed and voted themselves to
be known as the Merchant Princes, each of his own land,
and decreed that the meeting place of the Council of
Merchant Princes be rotated from capitol to capitol, to avoid
implying that any one Merchant Prince held sway over the
others.
Although there are many province-states in Thrallis, only
seven currently sit on the Merchant Prince Council. The
other Merchant Princes have sold their votes to their
neighbors, for one reason or another. It was agreed at the
first Merchant Princes' Council to always have an odd
number of votes, to avoid miring in the politics of even
votes, but this is unfortunately one of the few initial tenets of
Thrallin government that is still adhered to. Though the
Merchant Princes still have no king and still annually meet
in a different capitol city, the purity of Captain Thrallis'
vision for this has been lost. The political intrigue within the
nation of Thrallis could put Nargasa or even the Old
Republic to shame, with power and alliances shifting just as
often as coins and goods in a marketplace.
Anything can be found for sale in the markets of Thrallis,
and for nearly any price, traders and merchants endlessly
hawking and debating the origins of their wares and the
worth it gives them, or the expenses that must be added on
for the taxes and transport involved. Such is the way of life
for the people of Thrallis, who take no notice unless they
deal directly with traders from other countries, for it is the
only economy and political structure they have ever known.
The professional merchants in Thrallis are well aware of this
and of their country's unique financial formulas, using them
to short change both locals and foreign traders who are not
as well-versed.
Some foreigners find the people of Thrallis sad, for in their
self-involvement with money and commerce, many of the
citizens of Thrallis lose sight of the natural paradise they
live in, or at least seem to. Thrallis is a peninsula hundreds
of miles long from north to south, with gentle winters in the
northern areas away from the Spice Bay, tropical utopias
along its southern and eastern shores, and even gorgeous
desert vistas in its interior. North of Thrallis, just a few short
days' journey from the Spice Bay, lies the Mersaka Woods,
second home of the Elves, and a unique beauty of nature
even outside their borders. The people of Thrallis respect

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this ancient forest, lumbering only its edges for their own
expansion (and profit), but by and large see its unique
varieties of plant and animal life as resources to be tapped,
rather than beauties to be appreciated. Those few citizens
who value nature over money tend to live near the
Borderwood between the Mersaka woods and Thrallis, living
at peace with the environment and their neighbors and the
Elves, or strike out into the Varnack Desert, seeking their
refuge amongst the sands and wilderness that have little
profit to offer their commerce-minded fellow citizens.
Spice Bay The Spice Bay is a unique body of water,
almost a sea in and of itself, jutting over two hundred miles
inland from the southeastern edge of Jafone. Its waters are
warmly sub-tropical, feeding into the Southeast Sea, and
are known to house nearly every manner of sea creature
imaginable, from porpoises and dolphins to rays and sharks
and even, some say, the occasional flock of penguins.
Some also claim to have seen mermaids swimming in its
crystal blue waters, but their stories are rarely if ever
believed. The currents feeding into the Spice Bay along its
northeast shore are said to stir the waters in a counter-
clockwise motion, childhood legends proclaiming that a
message in a bottle dropped in the seas south of Yarse will
eventually wash up on one of the three Captains' Shores on
the southwest coasts of the Spice Bay. Tremendous
monsoon storms blow into the Spice Bay along its
northeastern shore every Spring and Autumn, blowing
themselves out before they reach the northwest shore, but
preventing either Thrallis or Yarse from ever settling on its
northeastern edge. Rumors abound of hidden "safe inlets"
along these coasts, and of the many treasures sunk there
by ships trying to find those havens, or blown into the Spice
Bay from the Southeast Sea by the seasonal storms.

Other Locations of Note
Allista Woods
The Allista Woods, or the Black Forest as it is sometimes
called, is the only known home of the ominous Black Oak
tree, the strongest and finest wood in all of Jafone. And it is
here, at the heart of this dark and mysterious forest, where
the ever-elusive northern Elves make their home. The
magical nature of these beings, while thought of as
superstition and old wives tales by most, is obvious to those
who live within the area surrounding the wood. Animals
seem to know when they are being tracked and avoid
snares and pits as though they knew they were there. The
sounds of fresh water the songs of birds can be heard year
round from within the depths of the Allista Woods, and only
a few Humans and Trolls have dared to make settlements
in the unclaimed fringe areas of the forest. No one travels
far into the forest, and those who dare to enter the deep
woods are never seen again.

Gateway Mountains
Grand and menacing, these mountains stand tallest over all
the land of Jafone. Within their deeps dwell the reclusive
Dwarves and in their heights reside creatures and beasts
unlike any most have ever seen. The greatest of these
creatures are the Dragons occasionally seen flying above
the ice-capped heights. Due to the raids of such monsters,
Nargasa has never been able to fully extend its eastern
border to the foot of the mountains.
Kohbs Point This high crest is where the legendary
Kohb, the reputed mortal avatar of Vurron, died after
slaying the Demon Lord Tyyrv in battle. The followers of
Vurron, to honor him and his deeds, erected a shrine there.
Since then, only a few stalwart warriors have dared climb
there in hopes of gaining the favor of Vurron.
The Forbidden Peak The highest of the high, this peak
reaches well past the clouds in its towering majesty as the
highest mountain in Jafone. All who have had the nerve to
climb it have never returned. In fact, no one who has even
dared traverse its base has survived unscathed.

Mersaka Woods
While the interior Elven borders of this forest quietly speak
of death to any trespassers, the lush acres of border woods
are still a beauty to behold. Many people dissatisfied with
life in Thrallis have come to settle in the immense border
areas within the woods. From these settlements come some
of the finest berries and jams in the land. As such, these
settlements have grown financially independent of Thrallis
and are collectively known as the Borderwood. Rumors
abound that some of the natives of Borderwood have
regular dealings with their reclusive Elf neighbors and thus
fear no invader or beast.

The Nomad Plains
The warm, rolling plains that make up the center of
Southern Jafone are as inviting as they are dangerous to
the naive. Many nomadic tribes, including some Gomakas,
roam these plains and lay claim to the few good plots of
fertile soil found within. Many wild beasts also lay claim to
the vast grassland, making travel dangerous without proper
guidance. Overgrown by centuries of vegetation, ruins of
stone fortifications from the before the old Republic can be
found in hidden within the plains.

The Northern Wastes
These chilly barrens form the center of Northern Jafone.
Known for its poor soil, few choose to inhabit its lonely
expanses. Those that do are usually travelers or nomadic
tribes that never stay in one place too long. Due to the
uncivilized nature of the Wastes, any unwary traveler who
strays from the few established roads risks injury or death.

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Rockspine Mountains
Though not as impressive as the Gateway Mountains, these
peaks are no less formidable. Within its caverns and
crevasses lurks the preponderance of the evil Traykin
infestation upon Jafone. Rumors also tell of a grand hall
that once belonged to the Underking of the Dwarves lying
untouched over a mile deep from the nearest sunlight,
within the mountain.
Rockspine Islands These desolate islands are but tips of
the mountains that lay under the depths of the Southern
Sea. Few who have attempted to settle there have stayed
due to the terrible storms that pound the islands regularly.

Stone Hook
This forbidding peninsula is a strange, mountainous, rocky
outcropping jutting out into the Southern Sea between the
Largdis territory and Thrallis. It is considered unsuitable for
any prolonged settlements, and many consider the waters
around it cursed, as most who have sailed them have lost
their ships.
Blood Reef A particularly treacherous reef so named due
to the number of ships and sailors lost to it. Most of the
traditional Western Thrallic shipping lanes swings quite
wide of it. Those who have survived the loss of their ships
have told many tales of strange noises coming from the reef
itself before and during the wreck. The few brave fools who
have sought out the source of the sounds and returned have
never given testimony about their journey.

The Other Worldly Realms

The Fey Realm
The Fairie race is both tight lipped and talkative about their
supposed homelands beyond the world of Wyn Dmere. In
the places were the two realms meet they are nearly
identical. But allegedly, the further one travels in the Fey
Realms from these points of similarity the more bizarre
they become.
The gates between the two worlds are well hidden and well
guarded. The Fey insist that it is not safe for a non-full-
blooded Fairie to travel in their world. The few humans that
have been allowed into the Fey Realm were guided by a
substantial Fey escort on a specific path to one or more
dwellings of the nearby Fey Nobility. The accounts of such
rare trips have been documented by the visitors, but,
unfortunately, reveal very little new information about these
alien beings.

The Realm of Shadow
Very little is truly known about this nightmarish place of
disturbing vistas. Few sorcerers have delved into its depths
and come back in any condition to report their findings.
What has been recorded in secreted tomes is disjointedly
obscure and deranged at best. What is known is that it is a
real place and that it is inhabited by unknown horrors that
sometimes slip between worlds to walk in the shadows.

The Celestial Castle
Many stories have been told of the glorious palace in which
the gods hold their divine court. It is reputedly made from
pure diamond and embellished with precious metals and
gems of unimaginable beauty. Within its unfathomable halls
the Councils of Light, Neutrality, and Darkness rule over the
nature of mortal existence and its future.

The Divinity Planes
These are the dwellings of the gods. Not just kingdoms
nestled together in one realm, but each a separate, private
world were that deity reigns supreme. As each of the
different worlds is but a physical expression of the host
deitys will, no word or illustration could accurately describe
their wonder.

E EC CO ON NO OM MI IC CS S


Currency

In Wyn Dmere all of the established kingdoms mint their
own unique currency. To ease confusion over how many of
one type of coin equals the value of another coin, each coin
is given a universal value. This universal value quantifies
the coins basic value in any kingdom. Note, however, that

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the farther one strays from established trade routes, the
more apt a coins value is to fluctuate.

Table 29: Coins of the Realm
Coin Currency Unit Value
Gaddor
Copper Fang__________________________________.1
Copper Claw__________________________________.5
Silver Fang __________________________________1.0
Silver Claw __________________________________5.0
Gold Fang__________________________________10.0
Gold Claw__________________________________50.0
Jylana
Copper Monn _________________________________.1
Silver Trass___________________________________.3
Silver Breaa _________________________________1.0
Silver Lucnn _________________________________3.0
Gold Helcc _________________________________10.0
Gold Geuss_________________________________30.0
Kindara
Copper Penny _________________________________.1
Silver Common________________________________.5
Silver Crown _________________________________1.0
Electrum Prince _____________________________10.0
Gold Monarch _______________________________50.0
Manndor
Copper Gravel_________________________________.1
Silver Pebble__________________________________.5
Silver Stone__________________________________1.0
Gold Block __________________________________4.0
Gold Peak __________________________________12.0
Gold Mountain ______________________________30.0
Nargasa
Eighth Mark_________________________________.125
Quarter Mark_________________________________.25
Half Mark ____________________________________.5
Silver Mark __________________________________1.0
Silver Eagle__________________________________2.0
Gold Half____________________________________4.0
Gold Mark ___________________________________8.0
Gold Eagle _________________________________16.0
Platinum Mark_______________________________32.0
Platinum Eagle ______________________________64.0
Norin
Small Copper _________________________________.1
Great Copper _________________________________.5
Small Silver__________________________________1.0
Great Silver__________________________________5.0
Great Gold _________________________________10.0

Thrallis
Copper Ring __________________________________.1
Silver Circle___________________________________.3
Silver Square__________________________________.9
Gold Sphere _________________________________2.7
Gold Cube___________________________________8.1
Platinum Wedge _____________________________24.3
Platinum Whole______________________________97.2
Yarse
Silver Bracer __________________________________.2
Silver Buckler _________________________________.5
Silver Round _________________________________1.0
Silver Tower _________________________________2.0
Gold Round_________________________________10.0
Gold Tower _________________________________20.0

Average Price Lists
While the prices for goods will vary from kingdom to
kingdom, below is a list of common prices where materials
are plentiful.

Table 30:Price lists
Food and Lodging
Local mead ___________________________________.2
Local Ale/Beer/Fruit Juice________________________.3
Local Wine/Hard Cider __________________________.5
Specialty Brew_________________________________.8
Fine/Spiced Wine ______________________________.9
Specialty Wine _______________________________1.2
Bread and water _______________________________.1
Simple meal __________________________________.5
Large meal __________________________________2.0
Extravagant meal ____________________________10.0
7 Course banquette___________________________40.0
Common room, 1 night __________________________.5
Private room, 1 night___________________________5.0
Great room, 1 night ___________________________10.0
Suite w/ servants, 1 night ______________________50.0
Simple bath___________________________________.4
Hot bath w/ soap & oils _________________________3.5
Private Bath__________________________________6.0
Poor stable, 1 night _____________________________.3
Good stable, 1 night ___________________________1.2

Common Weapons
Bola________________________________________1.0
Club________________________________________0.5
Dagger______________________________________4.0
Hand Axe____________________________________5.0
Hunting Spear ________________________________4.0
Knife _______________________________________2.0
Lasso_______________________________________2.0
Quarter Staff _________________________________4.0
Short Bow ___________________________________6.0

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Short Sword _________________________________7.0
Sling _______________________________________1.0
Throwing Club________________________________2.0
Whip _______________________________________6.0

Warriors Weapons
Crossbow __________________________________15.0
Flail _______________________________________10.0
Grand Hammer______________________________30.0
Great Axe __________________________________45.0
Great Sword ________________________________25.0
Heavy Crossbow_____________________________30.0
Lance _____________________________________10.0
Long Sword_________________________________12.0
Longbow ____________________________________8.0
Mace _______________________________________7.0
Pole Arm___________________________________20.0
Two Handed Sword __________________________60.0
War Hammer ________________________________8.0
War Spear___________________________________9.0

Noblemans Weapons
Hand Crossbow _____________________________50.0
Parrying Dagger ______________________________8.0
Rapier _____________________________________15.0
Saber _____________________________________16.0

Exotic Weapons
Blade Flail __________________________________21.0
Repeating Crossbow__________________________80.0
Sling Bow __________________________________12.0
Throwing Blades ______________________________4.0

Armor and Shields
Soft Leather _________________________________6.0
Hardened Leather ____________________________12.0
Plated Leather_______________________________21.0
Partial Mail _________________________________30.0
Heavy Mail _________________________________62.0
Full Plate__________________________________185.0
Buckler Shield________________________________6.0
Round Shield _______________________________11.0
Tower Shield________________________________26.0

Common Items
Riding Horse________________________________25.0
Draft Horse _________________________________40.0
Pack Mule__________________________________10.0
War horse__________________________________75.0
Cart, Small __________________________________5.0
Wagon, Small ________________________________8.0
Wagon, Large_______________________________20.0
Wagon Wheel ________________________________1.5
Bed Roll ____________________________________1.5
Backpack ___________________________________1.0
Traveling Pot / Pan____________________________5.0
Small Tent (one man) __________________________3.5
Large Tent (six man)__________________________15.0
Dry Rations, 1 Week___________________________2.5
Water Skin / Cask _____________________________1.0
20 of Good Rope _____________________________2.5
Candle______________________________________0.3
Lamp Oil ____________________________________1.5
Lantern _____________________________________6.0
Torch_______________________________________0.5
Clothes, Common _____________________________1.0
Clothes, Fine_________________________________6.0
Clothes, Extravagant __________________________19.0

Average Rates of Pay

The following are guidelines for how much one could earn in
one day in a given profession. These pay rate are the low
average for each profession and could vary greatly
depending on location and circumstance.

Table 31: Pay Rates
Unskilled Labor, Ditch digging ___________________2.0
Skilled Labor, Carpentry ________________________4.5
Highly Skilled Labor, Blacksmithing _______________6.0
Precision Work, Jeweler ________________________8.0
Precision Work, Professional Artist _______________7.0
Domestic, Manservant _________________________4.0
Domestic, Cook_______________________________3.5
Soldier, Infantry_______________________________3.0
Soldier, Veteran_______________________________4.5
Soldier, Officer _______________________________7.0
Sailor, unskilled_______________________________2.5
Sailor, Able Seaman ___________________________4.0
Sailor, Officer ________________________________8.0
Schooled Work, Scribe _________________________6.0
Advisor, Legal _______________________________18.0
Advisor, Sage _______________________________15.0
Advisor, Wizard______________________________21.0

Item Descriptions
Armor and Shields
Buckler Shield
This is a very small, usually rounded shield held in the off
hand that is used to aid in parrying and blocking weapons.
Full Plate
This is a full suit of metal plates, with mail lining the joints
for complete protection. It is very heavy, but very effective.
Hardened Leather
This leather is treated to be hardened and less flexible than
normal leather. It offers greater protection than soft leather.
Heavy Mail
This is a heavy suit of metal links, usually made with
heavier links that are closely joined together.

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Light Mail
This is a light suit of metal links, usually made with
lightweight links that have larger openings.
Partial Mail
This is a partial suit of light mail. Usually it is a mail shirt
that covers the torso and arms, while leaving the legs free
and unhindered by the weight.
Plated Leather
This is hardened leather reinforced with thin metal plates. It
is quieter than metal armor, but much heavier than normal
leather.
Plated Mail
This is a mail suit with plates of metal covering many of the
larger exposed areas.
Round Shield
This is a medium sized shield. It is used to help parry and
block attacks. It usually has a strap to secure it on an arm
and then a gripping strap
Soft Leather
This is soft and flexible leather. It provides minimal
protection.
Tower Shield
This is a very large shield, often being as much as 4 tall. It
is used to help parry and block attacks. It usually has a
strap to secure it on an arm and then a gripping strap.

Common Items
Backpack
A leather sack that can be strapped on the back and used to
carry things
Bed Roll
A simple roll of blankets and pads to offer warmth to a
sleeping traveler.
Candles
Candles are sticks of wax with a wick that runs through
them. They are used to light small areas, or sometimes in
rituals.
Clothes, Common
An ordinary set of clothes. The clothes of a commoner.
Clothes, Fine
A fine set of clothes. The clothes of a merchant or
landowner.

Clothes, Extravagant
An extravagant set of clothes. Clothes fit for royalty.
Dry Rations, 1 Week
Dry trail rations, enough for 1 week.
Tent, Small (one man)
A small cloth tent to provide a traveler with shelter from the
elements.
Tent, Large (six man)
A large cloth tent to provide a traveler and some
companions with shelter from the elements.
Lamp Oil
Enough lamp oil to keep a lantern going for 8 hours.
Lantern
An oil lantern to provide light to a large area.
Rope
A length of twisted and braided hemp, useful for climbing
tall surfaces and binding objects.
Torch
A wooden handle with a cloth soaked in oil wrapped around
the top. The cloth lasts for 2-4 hours unless resoaked in oil.
Traveling Pot / Pan
A small pot or pan perfect to pack for traveling.
Wagon Wheel
A wheel used to repair wagons. They come in different
sizes for different wagons.
Water Skin / Cask
A pouch or flask used to carry water.

Transportation

Cart, Small
A small cart, one that can be led by a single animal, or even
a strong man.
Horse, Draft
A horse that is trained to be a beast of burden. Used for
pulling carts and wagons. Movement: 20 / 6 with heavy
load.

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Horse, Riding
A riding horse, used to take men from place to place.
Movement: 40 / 60 for short periods

Horse, War
A horse trained for heavy combat. These horses are rarely
spooked and usually very well trained. Movement: 30,
Attack Skill: 50, Damage Class: H
Pack Mule
A beast of burden used to carry supplies when traveling.
Movement: 12 / 4 with heavy load.
Wagon, Small
A modest two-wheeled wagon that can usually be led by
one or two animals. Carries one to two passengers and
about 25-50 square feet of cargo.
Wagon, Large
A large four-wheeled wagon that is must be led by two or
more animals. Carries two to eight passengers and / or
about 50-200 square feet of cargo.

Weapons

Blade Flail
A 2-3 long length of chain with a 6-12 heavy blade
attached to one end. Usually whirled about to generate
forceful slashing blows by Pit fighters from a Debtors Pit.
Bola
Three straps of cloth or leather tied in the middle and
weighted on the ends. It is hurled and usually used to
entangle an opponent.
Club
A club is simply a heavy piece of wood, usually with one
end that is small enough to hold in one hand.

Crossbow
A crossbow is a small wooden mounting with a tightly
stretched bowstring on it. It propels a bolt with incredible
force. It takes someone with great strength to load one by
hand; most must use a cranking mechanism to load one.
Dagger
A small blade usually about 18 long set into a handle.
They are sometimes balanced for throwing. Some skilled
swordsmen use specialized daggers in their off hand to
parry.
Flail
A flail is a heavy metal ball attached to a handle by a chain
1-2 long. Often used by horsemen due to its great reach.
Grand Hammer
This two handed War Hammer is quite large and requires
great strength as well as a lot of room to wield.
Great Axe
This is a large axe meant to be wielded using two hands.
Great Sword
A great sword is a sword with a 4-5 blade. The blade of the
sword is used to slash and cut. This blade is made to be
wielded using one to two hands, and is usually wielded
using some shifting form of both.
Hand Axe
A simple hand axe, usually with a short shaft that keeps the
blade of the axe close to the hand that wields it. These are
often the very same axes used to split smaller firewood.
Some hand axes have been balanced for throwing.
Hand Crossbow
This is a much smaller and easily concealed crossbow that
can be loaded by hand.
Hunting Spear
A hunting spear has a short shaft, usually 4 to 6 in length,
and is tipped with a point. Simple spears have stone tips,
or even carved wooden tips, while well-crafted spears have
metal tips fastened onto the shaft.
Knife
A small blade usually less than 12 long set into a handle.
They usually have a more utilitarian use than that of a
weapon, but can be used quite effectively by someone well
trained. They are sometimes balanced for throwing.

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Lance
A long wooden or metal shaft extending from a handle that
narrows down to a sharp tip. They are used on horseback.

Lasso
A lasso is a thick rope, used to entangle and capture an
opponent. The length of rope used can vary, but it gets
harder to control at longer distances.
Long Sword
A long sword is a sword with a 3-4 blade. The blade of the
sword is used to slash and cut.
Longbow
This is the bow more used in war. When strung, these
bows are usually 4-5 long.
Mace
A mace is made of a metal ball on a handle or shaft. It is a
common weapon of a mounted soldier.
Parrying Dagger
This is a specialized parrying dagger. It often has special
tines or a basket hilt to help with parrying and catching
blades.
Pole Arm
There are many different types of pole arms. They are
made to have a very long reach, usually extending over 8,
and have some sort of bladed end or tip. Used in military
formations to reach over the first line and attack the enemy.
Quarterstaff
Quarterstaffs are shafts 5-6 long, usually made of wood.
Some are ornately carved or are capped or reinforced with
metal.
Rapier
A rapier is usually about the length of a long sword, but is
very thin and uses the point for attacks. It often has special
cups around the hilt to protect the hand and to assist in
parrying.
Repeating Crossbow
A curious weapon originally said to be the work of the
Dwarves. It appears as a crossbow with an odd looking
wheel-like device in its middle. A skilled practitioner can
load seven bolts into the spindle and fire them in quick
succession before having to reload.
Saber
This is a slightly curved, thin blade used in several fencing
styles. It can be used to slash as well as to pierce.

Short Bow
A small bow that fires arrows, often used in hunting small
game. They are usually between 30-48 long when strung,
and are small enough to use easily from horseback.
Short Sword
A short blade about 2 to 3 long mounted on a handle. In
general, the tip of the blade is used to inflict damage.
Sling
A sling is leather strap with an enlarged area to hold a stone
or bullet. It is spun around quickly until it is released with
great force.
Sling Bow
A specialized short bow that contains a pouch on the string
where an arrow is usually knocked. This pouch may be
loaded with any sling bullet or appropriate stone as a
normal sling.
Throwing Blades
These are thin, highly balanced metal blades designed
primarily for throwing. Unskilled use of these can lead to
severe hand damage.
Throwing Club
This is a curved club that is balanced and designed for
throwing. If thrown properly, it can be directed in wide
curving arcs towards its target or even around wide corners
/ obstacles.
Two Handed Sword
This class of sword describes all swords that need two
hands to wield. They are usually made with blades over 5
long, and are often quite unwieldy.
War Hammer
This is a large metal mallet head on a 1-2 heavy wood
shaft, balanced to be used as a weapon instead of a tool.
War Spear
A war spear has a long shaft, usually 6 to 8 in length, and
is tipped with a steel point. Most war spears are made of
very strong wood and have been reinforced with metal
crossbars.
Whip
A whip is made up of several long leather strips woven
together to make a long, flexible weapon. Whips are
usually eight to sixteen feet in length.


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T TH HE E K KN NO OW WN N R RA AC CE ES S

The Gomakas
We are the epitome of Nature, the smartest of animals, the
most skillful of hunters, the sovereigns of the air, the
masters of stealth, the most devious of jesters, the keenest
of spies, and the deepest of thinkers. We are the ultimate
chosen children of the goddess Aaria, one with her realms
of Nature and yet with the hearts and souls of men. We are
also the souls of animals, two lives perfectly bound in one,
man yet beast, animal yet human. We are the Gomakas.
When humans were new to the world and seeking to find
their places in it, many gathered together in large numbers
and formed great communities within walled cities. Still
others formed agricultural villages that tilled and harvested
the lands around themselves.
While most humans were happy and satisfied, some were
heartbroken over the way humanity used the world and
changed it as he saw fit instead of living in peace with it.
These few left their industrial brethren to live as the animals
do, in harmony with nature. They took the name
Gomakas, which in an ancient tongue means Animal
People.
They soon lived up to their name as nature itself embraced
them, and their children were born with the wondrous ability
to change from man to animal with ease. For many
generations they lived in harmony together, but soon, as it
is with all mankind, strife began between them.
To prevent war amongst themselves, they agreed to split up
into tribes based on the animal forms nature had granted
them and set out to live in separate part of the world. No
record was kept of how many tribes there were or where
they all went, but few of them seem to have any desire to
interact with the world at large.
In the current times only six tribes have made themselves
known to the world of humankind: the Forest Lion Clan, the
Grand Falcon Clan, The Gray Rattler Clan, the Hill Ferret
Clan, The Snow Raven Clan, and the River Turtle Clan.

The Change
Since their earliest generations, the Gomakas have enjoyed
the gift of animal shape shifting. Unlike the often violent or
painful transformations produced by magic, the Change, as
they refer to it, is a peaceful and pleasant experience. This
is because of the split souls that the Gomakas have been
blessed with. Within themselves they have both the soul of
a man and the soul of an animal. As such, one form feels
as natural as the other to them.
While few seem to like to speak of their gift, it has been
observed that some of the Gomakas can shape shift into a
Hybrid form, a perfect mix of man and animal. From what
has been recorded, only those who have mastered
themselves can achieve this type of transformation. Those
few who have mastered it still use it sparingly because of
the difficulty and strain required to maintain the amalgam
state.
Even rarer are the legendary beings known as the Beast
Lords who, by unknown means, have the ability to assume
the shapes of several different animals instead of just one.
They are a mystery even to their own kind.

Characters With the Gomakas Lineage
First of all, a character must decide what Clan he is from as
it defines what type of animal he can change into. Note that
when transformed, the lowest a stat can be modified to is 3.

The Forest Lion Clan
I am frustrated again. I joined the hunt late; I was guarding
the opposite perimeter of the camp when the call of
intruders on our land was sounded. I hurried with great
speed to join the other youths who would support the older
warriors, witnessing how they dealt with the intruders and
any threat they might pose, so that we might learn. I am
angry that I am the last young warrior to join the procession
only because my zeal had me carefully investigating every
inch of the boundary I had been assigned, making me last
and appearing not to care, when I care the most!
Grandfather will laugh and call me "the ultimate example of
our race" again when he finds out. I hope to be wise like him
and be less of an example someday. He deals with the
Outsiders so easily, so calmly, so wisely, despite how

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different they are. He jestingly calls me a great example of
our kind, but so often I feel different from the other "cub"
warriors. I long to take our hunt to the rest of the world, past
the borders, but Grandfather always calls this our kind's
fatal curiosity. I wonder if any Outsiders ever feel the way I
do, or might understand me better than my people. Maybe
someday I will ask one of them.
This clan above all others is quite aggressive and warlike.
They live nomadically in the southern plains of Jafone
following the herds as they travel. While they generally do
not seem to care what happens to their territory while they
are absent, they expect it to be vacant when they return
again. They avoid trade routes but have no problems with
asking for tribute from travelers who stray onto their lands.
As with many feline species, the young adults often find it
difficult to find a place for themselves within the clan,
especially if the clan size is large. A few decide to venture
off into the lands of their distant human cousins.
When transformed into animal form adjust the characters
stats as follows:
Forest Lion Form
Strength ___________________________________ +10
Reflexes ___________________________________ +10
Coordination _________________________________ +5
Endurance__________________________________ +10
Perception__________________________________ +10
Judgment ___________________________________-15
Memory_____________________________________-10
Natural weapon damage_____________ Damage Class J
Special Abilities_____________________ Low light vision
Movement _________________ 200% Normal land move
When transformed into hybrid animal form adjust the
characters stats as follows:
Forest Lion Hybrid Form
Strength ___________________________________ +15
Reflexes ___________________________________ +10
Coordination ________________________________ +10
Endurance__________________________________ +10
Perception___________________________________ +5
Natural weapon damage_____________ Damage Class J
Special Abilities_____________________ Low light vision
Movement _________________ 150% Normal land move


The Grand Falcon Clan
Ah, to be free. Free to explore the highest mountaintops
and the most distant valleys, free to go wherever I please
with no one to stop me. I pity those who are not as free as
my people, and even those who ride the winds as we do
have no standing when compared to us. I glory in the wind
in my hair, or flowing over my limbs as I traverse the
mountain cliffs; I revel in the awesome eyesight my kind are
blessed with, and thank Nature for her gifts to our people. I
regularly gaze over the farthest horizon, watching the little
people who are beneath me, and occasionally I wonder how
they fare in their mundane little lives, without the glories of
the sky in their existence. I have seen the crafts and
treasures of their hands, their arts and their customs, all
their attempts to raise the quality of their lives and
themselves to higher planes. I admire their tenacity, their
devotion to such things, endlessly striving to improve,
despite their limitations. I have seen the lesser people create
beautiful things, even superior enough for my kind to wear
amongst our ceremonial feathers. I myself have traveled to
their courts, and have gained some of these treasures for
the leaders of my clan and myself. It was an intriguing
experience; perhaps someday I shall repeat it.
These individuals are, reputedly, the most beautiful of the
Gomakas. In both human and animal guises they bear an
air of nobility and splendor. In mannerisms, they are a
haughty and aloof people, often looking down upon ground-
locked folk. They separate themselves from the world in
high cliff side and mountain top villages.
Though many of the Gomakas have maintained their social
distance from the world of man, those who can bear the
egos of the feathered nobility of the air have drawn some
Grand Falcons into the polite society of a few courts.
Whether in a nobles court or the valley of the Gateway
Mountains, a Grand Falcon can often times be recognized
by the feathers he adorns his clothes with.

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When transformed into animal form adjust the characters
stats as follows:
Grand Falcon Form
Strength ____________________________________-10
Reflexes ___________________________________ +15
Coordination _________________________________ +5
Endurance___________________________________ +5
Perception__________________________________ +25
Memory______________________________________-5
Natural weapon damage_____________Damage Class H
Special Abilities_______________Flight 30 yards per turn
Movement __________________10% Normal Land Move
When transformed into hybrid animal form adjust the
characters stats as follows:
Grand Falcon Hybrid Form
Reflexes ___________________________________ +15
Coordination ________________________________ +10
Endurance___________________________________ +5
Perception__________________________________ +20
Natural weapon damage_____________Damage Class H
Special Abilities_______________Flight 20 yards per turn
Movement __________________50% Normal Land Move



The Gray Rattler Clan
It's strange. I find it strange to be amongst these people, in
their cities, in their communities, watching them go about
their lives in such complete ignorance of the world around
them. The people outside my clan I see are so unobservant,
so obtuse... is this just a failing of these so-called "civilized"
people, built up into their walls so they cannot see what is
around them? I think of the brush and the open forest of my
people's home, and it is so different from these towns and
cities where people are packed in on one another. In the
forest, you could look, and you could listen, and smell, and
know what was going on all around you. Here, people are
so hurried, and frantic, and never seem to know where
they're going or what will happen next. Their lives proceed
at such an anxious pace that they cannot accomplish
anything, completely unlike the hunts of home. On the other
hand, I can hunt in these cities just as well as back home;
the techniques are different, and the "prey" definitely is, but
some of them most certainly need hunting. I have stayed
quiet in the shadows, observing these people, and I have
seen and heard many things, many intriguing, some
amazing, and some corrupt. I've decided to stay, to continue
my watch and see where it leads. Some of these people
and the things they do might need to be interrupted.
Often the most distrusted of the Gomakas, these people are
the least accepted by humankind. Though they have done
much less to provoke humanity then the Forest Lions and
the Grand Falcons, most men fear them.
Most of this tribe live in secluded briars and thick woods
were they can easily hunt and live in peace. Those who
choose to move amongst the throngs of man carefully
conceal their true nature to avoid the fearful damnation of
their neighbors.
While most of this clan have chosen to be at peace with the
world around them, some have be seduced by the dark side
of their natures and become that which humans fear
When transformed into animal form adjust the characters
stats as follows:
Gray Rattler Form
Strength____________________________________ -15
Reflexes____________________________________ +25
Coordination ________________________________ +10
Endurance___________________________________ +5
Perception __________________________________ +10
Judgment ___________________________________ -5
Memory _____________________________________ -5
Natural weapon damage______Damage Class E+Venom
Special Abilities Thermal Sense,
Venom (STR 60 / DC: D, Paralysis),
Movement __________________50% Normal Land move
When transformed into hybrid animal form adjust the
characters stats as follows:

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Gray Rattler Hybrid Form
Reflexes ___________________________________ +20
Coordination ________________________________ +10
Endurance___________________________________ +5
Perception__________________________________ +10
Natural weapon damage______ Damage Class E+Venom
Special Abilities Thermal Sense,
Venom (STR 70 / DC: D, Paralysis),
Movement __________________75% Normal Land move


The Hill Ferret Clan
Fifth Month, First night of the Full Moon:
-Oh, my dearest journal, I am so excited!! At long last we
have reached the great city for the clan's annual trip, and
this very night have set camp in the meadows just outside
its walls! Father says that tomorrow the clan will unpack the
wagons and set up the tents while he and the elders enter
the city to make trade arrangements. And greatest of all,
Father says I might go with him!!! I've been inside a large
city once before, riding on Father's back or shoulders in the
market, but I was too small to remember much of it now. I
find the very idea of being in a city, of being among so
many, many people, with so many exciting new things to
see and do and explore, it's just so, so... excitingly fantastic!
And when we return tomorrow evening, we will help the rest
of the clan set up Festival! I love Festival, the games, the
music, the performances, the visitors... I get to perform with
the acrobats this year, and sister Darra is with the dancers;
the acrobats always draw the largest crowds of visitors, and
I'll even be able to meet with them afterward! Maybe I will
meet some of them first, tomorrow, and we'll be able to form
a friendship the next evening, this could be amazing.
When traversing the northern and southern hilly plains of
Jafore, a perceptive person might be able to spot the hidden
villages of this tribe. These people live in villages of
underground burrows and tunnels.
Easily the friendliest of the Gomakas, they enjoy limited
trading with passing merchants so long as their lands are
respected. Unlike most other Gomakas, these people often
make seasonal trips to human settlements to trade for hard
to make goods. More than one village has been surprised to
discover that the traveling entertainers that frequent their
festivals are not entirely human.
When transformed into animal form adjust the characters
stats as follows:
Hill Ferret Form
Strength____________________________________ -15
Reflexes____________________________________ +20
Coordination ________________________________ +15
Perception ___________________________________ +5
Natural weapon damage_________________________ B
Special Abilities___________ Low-light vision, Burrowing
Movement __________________50% Normal Land move
When transformed into hybrid animal form adjust the
characters stats as follows:
Hill Ferret Hybrid Form
Reflexes____________________________________ +15
Coordination ________________________________ +15
Perception ___________________________________ +5
Natural weapon damage_________________________ B
Special Abilities___________ Low-light vision, Burrowing
Movement __________________50% Normal Land move


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The Snow Raven Clan
How amazingly clever the animal of man is. Able to think for
himself, and to plot, and to plan, almost exclusively against
himself, and to hire others of his kind to perform these
tasks. I find it rather sad, really. My people are known for
our quiet stealth, for our unobtrusive anonymity, and our
ability to use these things to get close to any situation and
observe it. Knowledge is power, they say, and no one ever
knows what knowledge my clan might have access to,
therefore we are respected for our potential power. Until
such respect gives those who have something to hide a
reason to fear us, then they make us their enemies. Then
we must make use of our skills, skulking about rooftops and
waiting under eaves, to discover whatever it is they fear
we've discovered to make them stop abusing us because
they are afraid we have discovered it... Truly, how clever
man is. Sometimes more than a bit too clever for his own
good. My people should keep to themselves, and leave the
ordinary folk to their follies. Perhaps that is our folly, to allow
ourselves to be involved, to be proud of our skills and use
them, when everyone should know better.
The most mysterious of all the Clans, no outsider has ever
seen one of their villages. While it is known that they
occasionally walk among men, they rarely make themselves
known unless necessary.
Though enigmatic, the services of these people are often
sought after, as they seem to have eyes everywhere. As
such, few people openly curse this clan for fear of being
heard.
When transformed into animal form adjust the characters
stats as follows:



Snow Raven Form
Strength____________________________________ -15
Reflexes_____________________________________ +5
Coordination ________________________________ +10
Perception __________________________________ +15
Memory _____________________________________ +5
Natural weapon damage_________________________C
Special Abilities______________ Flight 20 yards per turn
Movement __________________10% Normal Land move
When transformed into hybrid animal form adjust the
characters stats as follows:
Snow Raven Hybrid Form
Reflexes_____________________________________ +5
Coordination ________________________________ +15
Perception __________________________________ +10
Memory _____________________________________ +5
Natural weapon damage_________________________C
Special Abilities______________ Flight 15 yards per turn
Movement __________________30% Normal Land move


The River Turtle Clan.
Dear me, there goes another one. People in their little
boats, scampering downriver in a rush to who-knows-where.
Now that's something to consider. Where are all these
people rushing down the river to? My family has traversed
this river for generations, and we've never seen anything of

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all that much importance anywhere near enough to this
point that those flimsy little boats could carry someone to it.
That was the fourth boat that's passed me by today.
Perhaps it is not somewhere that these people are going to,
but something. Maybe a grand event of some kind is
occurring downriver, and all these people are hurrying to get
there. Maybe something is happening somewhere else, and
the river is the best way to get there because of the terrain?
I've always found the rivers to be the best way to get
anywhere worth going to, personally, but my clan has
known that since always. To just float down the river gives
one time to think; I often find myself thinking about what all
these boat people do, where do they go on the land and
what do they do there? Is it really all that wonderful?
Perhaps I should try it sometime and find out.
This clan does not gather into large communities as the
others do. Instead, the live a nomadic life traveling the river
systems in small family groups. As a whole the tribe seems
to prefer living in their gigantic turtle forms than in human
form.
Except for the occasional, accidental riverboat collisions,
they enjoy a peaceful life of traveling and swimming. Very
rarely will these people be provoked to violence, outside of
self-defense.
When transformed into animal form adjust the characters
stats as follows:
River Turtle Form
Strength ___________________________________ +20
Reflexes ____________________________________-10
Coordination _________________________________-10
Endurance__________________________________ +15
Judgment ___________________________________ +5
Natural weapon damage_________________________G
Special Abilities_______Aquatic, Shell: Protection Level 4
Movement _____ 30% Normal move, Swim 10 yd per turn
When transformed into hybrid animal form adjust the
characters stats as follows:
River Turtle Hybrid Form
Strength ___________________________________ +25
Reflexes _____________________________________-5
Coordination __________________________________-5
Endurance__________________________________ +15
Judgment ___________________________________ +5
Natural weapon damage_________________________G
Special Abilities_______Aquatic, Shell: Protection Level 3
Movement ______ 50% Normal move, Swim 8 yd per turn

Shape Changing
When a Gomakas changes into his animal form all of the
clothes and equipment he was carrying are discarded as he
takes on the size and shape of his animal self. The only
exception to this is special mystical clothing and armor
created with the purpose of shifting forms with a Gomakas.
Also, when in animal form, one cannot use weapons or
tools.
While in Hybrid form, one can use weapons and wear
armor as a man can. Natural weaponry may also be used.
Given that the character in question has the Assume Beast
Form skill and is not pressed for time, he may change
between man and beast without making any rolls.
Attempting to change under stressful conditions or trying to
assume hybrid form is much more difficult and thus
requires a skill roll vs. 50 for Beast form and 120 for Hybrid.
Changing costs 3 Mana for Beast form and an additional 1
Mana per turn for Hybrid. Returning to human form costs
nothing.
Situation Modifiers:
No Time Constraint ___________________________ -30
Change in less than five minutes ________________ +10
Change in less than one minute _________________ +20
Change in one round__________________________ +30
Attempting to change during Melee ______________ +50
While Clothed _______________________________ +10
While wearing Armor _________________________ +20
While bound/chained _________________________ +40
While Wounded______________________ +5 per wound

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The Elves

Today was the day he would learn something. The Elven
blooded explorer had learned a great many things in his
decades of adventuring, but today he would learn something
about himself. He had battled monsters and learned magics,
quested for artifacts and rescued royalty, but today he
would begin the greatest adventure of all; today he would
begin to learn firsthand about the other half of his people,
the Elves. His mother was an Elven stateswoman,
apparently of some repute, and he looked forward to her
visits every Spring and eagerly listened to her every word
about herself and her people, committing them all to
memory. One of the first things she had taught him, from
the earliest age, before he could remember, was that he
was not to enter the Elven Forest uninvited. He would grow,
and he would learn, and one day he would be invited, but
until then it was forbidden for him to enter, and if he did, he
might never be invited. He had lost a band of friends that
way, once long ago; they went in without him against his
protests and were never seen again. Today he would go in.
Today was his 100th birthday, and he was invited.
It is rumored that even the Gods themselves were young
when the first Elves emerged onto the world. As to their
origins, no one truly knows. Many legends have portrayed
them growing as flowers in an ancient forest. Others
describe them arriving in this world from a celestial forest,
in the heavens, in a great silver sky galleon.
Very little is known about their culture or ways as, since the
dawn of man, they have always kept to their secluded
forests. When humanity began its expansion into Jafone,
they found several traces of Elven ruins outside the known
Elven forest borders. It is assumed that at one time they
must have lived across the continent as humanity does
now. Why they have retreated to their forests is a mystery.
What is very well known is that the Elves do not tolerate
trespassers in the forests that they have claimed as their
own. Those who have chosen to ignore these warnings
have disappeared or come screaming in terror from the
forbidden woods with no memory of the past days.

Characters With the Elven Bloodline
While no human is allowed to enter into the Elven forests,
some humans have set up villages on the outskirts of them
in hopes that it would grant them protection form raiders
and monsters. In the communities that have respected the
Elves privacy, this hope has been realized.
Occasionally, a village on the outskirts of an Elven forest
will wake to find mysterious gifts of rare fruits and herbs in
their squares. Others will find their yearly festivals
serenaded by strange, unearthly beautiful music, but never
find its source. It is during these rare visits that Elven
admirers secretly court some young men and maids. And
from these fleeting moments of desire come those of both
Human and Elven parentage.
Though the human parent has fond memories of their lover,
they can never recall much detail of their beloved other than
a kiss here and there or the sound of their laughter. Sages
believe that this is a magical curse that preserves the veil of
secrecy behind which the Elves choose to dwell.
Those of Elven descent carry features of their inhuman
parent. Pointed ears or unnaturally bright eyes are often
present in these folk.

The Dwarves

The burly man tromped down the village road, smiling gaily
to himself, though it was for the most part hidden behind his
thick beard. The wandering smith had not been home for
nearly two years, and he was finding it very good to be
back, though he knew the call of the road would be pulling

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at his soul again before long. He returned the hails of
friendly neighbors who were surprised to see him again,
surprised but always glad to see his stout, hardworking
frame back in the community. He trailed one hand along the
low stone wall he had helped repair a few years back, and
gazed up at the proud bell in the tower of the village chapel,
whose replacement clapper he had proudly forged with his
grandfather years ago when the old wooden-shafted one
broke. The half-Dwarf smiled again as he thought of all the
things he had fixed, the people he helped, both here at
home and in the far off places he had wandered to and
seen, the people he had helped both with his skills and
training and with his stout body and educated mind, and
even those he helped with what was left of the gold that had
provided that education. He returned another wave as he
continued up the road, towards his grandfather's smithy,
where he could see the bellows smoke rising.
Reputedly born of the fiery will of the Mountain Spirits,
these solitary beings have dwelled in kingdoms under the
mountains since the dawn of time. As to their true origins,
none will speak.
The few who have dared to delve the deeps have reported
that the Dwarves live in vast underground-fortified cities of
unbelievable craftsmanship. Unlike many of the older races,
they tend to largely ignore those who have journeyed to
their hidden citadels; that is, until you touch their sacred
treasures.
Those who have learned some of the Dwarven language
and culture have noted that some young Dwarves often
leave the confines of the under-mountain to travel the world
of man for a period of years. This is known as the Ugula
which means, Over-wander. These wanderers are the one
that have seeded the basic understanding of Dwarven
technology to the few they deemed worthy to teach.

Characters With the Dwarven Bloodline
The Dwarves on their Ugula have been known to take
fancy to the young daughters of the highly skilled human
smiths they visit. Sometimes the daughter disappears for
weeks, only to come home bearing baskets of golden
treasure and a child in her womb.
As a Dwarven father always leaves a substantial dowry to
his lover and child, most Dwarven-sired children grow up
well provided for. Through the second hand teachings of
their mother and grandfather, they learn of their heritage
and nature. Dwarven-sired children are usually well received
by the communities they grow up in as they tend to be
quiet, respectful, and reserved outside of their homes.
A child of Dwarven blood tends to be quite short and stocky
with boys growing stubby beards as early as age 12.

The Trolls

Other patrons cringed as his roar of fury echoed in the
large taproom, tankard-mugs splintered and chairs smashed
apart as the poor giant flipped a table out of his way. The
tavern wench stayed on the opposite side of the room,
watching, making sure no one else would be foolish enough
to get involved. She knew the constable or at least the
village watch would already be on their way, but she was
afraid that if anyone else added to the trouble, her employer
wouldn't have much of a bar left to put back together,
authorities or no authorities. Marks where they were due,
however: the large man's friends had stood up, as well, but
were making no moves, other than to keep an eye on the
other patrons, and the one who looked like he might be a
priest seemed to be counting coin out of his purse. The
barkeeper sighed with relief at that, this group would pay for
any damage they caused, and their muscular companion
was taking care of one of his less-desirable regulars. The
fool couldn't keep his tongue in his head when he was in his
cups, and he was dense enough even when stone-sober to
ignore the warning looks the half-troll's wide gaze had given
him. Old Melfage was learning his lesson now, and certainly
would not be mocking anyone else's mother anytime soon.
Even after his pummeled mouth and face healed.
Surprisingly little is known about these xenophobic brutes
other than their preference for cold weather and privacy.
Those who have encountered them in a friendly mood
have described them as heavily muscled, thick boned
human-like beings with large expressive eyes and very little
hair. Most accounts have depicted them as standing at least
8 feet tall on average.
Their culture seems highly based on a complex set of
traditions and beliefs, one of which is to remain distant from
other races. This belief in particular has been the greatest
obstacle in learning more about the Trolls and their unique
culture.


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Characters With the Trollic Bloodline
Despite the isolationism of the Troll race, some amount of
cultural exchange has occurred between them and the few
humans that have had the perseverance to reach them.
After years of persistence, they earned the trust of the Troll
tribe they had been following and began communicating.
They learned that when two different tribes came upon one
another, there was an exchange of young people in
marriage to keep the two tribes from fighting. Once this was
discovered, the human diplomats realized the mistake they
had made and quickly found volunteers for marital
exchange. This is how the first of the Troll-blooded humans
were born.
Since that time, some of the Troll tribes have become
slightly less xenophobic towards accepting humans into
their tribes as mates in accordance with their ridged
traditions.
Most often, the human and their offspring eventually leave
the tribe before the child reaches maturity. This is due to the
human parent being unable to live under the stringent
traditional laws of the tribe. The Trolls take no offence from
this as they consider humans to be morally weaker than
themselves in general.
Children of Trollic blood tend to be larger and stronger than
most full-blooded humans and usually retain the large
expressive eyes of their Troll parent.

The Fey

One would almost think the circus had come to town. In a
way, it had, or at least if not the circus, famous entertainers
nonetheless. They called themselves the Pixie-kin, and
flaunted their Faerie heritage for the entire world to see, and
managed to earn a decent amount of coin while they were
at it. The four of them came dancing into town, one of them
only three feet tall, who danced a jig on the back of a giant
rabbit the size of a cow who was pulling their cart. The
incredible midget's musical voice rang out in song as they
danced; a lad with strangely greenish skin doing cartwheels
down the street, suddenly doubling in height as he reversed
direction and rejoined his companions in half the time.
Dancing above the heads of the crowd was a girl with
fluttering bright yellow and green butterfly wings, and a
smiling man with dazzling purple eyes and vibrant blue hair
played a pipe as he marched while the cat on his shoulder
sang the song's refrain in counterpoint. They were explorers
as well as entertainers, united in their wanderlust and
curiosity, bound by their common heritage and seeking out
new wonders to discover and share with the world in song.
Found in many of the secluded areas of Wyn Dmeres
wilderness, the Fey are the most friendly yet enigmatic of
the non-human races.
While most of them can take a human or human-like form,
their natural forms tend to be quite different from each
others. Some sages suggest that there may be as many as
100 unique subspecies within the Fey race, each with its
own magical abilities.
What is known is that they claim not to be from here. They
say that the world of Wyn Dmere is so similar to their own
world in some areas that they naturally overlap onto one
another, creating a gate of sorts. Since these areas are so
similar to each other, one can pass through these gates and
never know that they have left one world and entered
another. As such the Fey often ward these areas to prevent
any humans from wandering into the Fey realms. They do
this, they say, because the places beyond the ones similar
to Wyn Dmere are not safe for unwary travelers.
What else is known is that the Fey are a chaotic lot who
tend to meddle in the lives of others more than they ought
to. Many a small village has regretted drawing the attention
of the local Fey.

Characters With the Fairie Bloodline
If there is one defining characteristic of the entire Fey race it
is that they are supernaturally beautiful. This, combined
with their abilities to take human forms, has resulted in the
mixing of Human and Fey blood many times.
From birth, human children with Fairie blood display some
mark of their inhuman heritage. Unnatural eye or hair color
and pointed, rosy facial features are but a few common
signs of a childs link to the Fey.
A Fey-blooded childs reception by the community is based
on whether the local Fairie population has been helpful or
mischievous towards the community.


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The Dragons

Your life is both blessing and curse. You are blessed with
great abilities, surpassing those of other men with your
strength and speed, your mind and senses sharper, your
body tougher. You have another surprise or two as well,
abilities that prove useful in dealing with the rest of your life,
the accursed portion of it. You are hunted, by beings far
greater and more powerful than yourself, who have no
compassion and no regrets concerning their persecution of
yourself and others like you. The Dragons have no concern
for the destruction they cause hunting you and other
unfortunate souls like you, no compassion for the ordinary
people whose lives and livelihoods, homesteads and
possessions they destroy as they hunt you down like an
animal. They haven't the slightest care about destroying the
few friends you manage to make in their efforts to reach
you, those few souls who might even come close to
understanding you, the adventurers whose might combined
with yours might give you a struggling chance at survival.
You decide that your life is truly a curse every time one of
those friends dies attempting to aid you, while you live on.
These ominous creatures of vast power have intrigued and
terrorized humanity since its beginnings. Even now only the
greatest of sages knows more than a handful of facts about
these reptilian lords.
It is known that they dominate whatever secluded place they
call home. All other creatures in the vicinity live only by the
dragons grace. Luckily, there are very few dragons living on
Jafore.
Physically, dragons are tremendously large winged reptile-
like beasts with keen senses and a sharp wit. They vary
widely in coloration and preferred living habitat, but all seem
to suffer from avarice.

Characters With the Draconic Bloodline
As a result of a curse, Dragons found that they could not
reproduce on their own. Therefore, they found another
species that they could produce offspring through, Humans.
By the nature of the curse, the Dragons were rendered
neuter, but through magic could take the form of a male
human. In this way a dragon could father a child with a
human woman. Dragons sired this way remain in their
vulnerable human form for a 100 years or so before they
spontaneously transform into their true draconian form.
Due to a cruel law in draconian society, all "baby" dragons
are hunted by full adult dragons to ensure that only the
strongest are allowed to mature. As such, characters with
this Aspect will always be under the threat of draconian
attacks.

The Dmpeill

You are a creature of the night. You smile with bitter irony
at the thought of that label, whispered so often in taverns
and backrooms, usually with no idea of its double meaning.
Your smile falters as you recall the times you have been
called that with full knowledge of what the statement meant.
You certainly don't desire to be a "creature of the night".
You enjoy the day, the sunshine falling on your bitter face as
you gaze at the heavens, even if it does sting and burn a
little. But you fear you cannot help what you are, and turn
your lean face down and your stance back into the building's
shadow as your thoughts simultaneously turn darker. You
were born different, with an aptitude for skills and even
powers that make you suited to stealth and shadows. You
try to make the best use of these abilities you can, your
poor mother strove to instill such things in you before her
young death, but the call of the night, of the darkness, is
strong in your soul. You wonder if you could battle its hold
over you, somehow, but is there even hope for one such as
you? Enjoyer of the day or not, you do so much in the dark
already, and there is so much more you could do...

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Legends abound about these vile creatures of evil.
It is known that amongst the Undead those that are fully
awakened in power may choose to impregnate a human
maiden by pure dark will alone. While many of the cruelly
violated women never bring their babies to full term, it is the
few who do that give birth to that which is alive but bound to
undeath; a creature always being tempted to partake of the
potent dark nature within them. Never to be trusted, they
teeter constantly on the verge of unlife.
These vile beasts are often recruited by the dead to act as
minions and spies, due to their ability to move about
unhindered during the daylight hours.

Characters With the Dmpeill Bloodline
Perhaps the most feared and misunderstood race are the
poor wretches of the living dammed known as the Dmpeill.
As a precautionary measure, a curse is placed upon every
Dmpeill mother by the unholy sire to prevent her from
speaking of the childs true nature except to a blood relative.
A Dmpeill child will quickly manifest minute signs of its
undead sire as they grow. This often marks the child as evil
to the surrounding community even if their mother has
hidden the fathers true nature from them.
While it is true that a lingering temptation to tap into the
dark power within haunts a Dmpeills everyday life, one
can choose to fight this urge.
Many stifle this urge with the desire to hunt down the beast
that sired them. Others strike out to prove themselves
before the divine Council of Light in hopes of receiving
salvation from their unholy fate. And it is this fate that all
Dmpeill dread as they are damned to rise as the undead
upon their deaths.
Since a Dmpeill has a dark seed of undeath within them,
many will choose not to accept or trust them. Also, for
some reason known only to the gods, creatures of darkness
are often attracted by this seed of darkness; causing the
Dmpeills life to be wrought with troubles.

G GO OD DS S A AN ND D R RE EL LI IG GI IO ON N

The Divine Court
This court is the ruling body over all existence. It
represents the essence of good vs. evil, law vs. chaos, and
the neutral harmony that binds the mortal realm together.
The Divine Court is divided up into three factions: The
Council of Light, The Council of Neutrality, and The Council
of Darkness each of which is composed of many deities and
their vassals.
The Council of Light
This council is composed of the deities and entities that
most exercise their influence in the mortal realm for the
good of all mortals, even if it means upsetting the delicate
balance of the mortal realm.
The rulers of the council are:
Nyya, the goddess of healing and courage.
Lumm, the Brightmother, the goddess of the day.
Vurron, the god of honor, strength, and armsmanship.
Rann, the god of chance and grace
Dello, the goddess of peace, love, and beauty.

The Council of Neutrality
This council is by far more powerful than either of the other
two. Its deities focus their power on maintaining the balance
of the mortal universe.
The rulers of the council are:
Aaria, the goddess of flora and fauna.
Alloc, the god of commerce and trade.
Callastra, goddess of lore, Keeper of the Infinite Library.
Coss, the god of conflict and war
Evyrr, the goddess of death
Hallroff, the god of law and punishment
Orann, the god of matter, the Great Creator.
Orris, the Time Keeper, the god of cycles and seasons.

The Council of Darkness
This council is composed of the deities and demons that
most exercise their influence for their own gain, regardless
of upsetting the delicate balance of the mortal realm.

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The rulers of the council are:
Monntray, the Twisted god, god of suffering and hate.
Nosske, the Demon Lord of Illusion, god of deception.
Baruuki, the Demon Queen, the goddess of temptation.
Sekkra, the goddess of chaos, bloodlust, and destruction.
Oomna, the Darkmother, the goddess of the night and the
Mother of Monsters. Sister to Lumm
Imbrii, the god of cruelty, pain, and torture.

Faith and The Power of Prayer
Many claim to serve a deity or group of deities, but only
those who have faith will receive gifts or miracles from
them. The Base Faith stat is a general measure of how
likely a god is to respond when a character calls out for
help. The characters personality and actions will also play a
big role when a request goes to the GM for divine
intervention.
While anyone may call out for a miracle, those who have
the Prayer skill are more likely to be blessed. When a priest
or devout follower uses the Prayer skill to ask for a favor, he
rolls his Prayer skill vs. a Difficulty number set by the GM
after fully explaining his request and specific needs. If the
roll is successful, the GM then describes how the deity has
answered the prayer.
Players should keep in mind that most Priest characters will
have a Mystic Alliance with their deity to represent their
devotion. This also helps them with their Prayer skill rolls,
as most miracle requests will require rolls of over 120 to
succeed.

Calling For a Miracle
When the GM gets a prayer request, several factors will go
into defining the Difficulty number for the miracle:
Is the miracle within the deitys general sphere of
divine influence?
How often does this person call for miracles
compared to how often they are performing devout
acts of faith?
What other deities are indirectly or directly involved
with the current situation or the miracle requested?
Is the miracle a selfless or selfish request?
What is the level of need in the current situation?
Would the deitys cause benefit from the granting
of the miracle?

Deific Personas

The Council of Light


Nyya, Goddess of Healing and Courage
Devoted to the care of all living things, Nyya expends every
effort to heal and aid any sufferer she comes across, and
furthermore, spends most of her time seeking out those
who are wounded or disheartened and most in need of her
help.
Nyya is ranked squarely amongst the beneficial deities of
Light, for she does indeed aid any who are in need,
including injured and discouraged beings who are evil,
particularly when trying to inspire them to face their fears
about reforming, and including the injured amongst the
gods and their vassals. This tends to irritate the various
members of the Council of Darkness who would prefer to
see gods and mortals who are injured and intimidated stay
that way.
She is the goddess of calmness and serenity, a soothing
balm to those in turmoil, be it a disturbance of the flesh, in
the form of sickness or injury, a disturbance of the mind, in
the form of illness or depression, or a disturbance of the
spirit, in the form of doubt or trepidation.
Nyya's disciples can be found in every civilization, often
acting as the only source of medical aid available,
particularly in war-torn or besieged areas where morale is
low. The church of Nyya sends out healers wherever they
are needed, especially when requested by a government or
nobility, and every formal church or temple of Nyya is also a
hospice and sanctuary.
Her high priests say she is the warmest of beauties, her
compassionate eyes the radiant blue of a splendid summer
sky and her gentle touch more soothing than the softest
voice or even the endless rolling of the timeless surf. She is
rumored to be most present during the moments of dawn, a
bright hope for a newly arrived day, before the light grows to
an intensity that might hurt illness-sensitive or age-
weakened eyes.
Her followers proclaim her sacred plant to be the aloe leaf,
for its healing properties, and her associated element to be
pure water, the bringer of life. A body of water at dawn with
aloe growing by it is the most sacred of places to Nyyans.

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Associated Spheres of Influence: Serenity, Endurance,
Integrity, Inspiration, Birth, Rebirth, Hospitality, Loyalty,
Fortitude, Resolve, Prosperity, Purity, Cleansing, Devotion,
Motivation


Lumm, Goddess of the Day
Known as the Brightmother, Lumm is the goddess of the
daytime and light, both sunlight and torchlight, and even
most magical lights. Lumm shines the glories of her child
the sun upon the world daily, bringing joy to humanity and
those who worship her and fear to those who do not,
exposing their dark deeds. Needless to say, this troubles the
members of the Council of Darkness, who of course do not
want their plans and the actions of their worshippers
exposed.
Lumm is a figurehead of the Council of Light, a forthright
mother who defends and champions her children, and the
people who thrive in her Day. She is the patron deity of
monster-slayers and witch-hunters, who call upon her to aid
them in the smiting of their night bound enemies. She is the
goddess of brightness and illumination, revealing her glories
to all who honestly seek her and bringing to light all the
secrets of those who would oppose her or work against her
children.
Lumm's followers are found everywhere, as worshippers of
the sun and the day, of light itself, of the struggle against
darkness, and of revelation in any form. Her church is large,
active, and even militant, as it supplies the majority of the
witch-hunters and monster-slayers in the world, and seeks
to turn those who follow darker ways to Lumm's light, to
reform their actions and embrace honesty.
Lumm is said to be a graceful beauty, a heavenly matron of
blue eyes and blonde locks, whose face looks upon her
adoptive children with love. It is said she is most potent in
the summer, when the days are longest, and the most
receptive at noon, when night is at its furthest.
Her sacred plant is of course the sunflower, and her
associated element a steady burning flame, small and
round like the sun, her firstborn. Such a flame from a
candle of beeswax whose hive was raised on sunflowers is
considered to be the greatest of invocations by the followers
of Lumm.
Associated Spheres of Influence: Light, Illumination,
Sunshine, Weather, Revelation, Honesty, Truth, Growth,
Happiness, Fulfillment, Openness, Repentance,
Motherhood, Family, Generosity


Rann, God of Chance and Grace
Both whimsical and easy-going, Rann plays the role of fate
and supports living in the moment, rewarding those who
leave their fate to the casting of life's dice.
Although this would seem to be a neutral position, Rann is
actually a solid cornerstone of the Council of Light, working
to shape the fate of the world to the greatest good, rather
than leaving it alone to become the indifferently neutral
thing that life so often seems to be. In fact, when viewed
objectively, the hand of Rann can be seen in almost every
life, when it is taken into consideration the number of
terrible things that potentially could happen at any time, and
by chance, do not. It is this saving Grace that so often turns
the tide of life toward the good, and so often frustrates the
efforts of the Council of Darkness.
Rann is the god of luck, both good and bad, and is the
patron deity of all who live life on the edge of chaos,
entrusting their destinies to the odds, such as thieves,
rogues, swindlers and politicians, swords-for-hire,
mercenaries, and wandering minstrels and heroes.
Followers of Rann are everywhere, since nearly everyone
prays for good fortune a great deal of the time, and there
are also more devoted worshippers, who are known to
abandon all attempts at controlling their own lives and place
their fates squarely in Rann's hands, or who work as
diviners and oracles, attempting to determine what paths he
has decided a person's life will take.
Rann is said to be an eternally dashing youth, golden in
appearance and demeanor, and most invoked at sunset,
when the light is golden and odds are at their best, the
potential chances of night approaching before the time limit
of the day has yet expired.
A nebulous god who himself lives by chance, Rann is not
said to have a specific sacred plant, but instead uses any
simple blossoming flower, like a daisy, such as children use
in their prophecies of "they love me-they love me not." Nor
does the god of Chance have a clear associated element,
other than perhaps the wind, representing the endless wind
of change that blows through life, no one ever knowing
where next.
Associated Spheres of Influence: Fate, Luck, Timing,
Speed, Travel, Performance, Music, Mercy, Forgiveness,
Awareness, Bearing, Societal Position, Dexterity, Athletics,
Gambling, Prophecy


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Vurron, God of Honor, Strength, and Armsmanship
A fearsome, noble warrior who would die a thousand times
before he gave up his cause, Vurron is a god of battle; not
of warfare or conflict, but of defending the oppressed and
fighting for what is right and just.
Vurron fights with passionate outrage, to drive back those
who would prey on anyone weaker than themselves or
defeat those who would use force to take what is not theirs.
As such, Vurron is a shining member of the Council of
Light, even though his methods are violent. This generally
puts him at odds with the Council of Darkness, whose
methods and followers for the most part violate the rights of
the innocent.
He is the patron deity of every army raised for the defense
of a kingdom, land, or ideal, of every militia that fights to
uphold just law and defeat those who would ignore the law,
and of every man or woman who has ever raised fist or
weapon to defend, rather than destroy.
Most warriors consider themselves followers of Vurron,
though many have lost sight of a just cause and are actually
more aligned with Coss, or find some measure of delight in
conflict and follow Sekkra. On the other hand, every warrior
who knows he is fighting for something good, or can think
only of the innocents and innocence he has left behind, has
the full support of Vurron behind him.
Followers of Vurron can therefore be found everywhere,
especially wherever there is battle, but they are not always
those who profess to be followers of Vurron, nor necessarily
those who look or seem like they are on the surface.
Vurron is described as the classic image of tall, dark, and
handsome, with compelling eyes, eyes that are filled with
warmth and compassion for the innocents he fights for and
blazing with fury against those who would harm them.
The most common plants devoted to Vurron are husks of
corn or heads of wheat, something the farmers-turned
soldiers can remember their homes with. Vurron's
associated element is the flame from a blazing torch,
lighting warning beacons and the way to victory as it burns
with the righteous passion and outrage of the god of arms
and defense.
Associated Spheres of Influence: Defense, Respect,
Loyalty, Home, Family, Labor, Hunting, Forging, Weapons,
Tribute, Hope, Protection, Sacrifice, Righteousness, Fealty,
Devotion


Dello, Goddess of Love, Beauty, and Peace
The pinnacle of graciousness and acceptance, Dello desires
only to fill the world with beauty and peace, so that love
may be found everywhere, in everyone. Dello is one of the
most-praised members of the Council of Light, since the
entire world desires at least one of the aspects of peace,
beauty, and love in their life, if not all three. Most of the
Council of Darkness does not wish for these states of being
to exist, or only for their own benefit if they do, and as such
are against Dello's giving heart.
Dello is the embodiment of generosity, but as the goddess
of Peace she is also to be feared and respected, not simply
praised and worshipped for Love and Beauty. Dello's
disciples are well known for admonishing the violent and
attempting to encourage harmonious living and pacifism,
and it is also well known how quickly peace vanishes from
the lives of those who do not respect Dello's followers or
wishes. The adage, "Those who live by the sword, die by
the sword," is a favorite of Dello's priests, almost all of
whom take strict pacifistic vows.
The temples of Dello receive numerous offerings both great
and small from worshippers who desire to find peace or
love, or to find beauty in their lives. The church of Dello
does indeed preach pacifism, but also encourages great
forgiveness in the name of peace and love, her more devout
followers being always ready to forgive and forget, to help
the violent and unsatisfied find the peace they are looking
for, and through it to appreciate the beauty around them, to
find love.
The priests of Dello proclaim her to be the most divine of
beauties, her hair and eyes so radiant their color cannot be
known, her skin perfect and her smile more so, her
garments known to be a myriad of colors both flattering and
enticing at the same time.
According to the church of Dello, her sacred plant is the
olive tree, a branch of which is traditionally used to seal a
pact of peace. The dove is a sacred animal to Dello and
also used to symbolize peace; a dove in an olive tree or
with an olive twig in its beak is said to be a sure sign of her
blessing. Dello's associative element is the beautiful
rainbow, or a flawless piece of cut glass that can split the
sunlight into one.
Associated Spheres of Influence: Generosity,
Forgiveness, Tolerance, Friendship, Harmony,
Graciousness, Tranquility, Patience, Kindness, Gentleness,
Support, Appearance, Marriage, Joy


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The Council of Neutrality


Aaria, Goddess of Flora and Fauna
The guardian of Nature, Aaria is the patron deity of all living
things besides people. She is the stalwart protector,
defender, and champion of plants and animals, the voice of
attention and outrage for those who have none. Although
she is not a deity of battle, and therefore does not fight for
her children, both mortals and deities alike who have
crossed her or wronged her chosen ones have found Mother
Nature to be a force to be reckoned with.
The realms of Nature simply are independent of humanity to
exist, sometimes aided by people and sometimes damaged
by them, placing Aaria amongst the unbiased deities of the
Council of Neutrality. In fact, Aaria herself is quite biased,
towards her plants and animals, and is known to allow
those feelings to influence how she responds to mortals.
Those who live in harmony with nature, such as the
Gomakas, and those who work for nature's benefit as
opposed to their own, such as farmers, shepherds, and the
Elves, often find great blessings from Aaria, their every
need that could be met by Nature's hand filled above and
beyond their requirements and expectations.
She is the goddess of all plants, be they trees, shrubs,
grasses, crops, or flowers, and of all animals great and
small, birds, fish, insects, domestic or wild, anything that
lives and grows but is not a sentient race or a monster.
Aaria's followers are fewer than those of most of the other
deities, but they are often the most devout. Most of the
Gomakas naturally devote themselves to her, as do many
farmers and forest-dwellers, all those who do not take
nature for granted. Her churches and temples are few and
far between, but open to all who would learn how to grow
closer to nature and to respect life.
Of course all plants are sacred to Aaria, but offerings or
invocations are usually made with a perfect rose or wreath
of ivy and clover. Her associated element is simple wood,
often times carved into a small statue of a woodland
creature or other animal. Prayers for Aaria's intercession
are often made in the forest, leaving a carved wooden
animal with a single rose or inside an ivy wreath, often with
fresh grain or a salt lick for the animals that live there.
Associated Spheres of Influence: Nature, Growth,
Forests, Plains, Crops, Livestock, Birds, Fish, Insects,
Reptiles, Beasts, Trees, Vines, Bushes, Flowers, Grasses,
Grains, Roots, Fungi, Herbs


Alloc, God of Commerce
An entrepreneur of life, Alloc represents the endless cycle of
give and take, the flow of prosperity from one being to the
next.
Though he is the god of Commerce, Alloc does not reign
simply over the financial transactions of people, but over all
forms of supply and demand, regardless of humanity's rules
or civilizations, a position that places him amongst the
deities of the Council of Neutrality.
He is the patron deity of financiers and merchants, peddlers
and swindlers, hunters and farmers, and all who rely on
some form of consumption or use on the part of others to
make their living. Alloc is also indirectly in control of
drought and famine and even over game animals and
peace and war, though obviously not so much as Aaria and
Dello, but he has a measure of guidance over the way such
things influence the economy of the affected regions.
Alloc is the god of bargains and contracts, ever-ready to aid
someone in the striking of an agreement or the closing of a
deal, as well as the oft-prayed to champion of those who
are trying to find an escape from deals or agreements they
are bound up in that have turned sour.
Many are the followers of Alloc, found in all walks of life and
in every civilization, from the legislative officials and
treasurers of kings to the lowly peasant beggars and
swindlers on the streets.
The high priests of Alloc say he is a jovial, happy sort,
wishing well to all and ready to share his obvious wealth
and prosperity with anyone -provided they can come to an
agreement.
Alloc has no specific sacred plant; instead, his church
proclaims that any plant with a commercial value, a
tradable spice or profitable textile, a rare flower or any
prized crop may be used to appeal to the god of goods and
trade.
The associative element of the god of Commerce is
naturally gold, but those who wish for the divine intervention
of the god of wealth but have not enough of their own to
afford any gold may use silver or any other precious metal.
Donated offerings of coins to one of Alloc's churches or
temples are also said to carry great favor with the god of
prosperity.

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Associated Spheres of Influence: Trade, Contracts,
Bargains, Wealth, Supply, Demand, Service, Prosperity,
Barter, Legislature, Finances, Appraisal, Vows, Gems,
Jewelry, Precious Metals


Callastra, Goddess of Lore
Divine Keeper of the Infinite Library, Callastra is the
ultimate intellectual, the goddess of knowledge and all
things knowable. She visits this knowledge on all who would
seek it, so that said knowledge is not lost.
As the deity of information, Callastra is the goddess of not
only knowledge, but also of the discovery and application of
knowledge, in all its forms, in everything from music, to
mathematics, to invention, to education. Callastra has
followers everywhere, in every civilization, and even in the
unsettled terrains where hermits and recluses pursue their
own unique discoveries of lore. Indeed, there are many who
do not realize how thoroughly they rely on Callastra's
talents, or who take the information that they have access
to in their lives for granted, never realizing how important
the act of knowing is to them. Those who do see the impact
of lore upon the lives of man, and come to the awareness of
knowledge leading to power form the backbone of
Callastra's church.
Callastra's devout followers travel the world over,
committing themselves to learning other languages, so that
they might travel abroad and gain knowledge of foreign lore,
and to bring the knowledge they have grown up with to new
places and people.
Her church describes Callastra as an attractive woman of
reserved nature and appearance, her cool shell cracking
wide to reveal her warm delight in those who learn, and who
wish to bring learning to others. Her sacred plant is
naturally papyrus, but rather than holding a single element
as holy, Callastra values offerings of feathers that might
serve as quillpens, or quality ink from any source, treated
leather that might serve as the binding for a book, and other
such fine grade items that could be used for the
preservation, recording, and distribution of lore.
Associated Spheres of Influence: Facts, Knowledge,
Wisdom, Mathematics, Music, Invention, Education,
Training, Writing, Linguistics, Organization, Memory,
Discovery, Problem-Solving


Coss, God of Conflict and Battle
Simultaneously the consummate warrior and the supreme
debater, Coss is the god of everything from friendly
arguments to mindless warfare. He is the deity of conflict
and battle for their own sake, or at least as an unreasoned
response, as opposed to conflict for a purpose, whether
noble or wicked. Coss walks a fine line between defense
and aggression, seeking out those who fight for no other
purpose than the fight itself, and spurring them on to battle
ever more intensely, be it with weapons or with words, to
attain greater and greater glories.
Conflict by itself is neither good nor evil, nor even
necessarily detrimental and can, in fact, be beneficial,
making Coss a member of the Council of Neutrality. He is
the deity of most warriors and long-time soldiers, of people
who fight neither for defense or cause, nor for results of
death or destruction, but for themselves and the thrill of the
battle itself. Coss is also the patron of legal advisors and
debaters, unruly drunks, neighborhood busybodies, and
anyone else who routinely clashes with another person or
people, or uses arguments or disputes to make their way.
Being the god of conflict, Coss is often called upon by
people the world over, from rowdy taverners to wharf-front
ruffians and debtor pit gladiators, to competitive athletes, to
begrieved spouses, to vying courtiers.
Most warriors and hooligan fighters who battle for the rush it
provides them or simply because they know no other way
are well aware of their alignment with Coss, and are often
his devoted followers. However, there are many other
warriors and soldiers who believe themselves to be noble
followers of Vurron, and in fact are deluded concerning their
own honor and are in reality following Coss, whether they
realize the difference or not. There are also the sadly
deluded thugs and ruffians who believe their warlike ways
make them disciples of Sekkra, when in fact they have
never experienced or witnessed the harsh realities of true
war.
Coss' church ranges from pure warriors who wish only to be
the greatest fighters they can be to pillaging gangs who give
no thought to any other way, and the spectrum of
combatants in between. Both the warriors and the advocate
debaters describe Coss as a tall soldier, dark of features
and pale of skin, with something hidden behind his eyes, be
it knowledge or lust for glory. It is said Coss considers the

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grass of any battlefield to be his devoted plant, and his
associative element is sharpened steel.
Associated Spheres of Influence: Fighting, Arguing,
Debate, Contests, Competition, Victory, Sportsmanship,
Sport-Hunting, Aggression, Dueling, Weapons, Strategy,
Tactics, Adrenaline


Evyrr, Goddess of Death
Feared by most and held in awe by nearly all, Evyrr is the
goddess of death, transition, cessation, and change.
Although rarely worshipped or prayed to, Evyrr is the one
deity that every mortal can be sure of falling under the
domain of at least once, for it is she who provides the
escort of deceased souls to their judgment and final
residence, be it a place of rest and peace or of torture and
torment. Evyrr herself seeks out those souls who are in the
extremes of judgment, those who are most in need of their
cases being pleaded before Halroff, the Judge of the Dead,
or who have proven themselves worthy to a deity beyond
any question, bringing them to that deity's Divine Plane
directly.
Death is one of the most neutral of the aspects of existence,
for all things die and pass away, so Evyrr presides on the
Council of Neutrality. Despite being worshipped by few,
Evyrr is still the deity of physicians and undertakers, of
butchers and farmers who raise animals for slaughter, and
of any village priest or other authority who must report a
death to the next of kin or survivors. She is also prayed to
by most warriors and soldiers at least once, when they have
seen battle and war enough to realize their own mortality
and attempt to come to terms with it. Evyrr is of course
often prayed to by those who are about to die, or fear that
they might, and by the friends, family, and servants of those
who linger in ailment, begging her to spare them.
Evyrr's church is one of the smallest of all the gods, and
does not make up for its size in its devotion the way Aaria's
does. It is instead made up in large part by those who fear
death because they cannot accept it or do not understand it,
and hope to somehow change their fate or reassure
themselves of it by worshipping what they see as its end.
This division has led to some of Evyrr's church describing
her as a dark specter to be feared, and some as a
welcoming messenger come to reassure the dead of their
continuing on. Her churches do agree that her sacred plant
is the white lily, and her associative element ice,
representing the termination of life-giving water as it is
frozen solid, and the transition of life to death as it melts
away to nothing.
Associated Spheres of Influence: Growth, Aging, Illness,
Mortality, Sleep, Dreams, Loss, Parting, Transition,
Termination, Grief, Reassurance, Finality, Relief, Decay,
Deterioration, the Afterlife


Halroff, God of Law and Punishment
The champion of those wronged by others and of the
authorities that would see justice done, Halroff is the
ultimate judge, an impartial, implacable magistrate with
jurisdiction over all of creation. The god of both decrees and
ordinances and of penalties and discipline, Halroff pursues
and punishes those who show no respect for authority, or
believe themselves to be above the law. Halroff does not
persecute the guilty in the name of vengeance or honor, but
as a truly nonpartisan judge he determines what a person
has done wrong, and punishes them accordingly.
Being completely impartial, caring neither how nor why a
law has been broken, but only to what degree, Halroff is a
key member of the Council of Neutrality. He is the god of
magistrates, watchmen, judges, militia, generals and
military officers, wardens, rulers, parents, and anyone who
must regulate or correct the actions of others. Halroff does
not hold to any one particular set of laws or ideals, and
indeed what is sacrosanct law in one area is sometimes
anarchic blasphemy in another. Instead, Halroff judges
individuals by what they know the law to be, placing the
mad, the senile, and the ignorance of youth outside his
judgment, but placing all others beneath his watchful eye.
Halroff is also the Judge of the Dead, evaluating the souls
of the deceased and deciding where they will spend their
afterlife.
Since he is known as a completely fair but also completely
comprehensive judge, Halroff is well feared, because his
judgments are completely fair and just, leaving no room for
circumstance or grace. The church of Halroff is highly
respected out of fear, as well, for its members are traveling
judges, open to be employed by any who feel they have a
case against another. Those who feel that their cases will
not be given fair hearing in their own courts often call upon
the Judges of Halroff, or that the person or group they have
a grievance against is too well-protected in some fashion for
the local law to touch them. On the other hand, the accused
party has just as much right to call a Judge of Halroff in
against the offended party, for the priests of Halroff are just
as neutral as their god, and willing to serve anyone to see
the guilty punished. The judgments laid down by a priest of
Halroff are considered inviolate, for none would wish to face
the wrath of Halroff if one of the edicts of his chosen priests
were to be not obeyed.

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Halroff's church does not proclaim their god to have a
sacred plant or animal, nor any associated element.
Instead, the god of justice is most moved by offerings and
invocations that involve evidence of the crime the supplicant
wishes to see punished, be it the former container of stolen
property or possessions of a loved one who has been hurt
or taken. There is some rumor that cold iron may be used
as a devotional element to Halroff, for all of Halroff's priests'
accessories are wrought of iron, signifying the cold,
impartial stance of the law and its judges.
Associated Spheres of Influence: Decrees, Judgment,
Justice, Ordinances, Oaths, Vows, Truth, Discipline,
Pursuit, Persecution, Guilt, Innocence, Confession,
Imprisonment, Arbitration


Orann, God of Matter
Known as the Great Creator, Orann is the god of all things
solid, and indeed of all inanimate matter. Orann is believed
to have given all solid things their shapes, to have given
liquid its freedom of shape, and air its freedom of form.
Continuing to shape the world as it grows and evolves,
Orann directs the flow of rivers and the flowing shapes of
passing clouds, inspires sculptors and artists with new
forms to craft and makes sure that matter retains the forms
it is meant to have.
Orann devotes all of his time and effort to matter and its
shaping, caring not a whit for the people, gods, or monsters
that might make some form of use out of it, making him a
member of the Council of Neutrality. He is the god of artists,
craftsmen, miners, masons, laborers, blacksmiths, and
anyone who relies on any non-living thing in and of itself to
make their way in life. Being the god of all materials and
mediums, Orann actually serves as the patron deity to an
immense number of people. Orann himself seems to favor
sculptors and craftsmen, those who use solid matter to
create, just as he does. Such artists are known to pray often
to the Great Creator for inspiration, and most members of
Orann's church have an expressive or creative aspect to
their personalities, particularly the higher-ranked priests and
adepts.
The church of Orann has members and followers all over
the known world because of their god's appeal towards art,
but does not have the large numbers of followers that some
of the other churches do. Most of the temples and churches
of Orann act as artistic training guilds, especially in
sculpting, and many of society's honored artisans are
devout followers of Orann and command prestige in his
church, as well. In fact, quite a few of the secluded hermits
who pursue the perfect form of rock in the desert wastes to
carve their creative vision out of are actually devout priests
of Orann, seeking to guide new followers to their god
through the epitome of their artistic achievements.
Orann's disciples describe him as a powerful, seemingly
gruff figure, who in fact reveals all his warmth in the joy of
his creations and the enjoyment and purpose of their forms.
His church proclaims his sacred plant to be the lichen, the
only plant that grows from solid rock, which is of course
Orann's associated element. Beautiful and unusual rocks
are often used as offerings to request a mystical physical
object or creation from Orann or his church, as well as the
standard donations of coin, which makes Orann's church
one of the most financially powerful, even though smaller in
size.
Associated Spheres of Influence: Rocks, Earth, Clay,
Sculpture, Art, Water, Engineering, Architecture, Smithing,
Forging, Carving, Craftsmanship, Design, Mining, Metal,
Ores, Crystals


Orris, God of Cycles and Seasons
Labeled the TimeKeeper, Orris is the god of all forms and
shapes of time: past, present, and future. He is believed to
have ordained the time span of all things, the times of their
creation and destruction, and their existence in-between.
Orris continues to guide the passage of time as the world
ages and evolves, directing the tides and the rotation of the
planet, maintaining the flow of one season into the next,
and ensuring all things rise and fall at their appointed times.
Orris devotes his efforts to maintaining the proper passage
of time, unconcerned by how this might affect the people,
gods, or monsters who might be relying on something he
changes, making him a member of the Council of
Neutrality. He is the god of watchmen, laborers, foremen,
farmers, shipping merchants, and anyone who relies on the
passage of time or the changes it brings to make their way
in life. Since all arrivals and departures of any nature rely
on him, Orris actually serves as the patron deity to
multitudes of people. Orris himself seems to favor farmers
and seafarers, those who rely on the passage of time
directly, rather than simple timeliness in and of itself. Such
workers are known to pray to the TimeKeeper often for a
share of his patience, while many of the more devout
members of Orris's church have learned to command
patience in themselves and others to great effect, especially
the high priests and grand monks.
Churches of Orris have members and can be found all over
the known world since all people fall under the constraints
of time, but the TimeKeeper does not have as large a
number of followers as some of the other deities do. The
churches and temples of Orris are centers of meditation and
development, particularly of patience, and many of the

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honored peacemakers and forbearing rulers of Jafone are
either followers of Orris or have spent time learning
patience and self-discipline in one of his temples. In fact,
many of the greatest philosophers and ambassadors
throughout the history of Jafone were dedicated disciples of
Orris, using his patience to achieve their goals.
Orris' followers say he is a stern, powerful figure, formidable
in his concentration and as irresistible in his efforts as time
itself. His sacred plant is declared by his church to be the fir
tree, evergreen and thriving in all seasons, representing the
endless presence of time. Of course Orris's associated
element is fine sand, which might be used in an hourglass.
Beautiful or exceptional hourglasses or sundials are often
used as offerings donated to Orris' church for great
invocations, usually by the rich who hope to extend the
seasons and cycle of their lives.
Associated Spheres of Influence: Time, Maturity,
Beginnings, Endings, Rebirth, Renewal, Growth, Timing,
Erosion, Evolution, Ascension, Passing, Age, Spring,
Summer, Autumn, Winter

The Council of Darkness


Monntray, God of Suffering and Hate
Being at least as ugly in his heart and character as he is in
physical form, Monntray is known by all as the Twisted, the
Twisted God, or the Twisted One. He is acknowledged to be
the patron deity of the rage-filled, mutated monsters known
as the Traykin, and is followed devoutly by them. In reality,
Monntray is the patron deity of all who hate without cause,
who have given in to their hatred, or to their self-pity in the
face of their suffering.
Monntray seeks to make the entire world suffer, to feel the
burning pain of his hatred, and is only too delighted to help
any supplicant who entreats him for suffering to befall their
most hated foe or enemies. Of course, such a heinous act
aligns the advocate with Monntray, making them one of his
followers or possibly even one of his monstrous minions.
The Twisted God has been known to vent his fury upon his
own followers who displease him, especially those who
attempt to adhere to his paths only briefly (to see their
enemy in misery, and then return to their previous ways)
making them suffer in whatever fashion his hate-twisted
mind can conceive of.
True disciples of Monntray are fortunately few, but they
seek ever to convert those who harbor hatred in their hearts
or who despair in their suffering to join them in the following
of the Twisted One, hoping to consume something in their
hatred, be it the world or themselves, and to make the world
suffer as they do. As horrendous as this may seem, it is all
too easily accomplished, for people by and large are often
tempted to give in to the difficulties of life, and the silver
tongues of Monntray's priests are always prepared to tell
the despairing what they do not want to hear. Those who do
give in to their dark passions find it forever difficult to
escape from them, especially without receiving worse than
what they already were from the god of Suffering.
The church of Monntray has depicted him in any number of
grotesque and hideous forms, each more vile than the last.
The only conformity amongst his proclaimed images is the
same as that amongst his monstrous followers: sheer
ugliness. The Traykin are known to be of any size, shape,
and number of hideous appendages; their ruler is believed
to be as horrendous in humanoid appearance as all of his
minions combined together. Monntray's priests believe that
any plant may be used to gain the attention of The Twisted,
so long as it is withered or twisted in its own appearance.
Burned wood is said to be the associated element of the
god of Suffering, particularly if it was carved into a pleasing
image before its appearance was twisted by the fire.
Alternatively, a shattered mirror is also said to be a great
invocation of the god of Hate.
Associated Spheres of Influence: Rage, Anger, Fury,
Pride, Vanity, Malice, Contempt, Loathing, Discrimination,
Bigotry, Misery, Conceit, Ire, Perversion, Deformity,
Anguish, Depression


Nosske, Demon Lord of Deception
A liar in all things who tells the truth no more often than he
reveals his true face, Nosske commands legions of infernal
immortal followers and is truly the Demon Lord of
Deception. He is accepted by the mortal world to be the
ruler of demons, and even by most of the infernal and
celestial beings, as well, or so it is said. Nosske is the
patron deity of malicious cons and swindlers, charlatans,
spies, traitors, and any who rely on deceit to succeed in
their endeavors.
Nosske sees the world and all in it as his playthings, and
enjoys endlessly fooling them and turning them about,
manipulating them through his lies to gain the effect he
desires, to make them complete his work for him, or simply
perform at his whim. Those who willingly aid Nosske in his
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reward from the lord of infernals is as much a lie as
anything else he says. Nosske is known to tell his followers
and even others what they want to hear, but always
manages to turn around the true meaning of his words to
leave his victims with either nothing or exactly what they did
not want.
There are only some few human followers of Nosske on
Jafone, and most keep their alliance with the Demon Lord a
carefully guarded secret. These high priests of Nosske twist
the truth and lie their way into positions where they can take
what they need to serve their master, be it material goods
for his church, followers for his power base, or key objects
to confound or defeat his foes. Nosske's disciples practice
their lord's art of lying, being sure to manipulate events and
beliefs to their liking or to suit the needs of their church or
temple's latest diabolical plan.
The lord of infernals is believed to be a shape-shifter,
capable of appearing as anyone or anything he desires or
needs to convince his latest victim of some falsehood.
Nosske's church always portrays him as a face in shadow,
usually horned, or a body in silhouette, usually monstrous,
only his devil-red eyes always to be seen. His demon
minions are believed to be of any monstrous size and
shape, strength, and abilities, and to be capable of
possessing everything from people to animals to everyday
objects. Nosske's black church declares its official plant to
be any of the hallucinogenic fungi, and the associated
element of their infernal god to be necromantic darkfire.
Associated Spheres of Influence: Lies, Illusions, Trickery,
Manipulation, Confusion, Fantasy, Disorder, Bewilderment,
Hallucination, Perjury, Misrepresentation, Beguilement,
Exploitation

Baruuki, Infernal Lady of Temptation
The demonic personification of every dark urge, Baruuki is
the Demon Queen of desire, the goddess of Temptation.
Believed to have nearly as many demonic minions as her
male counterpart, Nosske, she is also said to command the
unseen, disembodied spirits of the darkest emotional states,
unleashing them upon her victims to corrupt their minds
and characters to the point of giving in to her temptations.
Known as the demon goddess of all who seduce or
persuade others into giving in to their desires, Baruuki is the
patron deity of manipulative cons, rogues, hate-mongers,
drug-pushers, liquor dealers, prostitutes, and comfort-
peddling swindlers.
Baruuki is a thrill-seeker dealing in people's souls; she lives
for the rush of corrupting others into giving in to the dark
sides of their natures. Well-known for relishing every dark
act and lavishing her attentions on those who pursue them,
Baruuki's will is said to be present at every orgiastic revelry,
every alcoholic or narcotic binge, and every mob action of
malicious intentions. Those who pursue darkness in
Baruuki's name are said to be lifted by their goddess to
greater heights of passion, or perhaps more accurately,
lowered to greater depths of depravity.
The church of Baruuki is small and less than organized, but
operates with a terrifying efficiency despite these
drawbacks, for its every member is united in devotion to
hedonism and their Demon Queen. The Infernal Lady's high
priests and missionary acolytes are socialites and solicitors
of the highest caliber, talking and seducing their targets into
whatever position they require to make use of them or the
goods or services they may have access to. Every true
disciple of Baruuki knows how to pick up on and manipulate
the hidden desires of those they encounter to get the
response they want from them, be it acquiescence, guilty
avoidance, or unthinking rage.
Said to be capable of appearing to any mortal in any form
required to tempt them, the Demon Queen is portrayed by
her church to be a dark form, sensuous and monstrous at
the same time, most oftentimes voluptuous and scaled. The
demon minions of the Infernal Lady are said to be similar to
those of Nosske the Demon Lord, varied in size and
appearance, capable of many feats of power and of
possessing all manner of objects and beings. Her servant
specters are even more feared, whispered to be
independent of physical hosts to manifest their ill will on the
mortal plane, instead goading whomever they choose to act
in aggression and abandonment of morals. Baruuki's
followers say her sacred blossom is the rare black rose, and
proclaim her associated element to be silk, particularly
silken sheets or seductive silken garments used in her
name.
Associated Spheres of Influence: Enticement, Allure,
Seduction, Desire, Manipulation, Gluttony, Lust, Corruption,
Debauchery, Libido, Greed, Compulsion, Selfishness,
Addiction, Depravity, Vice

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Sekkra, Goddess of Chaos, Bloodlust, and Destruction
A fearsome force of fury and warfare, Sekkra is the goddess
of unthinking rage and destructive violence. She is the
epitome of the bloodthirsty killer, the pyromaniacal vandal,
and the havoc-wreaking anarchist. The goddess of warriors
and combatants who find their joy not in the battle itself, but
in the bloodshed and destruction it causes, Sekkra is
therefore the patron deity of murderers, savages, despots,
pillagers, pirates, street gangs, dishonorable warriors,
destructive vandals, and criminal elements of disorder.
Sekkra lives for the joy of violence, finding the greatest rush
in the chaotic actions of mortals who have driven
themselves to the point of berserk destruction in the heights
of their bloodlust. Bloody battles are always a site of
interest to Sekkra, but also any domestic act of violence, be
it familial abuse or hate crimes, any act of demolition or
bloodshed appeals to her. The Debtor's Pits throughout
Jafone are practically cults of Sekkra, and she is said to
spend much time amongst them in mortal form, cheering on
the most savage fighters, those who enjoy the lifestyle and
have no wish to escape their debts, finding Sekkra's world
more comfortable.
The organized church of Sekkra is one of the largest of the
Council of Darkness, being comprised mostly of humans
who understand their alignment with the dark goddess of
Destruction. Her churches operate both in the open,
proclaiming her glories and rallying the violent and savage
to their goddess' cause, and also in secret, sowing seeds of
discontent and disorder, greasing the political wheels where
necessary to start a violent war, or throwing monkey
wrenches into them when the church's needs call for chaos.
Sekkra is said to be chaotically dichotomous in appearance,
both petite in frame and of daunting stature on the
battlefield, her blood lusting feverish pallor in stark contrast
to the lively luster of her dark, chaotic tresses. The Queen
of the Pits has been proclaimed to perpetually wear the
spiked and bladed full body armor of the Debtor's Pits,
blood flowing as freely from its edges as it does from
Sekkra's eyes, crying tears of blood as she grins in the
feverish delight of chaotic battle and destruction. Her church
says that Sekkra holds any plant that has survived a battle
or any other act of destruction as sacred, obviously set
aside by their goddess since it survived the chaos. To then
burn or spatter with blood such a plant is considered an
invocation of the war goddess, and her associated element
is either a corroded steel blade, or polluted water, either
then tainted with fresh blood.
Associated Spheres of Influence: Anarchy, Disorder,
Frenzy, Murder, Insanity, Obliteration, Vandalism,
Demolition, Havoc, Massacre, Pillage, Plunder, Rebellion,
Vengeance, Oppression


Oomna, Goddess of the Night
Known as the Darkmother and the Mother of Monsters,
Oomna is the goddess of nighttime and the dark, of secrecy
and silence. Oomna relishes all her children of the night,
and appointed her firstborn, the moon, to watch over her
other nocturnal children as her first creation. Called the
Mother of Monsters because she is said to have either
created directly or have had a hand in the creation of most
of the monstrous mortal creatures on Jafone, Oomna
supports all her children and wishes to hide them in her
darkness, letting them run free to do as they monstrously
will. Needless to say, this troubles the members of the
Council of Light, who of course do not want the plans and
actions of the Council of Darkness so well-hidden, nor their
own worshippers devoured by Oomna's children.
Oomna is a figurehead of the Council of Darkness,
representing half the world's existence as the deity of Night,
just as her twin opposite Lumm does for the Day on the
Council of Light. She is the patron deity of burglars and
conspirators, spies and stargazers, of all who rely on the
night or the cover of darkness for their work. She is the
goddess of darkness and concealment, revealing the
mysteries of the night to all who honestly seek her and the
enveloping secrecy of darkness to all who have something
to hide.
The followers of Oomna are found everywhere, as
worshippers of the moon and the night, of the dark itself,
and of concealment in any form. Her church is fairly large
and active, and all the more so if her monstrous children
are considered to be part of her worshippers, as her high
priests claim. The temples of Oomna are isolated
sanctuaries of asylum, where any may come for refuge to
keep their secrets with no fear of any questions being
asked, so long as they ask no questions of their own and

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are prepared to do whatever is asked of them to pay their
way for staying.
Oomna is said to be a chilling beauty, a celestial matron of
indigo-midnight eyes and raven-black locks, whose adoring
face gazes upon her children with gushing support and love.
It is said she is most potent in winter, when the nights are
longest, and the most receptive at midnight, when the lights
of dusk and dawn are at their furthest. Her sacred plant is
the pearlescent Matriarch's Blossom, a small flower that
blooms only at night, its delicate petals staying concealed
from the sun's rays in their buds during the day. The
associated element of the Darkmother is simple darkness,
the most heartfelt prayers of her disciples offered without
any light at all, or alternatively silver, particularly if crafted
into the shape of the full or crescent moon.
Associated Spheres of Influence: Darkness,
Concealment, Starlight, Weather, Silence, Gratification,
Secrecy, Indulgence, Perfection, Pampering, Motherhood,
Obsession, Creation, Family


Imbrii, God of Cruelty, Pain, and Torture
The ultimate sadist, Imrii's only goal is to cause woe in
whatever forms conceivable, and to explore the world of
misery in its every aspect, discovering every possible way
he can to cause torturous pain and cruel suffering in any
and every being he manages to encounter. Imbrii is a cold,
calculating monster, intelligent and self-controlled, the
patron deity of torturers, interrogators, abusers of power,
and, of course, sadists and masochists.
Imbrii seeks to cause the most pain possible, through
torture or cruelty, or preferably both, in every target
possible. The god of Pain appreciates pain in all its myriad
forms, be it pain of the flesh and body through torture,
injury, or sickness, or pain of the spirit, through broken
hearts and dashed dreams, bitter and unrequited love, and
isolation and despair. Imbrii patiently plans and lays in wait
for the souls he can lead to suffering, working within the
patterns weaved by the other deities to meet his own ends,
capitalizing especially on the painful results of the actions of
the other members of the Council of Darkness.
The church of Imbrii is small and closely guarded, and all
the more filled with devoted zealots because of it. Those
who find a hidden church or temple of Imbrii and claim to
wish to be a part of it are slowly initiated, through much
physical pain and torture, only to take up the brands and
spikes themselves when they have passed and are
admitted. Imbrii's churches are often contacted by the less
scrupulous of authorities to aid them in the extraction of
information or even confessions from prisoners, a task
which the disciples of Imbrii are only too eager to apply their
skills to, some members even holding permanent positions
in official bodies of government.
Imbri is described by his supporters as an unassuming
young man, pale of skin and dark of hair, and even darker
of eyes and attire. He is said to be cold and reserved, with
only the faintest hint of an ironic smirk at one corner of his
blood-red or jet-black lips, a smile reserved for the ironies of
mortals attempting to enjoy life when his presence is there
only to show them its pain. The sacred plant of the god of
Cruelty and Torture is said to be deadly nightshade, and his
associated element to be burning coals, particularly if they
have already been used in acts of torture.
Associated Spheres of Influence: Sadism, Masochism,
Agony, Distress, Torment, Anguish, Brutality, Despair,
Affliction, Viciousness, Desperation, Burning, Piercing,
Slicing, Freezing, Bludgeoning

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T TH HE E W WA AY YS S O OF F M MA AG GI IC C

The Mana Pool and Mana Recovery
In theory, even the most mundane person has a Mana pool.
It is the reservoir of pure magical energy that each person
has inside them. When this reservoir is tapped, it slowly
refills by absorbing and filtering the magical energies from
the environment.
A Characters Mana pool is equal to their Mana Attunement
or Mana Gathering skill rating (whichever is greater). Once
points are expended, they are recovered at the following
rates:
Will Power / 2 per hour of complete rest
Will Power / 4 per hour of interrupted rest / Meditation
Will Power / 8 per hour of light activity
Will Power / 16 per hour of heavy activity
Will Power / 32 per hour of extreme activity

Casting Spells
Casting a spell requires both a spell skill check and Mana
energy expenditure. The attribute base for spells is
(Emp/Wil/Mem) and the rating is calculated the same as a
skill (see skill section for more details).
Once a person has spent the required number of turns
casting, they must expend a number of Mana points equal
to the base skill point cost of the spell minus 10% of their
current skill rating with the spell. All positive and negative
modifiers are considered into the casters current skill
rating. A spells Mana cost can never be lowered below 5
points.
Spell base skill cost 10% current spell rating (Rq)
= total Mana expenditure.
Example: Boris the sorcerer is using his Elemental Bolt spell.
The base skill cost of the spell is 25 and his current spell
rating in Elemental Bolt is 89. The total cost for using this
spell is 25 9 = 16 Mana points.
Later that day, Boris uses Elemental Bolt again but, this time
he is suffering from four wounds! The base skill cost of the
spell is still 25 but his current spell rating in Elemental Bolt is
now 49 (89 40 due to wounds). The total cost for using
this spell now is 25 5 = 20 Mana points
Casting Time
Unless otherwise stated the casting time of a spell is at
least one turn. The caster may choose to increase the
casting time to help offset a high difficulty penalty. The
maximum time a caster can extend the casting time of a
spell is a number of turns equal to his Mana Attunement
stat. Note that in the case of a ritual spell the casting time is
measured in hours, not turns.
To determine the bonus for extending the base casting time,
see the table below:
Table 32: Casting Time Bonuses
Extra Time Bonus Total Spell
Spent per Turn Rating Bonus
+1 turn +10 +10
+2 turns +9 +19
+3 turns +9 +28
+4 turns +8 +36
+5 turns +8 +44
+6 turns +7 +51
+7 turns +7 +58
+8 turns +6 +64
+9 turns +6 +70
+10 turns +5 +75
+11 turns +5 +80
+12 turns +4 +84
+13 turns +4 +88
+14 turns +3 +91
+15 turns +3 +94
+16 turns +2 +96
+17 turns +2 +98
+18 turns +1 +99
+19 turns +1 +100
+20 turns + +0 +100

Spell Durations and Ranges
Unless otherwise stated a spells duration is equal to the
casters Will Power in turns. Also, The range of a spell,

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unless otherwise indicated, is 100 yards plus the casters
Willpower in yards.

Spell Foci
It is assumed that whenever a character is casting a spell it
requires only hand gestures and a few spoken words. This
is not always the case, as a mage can choose to take
further restrictions upon himself to ease the burden of
spellcasting. By taking Spell Foci on a specific spell, a
character can lower the purchase and advancement costs
of the spell. A spell can never be lowered below a cost of
(5/1). A spell learned with foci must list the Foci
abbreviations next to the spells name.
Example: Elemental Bolt (GF: wand)(SI: scroll)(15/3)
Note that if a spellcaster does not have the proper Foci for
his spell, he CANNOT cast it.

General Focus (GF) A spell with this Foci can only be
performed when the caster has in use an object type
defined when the spell was learned. Possible object types
are: Wands, Staves, Musical Instruments, Books, etc. This
Foci lowers the purchase cost and advancement costs of
the spell by (-5/-1).
Specific Focus (SF) A spell with this Foci can only be
performed when the caster has in use a very specific object
defined when the spell was learned. Possible object are: a
personal wand or staff, a particular book, the family sword,
etc. If the specific object is lost or destroyed, the caster
must choose a new item and pay the purchase cost of the
spell in skill points to attune it to the spell. This Foci lowers
the purchase cost and advancement costs of the spell by (-
10/-2).
Spell Ingredient (SI) To perform a spell with this Foci, the
caster must have expendable components of a nature
defined when the spell was learned. Possible components
are: Candles, Herbs, Crystals, Scrolls, Dried Animal Parts,
etc. This Foci lowers the purchase cost and advancement
costs of the spell by
(-5/-1).
Ritual Casting (RC) This Foci converts the minimum
casting time of a spell from a matter of turns to an equal
number of hours. This Foci lowers the cost purchase and
advancement costs of the spell by
(-10/-2).

If a caster desires, he many adjust a spell so that it no
longer requires a gesture or vocal action to cast.
No Gesture (NG) This Foci allows the caster to cast a
spell without making any movement but a slight nod, wink
or twitch. This Foci raises the purchase cost and
advancement costs of the spell by (+5/+1)*.
No Vocal (NV) This Foci allows the caster to cast a spell
without making any sound but a slight grunt, sigh or
chuckle. This Foci raises the purchase cost and
advancement costs of the spell by (+5/+1)*.
* Note that if both No Gesture and No Vocal are taken on
the same spell, the cost of the spell is increased by (+15/+3)
due to the difficulty.

Spell Lists
Combat Sorcery
Elemental
Elemental Palm________________________ (20/4)
Elemental Bolt _________________________ (25/5)
Elemental Blast ________________________ (25/5)
Elemental Shield _______________________ (20/4)
Elemental Wall ________________________ (25/5)

Warcraft
Tireless March_________________________ (20/4)
Compelling Rally_______________________ (25/5)
Inspire Unity __________________________ (20/4)
Generate Focus________________________ (30/6)

Psychic Combat
Emotion Touch ________________________ (20/4)
Emotion Wave_________________________ (25/5)
Emotion Shield ________________________ (25/5)
Mind Rend____________________________ (30/6)
Dominate Mind ________________________ (30/6)

Distortion
Time
Stasis Field ___________________________ (30/6)
Evoke Longevity _______________________ (30/6)
Shift Time Stream______________________ (30/6)
Chronoport ___________________________ (40/8)

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Space
Teleport ______________________________ (25/5)
Long foot/Short Mile ____________________ (25/5)

Matter
Shatter ______________________________ (20/4)
Shape _______________________________ (20/4)
Join _________________________________ (20/4)

Divination
Past
Object Reading________________________ (20/4)
Last Moments _________________________ (20/4)
Restored View_________________________ (20/4)
Memory Delve_________________________ (30/6)
Replay Scene _________________________ (25/5)

Present
Sensory Projection _____________________ (25/5)
Danger Sense_________________________ (20/4)
Sensory Link __________________________ (20/4)
Detect Enchantment ____________________ (20/4)
Aura Reading _________________________ (25/5)
Dream Delve__________________________ (30/6)

Future
Omen Reading ________________________ (20/4)
Visions ______________________________ (30/6)
Fortune Telling ________________________ (20/4)

Enchantment
Animation
Chaotic Movement _____________________ (15/3)
Directed Movement _____________________ (20/4)
Autonomous Movement _________________ (25/5)
Perpetual Movement ____________________ (30/6)
True Awakening _______________________ (40/8)

Boons
Bestow Might__________________________ (25/5)
Bestow Speed _________________________ (25/5)
Fools Grace __________________________ (25/5)
Elven Sight ___________________________ (20/4)
Dwarven Sight _________________________ (20/4)
Fishs Lungs __________________________ (25/5)
Birds Wings __________________________ (25/5)
Iron Skin _____________________________ (25/5)

Curses
Hexing _______________________________ (40/8)
Loss of Direction _______________________ (20/4)
Murphys Law _________________________ (25/5)
Truths Tongue ________________________ (25/5)
Bestow Illness _________________________ (25/5)
Instill Weakness _______________________ (25/5)

Ensorcelments
Inflict Desire __________________________ (20/4)
Compelling Charm _____________________ (25/5)
Place Geas ___________________________ (30/6)

Illusion
Phantasm
Chimera______________________________ (25/5)
False Numbers ________________________ (20/4)
Simulacrum___________________________ (25/5)

Delusion
Hidden Meaning _______________________ (20/4)
False Appearance ______________________ (20/4)
Invisibility_____________________________ (25/5)
Miscommunication _____________________ (20/4)
Unnoticed Advance_____________________ (25/5)

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Necromancy
Beget
Prepare Corpse________________________ (20/4)
Spark Unlife __________________________ (25/5)
Bind Undead __________________________ (20/4)
Awaken Essence_______________________ (35/7)
Fabricate Abomination __________________ (25/5)

Defile
Siphon Vitality_________________________ (20/4)
Implant Dark Seed _____________________ (25/5)
Soul Rend ____________________________ (30/6)

Shadow
Commune with Shadow Entity ____________ (25/5)
Conjure Darkfire _______________________ (25/5)
Open Shadow Gate ____________________ (30/6)

Restoration
Body
Bodily Purification______________________ (15/3)
Wound Closing ________________________ (15/3)
Flesh Restoration ______________________ (20/4)
Purge Toxin___________________________ (25/5)
Cure Disease _________________________ (25/5)
Bone Mending_________________________ (25/5)
Internal Restoration ____________________ (30/6)
Neural Restoration _____________________ (30/6)

Mind
Ease Pain ____________________________ (15/3)
Clear Mind____________________________ (15/3)
Ease Addiction ________________________ (20/4)
Heal Mental Affliction ___________________ (25/5)
Restore Mind__________________________ (30/6)

Spiritualism
Animal Spirits
Commune with Animals _________________ (20/4)
Animal Bonding________________________ (25/5)
Hunters Call __________________________ (20/4)
Summon Animal Assistance______________ (25/5)
Channel Animal Avatar Spirits ____________ (30/6)

Botanical Spirits
Commune with Plants___________________ (20/4)
Natures Watchman ____________________ (25/5)
Influence Growth_______________________ (25/5)
Awaken Foliage________________________ (25/5)

Elemental Spirits
Commune with Fire_____________________ (20/4)
Commune with Water ___________________ (20/4)
Commune with Wind____________________ (20/4)
Commune with Earth ___________________ (20/4)
Weather Calling _______________________ (25/5)
Awaken Elemental Spirit _________________ (40/8)

Ancestral Spirits
Commune with Restless Spirits ___________ (20/4)
Seek/Bind Spirit Companion______________ (25/5)
Exorcise Spirit _________________________ (30/6)

Summoning
Demonic
Conjure Demon________________________ (35/7)
Bind Demon __________________________ (25/5)
Invoke Pact ___________________________ (40/8)
Channel Demon _______________________ (20/4)
Exorcise Demon _______________________ (25/5)

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Object
Conjure Basic Materials _________________ (20/4)
Conjure Crafted Materials________________ (25/5)
Item Call _____________________________ (35/7)

Creature
Conjure Animal ________________________ (20/4)
Conjure Supernatural Beast ______________ (30/6)

Spell Descriptions

Combat Sorcery
ELEMENTAL COMBAT
A character must declare what elemental type he is
conjuring at the time of casting and at the beginning of each
initiative phase if it is a sustainable spell. If two or more
casters using elemental combat are engaged in combat, all
participants must make Magical Conflict Reaction checks to
determine who may alter their elemental spells last (which
is a great advantage, see below). This roll is made after the
initiative roll.
Whenever an Elemental attack is countered by an
Elemental defense, the attacks DC is lowered by the
amount shown on the table below. This can give the winner
of the Elemental combat initiative an edge by adjusting his
attack / defense to the most advantageous type compared
to his opponents choice.

Table 33: Elemental Defense Modifier
Attack Form

Def Form
F
i
r
e

I
c
e

S
t
o
n
e

W
i
n
d

L
i
g
h
t
n
i
n
g

Fire -3 -5 -2 -2 -2
Ice -4 -3 -2 -2 -3
Stone -3 -3 -6 -1 -0
Wind -3 -2 -1 -4 -3
Lightning -2 -3 -1 -3 -4

The modifiers shown on this chart are the amount the
defenders shield or wall spell lowers the attackers damage
Class.
Example: Jorel and Maki are engaged in an elemental duel.
Maki has hit Jorel with an Elemental Palm of Fire (Damage
Class J) and Jorel is Defending with an Elemental Shield of
Wind. A Wind defense will lower the DC of a Fire attack by 3
levels so Jorel takes damage based on Class G instead of
J.
Note: Elemental defense form Defensive values are halved
vs. Non-Elemental magical attacks
Note: Non-Magical armor offers only protection vs.
Elemental attacks!
Elemental Special Injuries
All Elemental attacks cause shock. See The Effects of
Shock in the Combat section.

Elemental Palm
This spell engulfs the hands of the caster with elemental
force. As with all Elemental spells, the caster can choose
which element is being used at the beginning of every turn.
Unless otherwise altered the caster must use his unarmed
fighting skill to attack with Elemental Palm. This spell may
be altered to function like a melee weapon or a whip, see
below.
Table 34:Elemental Palm
Damage Die Mana Modifier Difficulty penalty
G 0 0
H 0 +10
I +5 +20
J +10 +40
K +15 +60
L +20 +90

Modifiers:
Alter spell to function with the values of a particular melee
weapon: +15 Diff for one handed weapons/ +25 Diff for two
handed weapon, Initial Mana cost x1
Alter spell to function as a whip: +20 Diff, Initial Mana cost
x2
Add artistic / cinematic flair: +5 - +40 Diff, Initial Mana cost
x1 - x3. Artistic skill roll may be required at GMs
discretion, based on the casters intended effect(s).


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Elemental Bolt
This allows the caster to launch a missile of pure elemental
force at an opponent. A successful casting result indicates
that the target was hit.
Table 35:Elemental Bolt
Damage Die Mana Modifier Difficulty penalty
G 0 0
H 0 +10
I 0 +20
J +5 +40
K +10 +60
L +15 +90
M +20 +120
N +30 +150
O +40 +180
P +50 +210
Q +60 +230

Base Range: 60
Extend to 120ft x1 Mana, +10 Diff
Extend to 240ft x2 Mana, +15 Diff
Extend to 480ft x3 Mana, +20 Diff
Extend to 960ft x4 Mana, +25 Diff
Other Modifiers:
Targets exact location is known, but is out of line of sight:
+20 Diff, x1 Mana
Target is moving quickly: +15 Diff
Add artistic / cinematic flair: +5 - +40 Diff, Initial Mana cost
x1 - x3. Artistic skill roll may be required at GMs
discretion, based on the casters intended effect(s).

Elemental Blast
An immensely powerful sphere of elemental energy that
explodes on contact.
Table 36:Elemental Blast
Damage Die Mana Modifier Difficulty penalty
G 0 0
H +5 +10
I +10 +20
J +15 +40
K +20 +60
L +30 +90
M +40 +120
N +50 +150
O +60 +180
P +70 +220
Q +80 +260
R +90 +300

Base Range: 50ft
Extend to 100ft x2 Mana, +10 Diff
Extend to 200ft x4 Mana, +20 Diff
Extend to 400ft x8 Mana, +40 Diff
Extend to 800ft x16 Mana, +60 Diff

Base Radius: 10ft
Extend to 15ft x1 Mana, +5 Diff
Extend to 20ft x2 Mana, +10 Diff
Extend to 25ft x4 Mana, +15 Diff
Extend to 30ft x8 Mana, +20 Diff
Extend to 35ft x16 Mana, +25 Diff
Other Modifiers:
Delayed detonation: +20 Diff, x1 Mana per five minutes
delayed.
Add artistic / cinematic flair: +5 - +40 Diff, Initial Mana cost
x1 - x3. Artistic skill roll may be required at GMs
discretion, based on the casters intended effect(s).

Elemental Shield
This forms a personal barrier of elemental force around the
caster. As with all Elemental spells, the caster can choose
which element they are using at the beginning of every turn.

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Table 37:Elemental Shield
Protection Level Mana Modifier Difficulty penalty
+1 +0 +0
+2 +10 +45
+3 +20 +90
+4 +40 +150
+5 +80 +225

Modifiers:
Extend shield to protect one person within 3ft of caster: x2
Initial Mana, +20 Diff
Extend shield to protect everyone within 3ft of caster: x4
Initial Mana, +40 Diff
Add artistic / cinematic flair: +5 - +40 Diff, Initial Mana cost
x1 - x3. Artistic skill roll may be required at GMs
discretion, based on the casters intended effect(s).

Elemental Wall
This spell allows the caster to create a defensive wall of raw
elemental force. An Elemental Wall will not manifest on top
of or engulf a living creature. The wall has no true depth or
width, although it can appear to be several inches thick. A
creature will only take damage from an elemental wall if it
attempts to cross through it. It then takes damage equal to
the walls Damage Value.
Note: Elemental Wall Protection levels are halved vs. Siege
Weapon or giant creature attacks.
Table 38:Elemental Wall
Protection Damage Mana Difficulty
Level Value Modifier penalty
1 E 0 0
2 F +10 +20
3 G +20 +40
4 H +40 +80
5 I +80 +160
6 J +160 +320

Base Size: 100 square ft (10ft x10ft wall)
Reduce to 50 sqft (5ft x10ft wall)
x Initial Mana, +5 Diff
Extend to 200 sqft (10ft x20ft wall)
x1 Initial Mana, +5 Diff
Extend to 400 sqft (10ft x40ft wall)
x2 Initial Mana, +10 Diff
Extend to 800 sqft (10ft x80ft wall)
x4 Initial Mana, +15 Diff
Extend to 1600 sqft (10ft x160ft wall)
x8 Initial Mana, +20 Diff
Extend to 3200 sqft (10ft x320ft wall)
x16 Initial Mana, +25 Diff
Additional Modifiers:
Wall may move with caster: x2 Initial Mana, +15 Diff.
Wall is considered solid and may not be passed through:
x1 Initial Mana, +10 Diff.
Add artistic / cinematic flair: +5 - +40 Diff, Initial Mana cost
x1 - x3. Artistic skill roll may be required at GMs
discretion, based on the casters intended effect(s).

WARCRAFT
Tireless March
Enables a number of people up to the casters Will Power to
march for one full day with out resting and suffer no ill
effects. For every five additional Mana, the size of the group
doubles.

Compelling Rally
Allows a number of people up to the casters Will Power to
recover from poor morale and stop routing. This spells
Mana cost is doubled if the spell targets are unable to see
the caster. For every five additional Mana, the size of the
group doubles.

Inspire Unity
Allows a number of people up to the casters Will Power to
over come any personal differences and function
harmoniously as a group. This adds +15 to all actions
performed by the group this scene but, only if the entire
group is working together towards one goal. For every ten
additional Mana, the size of the group doubles.

Generate Focus
Compels a number of people up to the casters Will Power
to focus on one goal or person and disregard everything
else. This gives them +50 towards any checks vs.
distractions of any type. For every ten additional Mana, the
size of the group doubles.

PSYCHIC COMBAT
Emotion Touch
On a successful unarmed attack the caster can force one
base emotion in his target to become overpowering.
Emotions that may be inflicted are: Love, Hate, Hope,

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Greed, Fear, Courage, or Depression. This imposed
emotional response may also be aimed at a particular
individual or place, causing the emotional reaction
whenever the target trigger is encountered. The victim
makes a Will Power check vs. 60+ Casters Will Power
every hour or every round to overcome the effects as the
situation dictates. Extra Mana may be spent on a one to one
basis to increase Will Power Difficulty. The victim gains a
cumulative +5 for each check after the first.

Emotion Wave
Range: 50ft. +10ft per 3 Mana.
On a successful spell skill check the caster can force one
base emotion in his targets (Will Power / 2) to become
overpowering. Emotions that may be inflicted are: Love,
Hate, Hope, Greed, Fear, Courage, or Depression. This
imposed emotional response may also be aimed at a
particular individual or place, causing the emotional
reaction whenever the target trigger is encountered. The
each victim makes a Will Power check vs. 50+Casters Will
Power every hour or every round to overcome the effects as
the situation dictates. Extra Mana may be spent on a one to
one basis to increase Will Power Difficulty. The victim gains
a cumulative +5 for each check after the first.

Emotion Shield
On a successful spell skill check this spell counters the
effects of any emotion altering magic.
Modifiers:
Extend shield to protect one person within 10ft of caster /
target: x1 Initial Mana, +20 Diff
Extend shield to protect everyone within 10ft of caster /
target: x3 Initial Mana, +40 Diff

Mind Rend
Range: 30ft + 1ft per 1 Mana.
With a successful spell skill check, the caster can either
remove one memory (up to 30min duration) of choice or
drain 1d10 skill points from a random skill. An additional
memory may be removed for +15 Mana each. For +15
Mana an additional 1d10 skill points may be drained. Skill
points drained in this manner are lost permanently.

Dominate Mind
Range: 20ft + 1ft per 1 Mana.
The caster may attempt to control the actions of another
person on a successful skill check. The target gets a +20 to
his Will Power for this check, which may be bought down at
1 Mana per 1bonus.

Distortion
TIME
Stasis Field
This spell creates a 3ft radius sphere in which time is
temporarily frozen. Each person within the sphere makes a
separate check vs. the spell. Both size and duration may be
doubled for 10 Mana.

Evoke Longevity
By expending Mana each day the caster can cause himself
or a another to stop aging for that full day.

Shift Time Stream
This spell allows the caster to move up to 3 rounds into the
future or past. Its other use is to temporarily affect the
passage of time on an individual.
Table 39:Shift Time
Time Shift Mana Modifier Difficulty penalty
1 turn 0 0
2 turns +10 +30
3 turns +20 +60

Alternatively, the caster may attempt to increase or
decrease the speed of himself or others. The Speed Shift is
applied to the number of actions per turn the target is
capable of.
Table 40:Alter Time
Speed Decrease Mana Modifier Difficulty penalty
x +5 +20
x 0 0
Speed Increase Mana Modifier Difficulty penalty
x1.5 0 +20
x2 +20 +40
x3 +50 +80

Chronoport
On a successful spell skill check the caster may travel
through time.

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Table 41:Chronoport
Mana Diff
Modifier penalty Situation
0 0 Travels alone, no control
+10 +20 Travels alone, can only control
the direction
+20 +40 Travels alone, can control the
year only
+40 +80 Travels alone, can control the
year & month only
+80 +160 Travels alone, can control the
year, month, & day
+10 +20 Travels in a group, no control
+20 +40 Travels in a group, can only
control the direction
+40 +80 Travels in a group, can control
the year only
+80 +160 Travels in a group, can control
the year & month only
+160 +320 Travels in a group, can control
the year, month, & day

SPACE
Teleport
This spell allows the caster to travel great distances
instantly. All teleported persons will arrive safely, unless the
skill roll is disastrous.

Table 42:Teleport
Mana Diff
Modifier penalty Situation
0 0 Travels alone, no control
+5 +5 Travels alone, can only control
the direction, not distance
+10 +10 Travels alone, can control the
direction & distance within 2
miles
+20 +20 Travels alone, can control the
direction & distance within
mile
+30 +40 Travels alone, can control the
direction & distance within 100ft
+40 +80 Travels alone, can control the
direction & distance within 1ft
+5 +5 Travels in a group, no control
+10 +10 Travels in a group, can only
control the direction, not distance
+20 +20 Travels in a group, can control
the direction & distance within 2
miles
+30 +40 Travels in a group, can control
the direction & distance within
mile
+40 +80 Travels in a group, can control
the direction & distance within
100ft
+50 +160 Travels in a group, can control
the direction & distance within 1ft

Long Foot/Short Mile
On a successful skill check the caster can warp physical
space between himself and another person or object. The
caster may cause the distance to warp dramatically shorter
or longer. To determine the new distance between the two,
either reduce it by 90% or increase it to 1000%. The
alteration can be made either 99% or +10000% for +20
Mana.

MATTER
Shatter
This spell allows the caster to shatter an amount of
inorganic material equal to the casters Will Power in
ounces. The amount of material that can be affected may
be doubled for every +10 Mana spent.


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Shape
This spell allows the caster to reshape an amount of
inorganic material equal to the casters Will Power in
ounces. The amount of material that can be affected may
be doubled for every +10 Mana spent.

Join
This spell allows the caster to join two amounts of inorganic
materials equal to the casters Will Power in ounces to form
one mass. The amount of material that can be affected may
be doubled for every +5 Mana spent.


Divination
PAST
Object Reading
On a successful check the caster may gain information on
the previous owners of the object and some of their
activities involving the object. For double the Mana cost,
false memories may be implanted in the object.

Last Moments
This spell allows the caster to see the last few moments of
a persons life. See below for modifiers.

Table 43:Last Moments
Situation Mana Diff
Modifier penalty
Less than one hour after death +0 +0
One day after death +3 +10
One week after death +5 +20
One month after death +10 +30
One year after death +20 +40
Per additional 10 years Add +5 Add +10
Last minute replayed +0 +0
Last 5 minutes +10 +10
Last 10 minutes +20 +20
Per additional 10 minutes Add +10 Add +10

Restored View
Allows the caster to view a broken or dilapidated object as it
looked when it was in perfect condition. The duration of the
viewing is equal to the casters Will Power in rounds. This
may be doubled for 5 additional Mana.

Memory Delve
Range: 20ft +5ft per 2 Mana
On a successful spell skill check the caster can read the
surface thoughts and memories of his target.
Table 44: Memory Delve
Situation Mana Diff
Modifier penalty
Target is a blood relative 0 0
Target is of same species 0 +10
Target is not of same species +5 +20
Target is aware & resisting +Wil Wil x 4
Reading current surface
thoughts, detecting lies 0 0
Reading recent memories +5 +10
Reading old memories +10 +30
Editing memories +20 +80

Replay Scene
Allows the caster to replay a scene from the past. The size
of the viewing is either one room or 50 radius, whichever is
appropriate. The caster must name the scene from the past.

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Due to the uniqueness of this spell, all modifiers must be
set by the GM for each individual situation.
Example: Poh and his friends have traveled to his ancestral
home to solve the mystery of his aunties death. He knows
that she was killed in the ballroom, so he casts the spell by
the main dining table and requests to see the events of his
aunties death. After a successful casting, the mystery is
revealed to him and his friends.

PRESENT
Sensory Projection
Range: Wil x3 feet, Doubles for +5 Mana.
Allows the caster to move his point of sensory reference.
Once the caster nominates a point within his range, he then
perceives as though he was actually standing there. Once
set, the new point of reference can not be moved without
recasting the spell for the remainder of the duration.

Sensory Link
Range: Wil x3 feet, Doubles for +5 Mana.
With this spell, the caster may temporarily link his senses
with another person, allowing him to perceive everything his
target perceives. If the caster does not want the target to be
aware of the effects of this spell then he must spend double
the Mana.

Danger Sense
For the duration of this spell, the target may make an
Empathy check to avoid any dangerous or damaging event.
This also gives the target +20 to all parry attempts. The
duration of this spell may be doubled for +10 Mana.

Detect Enchantment
Allows the caster to sense the magical aura surrounding
any spell empowered object or creature.

Aura Reading
With this spell, the caster can see the life aura that
surrounds all living creatures. The following is a general list
of tidbits that may be read from a beings aura.
Their general alignment (Good, Neutral, or Evil)
Their current emotional state and health.
Their current physical state and health.
Their spiritual origin (mortal, immortal, infernal, )



Dream Delve
This spell allows the caster to enter and participate in other
peoples dreams while they both sleep. To alter or control
the dream, the caster must make a Will Power check vs.
the target and additional Mana must be spent. Due to the
vast nature of what could or could not occur in a dream, all
difficulty modifiers and additional Mana costs will be
assigned on a case-by-case basis. The duration of this spell
is one dream hour, but may be extended by expending
additional Mana.

FUTURE
Omen Reading
With this spell, the caster may attempt to divine information
about future events by studying any unusual happenings
around himself.

Visions
This spell allows the person to see brief and often confusing
visions of future events. If the caster wishes to see a vision
concerning a specific event in the future the Mana cost is
triple. After a vision is received, the caster may make one
Judgment check to attempt interpretation. If failed, the
caster can not discern anything more that vague details.
Additional attempts at interpretation may be made only after
each additional viewing of the same vision.

Fortune Telling
On a successful skill check, the caster can predict events of
the future pertaining to one individual. The target must be
willing and a medium such as runes or cards must be used
in the attempt to read their future. Due to the uncertainty of
this spell, all difficulty modifiers and additional Mana costs
will be assigned on a case-by-case basis.

Enchantment
ANIMATION
Chaotic Movement
This spell causes an inanimate object of weight up to the
casters Will Power in pounds to flail around randomly, at
high speed. Anyone within its path must make Dodge
checks vs. 30 or be struck (DC: E). The duration or the
weight limit of this spell may be doubled for +10 Mana.

Directed Movement
This spell causes an inanimate object of weight up to the
casters Will Power in pounds to flail around at high speed
in any direction the caster chooses. Anyone within its path

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must make Dodge checks vs. 30 or be struck (DC: E). The
duration or the weight limit of this spell may be doubled for
+10 Mana.

Autonomous Movement
This spell causes an inanimate object of weight up to the
caster Will Power in pounds to animate and be semi-
conscious of its surroundings. The caster can give it simple
commands that it will follow to the best of its ability. The
object has an attack skill of 40. The duration or the weight
limit of this spell may be doubled for +10 Mana. The objects
skill may be increased by +1 for every +1 Mana.

Perpetual Movement
This spell causes an inanimate object of weight up to the
casters Will Power in pounds to make one or two repetitive
movements or an undefined random movement for a period
of time set at the casting of the spell. The weight limit of this
spell may be doubled for +10 Mana.
Table 45: Perpetual Movement
Situation Mana Modifier Diff penalty
One hour +0 +0
One day +5 +10
One week +10 +20
One month +20 +40
One year +40 +80
One decade +60 +120
One century +80 +160
One millennium +100 +200

True Awakening
This spell causes a specially prepared object to become a
mobile and aware being. The weight limit is one pound per
point of the casters Will Power. This limit may be doubled
for +15 Mana. The duration of this spell is set during the
casting. The player and GM should create the stats for the
construct based on the intent and materials involved.

Table 46: True Awakening
Situation Mana Modifier Diff penalty
One day +0 0
One week +5 +20
One month +10 +40
One year +20 +80
One decade +40 +120
One century +60 +160
One millennium +80 +200
10,000 years +100 +240

BOONS
Bestow Might
On a successful casting, the targets Strength attribute will
increase according to the table below.
Table 47: Bestow Might
Strength Mana Difficulty
Increase Modifier penalty
+5 +0 +0
+10 +5 +10
+15 +10 +20
+20 +15 +30
+25 +20 +40
+30 +25 +50

Bestow Speed
This spell increases the targets base movement by x2. For
each additional +10 Mana, the multiplier increases by one.

Fools Luck
The target of this spell may re-roll any one action during the
spells duration. The duration of this spell may be doubled
for +5 Mana.

Elven Sight
A successful casting of this spell bestows the target with
ultraviolet vision at 120ft range. The duration of this spell
may be doubled for +5 Mana.



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Dwarven Sight
A successful casting of this spell bestows the target with
low light vision at 120ft range. The duration of this spell
may be doubled for +5 Mana.

Fishs Lungs
This spell allows the target to breathe underwater. The
duration of this spell is equal to the casters Will Power in
hours.

Birds Wings
The target of this spell sprouts wings and is able to fly at
150% of his ground movement. The duration of this spell
may be doubled for +3 Mana.

Iron Skin
On a successful skill check, the targets armor level
increases by the amount below.
Table 48: Iron Skin
Armor Bonus Mana Modifier Difficulty penalty
+1 +0 0
+2 +10 +30
+3 +20 +90

CURSES
Hexing
This spell allows the caster to place a very specific and
personal curse on his target. Due to the versatility of this
spell, all difficulty modifiers and additional Mana costs will
be assigned on a case-by-case basis.

Loss of Direction
The target of this spell loses their ability to determine which
direction is which. Even the difference between left and right
becomes a memory. For double the Mana cost, the target
can not determine up or down. The duration of this spell is
equal to the casters Will Power in hours.

Murphys Law
On a successful skill check, the target suffers a 10 to all
actions and automatically fails any Grace checks vs.
random detrimental effects. The duration of this spell may
be doubled for +10 Mana.
Truths Tongue
On a successful skill check, the target suffers a 10 to all
actions involving deception and automatically fails at any
attempt to lie. The duration of this spell is equal to the
casters Will Power in hours and may be doubled for +10
Mana.

Bestow Illness
This spell allows the caster to inflict an illness of his choice
upon the target. Due to the versatility of this spell, all
difficulty modifiers and additional Mana costs will be
assigned on a case-by-case basis.

Instill Weakness
The target of this spell reduces one of his physical attribute
in half for the duration of the spell. The caster determines
the attribute that is affected. The duration of this spell may
be doubled for +10 Mana.

ENSORCELMENTS
Inflict Desire
On a successful skill check, the caster may force a desire
upon the target for any object, person, or goal. The target
may make a Will Power test every hour to overcome this
desire, at a +2 cumulative to each attempt. The spell lasts
until overcome.

Compelling Charm
This spell allows the caster to triple his Presence attribute in
regards to one person chosen during the casting. The
duration of this spell is equal to the casters Will Power in
hours and may be doubled for +10 Mana.

Place Geas
The target(s) of this spell are compelled to perform a task
named by the caster to the best of their ability. Due to the
versatility of this spell, all difficulty modifiers and additional
Mana costs will be assigned on a case-by-case basis.

Illusion
PHANTASM
Chimera
This spell allows the caster to create full sensory illusion of
an object or being that does not truly exist. Due to the
versatility of this spell, all difficulty modifiers and additional
Mana costs will be assigned on a case-by-case basis.


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False Numbers
Allows the caster to disguise a group of people to appear to
be either less or more numerous than they actually are. The
change in appearance can be up to a factor of ten either
way and effects a number of people equal to the casters
Will Power. The duration or the size may be doubled for +5
Mana each.

Simulacrum
With this spell, the caster creates an exact phantasmal
duplicate of the target. This duplicate will follow the target
and mimic his actions. A Judgment check vs. 75 is required
to tell them apart. For double the Mana, the duplicate can
act independently from the original but, must stay within 5
feet. While the duplicate can not actually effect the physical
world, the illusion gives the appearance that it does (moves
around objects, picks up illusory objects, ). The duration
of this spell is equal to the casters Will Power in minutes
and may be doubled for +5 Mana.

DELUSION
Hidden Meaning
This spell allows the caster to hide a secret message within
an otherwise normal verbal or written communication. This
message can be understood by anyone the caster chooses
during casting.

False Appearance
On a successful casting, the caster changes the visual
appearance of the target to a person or object of roughly the
same dimensions. The duration of this spell may be
doubled for +5 Mana.

Invisibility
The target of this spell becomes completely invisible until he
attempts to interact with another person or the spell
duration expires. For double the Mana, the target will
remain invisible regardless of his actions. The duration of
this spell is equal to the casters Will Power in minutes and
may be doubled for +10 Mana.

Miscommunication
This spell causes a number of targets equal to the casters
Will Power to be unable to communicate. As far as the
targets are concerned, everyone is speaking gibberish and
writing scribbles, and the targets themselves actually are.
The duration of this spell is equal to the casters Will Power
in minutes and may be doubled for +10 Mana. The number
of people effected by this spell may also be doubled for +10
Mana.

Unnoticed Advance
With this spell, the caster can cause a group of people
equal to the casters Will Power to be invisible to a number
of targets equal to one half the casters Will Power. This
spell lasts until one of the group interacts with one of the
targets or the spells duration expires. The duration of this
spell is equal to the casters Will Power in minutes and may
be doubled for +15 Mana. The number of people in the
group or the number of targets effected by this spell may
also be doubled for +10 Mana each.


Necromancy
BEGET
Prepare Corpse
This spell allows the caster to prepare a dead body for
magical animation. It cleans and preserves the body so that
it is ready to magical enhancement. This spell can also be
used for instant burial preparations (to clean and remove
the blood and viscera from the corpse).

Spark Unlife
With this spell, the caster causes a number of corpses to
become mindless undead creatures. See chart below for the
number effected:

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Table 49: Spark Unlife
Undead Number Mana Diff
Types Effected Modifier penalty
Skeletons 6 +0 +0
Zombies 3 +5 +10
Poltergeists 1 +10 +20

Bind Undead
This spell creates a permanent bond of servitude between a
number of mindless undead equal to the casters Will Power
and the caster. The caster can attempt to bind an awakened
undead creature by making a Will Power check vs. the
creatures Will Power.

Awaken Essence
When cast in conjunction with Spark Unlife this spell allows
for the creation of an intelligent, free willed undead. See
chart below for types and modifiers.
Table 50: Awaken Essence
Undead Mana Difficulty
Type Modifier penalty
Skeleros 0 0
Ghoul +5 +20
Wight +10 +40
Vampire +20 +60
Ghost +15 +80
Wraith +30 +100

Fabricate Abomination
When used in conjunction with Prepare Corpse this spell
allows the caster to compose a new creature by combining
several corpses (or pieces thereof) together. Due to the
versatility of this spell, all difficulty modifiers and additional
Mana costs will be assigned on a case-by-case basis.

DEFILE
Siphon Vitality
This spell allows the caster to forcibly transfer body points
from his target to another person. The spell siphons at a
Class of E, all points lost require magical healing to
recover. The recipient may gain more BP than his normal
total but these extra points fade after 24 hours.

Implant Dark Seed
On a successful casting, this spell fills the target with
dormant unlife. This assures that upon the targets death,
he will rise from the grave as a mindless undead of a
random type. For double the normal Mana cost, the new
undead creature will be bonded to the caster. If five times
the normal Mana is spent, the target will rise as an
intelligent, free-willed undead.

Soul Rend
Range:10ft +3ft per additional 2 Mana.
When cast this spell does D Class damage directly to the
targets Health stat. Health points lost in this way may only
be restored magically.

SHADOW
Commune with Shadow Entity
This spell allows the caster to converse with beings from
the shadow planes. While many wondrous secrets can be
gleaned from such encounters, the caster must make a Will
Power check each encounter vs. 60 or lose one point of
Judgment

Conjure Darkfire
With this spell, the caster can tap into the shadow planes
and gather some of its elemental essence in the form of
Darkfire. This substance appears as a deep bluish-purple
flame that radiates cold. While Darkfire is rumored to have
many arcane uses, its most common use is to be
channeled into Elemental Combat spells. When used in this
way, a successful attack causes damage that requires
magical healing to recover and destroys one point of Health
stat for every wound caused.

Open Shadow Gate
On a successful cast, this spell creates a temporary portal
to the shadow planes. This portal remains open for one
hour per point of casters Will Power. The shadow planes
are such a bizarre and alien place that a character must
make a Will Power check vs. 75 each hour or lose a point of
Judgment.

Restoration
BODY
Bodily Purification
This spell cleans the targets body and clothes of all filth,
grime, and parasites.

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Wound Closing
When cast, this spell binds all wounds on the targets body
and recovers one Body Point on each wound.

Flesh Restoration
On a successful skill check, the caster makes a spell check
vs. (70 Targets Health) and heals him at a Class of G.

Purge Toxin
This spell allows the caster to neutralize a toxin within the
targets body. The difficulty to defeat the toxin is the toxins
strength + 20.

Cure Disease
When cast this spell cures a disease within the targets
body. The difficulty to defeat the disease will be set by the
GM.

Bone Mending
On a successful cast, this spell sets and mends one broken
bone.

Internal Restoration
Allows the caster to repair internal bleeding and organ
damage.

Neural Restoration
Allows the caster to regenerate nerve and brain tissue. The
target must make a Health check vs. 50 to determine if any
Memory loss occurs.

MIND
Ease Pain
On a successful casting, this spell relieves all pain in the
targets body.

Clear Mind
This spell allows the target to overcome emotional stress
and confusion for the duration of the spell. The duration of
this spell is equal to the casters Will Power in hours and
may be doubled for +10 Mana.

Ease Addiction
This spell allows the target to tolerate or ignore the physical
and emotional effects of withdrawal for the duration of the
spell. The duration of this spell is equal to the casters Will
Power in hours and may be doubled for +10 Mana.

Heal Mental Affliction
With this spell, the caster may attempt to cure a targets
mental disorder. Due to the versatility of this spell, all
difficulty modifiers and additional Mana costs will be
assigned on a case-by-case basis.

Restore Mind
This spell allows the caster to restore a targets mental
attribute to their original level or restore a lost / repressed
memory. Due to the versatility of this spell, all difficulty
modifiers and additional Mana costs will be assigned on a
case-by-case basis.


Spiritualism
All Spiritualism spells require that the caster not have more
refined metal on his person than pound per point of
empathy. If the caster exceeds this limitation the difficulty of
the spell increases by +40 per extra pound.

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ANIMAL SPIRITS
Commune with Animals
On a successful casting, this spell allows the caster to
converse with any animals within 10ft. This spell does not
ensure an intelligent conversation. The duration of the
spell is equal to the casters Empathy in minutes and may
be doubled for +5 Mana.

Animal Bonding
This spell allows the caster to bond one animal to himself
as a familiar. This raises the animals mental attributes to
one half the ratings of the casters attributes. For triple the
Mana cost, the bond is strong enough to allow the caster to
see and hear what the bonded animal perceives. For five
times the Mana cost, the bond also allows the caster and
his bonded animal to communicate telepathically. If the
animal is killed while bonded, the caster lowers all of his
attributes by 2 for one week due to shock. A caster may
never have more bonded animals than one third of his
Empathy.

Hunters Call
With this spell, the caster can summon an animal that
nature has set aside for predators. It will appear and make
itself a perfect target for the caster. This spell must be cast
in an area populated by game animals to work.

Summon Animal Assistance
On a successful casting, the caster may call predatory
animals from the surrounding area to assist the caster. A
number of animals equal to one-third the casters Empathy
arrive and remain for a time equal to the casters Empathy
in minutes. The duration may be doubled for +10 Mana.
This spell must be cast in an area populated by predatory
animals to work.

Channel Animal Avatar Spirits
This spell allows the caster to cause one of the animal
avatars to temporarily posses a flawless animal of the same
breed. The caster may then make requests of the avatar but
no assistance is guarantied.

BOTANICAL SPIRITS
Commune with Plants
On a successful casting, this spell allows the caster to
converse with any vegetation within 10ft. This spell does not
ensure an intelligent conversation. The duration of the
spell is equal to the casters Empathy in minutes and may
be doubled for +5 Mana.

Natures Watchman
This spell enchants a grove of plants to sound an alarm
when someone other than the caster and his companions
comes within 10ft. The size of the grove area affected is a
radius equal to the casters Empathy in feet. The enchanted
plants have an effective Perception of 25. The duration of
this spell is equal to the casters Empathy in hours and may
be doubled for +5 Mana.

Influence Growth
When cast, this spell causes the targeted plants to grow five
times faster than normal for the duration of the spell. The
size of the area affected is a radius equal to the casters
Empathy in feet. The duration of this spell is equal to the
casters Empathy x2 in hours. The size of area, speed of
growth, or the duration of the spell may be doubled for +5
Mana each. NOTE: This spell consumes most of the
available soil nutrients in the area. If proper care is not
taken with this spell, the area will quickly become barren.

Awaken Foliage
This spell causes all the plants within the area of effect to
become fully animate. They will follow any command given
by the caster that will not be destructive to their grove. The
size of the area affected is a radius equal to one half the
casters Empathy in feet. The duration of this spell is equal
to the casters Empathy in rounds. The size of area or the
duration may be doubled for +15 Mana

ELEMENTAL SPIRITS
Commune with Fire
On a successful casting, this spell allows the caster to
converse with any source of fire within 10ft. This spell does
not ensure an intelligent conversation. The duration of the
spell is equal to the casters Empathy in minutes and may
be doubled for +10 Mana.

Commune with Water
This spell allows the caster to converse with any source of
water within 10ft. This spell does not ensure an intelligent
conversation. The duration of the spell is equal to the
casters Empathy in minutes and may be doubled for +10
Mana.

Commune with Wind
With this spell, the caster may converse with the winds
within 10ft. This spell does not ensure an intelligent
conversation. The duration of the spell is equal to the

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casters Empathy in minutes and may be doubled for +10
Mana.

Commune with Earth
On a successful casting, this spell allows the caster to
converse with any source of earth within 10ft. This spell
does not ensure an intelligent conversation. The duration
of the spell is equal to the casters Empathy in minutes and
may be doubled for +10 Mana.

Weather Calling
This spell allows the caster to alter the weather in a local (3
mile) area. Due to the versatility of this spell, all difficulty
modifiers and additional Mana costs will be assigned on a
case-by-case basis.

Awaken Elemental Spirit
When cast, this spell animates an amount of one element
to do the casters bidding. The element is chosen by the
caster and may not be altered after casting. The elemental
will stay until: It runs out of body points, or the spell expires.
The duration of the spell may be doubled for +10 Mana.
Due to the versatility of this spell, all difficulty modifiers and
additional Mana costs will be assigned on a case-by-case
basis.

ANCESTRAL SPIRITS
Commune with Restless Spirits
On a successful casting, this spell allows the caster to
converse with any willing spirit within 10ft. This spell does
not ensure an intelligent conversation. The duration of the
spell is equal to the casters Empathy in minutes and may
be doubled for +5 Mana.

Seek/Bind Spirit Companion
This spell allows the caster to find a restless spirit that
would be willing to be bonded to the caster. The bond
created allows the caster to know the location of his
companion at all times and to converse with it without
expending Mana. The type, nature, and abilities of the spirit
will be determined by the GM.

Exorcise Spirit
On a successful skill check, the caster may attempt to force
a spirit to leave the mortal plane. Due to the versatility of
this spell, all difficulty modifiers and additional Mana costs
will be assigned on a case-by-case basis.

Summoning
DEMONIC
Conjure Demon
This spell allows the caster to summon demonic creatures
from the infernal realms. The creatures summoned are
under their own free will. Due to the versatility of this spell,
all difficulty modifiers and additional Mana costs will be
assigned on a case-by-case basis.

Bind Demon
When cast, this spell locks a summoned demonic creature
into servitude for one day per point of the casters Will
Power. The type and status of the creature will affect the
Mana required. The duration of this spell may be doubled
for +15 Mana.

Invoke Pact
This spell allows the caster to strike a pact of extended
service with a demonic being or gain a favor from a
demonic lord. Due to the versatility of this spell, all difficulty
modifiers and additional Mana costs will be assigned on a
case-by-case basis.

Channel Demon
This spell allows the caster to cause his target to be
possessed by a demonic entity. This allows the entity to
converse and act through the targets body. The duration of
this spell is the casters Will Power in hours and may be
doubled for +15 Mana. While possessed, the targets body
loses one point of Health every two hours. The spell will end
prematurely if the targets body runs out of Health.

Exorcise Demon
On a successful skill check, the caster may attempt to force
a demon to leave the mortal plane. Due to the versatility of
this spell, all difficulty modifiers and additional Mana costs
will be assigned on a case-by-case basis.

OBJECT
Conjure Basic Materials
With this spell the caster can summon simple things like: a
plank of wood, a pile of sand, an amount of water, Due to
the versatility of this spell, all difficulty modifiers and
additional Mana costs will be assigned on a case-by-case
basis.

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Conjure Crafted Materials
This spell allows the caster to summon crafted objects like:
a cup, a bowl, a sword, a chair, Due to the versatility of this
spell, all difficulty modifiers and additional Mana costs will
be assigned on a case-by-case basis.

Item Call
On a successful casting, this spell allows the caster to
summon a specific item known to the caster. If the item is
currently in the possession of another person, the caster
must make a Will Power check to summon it. Due to the
versatility of this spell, all difficulty modifiers and additional
Mana costs will be assigned on a case-by-case basis.

CREATURE
Conjure Animal
This spell allows the caster to summon normal animals the
caster has encountered before. The creatures summoned
are under the control of the caster and will return to their
point of origin once the spell ends. Due to the versatility of
this spell, all difficulty modifiers and additional Mana costs
will be assigned on a case-by-case basis.

Conjure Supernatural Beast
This spell allows the caster to summon monsters the caster
has encountered before. The creatures summoned are
under the control of the caster and will return to their point
of origin once the spell ends. Due to the versatility of this
spell, all difficulty modifiers and additional Mana costs will
be assigned on a case-by-case basis.

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T TH HE E B BE EA AS ST TI IA AR RY Y

When categorizing the creatures that roam the World of
Wyn Dmere, most will fit into one of Six classifications:
Traykin, the monstrous disciples of the Twisted
God Monntray.
Children of Oomna, a creation of the Goddess
Oomna the Darkmother.
Undead, dire beings of hate caught between true
life and true death.
Fey, beasts that have crossed over from the Fairie
Realms to this world.
Ancient Kin, the few and powerful creature races
that were said to exist before time began.
Construct, a being of artificial nature and
animation.

Monsters by Alphabetical listing
Blightfowl Child of Oomna
Dragon Ape Child of Oomna
FaerCat Fey
FalconWolves Child of Oomna
Florauna Child of Oomna
Ghoul Undead
Greater Rughto Traykin
Kruskit Traykin
Lesser Rughto Traykin
Magelights Fey
Mechanical Knights and Guardian Statues Construct
Mossbeard, "Dark King of the Trees" Fey
Phantom Ancient Kin
Poltergeist Undead
Poua Ka Tui (Tentacled Sea Devils) Child of Oomna
Sewer Kraken Child of Oomna
Shade Undead
Shambling Ooze Child of Oomna
Skeleros - Undead
Skeleton Undead
Wight Undead
War Wagon Construct
Zombie - Undead

Monster Descriptions


Blightfowl
Type: Child of Oomna
Description: This odd concoction of a bird and a lizard
bears both a dull scaly hide and bright feathery plumage.
Perhaps its most prominent feature is the spicy smell that it
exudes. This is the scent of its venom.
Culture / Habits: A cruel herald of the Darkmother, this bird
secretly roosts in small towns and villages so as to spread
its poisons into the local area. It finds great joy in watching
the surrounding area slowly become barren and foul until
the land can no longer support life. Other than hunting for
food and nesting, it seems to have no other purpose.
Strength: 12
Reflexes: 25 (in flight 40)
Health: 14
Judgment: 7
Willpower: 12
Conflict Reaction, Melee: 40 (in flight 60)

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Conflict Reaction, Ranged: 40 (in flight 60)
Base Conflict Reaction: 25
Attack Type / Damage Value: Claws and Bite / F+ venom
(STR 100 / DC: E <10 turns>, Auto wound)
Body Points: 40
Wound Threshold: 8
Dodge: 20 (in flight 40)
Armor: Scaly Hide, Level 1
Mana Pool: 3
Movement: Fly 35 (Land 5)
Skills, Spells and Abilities
Fighting: 50
Arial Combat Lore: 120
Fling Envenomed Feathers: 65; This fowl can launch
unnecessary feathers at its opponents. Any that hit and
cause at least 1 BP also deliver the fowls venom, (STR 100
/ DC: E <10 turns>, Auto wound). The fowl have a near
endless supply of envenomed feathers.
Spread Pestilence: As a Blightfowl roosts in one place, its
poisons quickly seep into the surrounding land. This causes
local crops to fail, well water to turn bitter, and young
children to become ill. Only ridding the area of the fowl will
allow it to return to normal.


Dragon Apes
Type: Child of Oomna
Description: The result of foul ancient sorcery, this
creature is a twisted hybrid of a mountain gorilla and a large
reptile. The combination resulted in a warm blooded,
humanoid reptile with the bodily proportions of a Great Ape
and a taste for flesh. Covered in thick scales and ever
fueled by burning rage, these creatures quickly became the
bane of whomever they encountered.
Culture / Habits: These beasts travel in nomadic tribes of
massacre and destruction. No one knows what reason there
is to the path they roam in but those who do not give them
wide birth invite death.
Dragon Apes are feral, carnivorous hunters with nearly
human cunning and wit. They appear to give no thought to
killing anything that crosses their path, as they are always
hungry. Whatever food is not used immediately is stored as
fat in their vestigial tails.
Strength: 30
Reflexes: 30
Health: 20
Judgment: 12
Willpower: 20
Conflict Reaction, Melee: 75
Base Conflict Reaction: 45
Attack Type / Damage Value: Claws and Bite / I
Body Points: 90
Wound Threshold: 20
Dodge: 50
Armor: Scaly Hide, Level 3
Mana Pool: 5
Movement: 15 (swim 4)
Skills, Spells and Abilities
Fighting: 85
Conceal Presence: 65
Quiet Movement: 55
Tracking: 45


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FaerCat
Type: Fey
Description: The FaerCat is but one example of the
different kinds of "faer-beasts" known to have crossed over
from the Fey Realms, although it is perhaps the most
common type, or at least the most well documented. Faer-
beasts appear to be small woodland or domestic creatures,
no more conspicuous than their ordinary Wyn D'merean
counterparts, perhaps with unusually expressive or
intelligent eyes, or a mildly enchanting attractiveness.
Though they may seem to be happy in their docile animal
forms, faer-beasts are actually massive animal engines of
destruction, the size of draft-oxen or larger, and covered in
spines, claws, tusks, fangs and other edged natural
weaponry. FaerCats and other faer-beasts are said to act
like perfectly normal animals one moment, even in crisis,
and transform into their rampaging beast forms the next
without apparent cause.
Culture / Habits: FaerCats and other faer-beasts seem to
be just as at home in Wyn D'mere as they are in the Fey
Realms, at least as far as scholars can determine. They
may spend their entire lives in Jafone in their diminutive
forms, often as a beloved pet or favored neighborhood
stray, none ever realizing their true nature until they die and
their lifeless body sprouts its natural weapons. It is not
known what might provoke a FaerCat or other faer-beast
into reverting to their bestial form, though there are rumors
and legends of the smallest child's pet transforming into a
mighty protector when she was threatened, or of the local
stray disappearing for a few days when bandits had been
sighted on the outskirts, and the bandits never being heard
from again. Other stories from maimed warriors found in
the deep forests tell of a casual rock tossed at a rustle in
the brush or a small animal being shooed from a cooking
pot bringing slavering, snarling death upon a hapless party
of travelers, their lives shattered in an instant.
Strength: "Ordinary": 2 Beast Form: 48
Reflexes: "Ordinary": 18 Beast Form: 36
Health: 25
Judgment: 6
Perception: 34
Willpower: 18
Melee Conflict Reaction:
"Ordinary": 20 Beast Form: 85
Base Conflict Reaction: 35
Attack Type / Damage Value:
Spines / G; Claws & Tusks / J; Bite & Pounce / K
Body Points: "Ordinary": 28 Beast Form: 98
Wound Threshold: "Ordinary": 4 Beast Form: 18
Dodge: "Ordinary": 28 Beast Form: 45
Armor: "Ordinary": Hide, Level 1
Beast Form: Thick Hide, Spines: Level 4
Movement: "Ordinary": 9 Beast Form: 20
Skills, Spells, and Abilities:
"Acrobatics"/Balance: "Ordinary": 68 Beast Form: 55
Ambush Lore: 40
Conceal Presence ("Ordinary"): 65
Quiet Movement: "Ordinary": 78 Beast Form: 28
Tracking: 62
Low-light Vision
Magic Resistant: The Fey nature of Faer-Beasts grants
Level 2 protection vs. magical damage
Enchantment: Rumors about FaerCats and other Fey
Beasts seem to suggest they may have innate magical
powers, or might affect their environment in bizarre or
seemingly-magical ways due to their own chaotic, alien
nature, but there is no documented proof or witnesses of
this.


FalconWolves
Type: Child of Oomna
Description: FalconWolves appear much like normal,
tawny-brown wolves, except for their muzzles, which are the
beaks of a bird of prey. Upon close examination, it can be

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seen that their brown hides are actually downy feathers, and
their paws end in the vicious talons of a raptor, instead of
canine claws. FalconWolves are the result of Oomna's
attempt to create the ultimate hunter, combining a wolf's
powerful body and a falcon's razor-keen eyesight and talons
with the balance and agility of a hunting cat and the
olfactory ability of a snake to sense prey through its body
heat and tasting its scent upon the air. Their long tails more
closely resemble their feline aspects than their canine, as
do their flexible spines, and their forked, reptilian tongues
show their reptilian heriage. Their eyes are a strange
vertical-pupiled blend of wolf, cat, falcon, and reptile, cold
yet filled with aware intelligence, and greatly valued by
mystic zoologists.
Culture / Habits: FalconWolves live much as natural
wolves do, in hunting packs led by an alpha male. Packs of
FalconWolves are far more deadly however, for they are
much more intelligent and nearly silent with their feathers
and feline footpads, capable of detecting their prey in far
darker and rougher environments than any ordinary canine.
A pack of these creatures will slowly surround any number
of travelers in the wild, patiently waiting until they can be
sure all of their prey has united before moving in, never
revealing themselves before they attack. Although they
most certainly cannot fly, FalconWolves almost appear to
do so as they pounce, combining their feline leaping ability
with the aerodynamics of their short feathers to cover
tremendous distances.
Strength: 20, jaw-grip 32
Reflexes: 25
Health: 20
Judgment: 5
Perception: 34
Willpower: 10
Conflict Reaction, Melee: 58
Base Conflict Reaction: 35
Attack Type / Damage Value: Claws and Bite / H
Body Points: 78
Wound Threshold: 12
Dodge: 50
Armor: Thick Hide & Feathers, Level 2 protection
Movement: 16
Skills, Spells, and Abilities:
"Acrobatics"/Balance: 70
Aerial Combat Lore: 30
Brawling: 65, 80 when Pouncing
Conceal Presence: 58
Quiet Movement: 60
Tracking: 80
Low Light Vision; limited Thermal Sense (can detect warm-
blooded life within 20 feet; this sense is not sensitive
enough to "smell" varying levels of heat, only extremes or
nearby variations)


Florauna
Type: Child of Oomna
Description: A bizarre cross between plant and animal, the
Florauna is a unique creature divinely created by Oomna in
an experimental mood. This forest dwelling plant/creature
appears to the unwary eye as no more than a large, mossy
rock surrounded by flowering vines. In fact, the "rock" is
actually the Florauna's fur-covered mouth, the rest of its
body being concealed beneath the ground. Its flowery vines
are actually animate tendrils, used to both camouflage itself
and entrap its prey. Healthy Florauna have anywhere from
20 to 80 vines.
Culture / Habits: Very few Florauna have ever been
encountered, or at least by any who have survived to tell the
tale. They tend to occupy small forest clearings, with their
maw in one corner and their vines spread and draped
throughout the area, the better to capture unwary prey.
Although a Florauna's individual vine-tendrils are not too
strong and fairly easily severed with a good blade, each
beast has a multitude of tendrils and can wrap them around
each other for strength, using many of them simultaneously
as multiple appendages. When surprised or injured, a
Florauna can spray blinding, choking pollen from the
flowers on its vines, rendering its attackers helpless. It is
not known how Florauna reproduce, nor if they are capable
of removing themselves from their underground confines, or
if they are permanent once rooted, like a plant.
Strength: 8 per vine, up to 5 vines per action, up to 40 can
be used at once. Mouth Strength: 30
Reflexes: 20
Health: 28
Conflict Reaction, Melee: 12 per vine involved, mouth has
a reaction of 55
Base Conflict Reaction: 30

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Attack Type / Damage Value: Bite for G class damage,
vines can strangle / crush at class B +1 DC per additional
vine in a single attack.
Body Points: Individual vines: 10
Florauna body / overall: 82
Wound Threshold: Vines: Not Applicable
Mouth / Body: 13
Dodge: Vines: 26
Mouth / Body: Not Applicable
Armor: Thick / Vegetable Hide: Level 2
Movement: Vines: 9, vines range from 12 to 40 feet
long body: Not Applicable
Skills, Spells, and Abilities:
Fighting (Wrestling / Grappling): 68
Disarm / Remove item: 85
Conceal Presence: 90
Pollen Spray: Victims who cannot cover their faces must
make an opposed Endurance roll, failure leaves them at
(60-Health roll) to all actions for an equal number of turns. If
their Endurance roll fails by more than twice their wound
threshold, the victim is unconscious for (25-Health stat)
turns. 5 skill points per participating vine, afterwards each
vine goes rigid for (90-Health roll) turns.


Ghoul
Type: Undead
Description: These creatures appear as pale white walking
corpses seemingly preserved from decay. They are
distinctly identifiable by their bright, keen eyes and
constant, soft muttering.
Although fully bipedal, they often hunch or shuffle on all
fours like an animal. Many even take to mimicking animal
sounds to spook the victims they are stalking.
Culture / Habits: The hungriest of the awakened undead,
these beasts feed exclusively on the recently deceased.
Often whole graveyards are found empty where a gaggle of
Ghouls have taken roost.
Luckily, these creatures rarely emerge from their
underground nests other than in the pitch of night.
Strength: 20
Reflexes: 25
Health: -*
Judgment: 10*
Willpower: 15*
Conflict Reaction, Melee: 55
Conflict Reaction, Ranged: 0
Conflict Reaction, Magical: 0
Base Conflict Reaction: 45
Attack Type / Damage Value: Talons / DC H + Poison
(STR: 50 / DC:D, Blindness <1d10 turns>)
Body Points: 90
Wound Threshold: -*
Dodge: 25
Armor: none
Mana Pool: -*
Movement: 10
Skills, Spells and Abilities
Talon skill: 70
Ambush Lore: 55
Tracking: 50
Trapping: 50
Petrifying Howl: Once every other turn, a Ghoul may howl
at its prey. Any person within 20 yards must make a Will
check vs. 50 or have their movement reduced by for 1
hour. Multiple howls have no cumulative effects.
* Note: Like most undead, Ghouls are immune to fatal
injury and mind affecting magics. Only by chopping up its
body may one be destroyed.


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Greater Rughto
Type: Traykin
Description: These large, pitch-black humanoids have
thick, stocky bodies and horribly twisted features. As with
their smaller Traykin cousins, they defy description, as each
is unique in its features. Those who wear clothing adorn
themselves in a jumble of different colors and styles.
Culture/ Habits: The shock troops of the god Monntray,
these creatures delight in spreading misery and death to
please their master. Often in the company of dozens of
lesser Rughto, they are cruel taskmasters who whip their
lesser brethren into wild frenzies.
Strength: 21
Reflexes: 18
Health: 25
Judgment: 14
Willpower: 14
Conflict Reaction, Melee: 56
Conflict Reaction, Ranged: 56
Conflict Reaction, Magical: 0
Base Conflict Reaction: 40
Attack Type / Damage Value: by weapon
Body Points: 100
Wound Threshold: 15
Dodge: 30
Armor: none
Mana Pool: 5
Movement: 9
Skills, Spells and Abilities
Weapon skill: 65
Shield skill: 65
Ambush Lore: 55
Conceal Presence: 50
Quiet Movement: 50
Cause Frenzy: Any lesser Rughto within 10yards of a
greater Rughto gains +10 to all attacks.


Kruskit
Type: Traykin (Giant)
Description: A giant abomination of foul black flesh
sprouting multiple oversized limbs. These behemoths tower
over their smaller brethren as the largest of the Traykin.
Often bearing multiple sets of sensory organs, they are
rarely caught off guard.
Culture/ Habits: The chosen emissaries of death of the god
Monntray, these creatures exist to destroy any source of
peace or beauty they find. Many Rughto aspire to someday
be changed into Kruskit. Only their vast appetites mar them
as perfect engines of destruction.

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Strength: 75
Reflexes: 15
Health: 35
Judgment: 10
Willpower: 14
Conflict Reaction, Melee: 65
Conflict Reaction, Ranged: 0
Conflict Reaction, Magical: 0
Base Conflict Reaction: 35
Attack Type / Damage Value: by weapon (+3 DC),
Unarmed DC: G
Body Points: 260
Wound Threshold: 30
Dodge: 10
Armor: stone-like skin, 2 levels of protection.
Mana Pool: 5
Movement: 15
Skills, Spells and Abilities
Weapon skill: 70


Lesser Rughto
Type: Traykin
Description: These small, pitch-black humanoids bear
horribly twisted features. Each one is different in its
repulsiveness; no two of them are the same. Most have at
least two limbs capable of wielding weapons or shields.
Culture / Habits: These vile creatures live only to serve
their god, Monntray and his chosen champions. They are
the foot soldiers of Monntrays armies and possibly the
most numerous race of beasts on the face of Wyn Dmere.
Strength: 12
Reflexes: 14
Health: 22
Judgment: 8
Willpower: 8
Conflict Reaction, Melee: 43
Conflict Reaction, Ranged: 43
Conflict Reaction, Magical: 0
Base Conflict Reaction: 25
Attack Type / Damage Value: by weapon
Body Points: 55
Wound Threshold: 10
Dodge: 30
Armor: none
Mana Pool: 5
Movement: 9
Skills, Spells and Abilities
Weapon skill: 45
Shield skill: 45
Ambush Lore: 55
Conceal Presence: 50
Quiet Movement: 50

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Magelights
Type: Fey
Description: Magelights are vaporous clouds of energy,
generally translucent or softly sparkling, with larger orbs of
light drifting aimlessly through them. They are often
mistaken for supposed "will-o'-the-wisps" or swamp gas
from a distance, and seem to enjoy dwelling in or near
marshy areas to support this confusion. Magelights appear
to be able to pass through solid matter if they choose,
though reports have been made of the larger orbs actually
touching a party's belongings. Being made of energy,
magelights are naturally silent until they choose to "crackle"
or "spark".
Culture / Habits: A strange form of predator that has
drifted into Wyn D'mere from the Fey realms, magelights
feed on energy. They prefer magical energy, and will swiftly
descend on any enchanted items or Mana storage devices a
party may possess, but can also feed on the life energy of
their victims, if no Mana is available. The vapor cloud that
forms their bodies can be expanded to fill a very large area,
growing thinner as it does, but only the half-dozen to ten
orbs of energy drifting through the vapor can actually be
struck. These orbs home in on any Mana they can drain,
settling upon the item and glowing brighter as they leech the
energy out of it. When its orbs have finished feeding, the
thin-stretched magelight coalesces again, the orbs dimming
back to normal as its cloud is re-energized. Magelights
suffer from constant Mana loss and therefore feed whenever
they encounter a source of magical energy, but can defend
themselves by expending their Mana in elemental-lightning
attacks.
Strength: 5
Reflexes: Orbs: 40 Vapor Cloud: 10
Health: 20
Judgment: 10
Willpower: 25
Mana Attunement: 16
Melee Conflict Reaction: 46
Magical Conflict Reaction: 60
Base Conflict Reaction: 25
Attack Type / Damage Value: Flying charge / A; Shocking
touch / E, subdual & shock damage (costs 1 Mana to
energize each orb for one round, or may hold some charges
in reserve and energize different orbs in later rounds);
Lightning arc / H, costs 1 Mana, shock damage, fourteen
foot range, can double range or increase Damage Class by
one for each additional point of Mana spent.
Body Points: 10 per orb, 60-100 overall
Wound Threshold: Not Applicable
Dodge: 55
Armor: Only semi-corporeal, Level 4; take full damage
from magical weapons and spells
Mana Pool: 16
Movement: Cloud drifts at 2, orbs inside can fly up to 12
Skills, Spells, and Abilities:
Aerial Combat Lore: 75
Conceal Presence (until victims are inside cloud): 45
Drain Mana: 60 When a magelight orb is in physical contact
with an energy source it makes an opposed roll vs. the
Mana stored or the victim's Health roll, draining Mana at
Class C and Body Points at Class B. Multiple orbs can
attempt to drain a single target simultaneously.
Resist Magic: Magelight orbs can spend one action and a
point of Mana to double their Willpower or Mana
Attunement, whichever is appropriate to the spell they are
attempting to resist. If ALL the orbs spend one action to do
this, it still only costs one point of Mana, and gives this
resistance to the magelight's vapor cloud, as well. For an
additional extra Mana point the resistance can be doubled
again, costing 2 points for the second doubling, three for the
third, etc. This resistance only lasts one round, but
magelights are naturally immune to ALL elemental magics,
except wind.


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Mechanical Knight / Guardian Statue
Type: Construct
Description: Both the Mechanical Knight and the Guardian
Statue are example of the high magics of the old Grand
Republic, animating items to serve as protectors, of places,
things, and people. The Mechanical Knight was exactly that,
a suit of armor capable of fighting and protecting without a
wearer, although its movement came from magic, rather
than clockworks. A Guardian Statue was also just as its
name implies, but since the spell was cast on a previously
sculpted work, it could be of any shape or form. The key
difference between the two creations is that the Mechanical
Knight was bestowed intelligence and reason, that it might
find the best or alternate ways to carry out its orders, and
the Guardian Statues were simply assigned something to
protect, and left to protect it.
Culture / Habits: A Mechanical Knight was most often
assigned a person to protect, as the most loyal of
bodyguards with no thought of its own safety, whereas a
Guardian statue was usually set in a single place, to guard
either its entrance or an item contained within it. Oftentimes
these constructs would be cleverly crafted to keep their
exact nature from being realized. A would be kidnapper or
assassin would have no idea whether the knight in full plate
mail with his visor down was actually an unstoppable
machine or not, and art thieves or burglars entering the
noble's manor would never expect the incomplete humanoid
statue to suddenly draw its marble sword and attack them.
Some of these devices are still intact today, protecting the
blood descendants of the noble houses of the old Republic,
or their family lands, or possessions, or seeking out stolen
possessions or members of an enemy house, depending on
their final instructions, ages past.
Strength: 30
Reflexes: 30
Health: 30 (immune to most Health checks)
Judgement: Mechanical Knight: 18 Guardian Statue: 6
Perception: 35
Conflict Reaction, Melee: 60
Conflict Reaction, Ranged: 60
Attack Type / Damage Value: Metal or Stone Limbs / G, or
by weapon
Body Points: 90
Wound Threshold: Not Applicable
Dodge: 30
Armor: Metal or Stone Construction / 3 to 5 Levels
Mana Pool: 0
Movement: 6 to 12, many statues are on stationary
pedestals, but can rotate
Skills, Spells, and Abilities:
Ambush Lore: 25
Conceal Presence (statue): 75
Crest/Seal Lore: 20
Shield Use: 65
Weapon Use: 65
Many Mechanical Knights and Guardian Statues were
imbued with other skills and abilities as well, depending
upon the precise nature of their duties; they may have been
given an Etiquette skill to enable them to pass as a
princess' human guard, etc.


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Mossbeard, "Dark King of the Trees"
Type: Fey (Giant)
Description: Little is known of the Mossbeard, or
Mossbeards, as the case may be; Fey legend describes the
Mighty Mossbeard as the "Dark King of the Trees", or the
Dark King of the Evil Wood. He is said to be an ancient,
malignant spirit of the Fey Realms, having eons ago
possessed a mighty oak that was ancient even then, and
using its form to corrupt the trees and forest around it,
attacking the happy Fey creatures and peoples who resided
there. In Jafone's history, seemingly similar occurrences
have been recorded, even reports made by acknowledged
Fey-blooded adventurers that a supposedly haunted forest
attacked them.
Culture / Habits: It is not known if "Mossbeard" is some
form of evil Fey spirit that possesses a tree or trees, a Fey
tree-creature that has entered Jafone, or some sort of Fey
being so alien it cannot be understood by humanity. What is
known is that dark forests, those old enough that little
sunlight reaches their floors through the trees' branches, are
oftentimes thought to be "haunted", or possessed of an air
of menace; these are often precursors to an attack of a
"Mossbeard". An attack is declared when a traveler or party
is discovered in the woods or on a forest trail, beaten to
death and dismembered, with no sign of any enemy or
struggle with one another, and often with their possessions
or viscera high in the branches of a mossy old tree.
Strength: Mossbeard: 50 Possessed Forest: 40
Reflexes: Mossbeard: 40 Possessed Forest: 25
Health: Mossbeard: 40 Possessed Forest: 30
Judgment: Mossbeard: 17 Possessed Forest: 9
Perception: Mossbeard: 20 Possessed Forest: 14
Willpower: Mossbeard: 34 Possessed Forest: 16
Melee Conflict Reaction:
Mossbeard: 64 Possessed Forest: 48
Magical Conflict Reaction: Mossbeard: 45
Base Conflict Reaction: 20
Attack Type / Damage Value:
Crushing Roots / (Mossbeard) H (Forest) G
Flailing Branches / (Mossbeard) G (Forest) F
Bludgeoning Limbs & Trunk / (Mossbeard) I (Forest) H
Bite / (Mossbeard Only) J
Venomous Sap / (Mossbeard Only) STR 75; DC: D
-5 Coordination & Reflexes <1d10 turns>
Body Points:
Mossbeard: 120 Possessed Forest: 68
Wound Threshold: N / A
Dodge: Mossbeard: 10 Possessed Forest: 8
Armor: Mossbeard: Bark / Wood / Magic: Level 4
Possessed Forest: Bark / Wood / Magic: Level 3
Mana Pool: Mossbeard: 32
Skills, Spells, and Abilities:
Brawling: 65
Grappling: 48
Tree-Forms: Although each reported incident of battle with a
single evil tree-entity claiming to be a/the "Mossbeard" has
said the tree in question did indeed have a great growth of
moss, the "possessed" trees look no different from other
trees until they attack. Some of Fey blood who survived
such an encounter swear afterwards that they could see
suggestions of evil faces in the tree's or trees' trunk before it
spoke or attacked, but discounted their impressions as
imagination.
Panic: A "haunted forest" possessed by a Mossbeard can
instill fear or nervousness in travelers who pass through it; if
they fail a Willpower roll vs. the Mossbeard's skill check at
60 they are affected as if victims of an Emotion Wave:
Panic spell. The forest will appear dark and gloomy, despite
the prevalent weather, and seem to lead in all the wrong
directions, etc.
Sorcery: Fey legends, supported by those of Fey blood who
have knowledge of their people's history, suggest that the
Mossbeard entity is capable of great feats of magic,
enchantments and illusions designed to torment its victims
or drive them into the forest's clutches. It is documented

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that individual "Mossbeards" have protected themselves in
magical combat with the Elemental Shield: Earth spell.


Phantoms
Type: Ancient Kin (Shadow Planes)
Description: Dark creatures of the planes of shadow,
phantoms are spirit beings that do not exist in the real
world, only in the perceptions of their victims. They can
affect the senses of living things and forever hunt further
victims to feed upon, so that they might affect the world in
truth, rather than in illusion. They appear to be tattered
cloaks of absolute blackness, entirely empty but for the twin
glints of evil light beneath the hoods that serve as their
eyes, as if being worn by invisible beings. Phantoms are
insubstantial, non-corporeal spirit creatures, and so are
completely silent, as well as nearly invisible in the dark.
They are vulnerable to light, their substance-less bodies
disappearing wherever light strikes them directly; a
Phantom perishes if it is illuminated completely.
Culture / Habits: Phantoms travel in small groups of five to
ten members, constantly seeking out new prey to feed upon
the fears of. They stop only to find shelter from the sun's
light, which they can do by simply phasing underground.
Phantoms will consume the fear of any creature they can
corner, but infinitely prefer the richly detailed terrors of
people to the simple fright of instinct driven animals.
Phantoms overwhelm their victims with feelings of panic,
then drain the target's life essence through that fear, literally
scaring them to death.
Reflexes: 15
Judgment: 12
Willpower: 28
Conflict Reaction, Magical: 40
Base Conflict Reaction: 20
Attack Type / Damage Value: Terror Consumption /G
Body Points: 40
Wound Threshold: 20
Dodge: 15
Armor: None, struck only by magical attacks
Mana Pool: 9
Movement: 6 (Floating)
Skills, Spells, and Abilities:
Emotion Touch (Fear) 40 / 50 at 10' range /
100 with actual contact
Emotion Wave (Fear) 50 +10 per participating phantom if
acting in concert (costs no Mana, see below)
Non-Corporeal: Cannot be touched or affected by anything
other than magic or light
Darkness: Nearly invisible, if in an unlit room or outdoors at
night can become completely invisible for one round by
expending one Mana point.
A group of phantoms can cause an intelligent victim to
perceive their fears as terrifyingly real and vivid
hallucinations by spending an action to act in concert; such
a victim who falls to their power is completely immobilized
by fear, entering a catatonic stupor. If a phantom manages
to kill a victim in this fashion, they gain corporeal form and
physical stats equal to the victim's for a number of days
equal to the victim's Mana Attunement stat. During this time
the phantom loses its vulnerability to light, and can manifest
the fears of people as illusions visible to all, rather than as
hallucinations in the mind of a single target.


Poltergeist
Type: Undead
Description: These are the near-mindless spirits of those
who have suffered a traumatic death. While nearly invisible,

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the common manifestation of a poltergeist is the chaotic
effects it has on its surroundings.
Culture / Habits: Often these tortured souls haunt places
close to the site of their death or their former homes.
Sometimes they focus on a loved one or hated enemy. Most
of these creatures continue in similar habits that they
practiced in life, causing misery and terror to those they
once knew.
Strength: 15
Reflexes: 20
Health: -*
Judgment: 5*
Willpower: 5*
Conflict Reaction, Melee: 50
Conflict Reaction, Ranged: 40
Conflict Reaction, Magical: 10
Base Conflict Reaction: 20
Attack Type / Damage Value: by object (usually F)
Body Points: 40**
Wound Threshold: -*
Dodge: 40
Armor: mostly non-corporeal, Protection Level 5**
Mana Pool: -*
Movement: 10
Skills, Spells and Abilities
Wield / throw object: 50
* Note: Like most undead, poltergeists are immune to fatal
injury and mind effecting magics. Only shredding their
ethereal bodies may one be destroyed.
** Unless struck by a magic weapon or spell, all damage is
affected by its armor.


Poua Ka Tui (Tentacled Sea Devil)
Type: Child of Oomna
Description: These sea dwelling creatures seem to be
nothing more than masses of tentacles connected to a
central body with four large eyes. Their bodies are of
greenish hue and adorned with various colorful plates made
of hardened resin.
Culture / Habits: One of the Darkmothers first and
possibly greatest creations. These intelligent creatures live
in the oceanic depths surrounding Jafone. On the floor of
the seas lay several large cities made of chitinous resins.
Only their dislike of the lower water pressure near the
surface has prevented them from becoming a major hazard
to seafarers.
When sighted near the surface, they are always armed with
strange, cruel-looking bladed weapons and clothed in light
chitinous platemail. No attempt at peaceful contact has ever
been made between the land dwellers and these eerie folk.
They always attack upon sight.
Strength: 23 (out of water 10)
Reflexes: 20 (out of water 10)
Health: 18
Judgment: 17
Willpower: 35
Conflict Reaction, Melee: 85 (out of water 35)
Conflict Reaction, Ranged: NA (out of water 20)
Conflict Reaction, Magical: 65
Base Conflict Reaction: 45
Attack Type / Damage Value: Strange Blades (DC: H)

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Body Points: 100
Wound Threshold: 10
Dodge: 50 (out of water 15)
Armor: Chitinous Platemail, Protection Level 4
Mana Pool: 60
Movement: 25 (out of water 3)
Skills, Spells and Abilities
Wield Strange Blades: 66
Buckler Shield: 58
Aquatic Combat Lore: 120
Elemental Bolt (Ice only) (Mana Cost: 17): 76
Elemental Wall (Ice only) (Mana Cost: 18): 68
Emotion Wave (Mana Cost: 19): 60
Hexing (Mana Cost: 35): 49


Sewer Kraken
Type: Child of Oomna
Description: The Sewer Kraken is a monstrous beast that
dwells in the filth beneath large human cities, thoroughly
polluted rivers, and rancidly fetid swamps. They appear
very similar to giant sea-squids, with ten tentacles sprouting
from a bony, beaked head at the front of a soft, pale body.
A Sewer Kraken does have an internal skeleton, like a
squid, but the ten to twelve foot body around it is taut and
bloated with digestive gases. Its tentacles are lengthy,
tremendously strong ropes of flesh, ranging from four to
eight inches in diameter and up to fourteen feet long, ending
in sharply edged, spade-shaped bone tips. The resilient
body, tough tentacles, and bony visage make the Sewer
Kraken difficult to damage.
Culture / Habits: Sewer Kraken generally feed on the putrid
waste in their environment, but are more than happy to
feast on any creature that enters their domain, and seem to
be territorial enough to always attempt to do so. The Sewer
Kraken's bloated body sack acts as a ballast chamber; it
can compress its digestive gases internally to deflate and
lurk beneath the water's surface until its prey ventures
close. Sewer Kraken have poor vision despite their two
large yellow eyes, and obviously have no sense of smell,
homing in on their prey through hearing and the vibrations
moving prey transmit through the ground and water. A
Sewer Kraken can expel its compressed gases to torpedo
itself rapidly through the water, and spit the muck that it
strains through its beak with tremendous accuracy and
force, in addition to its multiple, bladed tentacles. A Sewer
Kraken's body is so full of filth that the ichor spraying from a
wound has been known to knock warriors battling it
unconscious.
Strength: 40
Reflexes: 35
Health: 50
Perception: 22
Willpower: 12
Melee Conflict Reaction: 52
Ranged Conflict Reaction: 40
Base Conflict Reaction: 30
Attack Type / Damage Value:
Tentacle slam or crush / G;
Edged tips slash or stab / I;
Beak bite / H;
Spit waste / C, plus Health check vs. 78 or lose
consciousness for 1d10 turns, second check vs. 66 or
contract disease: Health check vs. 60 each day for 1d10
days, lose difference in BP.
Body Points: 140
Wound Threshold: 24
Dodge: 26
Armor: Head: Level 3 Tentacles / Body: Level 2
Movement: 8 (Swimming), can "torpedo" every third round
at 24, tentacles whip at 10
Skills, Spells, and Abilities:
Aquatic Combat Lore: 60
"Brawling" with Tentacles: 75
Conceal Presence: 68
Grappling: 60

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Quiet Movement: 55
Spit Waste: 58
Sewer Kraken tend to attempt to immobilize their prey with
spat waste, then pull them into its beak with its tentacles. If
beset by several attackers at once, the Sewer Kraken will
attempt to keep its more heavily armored head pointed at
them and stab or flail the attackers with its tentacles. If
confused or overwhelmed, it will flail all its tentacles about
wildly to knock its attackers away, then submerge and use
them to pull itself along beneath the surface, escaping
unseen.


Shades
Type: Undead
Description: Shades are the tormented souls of creatures
that were ritually sacrificed under a full moon and trapped in
the shadow of their dying body. They exist for only a short
while before the spell that binds them expires, unless it is
renewed, and are completely bound to the will of the caster.
Shades appear to be three-dimensional shadows of the
creature that they were when alive, a translucent, jet-black
version of their former self, completely devoid of surface
details, and often larger or oddly proportioned, depending
on how the shadow was being cast.
Culture / Habits: Every shade (or group of shades) is
different, depending upon what type of creature or race they
were in life, and the nature of the spell-caster who controls
them. Shades are one with the darkness that creates their
"bodies", and use it to strike with surprise, or carry out
whatever other task they be assigned by their creator. They
are intangible and silent in the dark, fading from sight as
they move away from a light source, regaining mass and
solidity as they approach one. Shades can be slain when
solid, but leave no blood or other trace of themselves
behind, since they are composed of nothing but spirit and
shadow. The torment of having been killed and then trapped
before their soul could pass on drives Shades to torment
the living; torturing them with the darkness the Shades are
trapped in, and feeding on their sanity.
Strength: In dark- 8 / In light- 20 / Average- 14
Reflexes: In dark- 25 / In light- 10 / Average- 18
Coordination: In dark- 25 / In light- 10 / Average- 17
Perception: In dark- 30 / In light- 11 / Average- 20
Health: 20
Conflict Reaction, Melee: In dark- 36 / In light- 28 /
Average- 32
Conflict Reaction, Ranged: 0
Conflict Reaction, Magical: 0
Base Conflict Reaction: 15
Attack Type / Damage Value: In dark- None /
In light- G / Average- D
Body Points: 60
Wound Threshold: None
Dodge: In dark- 50 / In light- 18 / Average- 34
Armor: In dark- Intangible / level 5 / In light- level 0 /
Average- level 3
Mana Pool: 0
Movement: In dark- 18 / In light- 7 / Average- 12
(varies by type, may be able to fly, etc.)
Skills, Spells, and Abilities:
Shadow: Shades are immune to cold and all mental or
emotion affecting magics and effects.
Draining: A Shade's sustained touch reduces the victim's
Perception at A class damage (base 40) vs. the victim's
opposed Health roll. Lost Perception points are healed like
lost Health points; if their Perception reaches 0 they are
blinded and the Shade begins draining Judgment at B class
damage vs. a Willpower roll. At 0 Judgment the victim is
insane and requires magical healing.
Darkness: Shades fade from sight and lose corporeality as
they rejoin the darkness they came from. They use this
ability to silently sneak up on foes and drain them before
they can retaliate.

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Shambling Ooze
Type: Child of Oomna
Description: A Shambling Ooze is a mass of gelatinous
protoplasm, a thick and viscous goop that is remarkably
sticky and can shift its form into a variety of shapes. A
Shambling Ooze uses its adhesiveness to stick whatever is
available to itself, providing it with an added measure of
armor and making it appear to be an inconspicuous part of
its environment. When moving or attacking, a Shambling
Ooze extends its mass to form a shifting, sliding base for
movement and to create multiple tendrils to attack and
defend with, using its "armor" for added damage.
Culture / Habits: Shambling Ooze are semi-dormant
predators, slithering about their environment in search of
living prey to consume, feeding on any living thing they can
surprise or that touches them. A Shambling Ooze can
detect both scent and vibration with its gelatinous surface,
and when it senses prey nearby, it will withdraw its base
and pseudopodia into itself, so that it appears to be merely
a mound of whatever material it has stuck to its surface.
When feeding, a Shambling Ooze envelops its prey and
uses its acidic internal gel to disolve the prey's flesh and
absorb its blood into the Ooze's heart; when fighting, an
Ooze will attempt to either trap its prey with pseudopodia of
sticky slime or bludgeon them with material-coated tendrils.
Strength: 22
Reflexes: 16
Health: 20
Willpower: 8
Conflict Reaction, Melee: 55
Base Conflict Reaction: 35
Attack Type / Damage Value: Tendril Bludgeon / E-H,
depending on coating material (if any); Acid Slime / G
(requires contact of Ooze's main body mass with target)
Body Points: 80
Wound Threshold: 15
Dodge: 10
Armor: Viscous Body-mass: Level 1; also have +1 to +3
additional levels depending on what material the Ooze is
coated with: Plants / Dirt +1; Wood / Gravel +2; Metal /
Stones +3
Movement: 3
Skills, Spells, and Abilities:
Brawling: 25
Conceal Presence: 72
Tracking: 40
Multiple Tendrils: Shambling Ooze can shape their mass
into a number of pseudopod appendages, up to their current
Body Points divided by 5. Shambling Ooze can perform one
extra action with one tendril for every 10 points that its
initiative exceeded 70; therefore an Ooze with a Melee
Conflict Reaction roll of 50 gets 3 extra actions (50 plus
MCR of 55 equals 105, minus 70 equals 35, or 3 sets of ten
points). Each tendril has Body Points equal to 10% of the
Ooze's remaining Body Points. If a tendril takes more than
this in damage the tendril is severed and dies, collapsing
into slime; no Wound is caused by this, regardless of total
damage.
Adhesive: The outer portions of a Shambling Ooze are
extremely sticky, holding fast any object that touches or
pierces its main surface (including limbs and weapons) with
the equivalent of 25 points of Strength. Damage that
exceeds an Ooze's Wound Threshold may be sufficient to
cause it to release something stuck to its surface, including
its armoring material.
Acid Stream: If wounded, a Shambling Ooze may squirt its
acidic interior slime out of the injury in a jet that can cripple
its opponent.The Ooze may make a riposte action to squirt
its acidic interior slime out of the wound, with an "attack
skill" equal to one half its total Reflexes roll; Damage Class
G (as its Acid Slime attack).
Oozling: A Shambling Ooze can separate a portion of its
body mass, sending the smaller version after evasive prey.
The Ooze loses 10% of its Body Points to do this; the
oozling has three times this number of Body Points, with no
Wound Threshold. Oozlings have no additional armor or
tendrils, and can only attack with their Acidic Slime at Class
F, or Class E if it manages to strike a target "brawling".
Oozlings have Strength of 6, Reflexes of 28, Dodge of 35
and Melee CR of 60. An oozling will dissolve its target to
drain it of blood, then rejoin the parent Ooze, which
replenishes the lost 10% of Body Points, even if the oozling
was injured.
Weakness: Heart- Shambling Ooze possess a pulsing
black "heart" organ in their main body mass that circulates
their protoplasm to provide it with nutrients from the blood it
consumes and collect its acidic wastes for expulsion. ANY
injury to the heart of a Shambling Ooze does twice the
normal damage, and automatically causes one wound,
even if beneath its Wound Threshold. Once enough

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damage has been done to an Ooze to remove enough
armor to expose its heart, a character suffers a -40 penalty
to attempt to strike the heart, and risks losing their weapon
to the Ooze's sticky innards.


Skeleros
Type: Undead
Description: Nearly identical to normal animated
skeletons, these vile beings are identifiable by the cold, fiery
glow that palely emanates from their bones. Unlike normal
skeletons, these creatures move with a grace and purpose
that bely a sharp wit.
Culture / Habits: Fully alert and cruelly cunning, these
creatures often surround themselves with normal skeletons
and use them to confuse and wear-down their opponents
before revealing their true natures. They travel with their
packs causing death to all they encounter. Luckily, these
beasts do not work well together and often fall to quibbling
before accomplishing anything.
Strength: 22
Reflexes: 30
Health: -*
Judgment: 15*
Willpower: 15*
Conflict Reaction, Melee: 65
Conflict Reaction, Ranged: 50
Conflict Reaction, Magical: 0
Base Conflict Reaction: 45
Attack Type / Damage Value: by weapon
Body Points: 100
Wound Threshold: -*
Dodge: 40
Armor: Fiery Aura, Protection Level 3
Mana Pool: 20*
Movement: 9
Skills, Spells and Abilities
Weapon skill: 75
Shield skill: 75
Conceal Presence: 50
Quiet Movement: 50
Play Dead: If a Skeleros is losing in a battle it may
voluntarily fall to pieces and appear destroyed. Should this
fool its opponents, it can reassemble itself at will. While
playing dead, the Skeleros heals 5BP per minute.
Bone Mastery: When choosing not to engage in combat, a
Skeleros may enhance all the combat skills of all skeletons
within 20ft. by +10.
Fiery Venom: On any successful attack the Skeleros can
choose to expend 5 Mana to extend its fiery aura to its
weapon and poison its opponent. (Poison STR 75, Damage
Class G)
* Note: Like most undead, skeleros are immune to fatal
injury and mind effecting magics. Only by crushing its
bones may one be destroyed.


Skeletons
Type: Undead
Description: These are the lowest form of the walking
dead, animated human skeletons stripped of most of their

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flesh. They move with a shuffling, awkward gate and an
eerie quietness.
Culture / Habits: Held together only by magic and sinew,
these abhorrent creatures have no desire other than to
harm the living. By themselves, they wander aimlessly, but
when controlled by greater undead they become a force of
terror.
Strength: 15
Reflexes: 15
Health: -*
Judgment: 5*
Willpower: 5*
Conflict Reaction, Melee: 30
Conflict Reaction, Ranged: 20
Conflict Reaction, Magical: 0
Base Conflict Reaction: 15
Attack Type / Damage Value: by weapon
Body Points: 55
Wound Threshold: -*
Dodge: 15
Armor: none
Mana Pool: -*
Movement: 5
Skills, Spells and Abilities
Weapon skill: 40
* Note: Like most undead, skeletons are immune to fatal
injury and mind effecting magics. Only by crushing its
bones may one be destroyed.


War Wagon
Type: Construct
Description: A near-ancient construction of the old Grand
Republic, the War Wagon was a large, heavily armored
cart, armed with spears, crossbows, and even ballista on
some larger models. They were created by the Republic's
military to give themselves an edge over the rebelling
factions during the Grand Republic's collapse, but the
rebels soon learned to use techniques that harmed the
wagon's drivers, eliminating its threat. In response, the
Republic had their most powerful mages cast spells of
animation on the remaining War Wagons, giving them the
ability to drive themselves and fight just as competently as
if there were still soldiers manning them. Many were even
imbued with spells of summoning, to allow them to reload
their ammunition after it had all been spent, or replace
broken spears and wheels. The War Wagons rose anew, a
far deadlier threat than they had been before.
Culture / Habits: Unfortunately for the Grand Republic, the
creation of the animated War Wagons was not enough to
save their country. Unfortunately for the rest of the world,
the end of the old Republic did not necessarily mean the
end of their weapons. Some of the powerful magics that
were unleashed before the Republic's collapse still roam the
world to this day, attempting to fulfill their obligations as
best they can. In the case of the War Wagons, they may
still be patrolling a desolate stretch of land that used to be a
rebel outpost, acting on their orders to kill any person they
find in the area. Or perhaps they travel the plains and
wastelands, searching for anyone wearing the emblem of
an enemy house, or any building with the enemy seal upon
its walls, waiting for something to attack with the piecemeal
weapons it has gathered over the centuries.
Strength: 40 (no limbs)
Reflexes: 45
Health: 50 (immune to most Health checks)
Judgement: 5
Willpower: 8
Conflict Reaction, Melee: 65
Conflict Reaction, Ranged: 65
Attack Type / Damage Value:
Ballista (bow) / L (takes 3 rounds to re-load)
Battering Ram / L after 6 yards or less, 7-10 M, N at full
speed
Crossbows / K (takes 2 rounds to reload)
Spears / J (1 round to re-load if "fired")
*Catapult / N
*Flame Projector / K
*Flying Bombs / O
*Only the largest War Wagons were equipped with any of
these weapons, and only one each
Body Points: 160

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Wound Threshold: 30 (If 30 or more points taken in a
single "injury", may destroy a wheel or weapon system, or
some other key portion of the construct)
Dodge: 8
Armor: Metal Plating / Level 5 Protection
Movement: 12
Skills, Spells, and Abilities:
Ballista: 60
Battering Ram: 58
Crossbow: 65
Spear: 65
*Catapult: 60
*Flame Projector: 55
*Flying Bomb: 55
Ambush Lore: 25
Crest/Seal Lore: 20
Evaluate Battlefield: 40
Siege Warfare: 35
Strategy: 40
Tactical Estimation: 35

The War Wagon does eventually heal itself of damage if it
is not destroyed to the point where the spell animating it is
broken (reduced to zero Body Points) but this takes more or
less time than ordinary character healing, depending on
how near a sufficient supply of suitable parts for it to
summon and shape is. This has resulted in the War
Wagons that still operate today bearing a mismatched,
freakish piecemeal look in most cases.


Wight
Type: Undead
Description: Appearing as pale bluish-purple dead men
seemingly prevented from rotting, these creatures are the
scouts and assassins of the dead. Identifiable by their deep
red eyes and total silence, they always wear clothing and
armor that blends with the environment..
Culture / Habits: These undead predators exist only to slay
the living. They carry on their silent vigil with wicked glee as
they lead Zombies in scouting parties for fresh meat. The
often herald the coming of an undead hoard, freshly risen
and hungry for flesh.
Strength: 25
Reflexes: 18
Health: -*
Judgment: 20*
Willpower: 15*
Conflict Reaction, Melee: 60
Conflict Reaction, Ranged: 45
Conflict Reaction, Magical: 0
Base Conflict Reaction: 45
Attack Type / Damage Value: by weapon
Body Points: 105
Wound Threshold: -*
Dodge: 25
Armor: usually piecemeal armor, Level 2
Mana Pool: -*

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Movement: 9
Skills, Spells and Abilities
Weapon skill: 60
Shield skill: 55
Ambush Lore: 60
Quiet Movement: 100
Conceal Presence: 60
Silence Victim: 40
Silent Command: A Wight may send commands to any
Skeleton or Zombie within 100 yards without speaking.
* Note; Like most undead, Wights are immune to fatal
injury and mind effecting magics. Only by chopping up its
body may one be destroyed.


Zombie
Type: Undead
Description: These are the common foot soldier in the
armies of the walking dead. They are the shambling
corpses of humans, usually armed with whatever is handy.
While always in a constant state of decay, they seem to
never lose all of their rotting flesh.
Culture / Habits: These reanimated corpses have no need
for culture. They have only the desire to obey their masters
and eat the living.
Strength: 20
Reflexes: 15
Health: -*
Judgment: 5*
Willpower: 5*
Conflict Reaction, Melee: 40
Conflict Reaction, Ranged: 30
Conflict Reaction, Magical: 0
Base Conflict Reaction: 25
Attack Type / Damage Value: by weapon
Body Points: 65
Wound Threshold: -*
Dodge: 20
Armor: none
Mana Pool: -*
Movement: 5
Skills, Spells and Abilities
Weapon skill: 55
Shield skill: 45
Ambush Lore: 30
* Note: Like most undead, zombies are immune to fatal
injury and mind effecting magics. Only by chopping up its
body may one be destroyed.


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G GA AM ME E M MA AS ST TE ER R S S S SE EC CT TI IO ON N

This section of the book is dedicated to the narrator of the
story, the Game Master. Players should not read any
material in this section as it may ruin the illusion that a GM
tries to weave during a future campaign. Secrets that are
hinted at in the first part of the book are discussed here and
are not meant for players eyes.

T TH HE E R RO OL LE E O OF F T TH HE E G GA AM ME E M MA AS ST TE ER R

The first rule of Game Mastering is that if a rule or game
mechanic is getting in the way of the storyIGNORE IT!
The point of a role-playing game is to have a fun adventure,
not follow the rules. Of course, this should be used lightly or
the players may never know what the rules for the game
are!
Second rule is if you cannot remember how a particular rule
works, just make it up. You can always go back and look it
up later. Spending too much time looking up rules slows
down game play and lowers interest in the campaign.
Third, make sure that you are fully prepared for the game
session when you start it. Be familiar with all maps, areas,
NPCs, monsters, and events involved for that session.
It is the GMs job to present the group with an interesting
campaign scenario and to follow it up in later game
sessions with continued plot twists and turns. This is what
builds and holds their interest and keeps them coming back
for more, what makes it fun!
Many times the players themselves will present you with
side plots and such through the action of their characters.
For more information and ideas on campaign premises, see
the Legend, Rumor and Adventure Hook section.

S SE ET TT TI IN NG G D DI IF FF FI IC CU UL LT TY Y R RA AT TI IN NG GS S

So, what is the difficulty for attempting
For an inexperienced GM this can be a frightening question.
Fore the most part, players will be rolling a d100 and adding
their skill rating to either defeat an opposed roll or a
difficulty rating set by the GM.
Opposed rolls are the easiest to handle, the player simply
rolls and the opponent (GM or other player) rolls. Whoever
rolls the highest total is successful. In combat, the
difference is applied to the Damage Class Chart.
Difficulty Ratings are a bit more complicated. A good
starting point is this:
Very Easy ____________ 50 or less
Easy ________________ 51-75
Average______________ 76-100
Challenging ___________ 101-140
Formidable ___________ 141-200
Unimaginable _________ 201-300
Out of the Question_____ 301 or greater
This scale is roughly based on the fact that most characters
will have a starting skill rating of 33-50. Obviously, not all
characters will fit this mold. Some specialists many begin
play with ratings as high as 120! While at first this may
seem unbalanced, when someone focuses on doing one
thing they are generally better than most at it, at the
expense of other skills. This system is designed to allow for
the occasional phenomenal roll or super specialist,
especially when a Critical success (96 or greater) is rolled.
As a group of characters develop into seasoned
adventurers, their skill rating will increase to the point where
Challenging Difficulties will seem rather blas. It is at this
point that the stakes of the campaign should rise. Ask the
players to attempt to do the improbable on a regular basis
and make the consequences for failure much more
disastrous. Avoid the temptation to simply raise the
difficulty levels of normal action because the partys skill
ratings are exceptionally high. This is unrealistic and will
frustrate players when weak NPCs are no more challenged
than they are.
Also, when setting Difficulty ratings do not forget to adjust
them for situational modifiers. Grabbing a quickly rolling
gem may be easy, but grasping the same rolling gem on a
frozen-over lake during a blizzard is not. Use the following
suggested modifiers to adjust Difficulty Ratings:

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Inconvenient Conditions ____________________ +5 - +20
(outside in the rain, on unstable ground, suffering
from heat exhaustion, in dim lighting, while dancing.)
Hazardous Conditions ____________________ +25 - +50
(suffering from starvation or dehydration, in the dark,
while drowning, while nearly blind, during a raging
thunderstorm.)
Ludicrous Conditions ____________________ +60 - +100
(while on fire, during a hurricane or tornado, while
completely bound, inside a creatures stomach.)
This will hopefully keep the players challenged, giving them
some reasons to continue even after their characters have
become the best.
At the same time, do not forget to lower Difficulty Ratings
where appropriate, such as in situations where the odds are
with the character. Remember that above all, a role-playing
experience is about the story; if plot or storyline calls for a
challenge to be difficult or easy, then it should be difficult or
easy. If an action needs to succeed or fail to keep the story
moving, then it should do so, regardless of what the dice or
rules say. As long as the story continues without being
overly disturbed, it does not matter if the rulebook or reality
is.

H HA AN ND DL LI IN NG G C CO OM MB BA AT T

There are very few things as chaotic as a RPG combat,
especially when it involves several types of NPCs as well as
multiple players. When entering into a combat situation, the
GM should try to follow the following guide list:
Is there an ambush situation?
If so, the group that has successfully laid the
ambush gets a free action on their targets.
All players must declare their action for the
entire round.
As all participants get 1-4 actions a round based
on their Reflexes, all actions must be decided
before initiative is rolled. The declaration of actions
determines what Conflict Reaction skill is most
appropriate for the round.
All participants roll the appropriate Conflict
Reaction skill or Base Conflict Reaction stat,
highest rolls go first.
A participant must make or hold his actions when it
is his initiative. If a participant wishes to use a held
action from a higher initiative to counter an
opponents action later in the round, the participant
must make an opposed Conflict Reaction skill roll
vs. his opponent to slip the held action in before
the opponents initiative. See Contested Actions
below.
All penalties from injuries and wounds are
applied immediately.
This also applies to any Spell or environmental
effects involved in the current combat situation.
Once all PC and NPC actions are completed,
move to the next round of combat.
If the NPC forces are subject to Failing Morale,
their Will Power checks vs. fleeing take place now.

Contested Actions
A Contested Action happens when one combatant has
won the initiative and wishes to hold his action until his
opponent reveals their own intended action. Then the
combatant will want to utilize his held action to interrupt his
opponents action. This is where the point of contention lies;
whose action happens first. Both participants roll additional
Conflict Reaction checks. The combatant that has been
holding his action gains a Synergy bonus from his original
Conflict Reaction Roll to his contested roll. The participant
with the higher result goes first. This contention roll
prevents those with high initiative rolls from automatically
interrupting any action they please during the round. It also
simulates the fact that a person holding their action can still
be surprised by their slower opponent.

Failing Morale
Not all opponents are hardened warriors willing to die in
combat. Many, when faced with eminent death, will
surrender or flee to save their lives. If the PCs are
overwhelming a group of such opponents, then at the end of

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every turn a Will Power check should be made to see if the
opponents give up. The difficulty for this check should be
based on how dedicated the opponents are and what they
will gain or lose from success or failure in this combat.

Taking the Pain out of Combat
When dealing with a mob of nasties to thwart an
adventuring partys day, it is often best to simplify the
encounter so that the combat can happen smoothly. Here
are a few guidelines to do just that:
When dealing with multiple opponents / creatures
of the same type, have all of their stats and skill
ratings be identical. Only leader types and elite
troops should differ from their underlings.
Roll the Conflict Reaction value by groups of
opponents / creatures instead of by individual.
Remember that not all opponents / creatures will
fight until death. Many will run or surrender as
soon as they are wounded or lose over half of their
BP.
Many opponents / creatures will run or surrender if
their leader is defeated or captured.
Most importantly, long drawn-out battle vs. mobs
of opponents grows boring quickly. Truly large
battles should be saved for momentous plot
conflicts and twists. Instead, roll the first few
rounds of a mob combat, then narrate the rest
based on how the party was doing and what the
plot requires.

Creating a Challenge
Several well-designed characters that work well as a team
can oftentimes make mincemeat out of even the toughest of
scenarios. If the party is easily overcoming their opponents,
try these guidelines:
Remember that NPCs have no upper limit on their
skill ratings.
Intelligent creatures can have Life Aspect Training,
gaining challenging skills.
Small, weak, but cunning creatures can lay traps
and ambushes to protect themselves and their
homes.
Many evil opponents / creatures will employ
poisoned blades.
Attacking in large numbers can overcome any lack
of strength or skill. The defense rating penalties
will quickly overcome even the greatest warrior.
When in their home territory, many opponents /
creatures will employ guerilla hit and run tactics
to wear down powerful intruders.

A AW WA AR RD DI IN NG G S SK KI IL LL L P PO OI IN NT TS S
One of the most difficult tasks of a GM is setting the
advancement rate of your campaign. If you give out too
many Skill Points, you many end up with a Monty haul
style group of characters that are too powerful for your
original plan. Or, if too few Skill Points are awarded your
party may feel cheated and lose interest in the campaign.
Most rewards are divided up into two categories: Points to
skills used & Additional points, players choice.
Points to skills used Refers to any one skill or group
of skills the character successfully used during the
game session. A group of skills should not be larger
than three or so skills. These points should be applied
automatically after every game session as they
represent skill advancement due to insight and
experience gained.
Additional points, players choice These points are
spent on any skill list or spell list that the character has
access to. Players choice points are usually
accumulated over several game sessions and spent
only when the GM declares a Down Time for the
campaign, when the party has time and a chance to
pursue their own interests outside to the story. These
points represent time spent reflecting on past events
and continued training.
Below are some guidelines to awarding Skill Points after
every game session.
Base Award
+3 points to every skill used (up to 10).
+5 points to the most used skill.
+20 points, players choice.
The party completed assigned task
+2 additional points to the most used skill.
+15 additional points, players choice.
The party acted very well as a team
+1 additional points to the most used skill.
+10 additional points, players choice.
The party completed campaign goal
+5 additional points to the most used skill.
+25 additional points, players choice.
Individual Role-play Award
+5 to +10 additional points, players choice.
Individual Heroics Award
+10 to +20 additional points, players choice.
Individual Humor Award
-5 to +5 additional points, players choice.
Individual Goal Achievement Award

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+2 additional points to the most used skill.
+10 additional points, players choice.

Also, dont be afraid to reduce the number of points
awarded if players were not cooperating or making an
effort. It is their job to tell their characters part of the story;
they have to work at least a little for their points. Remind the
players of this if they become complacent, to keep their
interests in participation and ownership of their characters
growth and destinies.

Character Advancement
Characters may spend their skill points as follows:
All assigned skill points are applied immediately.
All players choice skill points may be spent during down
times during or between game sessions, as per GM
instruction.
Increasing Attributes
Primary Attributes may be raised for attribute x4 in skill
points per point. Only one attribute point may be purchased
this way per game time month. When raising a stat, all
skills associated with that stat are raised by the same
amount. Secondary Stats are recalculated as normal.
Buying a skill outside of a characters aspects
After character creation, characters may spend points on
skills outside their aspects if they spent game time
attempting to learn the skill. Add +5 to the purchase cost
and +1 to the advancement cost of such a skill learned.
Thus, a (15/3) skill would be learned as a (20/4) skill. This
does not give them open access to any new skill lists.
Gaining access to new aspects skill lists
If a character is truly interested in learning the skill lists of a
new aspect:
He must train under a teacher who knows a majority of
the skills on all of the skill lists available to that aspect
for at least several game months.
He must pay 10 skill points per skill list within the
aspect that he does not have access to.
When this is done, the character is considered to have
normal access to all of the skill lists as though he was a
member of the aspect. This does not grant him any of the
bonus skills or abilities of the aspect, just access to its skill
lists.


A AD DV VE EN NT TU UR RE ES S I IN N T TH HE E
W WO OR RL LD D O OF F W WY YN N D D M ME ER RE E

Wyn Dmere, a land where the gods play out their ambitions
using mortal pawns, is rarely a dull place. Even in peaceful
lands, news of fantastic occurrences travels quickly from
other kingdoms. For those looking to prove themselves
before man and divinity, there are always deeds to be done.
As in Greek mythology, the Gods of Wyn Dmere are
always vying to promote their ideals and oppose their
adversaries. They often settle their differences upon the
mortal world to keep peace in the heavens. As such, a
large number of adventures can be based around the
schemes of evil high priests attempting to gain favor or
quests to thwart vile grand conjunctions of all sorts.
Aside from the influence of the divine, the mortal authorities
that rule over the lands of Jafone have plans and schemes
of their own. Many Nargasan Nobles still hold grudges
against the Kindarans. Many Thrallic Merchant Princes are
always looking for ways to increase their profits. The Good
King Estoni of Manndor is ever looking for heroes to aid him
in restoring peace to his war torn lands.
In addition, the land itself bears many mysteries. The
Wildlands between Nargasa and the Gateway Mountains
has never been cleared of its monstrous inhabitants, why?
The Gateway Mountains themselves have questions to be
explored: Where are the Dwarves and why are they so
reclusive? What is the terror of Forbidden Peak? Why do
many still make pilgrimages to Kohbs Point? Other locales,
such as the Nomad Plains, are ripe with undiscovered ruins
and ancient secrets to delve.
In future supplements some of these mysteries will be
explored but why wait? This world belongs to those who tell
its story, the players and the GM. All campaign materials
given here and published later are only for reference; blaze
your own story as go.


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Legends, Rumors, &Adventure Hooks
In this section you will find several campaign ideas to use in
creating your own story. Hopefully, these will spark many
enjoyable evenings of adventure.
Root of the Black Oak
Well known for the quality of its wood, there are numerous
legends about the famous Black Oak trees of the Allista
Woods. In recent times, councils of sages have declared
that they have found evidence that the root of the Black Oak
does indeed possess some of the miraculous curative
properties ascribed variously to its roots, leaves, and bark.
Said to be a cure for everything from deadly poisons to
debilitating diseases to infected wounds, these councils
have determined that sap taken from the underground roots
of these magnificent trees can be used to create potions
and salves that are indeed of amazing healing capabilities.
Great would be the reward of any adventurers stalwart
enough to enter the depths of the ancient wood and return
with a sample, both monetarily and in reputation for
providing such a boon to mankind. The problem is that this
sap must be drained from the root without severing it from
the tree, or overly harming the tree in the process, else the
tree's injury will cause a reaction that ruins all beneficial
effects. There is also the problem that no one has been able
to make contact with the highly territorial and secretive
Elves of the Allista Woods to see what they might think of
such activity...

An Honest Days Wage
A Thrallic merchant has hired the adventurers to guard his
caravan on its way back to Thrallis. His reason for extra
protection is in response to the raiding of three other
caravans traveling on the same trade route. Possibilities
In this particular season, a clan of Forest Lion
Gomakas has claimed the area that includes part
of the trade route by ancestral right. The previous
merchants chose to ignore the Gomakas claim and
were punished for not respecting the Lions lands.
Each of the previous merchants were carrying
stolen Elven artifacts. Along the trade route, a
party of Elves attacked the merchants and
retrieved the artifacts. The merchant who has hired
the adventures is also carrying an Elven artifact
and suspected the real reason for the
disappearances of the other merchants.

Vurron's Honor
Divinely inspired warrior-seers and prophets of Vurron's
temples fear that a great cataclysm of some kind harkens
on the horizon, and fear that a great warrior armed with
their god's might is needed to stop it. Reading the celestial
signs, these mystics have declared that a powerful weapon,
blessed by Vurron already, must be brought to the shrine on
Khob's Point, or perhaps awaits a valiant warrior there who
will prove his worth to Vurron by questing for this weapon,
reclaiming it from atop Khob's point, despite all the forces of
darkness that will attempt to stop any who would dare do
so.
It may even be that the Demon Lord Tyyrv himself is
attempting to return to Wyn D'mere, and Vurron is
attempting to raise up a second great warrior to prevent
this. Then there are the myriad reactions of the other forces
of darkness to consider, particularly the Demon Lord
Nosske. Will they attempt to hasten this cataclysm, take
advantage of it for their own nefarious purposes, or could it
possibly be something so fell that they too would seek its
prevention? Perhaps some members of the Council of
Darkness feel one way about the situation, and others
disagree either way the mortals involved will not have an
easy time of things...

A Quest For Beauty
The adventurers have been summoned by the local high
priestess of Dello. She informs them that several young
men and maids set aside by lot to play an important role in
the spring festival of beauty have disappeared. She wishes
the adventurers to find them before the beginning of the
festival. Possibilities
Several priests of Monntray have kidnapped the
chosen youths in order to ruin the festival. This
might result in the disfavor of Dello and leave the
local area unprotected from the Traykin.
One of the maids has broken her vow of purity in
allowing her beloved to kiss her before the festival.
Not knowing what to do, she sought her fellow
chosen friends for help. Fearing Dellos wrath, they
all ran to the plains to seek refuge until after the
festival. Unfortunately, they blundered into a group
of raiders that has decided to ransom them. While
searching for them, the adventurers run into the
messenger with the ransom notice.

Beneath the Forbidden Peak
Legend and lore from time immemorial have declared the
Forbidden Peak to be a mountain that no soul can violate
without repercussions. Considering the beasts and
monsters known to dwell in the Gateway Mountains, to
make no mention of the occasional dragon sightings, this is
advice that no sane person would ignore. Recently,
however, a number of the Dwarves in Gaddor and Ishmar
have spoken of things growing worse in the areas
surrounding the Forbidden Peak, reportedly even in the
Dwarven Depths. Younger Dwarves on their Ugula have
said that this heralds the fulfillment of an ancient Dwarven
prophecy, of a young heroic warrior who must quest
beneath the Forbidden Peak to retrieve or destroy some
dark artifact that has lain dormant for millennia. According
to these rumors, this supposed evil relic has been harboring

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its power over the centuries, and once strong enough, will
exert its influence to drive the monstrous and evil creatures
that thrive around it to expand their territories, expanding its
influence, to someday take over the known world.
The older Dwarves scoff at such absurdities, reprimanding
the youngsters for speaking out of turn and not keeping
their tongues in check, while speaking amongst themselves
in hushed, worried tones about the increase of troubles
back home. Those with greater knowledge of the Dwarven
ways will realize that the Dwarven kingdoms have never
spread to the southern end of the Gateway mountain range,
and that the Dwarves themselves would never explore
beneath the Forbidden Peak to see if such rumors were
true, because they would fear disturbing the dark things that
are known to live there and bring their ire against their
neighbors in the Dwarven kingdoms. On the other hand, if
the dark forces of the Gateway Mountains are gathering,
where else would they do so, and for what purpose...

The Battlefield That Would Not Rest
In the Nomad Plains, rumors and warning abound over a
stretch of land north of the Mersaka Woods. It is said that
the place was a great battlefield where many bloody
conflicts took place during the days of the Grand Republic.
Recently, several people traveling through the area were
killed by what was described as an unholy thing.
Possibilities
Several of the fallen warriors have risen from the
dead. Perhaps they were awakened for a purpose.
An ancient magical construct left over from the old
wars is active again and following the last
command it received, kill.
Some raiders have set up camp in the old
battlefield and are pretending to be monsters to
make thuggery more potent.

Elven-Fey Ambrosia
Strange doings are afoot in the Borderwood. There have
always been rumors of better contact between humans and
Elves in the Borderwood communities deeper in the
Mersaka Woods, and there are certainly more half-elves
and humans of Elven descent in the Borderwood than
anywhere else, but now things seem to be changing. Wild
stories of foresters and explorers disappearing for a few
days too long in the depths of the Mersaka Wood, and then
returning in higher spirits and better health than they had
ever been in their lives have been spreading with increasing
frequency. Some of these people are reported to be slightly
deranged when they return, laughing at nothing or cringing
at the most normal of occurrences, and exhibiting many
other strange behaviors. Rumors that they discovered not
friendly Elves but instead have encountered some well-
intentioned but slightly harmful Fey have begun circulating,
or worse yet, their opposite: seemingly beneficial faerie
beings who are in reality malicious.
When the Elves began escorting every traveler out of the
deeper forests back to the human settlements, and using
both force and magic on any who would resist or question,
it was known that something more was going on.
Whispered rumors that a portal to the Fey Realms has
opened in the Mersaka Wood, combining with the Elven
magics for horrible results are now starting to spread, along
with stories of a combined Elven-Fey "fountain of youth" or
a magical food of both increased health and insanity. These
stories have a horrible undertone of a ring of truth...

In Search of Heritage
A Nargasan noble has hired the adventurers to find a Grand
Republic ruin in the Nomad Plains. He claims that it is the
ancestral castle of his family and he wishes for it to be
explored and its treasures gathered to the new family castle.
Possibilities
The noble has lied to the adventurers. The ruins
are of a rivals family. He wishes to pilfer his rivals
family heirlooms and ransom them for political
power. The rival has sent a group of his own
explorers to find the treasures.
A band of Sekkra worshipers have taken up
residence in the forgotten castle. They have begun
to explore its depths and have cleaned out the top
level for their residency.
The nobles family castle was actually abandoned
before the fall of the Grand Republic. Due to the
breaking of several sworn contracts; the god Alloc
cursed the castle. All of the treasures within will
cause the bearer to become ill and eventually die
in a few weeks.

Temples Unknown
Excited explorers returning from the Nomad Plains have
made a tremendous discovery... relics from a newly
discovered lost fortification match several of the relics from
previous discoveries, leading sages to believe that this older
site may be a central hub of some sort, perhaps a main
temple that sent artifacts to its other offshoots. A highly
funded group of sages commissioned a party of adventuring
explorers to investigate the depths of this site, to see what
else might be discovered. When this party failed to return,
and each of the sages who had been studying one of these
new relics were struck with blindness, insanity, or both, a
call for the aid of professional adventurers was put forth,
hoping to discover the truth of what happened, and perhaps
a cure...


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Troublesome Trolls
Several trade routes through the Northern Wastes have
been cut off by Trolls demanding restitution. As of yet, no
one can figure out what they want restitution for.
Possibilities
Someone has looted one of the Trollic Burial
Shrines near the Kindaran border.
By night, someone stole several Troll children to be
sold into slavery in Thrallis.
Several merchants have sold shoddy merchandise
to the Trolls in return for valuables. The Trolls
intend to hold up trade through the wastes until the
merchants make good on their mis-doings.

The Sirens of Stone Hook
The bay of Stone Hook is rumored to be the base for a
female group of pirates known as the Sirens. These women
are said to raid the ships that crash onto the Blood Reef
and ensure that there are no survivors. Supposedly, some
men are allowed to survive to sire the next generation of
Sirens, though none of them survive long.
It is also rumored that the leaders of the Sirens can call
upon sea creatures to lure or coerce ships into the reef
areas in hopes of a wreck.
The rumors of the Sirens date back several hundred years,
almost to the foundation of the Largdis Territory. Perhaps
the Sirens were not allowed to join the other Sea Lords in
the founding of Largdis and were forced to find another
home. If this is true, then they could be Largdis greatest
threat.

Nomadic Trials
An urgent call for adventurers has been made from Brannic-
Burn in Ishmar of Kindara. It seems that Baron Bar-Shaee
was attempting to forge a permanent trade route between
Ishmar and Gaddor, and in grand celebration of its
commencement, sent his daughter as part of the first
caravan, to personally select the silver and gold she wished
to have forged in Ishmar for her wedding jewelry.
Apparently the trade caravan arrived in Gaddor without
incident and with much celebration, but on their return trip,
encountered disaster.
The few scouts and outriders who managed to escape the
onslaught of the caravan rode hard for Brannic-Burn,
informing the baron they had been attacked by wild nomads
and horrible beasts. Upon questioning, it was first thought
these might be renegade Gomakas, but apparently the
creatures seen were not of any type the Gomakas are
known to assume. Regardless of exactly what attacked his
returning caravan, all Baron Bar-Shaee desires is the safe
return of his daughter, and any other members of his
caravan or its cargo that can be rescued. Possibilities:
The nomads are in fact renegade Gomakas, using
magic or clever disguises to confuse those who
witness their raids
The nomads may be a small band of former
Gomakas who were outcast for some offense, and
have now rallied under an evil priest of Oomna or
Monntray to gain their frightening abilities
The nomads are actually a band of Traykin,
perhaps Gomakas who began to worship Monntray
and were changed into forms bearing resemblance
to their previous animal selves, or are a scheme of
Monntray's to bring suffering to the Gomakas by
framing them.
The nomads are a scheme of some other party
wishing to defame the Gomakas, or to start a war
between them and Ishmar, for either their injury or
Ishmar's, or both

D DE EA AL LI IN NG G W WI IT TH H U UN NU US SU UA AL L C CH HA AR RA AC CT TE ER RS S
While no role-playing game player characters or non-player
characters should be considered normal, the Tales of Wyn
Dmere system has an ability to produce characters with
traits or abilities that can be difficult to handle during game
play. This section will hopefully give the GM insight on
properly handling such characters.

Developing Mystic Alliances
Possibly one of the most difficult yet interesting tasks of a
Wyn Dmere GM is working with a Player to define a Mystic
Alliance.
The idea of including the concept of Mystic Alliances was to
allow for characters who had some unusual or obscure
connection with an object or being that granted them
unusual supernatural abilities. The most recognizable
example of this is the relationship between a devout Priest
and his Deity.
Since the ability to call upon the aid of a Deity is related to
the Prayer skill, a Priest with a Mystic Alliance to his Deity
gains a bonus to his Prayer skill. Unlike many games, in
Tales of Wyn Dmere this alliance is a two-way street. In
order to retain his Prayer bonus, the Priest must obey the
commandments of his Deity at all times.
In another example, let us examine the possible bond
between a Warrior and his family sword. The sword could
possibly have the strength and skill of his ancestors locked
within it, only accessible to those of the family bloodline.
Thus, if the Warrior took a Mystic Alliance with the blade,
he might gain extra bonuses to hit and damage that another
wielder could not receive. These new abilities come with a
price. While not truly sentient, the sword will communicate
to the Warriors subconscious what it desires. It may want
to be bathed in rare oils on a regular basis, or to be adorned
with an ornately decorated sheath. Perhaps its desires will

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be darker, as it may wish to taste blood at least one every
week or sooner
A third example would be the consummate martial artist
Monk character. A Mystic Alliance with a temple or dragon
spirit could possibly result in the Monk gaining a bonus to
all the skills on the Monk Skill List. Of course, the allied
spirit may have some unusual requests to be fulfilled for the
monk to retain his skill bonuses.
It is suggested that regardless of what form the Mystic
Alliance takes that the relative power level of the bond not
exceed the guidelines given in the aspect description. Also
make sure that all granted abilities are properly matched
with known (or unknown) desires.
A good general guideline for these things is simple common
sense. Remember, this is a story; make the bond
interesting and exciting without being so powerful or
impossible that it unbalances the plot.
Ignoring Desires
Whether by choice or circumstance, many characters will
sometime or another have to forgo satisfying the desires of
their Mystic Alliance. If the denial of satisfaction continues
too long the benefits of the alliance will be lost, possibly for
good.
When determining the consequences for ignoring Ally
desires, the nature of the desire and the current situation
must be taken into consideration. If a priest is hogtied in a
dungeon for two weeks, his Deity will not revoke his Prayer
bonus for missing his daily devotionals. He will lose them,
however, if he does not resume them immediately after his
escape!
In general, unless it is specifically stated, a desire should be
fulfilled within one week or the character risks losing his
abilities or bonuses.
Should a character continually ignore Ally desires until the
last moment, he should get a warning from his Ally that the
bond is in jeopardy of breaking.
Penalties & Benefit Loss
Should it become necessary to penalize a character for
ignoring an Alliance, the period of benefit loss should be 1-3
days. If the character does not make immediate
reparations, the benefit loss will continue until the desire is
fulfilled.
A Mystic Alliance is a pact, and the character must live up
to their end of the bargain.

The Mysteries of the Dragons
This aspect is easily one of the most game disturbing
aspects in Wyn Dmere. Care must be taken when dealing
with a character of this bloodline as his older kin are always
hunting him. This can have a devastating effect upon an
adventuring party if not used carefully and well.
First, let us begin with the history of the Draconic Bloodline.
Dragons are part of the Ancient Kin, the creatures who
supposedly existed before the gods made the mortal
creatures. However this came about (to be covered in an
upcoming supplement), the gods and the dragons were
always at odds with each other. For reasons unknown, the
gods cursed the dragons by making them all neuter (neither
male nor female). The result was that there would be no
new generation to replace the old when they passed on.
The dragons slyly overcame the curse by learning to
transform into mortal creatures in order to propagate. The
only unusual flaw was that dragons could only take the
forms of male creatures. As such they had to partner with
mortal females in order to mate. Thus began the Draconic
Bloodline.
Within the next few centuries, the dragon population grew
much larger that it ever had before. This was due to the
faster reproduction rate of mortal creatures. The Dragon
Lords quickly realized the weight of the situation and called
the dragons to council.
It was decided to enact an ancient draconic law regarding
overpopulation (dragons love their space and privacy). All
hatchling dragons were open to be hunted by the adults so
that only the few and strong would survive. This seemed
appropriate since the mortal born hatchlings could not even
take their true draconic form until their 100
th
birthday. Thus
it was decreed that all mortal born hatchlings were to be
hunted until their 100
th
birthday.
And so began the legendary dragon attacks on human
settlements.
If an adventuring party had to constantly keep watch for
dragon attacks just because one of their members had
Draconic Bloodline, it would get dull quickly. The GM must
set a fine balance for how often a Draconic Bloodline
character will be stalked. Too often and it will get
frustrating, too little and the character is not suffering the
penalty for his draconic abilities. Using the frequency of
just when you thought it was safe will produce the
desired effect.

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Adult Dragons in a nutshell
If one thing is true about all dragons, it is that they are all
very different in ability and power. Some are highly
accomplished archmages, while others cannot cast the
simplest of spells. Many can swim, but some cannot stand
to get wet. No one write-up could accurately capture all of
the abilities that a particular Dragon might possess. This
section will deal with the generalities of Dragonkind so that
it will be easier for the GM to develop an Individual Dragon.
Most Dragons are quite large in size, ranging from 50 to
180 feet in total length. Their body frame types vary from
plump and round to broad and muscular to lithe and
serpentine.
Skin coloration and texture vary widely from fine, metallic
scales to thick, rainbow hued plates. The Armor Protection
levels often vary from as little as 4 to as great as 10 or
more.
Having nothing to do with coloration, each Dragon is
naturally connected to one of the five elemental attack
forms: fire, cold, stone, wind, and lightning. Most Dragons
may make breath attacks of its element during combat up
to a dozen times before needing to rest and recharge.
Nearly all Dragons have wings, but not all can use them for
flight. The actual size and shape of a Dragons wings does
not seem to factor into their flight capability, as some
wingless Dragons can still fly.
Universally, all Dragons have a streak of avarice. While this
usually takes the form of precious metals other valuable
items such as works of art or tomes of lore might be a
particular Dragons vice. The reason for this racial instinct
to hoard has never been discovered.
While not all Dragons are masters of magic, most are
masters of something, be it a realm of sagely knowledge or
an area of craftsmanship. Many connections between the
general sagely-ness of Dragons and Callastra, the goddess
of knowledge, have been made.
In combat, the Dragon is a terror to behold. It will use every
advantage it can to completely overwhelm its opponents.
Even an accomplished adventuring party should not have
much of a chance against a Dragon ready for a fight. All of
its combat and spell skills should be in the 100 200 rating
range. Even the weakest of Dragons can cause DC J
damage with its physical attacks and would have well over
300 BP.
Dragons do not approach combat lightly as it is the most
common cause of death for them; they cautiously evaluate
their opponents before attacking to ensure their triumph.
Even if it were beaten severely, it would make an escape to
hound its opponents another day. For a creature that has a
nearly immortal lifespan, waiting a few months or years to
vanquish a hated foe is nothing.

The Mysteries of the Dmpeill
The life of a Dmpeill is one of constant temptation. Their
dark halves are always attempting to season their actions
and lure them to dark deeds. In general, the GM should
assume that a PC Dmpeill has learned to live with these
vile urges and should not require the character to make
checks vs. falling into dark behavior on a day-to-day basis.
Spending extended periods of time in unholy places or
being confronted with powerful, awakened undead beings
will force the PC to make Willpower checks to avoid
temptation and the awakening of his own dark nature.
It is suggested that the GM should require the Dmpeill to
make a Willpower check whenever one or more of the
following happen:
The character avoids significant human contact for
over one week. (Difficulty 40)
The character unknowingly commits an act that
would be considered a foul, inhumane deed by
the normal human society.
(Difficulty 50)
The character willingly commits an act that would
be considered a foul, inhumane deed by the
normal human society. (Difficulty 100)
The character spends over 24 hours in an unholy
location. (Difficulty 40)
The character uses (unknowingly or willingly) an
unholy spell, ability, or magic item. (Difficulty 50)
The character spends time conversing
(unknowingly or willingly) with an awakened undead
being. (Difficulty 75)
The character is faced with a domination attempt
by their sire. (Difficulty 100)
Ultimately, the GM is the final arbiter as to when a Dmpeill
must make a Willpower check vs. temptation.

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Whenever a Dmpeill character fails a temptation check,
the GM should note this secretly. Once this tally rises to
three or more, the Dmpeills dark nature will start to
awaken. This results with the character gaining new and
dark abilities, such as the abilities listed under the Dmpeill
Bloodline Life Aspect. These abilities should be developed
specifically for each character, as all Dmpeills are quite
unique. This uniqueness is what makes them such powerful
foes or allies to the undead.
A character should gain a new power / ability for every 3-5
temptation points gained. The first few powers gained
should not be considered unholy but by the third or fourth
power, they should be labeled so. When the Dmpeill gains
their new ability, they should only know the basics of its use
and that it is tied to the darkness within themselves. Only
after using it a few times may they get a write-up of the
powers full game statistics and be able to improve it by
spending skill points. This system is intended to be very
free form to allow each players experience as a Dmpeill to
feel distinctive and personalized.
Suggested Abilities
The following is a suggested list of powers and abilities that
a Dmpeill might gain as their dark natures awaken. It is
recommended that the GM create new abilities that best suit
each individual Dmpeill character.
Become Invisible L: See under skills
Dark Movement L(5 Mana): + 15 to all checks requiring
speed. Doubles Base Movement. Duration: 3 turns.
Hunting Senses L(1 Mana): 30ft range, May make
Perception tests to detect living or unliving creatures.
Increased Attractiveness: +10 to Presence stat when
dealing with the opposite sex.
Night Wings L(5 Mana per hour): Allows the character to
grow translucent, shadowy wings and fly (Movement 25) in
the absence of sunlight.
Predatory Instincts: +50 skill points total to Melee and / or
Ranged Conflict Reaction
Predatory Senses: Gains a permanent +5 bonus to
Perception and all Perception based skills. Eyes turn an
unnatural color.
Shadow Blend L(5 Mana): Adds Synergy Bonus to stealth
when in shadows. See skill.
Shadow Dancing L(5 Mana): Allows teleportation from
one present deep shadow to the next, up to 50ft. See skill.
Skin Hardening: The characters skin becomes pale and
stiff to the touch. This counts as Armor Protection level 1
and may be combined with other Armor types.
Vile Recovery <unholy>: The character may absorb 1/10
th

of the BP damage inflicted upon living opponents to heal
themselves. This cannot be used to raise their BP total past
their normal maximum.

Sire Knows Best
Most Dmpeills are not nearly as estranged from their
inhuman fathers as they may think. Many sires keep careful
tabs on their progeny, either to make sure that they stay out
the sires business or to watch for the right moment to
help them over to the side of darkness.
Encounters with any fully awakened undead should be a
chilling experience, even more so with ones sire. These
meeting should always come as no surprise to the sire and
are usually arranged by him, one way or another. Often
these engagements will only last a few moments as the sire
exerts its influence upon its offspring and then withdraws to
let the darkness stir in the Dmpeills soul.
While many sages have strived to define the different type
of undead encountered it is a nigh-impossible task. Those
who feed on living blood are called Vampires, those who
feed on flesh are called Zombies and Ghouls, and those
who have no physical bodies are referred to as Poltergeists,
Ghosts, or Wraiths; all for lack of better terms. In truth,
most fully awakened undead are as diverse and unique as
the Dmpeill. Most can be fitted loosely into academic
categories, but some fit none. When creating any undead
menace, especially one meant to interact with a Dmpeill
PC, use care to make them unique and terrifying so as to
create an atmosphere of horror around the encounter. One
of the best ways to generate their stats is to use one of the
lesser undead monster stats as a base and modify them
from there. Add spellcasting abilities or freakish powers to
increase their unnatural menace. The bottom line is to
create a unique opponent for the Dmpeill to face, probably
more than once, not an undead killing machine to hack at
the party.

The Mysteries of the Dwarves
Deep in their stony depths, the Dwarves keep to
themselves. In the past few centuries, only the young
wanderers, called Ugula, have been seen roaming above
ground. It is they who father the half-dwarves of today.
Never staying around long, characters of Dwarven Bloodline
fathered by them spend most of their life being raised by
their human parent. Though not there in body, the Dwarven
parent always makes sure that the child is well provided for
financially. Occasionally, the parent will wander into town
and spend a few weeks with their child, teaching them their
Dwarven ways. This instinctive wanderlust is passed on to
all characters of Dwarven bloodline, resulting in a high
percentage of them becoming adventurers.

True Dwarves
Full-blooded Dwarves are often quite crafty and elusive with
their earthly wisdom, especially on how they seem to
always have a near endless cache of Dwarven gold
available to them. In combat they wield highly magical
metal arms and armor, and fight with great proficiency (90+
skill ratings). Quite hearty (160+ BP), they are also resistant

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to magic of all kinds (50% chance of no effect). Luckily,
most Dwarves would rather avoid a fight and talk their way
to being left in peace.
In return for fine, pure gold, rare Dwarven artifacts, and
other valuables, some smiths have learned many Dwarven
secrets involving simithing and crafting. These smiths often
do VERY well for themselves after that.

The Dwarven Deeps
Hidden behind miles of subterranean passages lay the
magnificent city caverns of the Dwarves. Any travelers who
make their way to one of these rare and beautiful locales
are often treated as though they do not exist. Other than
offering meager food and lodging, the Dwarves will not
speak on any matter other than the outsiders departure; not
to say that the visitors are restricted in any way from
wandering where they wish. This is part tradition and part
ruse. By custom, outsiders must be willing to endure
shunning for a full month. If, after the allotted time, the
visitors are still acting in good character, the shunning is
lifted. While not accepted as full citizens, they are, none the
less, afforded normal common courtesy and allowed to
conduct inquiries or business.

The Mysteries of the Elves
Within the two grandest forests of Jafone dwell the reclusive
Elves. Most characters of Elven blood come from the many
human settlements that exist on the borders of these
enchanted woods. The Elves see this as a way to
communicate the acceptance of these human settlements,
as long as their privacy is respected. Of all the mixed
blooded peoples of Wyn Dmere, the half-elf is the most
accepted by society.
Roughly each spring, the Elven parent will venture from
their seclusion to visit their offspring. Even Elven mothers
will leave their half-human children with their fathers, only to
come visiting once or twice a year. During these visits, the
child learns the Elven ways but is never taken into the Elven
lands. They are told that they may not enter until they are
invited.

True Elves
These nigh immortal folk have little patience with the folly of
most human kind. They see most humans as half-blind,
half-deaf, greedy children who never live long enough to
learn how to properly appreciate the world they live in.
Occasionally they will find a human what has truly
matured and accept their presence enough to trade goods
or information.
During certain times of the year the Elves adopt different
emotional states. It is during the spring that they become
more tolerant of human company and sometimes seek
short-lived liaisons with attractive humans. During other
times it becomes increasingly dangerous to venture too far
into their domains.
If provoked, an Elf is a deadly opponent. They move with an
inhuman speed and agility (Reflexes 45+) and prefer to
impale their foes from a distance with arrows (Longbow skill
130+). No human can out run an Elf in the forest as the
trees and the underbrush seem to make way for them so
that their footing is always sure. Also, many of them are
powerful spell casters, using magics still unknown to
mankind.

The Forest Citadels
Marvels of co-habitation between Elves and plant life, the
cities of the Elves are like no other structures in Wyn
Dmere. Entire palaces built around millennia old trees and
fine houses jutting out peacefully from their support trees
dot the scenery. Every flat surface is skillfully covered in
intricately beautiful engravings that seem to cause no
detriment to the bark of the trees.

The Mysteries of the Fey
Few truly understand the reasons why the gates between
the Fey realms and Wyn Dmere opened. It is rumored that
it began when the Elves and Dwarves began to withdraw to
their current reclusive homes but regardless of the exact
when and why, the Fey race has been on Jafone for
centuries.
Each Fairie has a different reason for dallying with a human
to have children. Few stay around after the birth of their
offspring to relate these reasons. Half-fairie children grow
up with great mental confusion as the racial memories of its
family line flood their expanding minds. Most, even in
adulthood, never understand more than a handful of these
racial memories. Most societies fully accept half-fairies due
to the fact that the common physical differences they
usually bear make them quite attractive.
Most full-blooded Fey find half-fairies quite amusing for
reasons they do not speak of. If any Fey are in an area
when a half-Fey passes by, they will most certainly take
notice and investigate.

True Blooded Fairies
As a single race, the Fey are quite unusual as there are
dozens of bizarrely different subspecies included within it.
Many sages have formed hypotheses about the connections
between them.
In physical description, they vary from tiny human-like
creatures with various kinds of wings to giant manlike
beings of unbelievably stocky proportions. Regardless of
their physical abilities, the true power of any Fairie is its
magical abilities. The Fey realm itself seems to contain
greater magical energies and most Fey beings seem much
more capable when casting spells than native Wyn

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Dmereians. Spell skill ratings of 150+ are not uncommon.
Also, the Fey have many spells yet undiscovered by
mankind.
The motives of any particular fairie are quite unpredictable.
Few Fey ever reveal their true motives or goals to any
outside their race. Luckily, most prefer to accomplish their
goals through social or covert means instead of outright
violence.

The Fey Realms
Both familiar and alien, the Fey allow few people to journey
through the gates to their realm. Their reasons for this are
many and confusing. They claim that as one travels farther
from the gates the Fey realm quickly becomes weirdly
different from Wyn Dmere and not altogether safe to travel
through. As such, the Fey attempt to guard all known gates
between their world and Wyn Dmere.

The Mysteries of the Trolls
The unfortunate children of a Human and Troll union are
often torn between the racial instincts of both parents. Their
Trollic blood calls them to wander incessantly and crave
quiet, ridgedly disciplined lives. Their Human blood drives
them to want to join society, express themselves, and
hunger for freedom from any oppression. These mixed
desires cause great stress as the child grows, causing most
to develop fiery tempers.
While full-blooded Trolls do not shun half-breeds, they also
refuse to fully accept them. Only a True Troll can
understand the complex customs and rituals that Trollic
society is built on; even half-Trolls cannot fully grasp the
nuances of Trollic life.
Humans, in general, rarely give half-Trolls full acceptance
either as they fear their great strength and mysterious ways.
Although they are not publicly shunned, most are steered
towards professions that will make use on their enormous
strength while under supervision.

True Trolls
These massive beings travel the Northern Wastes of Jafone
without much concern for any of the other races. In fact,
other than to occasionally trade with Gaddor for metal,
these folk could hardly care less about the rest of the world.
Encounters with them will vary from complete shunning to
combat for crossing their path.
Physically, Trolls are marvels of muscular might (average
STR 35-40). As part of their ridged code of conduct, all
members are required to engage in combat exercises. This
results in a high degree of martial competence among all
Trolls (weapon skills 75+). While they do not fear magic,
they rarely use it except for spiritualism.

Trollic Burial Shrines
These strange and beautiful structures dot the Northern
Wastes. They usually stand over twenty feet tall and are
usually carved from hard stone. Each is decorated with
images of former great Trolls and their deeds written in
cryptic symbolism. On certain occasions, all the Trolls in an
area will gather to the nearest shrine and honor their
ancestors by recounting their racial history. All Trolls
consider these shrines to be sacred and will hunt down any
who defile them.

The Mysteries of the Realm of Shadow
The Realm of Shadows, the world of eternal darkness, and
the abode of nightmares, literally. Just as a nightmare is
disturbing for terrifyingly, uindefinable reasons, so is this
place of inhuman folly. All who have made contact with
those who live in this ever-dark realm, and lived, have
describe them as nonsensical beings of boundless wisdom.
Their grand intellects restrained only by madness, they
freely impart their insight to most any that dare ask. The
few mortals that have dared to travel to the Realms have
eventually succumbed to insanity, but also gained a great
knowledge and power. As to their dealings on the world of
Wyn Dmere, even the gods are ever silent. Only wakes of
bloodshed and lunacy are left to tell the tales.

Encounters with Shadow Beings
Whether sought after or met by chance, dealings with
Shadows always leave a mark upon the participants. While
some minor Shadow entities freely roam the world, such
as Phantoms (see Beastiary), greater beings must use
portals to enter Wyn Dmere. Their presence is so
disturbing that it forces mortals to make Willpower checks
vs. 60+ or lose one or more points of Judgment,
permanently. Such losses can only be restored via high-
powered Restoration magics or divine intervention.
A greater Shadow being should be portrayed as idiotic yet
astute, confused yet nigh omniscient. If aggressive, its
combat abilities should prove frightening yet it may cower
and whimper once struck, only to leap up viciously
moments later. In battle it will never fight to the death; it will
always make escape back to its nightmarish home.
If engaged in conversation, it will reveal small tidbits of
useful wisdom entwined with twisted revelations that may
cause the listeners to make further Willpower checks vs.
Judgment loss. In return it will ask for some favor, perhaps
for an odd item (dried eggshells, sawdust over a year old, a
fresh dogs jawbone, etc.) or a task (steal the chickens from
one town and secretly give them to another town, break
every mirror you see for the next three days, take 100 gold
coins and throw them into the nearest forest, etc.). All told,
there should be no apparent sense in what it asks for.


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R RO OL LE E- -P PL LA AY YI IN NG G T TH HE E D DI IV VI IN NE E

In Wyn Dmere, one of the most important aspects of local
and worldwide events is the direct influence of the deities.
Every blessing and calamity is associated with the actions
of the deities on the mortal plane. As such many
adventures, great and small, can be based on the direct or
indirect action of one or more deities.
The following is a closer, in-depth view of each of the
deities. In game, this information would only be known be a
select few mortals who have had continuous contact with
the divine for an extended period.

Archons and Demons
Outside of the mortal realms lie the Planes of the Divine,
where the gods reside and hold their eternal court. In these
realms dwell the immortal servants of the gods, the divine
servitors. The individuals that serve the Council of Light and
The Council of Neutrality are generally referred to as
Archons. The minions of the Council of Darkness are known
as Demons.
These beings are rarely seen in the mortal realm due to the
Celestial laws of conduct. These laws dictate that major
mortal interference on the part of any divine servitor is, by
and large, forbidden. In general, each deity reserves the
usage of such direct action on the mortal world for
important events and crucial campaigns. The only exception
to this rule is when a mortal, either by miracle or by magic,
calls a divine servitor to the mortal world. The most
common occurrence of this is the summoning of Demons.
Like the variety that exists in mortal races, there are many
races of divine servitors. Their strengths and abilities vary
widely amongst the different races, and each race is given
tasks that fit their capabilities. As such, any immortal being
encountered by mortals would be there for a specific
purpose and have all the necessary expertise to complete
its task. With this in mind, the overall appearance of an
immortal is usually unique and powerful experience to the
mortal witnesses.

Deific Backgrounds

The Council of Light

Nyya, Goddess of Healing and Courage
Nyya is probably the most serene of the gods, and certainly
the most tranquil, at least among the rulers of the Divine
Court. Although always composed, Nyya is never at rest;
her drive to heal and inspire all who are in need keeps her
ever at work, striving to make the world, both Celestially
and mundanely, a better, healthier place.
The rest of the Council of Light looks upon Nyya as
something of an enigmatic inspiration, none are so all-
consumingly devoted to their efforts of betterment as Nyya,
and few if any can see how she manages to be so.
The Council of Neutrality generally sees her efforts as too
diverse and scattered, whereas their own efforts in more
refined, neutral areas lead to greater rewards. The least
held to this view of the Neutral Council is Aaria, who
naturally sees the healing of her plants and animals as of
great benefit, and the firmest in this view is Coss, who sees
her healings as an impediment to his battles, but grudgingly
admits that the courage she inspires is beneficial to his own
goals.
The Council of Darkness almost unanimously reviles her
works, with the only possible exception being Baruuki, who
can occasionally use offerings of healing or courage in her
enticements. Nyya's most opposed foe is Sekkra, who
despises everything that Nyya stands for, and would stop at
nothing to see Nyya's many efforts be in vain and torn down
to naught.
Nyya enjoys a permanent relationship with Vurron, her
stalwart suitor, who is as tireless in his efforts of defensive
battle as Nyya is at her healings. They often work together,
Nyya's worshippers healing Vurron's warriors, and his
worshippers defending Nyya's healers. This binding of
courage and righteous conflict unifies them, but their love is
forced to be behind the scenes.
Unfortunately, many of the females of the Divine Court have
an interest in Vurron, and if Nyya was to openly proclaim
her feelings for him or Vurron was to propose marriage to
her it would be an unforgivable insult to their fellow council-
member Dello. As the goddess of Love, Beauty, and Peace,
Dello would then remove all love and peace from their
relationship when it belittled her wishes for the same.
Sekkra, too, desires Vurron, and Nyya's possession of his
heart makes Sekkra hate her all the more.
Established Miracles: Healing of Body Points, Wounds, or
Stat loss; Purging of toxins or drugs; Removal of hysteria or
phobic reactions; Rallying to action in the face of oppressive
odds
Lesser Deities & Vassals: Cleeops, the Archon of
Medicine; Mietraa, goddess of birthing and mid-wives;
Odette, the demi-goddess of serenity, Pirr, the demi-god of
loyalty, and many others, all of a similarly devout mindset,
striving to better humanity through great personal efforts.

Lumm, the Brightmother, Goddess of the Day
Lumm is the epitome of the patient mother, ever vigilant
over her children's welfare, yet always taking the step back
to allow them to discover the world for themselves and grow
on their own terms.
She is the creator, and therefore mother, of the sun and, by
association, of all who live by and thrive under the sun.
Lumm looks upon humanity as her adoptive children,

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although "grandmother" to humanity might be more
technically accurate.
A vocal and determined champion of humanity, Lumm is
the chief Spokesperson for the Council of Light, and can be
seen in this sense as the protective mother who takes great
strides to make certain she does not inhibit or shelter her
child, but when the time comes, minces no words in her
discussion with the child's tutors or the parents of her child's
peers.
This sits well with the other members of the Council of
Light, who follow Lumm whole-heartedly. The Neutral
Council looks upon Lumm as somewhat over-zealous in her
championship of the day and its denizens, but she is well-
liked by Aaria, whose plants flourish in the light of Lumm's
sun, and highly respected by Orris for the way her sun fits
into his timetables.
The Council of Darkness, who hates her revealing light and
the passion with which she defends humanity, which would
otherwise be their victims, despises Lumm. Nosske in
particular has a disliking for Lumm, for the light of her
revelations often undoes his misleadings, but she is equally
disliked by Baruuki and Monntray for the role she plays in
the destruction of their followers (see Beastiary).
In comparison, however, all the hatred of the rest of the
Council of Darkness pales beside the sibling rivalry of
Oomna. Oomna and Lumm are twin sisters, flip sides of the
coin of motherhood. Whereas Lumm wishes her children to
grow and flourish with her approval and even aid, but
without her interference, Oomna wishes to spoil her children
and see them get everything they desire and she believes
deserve, regardless of the cost to others or themselves.
Lumm loves her dark twin, but believes her to be utterly
wrong in this regard and strives to repair and clean up after
her sister's mistakes, empowering her followers to destroy
Oomna's spawn and endlessly working to prevent their
gaining power (see Beastiary: Children of Oomna).
Established Miracles: Light and illumination; Creation or
cessation of local weather; Revelation of obscure or hidden
knowledge, or of lies or deception; Miraculous birth and acts
of motherhood
Lesser Deities & Vassals: Larros, the Sun; Veena, the
Archon of light; Hooras, the demi-god of wind and clouds;
Ginna, goddess of revelation; Totth, the spirit of truth, and a
number of others, each with a small sphere of influence.

Rann, God of Chance and Grace
Rann is the happy-go-lucky jester of the gods, but he is
never a fool. He is a cunning, mischievous, perceptive
scamp, with the best intentioned of hearts and the wits to
play the odds to gain the outcomes he desires. Although he
always seeks to make sure of the greatest gain and most
beneficial outcome of any circumstance he involves himself
in or comes across, Rann is also a carefree soul who does
not mind having some fun in the name of duty in the
slightest.
His partners on the Council of Light tend to classify Rann as
something of an outsider; although he works for the good of
the mortal world, just as they do, he does so on his own
terms, by his own means, which are often misconstrued by
others when they are not missed entirely, and rarely
explained to anyone. When questioned about his methods,
Rann's responses are usually along the lines of "such is the
way of Chance."
The Council of Neutrality has a similar view of the god of
Grace, but are less concerned with it, as their spheres tend
to operate quite well under the laws of probability and are
usually only marginally impacted by chance.
Rann is also looked upon as an outsider by the Council of
Darkness, but they view him with suspicion, acting behind
the scenes and for the most part unnoticed, much as they
do, but working in direct opposition to their own goals, so
often using a simple twist of fate to cancel or undo
immense amounts of their work. Imbrii alone seems to
enjoy Rann's machinations, challenging himself to work
within the designs Rann lays to still cause as much woe as
possible.
Rann has an ongoing, but not permanent, relationship with
Dello, who could never settle for his capricious ways as the
patron deity of the permanence of marriage. At the same
time she embraces the hold that Chance and Grace have
over Love and Peace, often working with Rann to see to it
that the right two people meet or the correct series of
seemingly unrelated events occur to maintain the peace of
an area.
Rann encourages mortals to live by the moment, for the
better of all in the end. Even those who greedily rely on luck
for a portion of the success in their work are blessed by
Rann, often finding themselves getting away with an act
without causing severe harm in some form to anyone, and
escaping capture or other near disaster through sheer
chance, by Rann's Grace.
Established Miracles: Any manipulation of odds to achieve
an effect that is possible, no matter how improbable;
Perfect timing; Speed, especially for timely arrivals; Oracles
and prophecies
Lesser Deities & Vassals: Quirros, the demi-god of speed;
Caioppi, the muse of music and performance; Genn the
Archon of Mercy and Genna the Archon of Forgiveness;
Yorrk, the demi-god of athletics; Shessa, goddess of games
and gambling; Peldd, god of prophecy, and lesser deities.

Vurron, God of Honor, Strength, and Armsmanship
Vurron is the perfect gentleman warrior, the dedicated
soldier who has sold and sacrificed himself to the war effort
to protect the innocent, the people he loves. He steadfastly
stands for whoever may need him, regardless of how bleak
their circumstances may be. He does this not because he
fights for the underdog, but because he fights for those who
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The other deities of the Divine Court have known Vurron's
attention to suddenly stray elsewhere during a heated
battle, simply because someone else fighting the good fight
was in more dire need. Even those who are not normally
followers of Vurron often gain his attention when they truly
need it, because as the god of honor Vurron has found this
to be an excellent way of gaining converts, to save them
when they are within his realm of influence, and showing
them what that can mean. As such, Vurron constantly
listens for the prayers of those in need, to come to the
rescue of their homes and causes and bring them into his
fold.
Nyya, as the goddess of Courage, of course delights in
Vurron, often working parallel to him with a similar mindset
of "prevail at any cost." The rest of the Council of Light and
the Council of Neutrality tend to see the pair of them as
zealots, but do not begrudge them their efforts.
Indeed, the female deities, including those of the Council of
Darkness, for the most part see Vurron as an object of
desire, be it for his strength, his compassion, or his
powerful skill. Dello and Sekkra in particular vie after him in
Nyya's wake, but Dello knows she could never win his love
without exerting her own control over it, which would make
it false. Sekkra, on the other hand, being his diametric
opposite, of course has no chance without the aid of
another's power, be it Love or Temptation, and in her
chaotically mindless jealousy and pride, would never use
such means.
The unfortunate truth, which few of the Rulers of the Divine
Court besides Nyya have seemed to realize, is that as the
god of Honor and Strength, Vurron devotes himself to
helping those who need him. If ever the other deities were
able to put their own desires aside for a moment and ask
Vurron for his aid or company out of actual need, he would
lavishly bestow it far beyond what they would ever have
expected.
Established Miracles: Acts of great strength or
phenomenal martial skill in the name of a just cause;
Rallying of forces in the name of honor or loyalty,
particularly when and where least likely
Lesser Deities & Vassals: Karr, the demi-god of defense;
Leeron, the Archon of Sacrifice; Soff, the Archon of
Swordsmanship; Faurrok, the demi-god of labor; Pirr, the
demi-god of loyalty; Fiiria, the spirit of hope; Ooron, the
demi-god of strengthening; Phegge, god of the forge;
Deerae, the demi-goddess of devotion, and others.

Dello, Goddess of Love, Beauty, and Peace
Dello is easily the most idealistic of the gods, wishing for
the whole of both the Celestial and mundane worlds to
resolve their differences peacefully and work together to
make the world a better, more beautiful place, unifying
everyone through love.
Though this might seem like a well-intentioned but
superficial surface, there is more to Dello than that. Despite
her rather "Flower Child" philosophy and even image (but a
beautiful image!) the goddess of Love, Beauty, and Peace is
much more intelligent than she sometimes appears, a
preconception on others' parts she often utilizes to achieve
her own goals. Dello fully realizes her ambitions are virtually
impossible, and so takes her victories where she finds
them.
Dello delights just as much and just as intently in a couple
that finds true love or a beautiful work of art as she does in
a well-negotiated treaty that brings peace to an entire land.
Though many of the day-to-day prayers offered to Dello
seem to go unanswered, for much of the world still looks for
love and beauty in their lives, or feels that they lack peace,
she works steadily, through both her church and her actions
in those very same daily lives, to make her ambition a
reality through small steps.
Dello's ultimate aim is that those who see her hand in their
lives be filled with gratitude upon realization, and out of
thankfulness will draw together in beautiful peace and love,
fulfilling her wishes for them and perpetuating the cycle.
The rest of the Council of Light knows Dello is deeper than
her appearance, but generally leave her to her own devices,
with the exception of Rann, who often works with her amidst
his flirtations, using Chance and Grace to influence events
with the results of Peace and Love.
The Council of Neutrality's views of Dello vary, depending
upon their sphere of influence, but most find Peace to be
more beneficial to their goals than a lack of it, with the
notable exception of Coss, who is under her sway with his
love of battle, and is greatly attracted to her beauty, as well.
The Council of Darkness usually finds Dello's goals to be
either annoyances or outright impediments to their own, but
occasionally can make use of them, particularly Baruuki.
Almost all of them desire Love, Peace, and Beauty for
themselves, if not anyone else, and so are usually very
careful of how they interact with Dello and her followers and
situations, lest they lose one of the few things they find
precious to them or find a lack of peace ruining their own
plans.
Established Miracles: Declarations and motivations of
love; Acts of truce and harmony, leading to peace;
Changing of hardened hearts to bring righteousness and
joy, especially amongst families
Lesser Deities & Vassals: Adelle, the demi-goddess of
tranquility; Jullia, the demi-goddess of marriage and family;
Nikkitia, the Archon of Harmony; Bette, the demi-goddess of
generosity; Urra, the spirit of joy; Vinn, the demi-god of
patience; Vonna, the demi-goddess of kindness, and more.

The Council of Neutrality

Aaria, Goddess of Flora and Fauna
Aaria is one of the most quiet of the gods, content to calmly
and silently keep her place until she feels the rights of her
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some fashion. Woe then be to the violator, for Aaria
expresses her displeasure with all the savage fury of the
wildest animals and all the clinging tenacity of the most
entrenched plants.
Aaria herself is much like her adopted children, serenely
quiet at most times and seemingly without a voice, but
resolved in her positions and as unmoving as an ancient
tree-trunk. In her persona as Mother Nature Aaria rarely
interacts too directly with the other rulers of the Divine
Court, even with her fellow members of the Council of
Neutrality.
Aaria does sometimes work with Nyya, providing her with
rare plants and herbs that might aid her healing endeavors,
and in return, Nyya heals Aaria's stricken plants and
animals. Aaria also gets along well with Lumm, since most
of her plants thrive in the light of Lumm's Day, and works
with Orris, marking the changing of his cycles and seasons
with the migrations of her birds, the ripening of crops, the
turning of trees' leaves, and birthing of new animals' young.
Aaria works somewhat with Evyrr and Oomna as well, with
Death being the final result of all of her chosen children's
existence, and some of those children being nocturnal
creatures of the night, as well. Few of the other deities in
the Divine Court have much to do with Aaria's flora and
fauna, other than the pertaining Lore of each kept by
Callastra, and anytime a plant or animal is used in the
trades of Alloc or the enticements of Baruuki.
Aaria is probably the closest of the Council of Neutrality
towards the side of Light, not only through her association
with Lumm and Nyya, but also through her distrust of the
Council of Darkness. Although Aaria has no direct feelings
of conflict with them, other than when Sekkra's destruction
is of animals or the plants that make up their homes, she is
protective enough to feel distrust and unease when any of
her "children" or images of them are used by Nosske or
Baruuki to deceive or tempt someone, or by Monntray or
Imbrii to cause or even endure suffering or pain. However,
the Council of Darkness knows of Aaria's protective feelings
as "Mother Nature" and normally do not bother her
"children," to avoid having to deal with any unpleasant
consequences.
Established Miracles: Fruitful crops and livestock, or their
healing (see Nyya); Unexpected growth or wondrous
appearance of a needed plant or animal; Stampedes,
swarms, flocks, etc.
Lesser Deities & Vassals: Feirri, the spirit of the forests;
Ekkuon, the demi-god of horses; Lianna, the demi-goddess
of flowers; Ettria, the nymph-goddess of the trees; and all
the supernatural Avatar forms of all the animals (see
Summoning: Channeling Animal Avatar Spirits, in The Ways
of Magic)

Alloc, God of Commerce
Alloc is the quintessential con man and lawyer, while at the
same time being the epitome of honesty and trust. He is
completely bound by his own word, and can be trusted to
stand behind his every statement, the catch being that Alloc
will circumvent the letter of his own laws wherever possible,
and absolutely never agrees to any more than he is willing
to risk.
He is always ready to listen to any proposal, but is also
always ready to refuse if he can see no way to meet his own
goals through the arrangement, or if he feels the cost is too
great. It is this willingness to bargain that makes him so
jovial and approachable, and indeed he has little to no
reason not to be, since he almost never loses out in an
agreement, and when he does he still even more rarely
ends up on the short end of the stick.
Alloc does not necessarily prey on others or seek out
arrangements to turn to his advantage, although he is more
than capable of doing so if the need should arise. Instead
he simply waits and watches for others to have needs, then
steps in and finds a supply to meet their demand, while
arranging for his own payment in return for his services in
the process.
The members of the Council of Light generally find Alloc's
ways to be mildly repugnant, while at the same time are
forced to concede that he is indeed honorable, in his own
way. Rann alone seems to enjoy dealing with the god of
Commerce, perhaps because he knows there is always a
Chance he will end up with the better end of the bargain.
The rest of the Council of Neutrality have little to say for or
against Alloc, because he is indeed one of the more neutral
of their number, looking for neither his own benefit nor the
benefit of others, while at the same time serving both.
The Council of Darkness finds Alloc to be something of an
enigma, unable to understand why he does not use his
considerable talents to gain much more prestige and power
than he has, as they would do in his position, nor can they
see the advantage to supporting everyone as Alloc does,
even if he does benefit from it. The members of the Dark
Council find themselves in the perplexing position of being
unable to trust Alloc, because they cannot understand him,
while at the same time knowing they can rely on any
arrangement they make with him, and trust his dealings
with the rest of the Divine Court, as well.
Established Miracles: Miraculous arrangements of
finances or legal standings; Boons of wealth or obligated
service from an unexpected source; Prosperity or success
where failure was expected
Lesser Deities & Vassals: Xerroth, the demi-god of
consumption; Vollo, the demi-god of wealth; Harmmon, the
demi-god of legislature; Kirria, the demi-goddess of
prosperity; Zonnd, the Archon of Service; Porrth, the demi-
god of gems and ores; Byyon, god of oaths and vows, and
some others.

Callastra, Goddess of Lore
Callastra is one of the most neutral of all the deities in the
Divine Court, and even of all the Celestial Realms, for she
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to bequeath knowledge to someone who solicits her for it.
This is not so simple a task as it sounds, because although
willing to reveal lore to anyone who desires to learn it,
Callastra only grants knowledge freely to those who desire it
for learning's sake, rather than to use it to reach some other
end. This is the reason so many strive and labor to
understand new things without success, and explains why
there is still so very much the mortal races do not know.
The Council of Light sadly respects Callastra for her
devotion, wishing that she would grant the knowledge that
would benefit the world more freely, while keeping
dangerous information a more closely guarded secret. In
reverse, the Council of Darkness wishes she would grant
the knowledge they seek without their having to contrive a
reason for their desiring it for its own sake, rather than for
whatever personal goals they would use it. The Council of
Neutrality greatly respects Callastra as one of the purest of
their number, perhaps wishing only that the lore of each of
their particular spheres might be more or less accessible,
but realizing that the balance of the discovery of knowledge
is the neutrality of her own sphere, and of course also
knowing that their own information is theirs to give to
whomever they choose.
Callastra herself champions those mortals who wish to
learn, subtly guiding their lives with small revelations of
information here and there, guiding them to discover what
comes next or leading them to an intellectual epiphany that
puts all the pieces of a grand mystery of knowledge into
place. In general, mortals can expect Callastra to treat them
the same way they treat knowledge and information. Those
who tend to take it for granted, Callastra tends to ignore.
People who attempt to hoard knowledge for themselves,
however, making efforts to keep others from learning it, or
who use their power to keep people ignorant or uneducated,
Callastra pursues with a vengeance. She will use her infinite
knowledge of resources and reveal whatever lore is required
to whomever necessary to vanquish such a person.
Established Miracles: Discoveries of long-lost knowledge;
Intuitive leaps of logic or understanding by those who have
no way to gain the knowledge they need; Revelations to
combat suppressive secrecy or enforced ignorance
Lesser Deities & Vassals: Leen, the demi-goddess of
memory; Shorr, the spirit of wisdom; Gorrean, the demi-god
of mathematics; Qualla, goddess of language; Thagg, the
demi-god of invention; Caioppi, the muse of music and
performance, and some of the other muses.

Coss, God of Conflict and Battle
Coss is the truly neutral warrior, fighting whatever fight is
before him or required of him, but without motivation or
conviction for anything beyond the battle itself. Many a
mortal warrior wishes they could be as Coss and battle so
purely, but very few are ever able to learn to completely
separate their hearts from their efforts and fight without
another reason.
Coss is far more intelligent than his exterior of the purest
warrior would suggest, for as the god of conflicts he is
sovereign over battles of words and willpower, as well as
militant skirmishes. He has been known to deliver the
perfect insult or turn of phrase to defeat an opposing
viewpoint with such poise that the second party may
continue on before realizing they have been vanquished. He
can simultaneously carry on the most heated debate with
joy in his eyes, even when arguing for a point he personally
does not support.
The Council of Light finds Coss to be exasperating, for
although conflict is necessary and can bring about positive
change, they find that Coss very often forgoes that route in
the name of prolonging a conflict to raise it to greater
heights. Nyya and Dello in particular dislike Coss' ways,
and he theirs, while at the same time he must admit his
own uses for Nyya's Courage in his battles and Dello's Love
that he has for them. The rest of the Council of Neutrality
accepts Coss as the neutral aspect of war, between
Vurron's honorable defense and Sekkra's wanton
demolition, and esteems his position because most conflicts
are pointless, and therefore neutral. The Council of
Darkness finds the god of conflicts to be both irritating and
oftentimes useful, for Coss can prove himself to be either
beneficial to their agendas or detrimental, depending upon
whether his battles and arguments get in the way of their
plans or provide the Council of Darkness with distractions to
help carry such plans out.
Coss himself is well aware of all of this, and will often fight
battles that will further the ends of first one Council and
then the other. His greatest delight within the Divine Court is
to stir up contention amongst one biased Council or the
other, and when confronted by them, to argue the side he
has apparently supported until he raises the dispute
between himself and the offended party into a conflict of its
own. Coss perpetually plays the part of the devil's advocate,
to prove others' points for them through conflict, whether he
agrees or disagrees with that viewpoint, or even when he
has no feelings about the supposedly opposing view one
way or the other.
Established Miracles: Phenomenal skill in battle or debate;
Amazing acts of athleticism or martial ability to gain victory;
Sudden stirrings of bloodlust or adrenaline to turn the tides
of battle
Lesser Deities & Vassals: Xannos, the demi-god of
combat; Borrun, the demi-god of strategy; Yorrk, the demi-
god of athletics; Occon, the spirit of competition; Phegge,
god of the forge; Pennce, the demi-god of passions; Kessla,
the demi-goddess of debate, and several others.

Evyrr, Goddess of Death
Evyrr is easily the least understood of the gods. While most
mortals fear death, and by extension, fear Evyrr as its
personification and messenger, Evyrr herself is one of the
warmest of the gods and hates being feared. Evyrr wishes
only for mortals to realize that death is only the end of one
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one, or at least much longer lasting. She warmly welcomes
those who have passed on, and strives to encourage them
and help them feel at peace in their new state of existence,
to ready them for their journey into the afterlife.
As Death, Evyrr is responsible for the passing of mortal
souls from the mundane world of the living into their afterlife
existence on one of the Divine Planes. She, or one of her
servants, escorts newly deceased souls to the Divine Plane
of their patron deity if they have one and have proven
themselves worthy, or to the Divine Plane of whatever deity
their life has completely aligned them with. If a soul does
not fall into either of these categories, they are brought
before Halroff, god of Law and Punishment, and the Judge
of the Dead. Halroff then impartially judges the soul's life
and determines which Divine Plane they will spend their
eternity on, to be escorted there by Evyrr.
Evyrr's goal is to prepare the dead for what they will face, to
aid their realization of where their soul belongs. She will
sometimes visit the dreams of those who are about to die,
to give them warning, not so that they might avoid their fate,
but so that they might make peace with their life and resolve
any unfinished business, to take action that will finalize the
standing of their soul and ensure their afterlife destination.
Evyrr has even been known to take pity on certain souls on
rare occasions, and escorts them to the Divine Plane of
their preference without consulting Halroff. This can
sometimes bring her into conflict with Halroff, but it also
puts Evyrr in good standing with the other deities as she
delivers their chosen ones to them, maintaining the neutral
harmony of the Divine Court.
The few devoted followers of Evyrr work to spread this
understanding amongst the mortal world, hoping that their
reward might be to reside on Evyrr's Divine Plane when they
meet her. Thus they would continue to serve her in their
afterlife as they do in their mortal lives, hoping to spend
eternity with one of the most caring of deities. Such spirits
often help show the souls of the dead to their destinations,
or act as Evyrr's messengers.
Established Miracles: Sudden aging or deterioration of a
target; Prophetic dreams or visions concerning death;
Comatose or out-of-body sleep; and on the rarest of
occasions, Instant Death
Lesser Deities & Vassals: The Fates of Life, Age, and
Demise; Mullin, the demi-god of illness; Surrio, god of sleep
and Orippus, god of dreams; Lissto, the spirit of grief;
Jennd, the demi-god of deterioration and Jassa, the demi-
goddess of decay, and Evyrr's many escort spirits and
angels.

Halroff, God of Law and Punishment
Halroff is quite possibly both the sternest and the most
neutral of the gods. He is impartial, unbiased, implacable,
unmoving, and in short, the ultimate judge, jury, and
executioner of whatever punishment he deems proper.
Although he leaves no margin for grace or leniency, Halroff
also acknowledges mortal life as a punishment in and of
itself, meaning that those who choose to commit acts they
know are wrong end up in far more trouble with the god of
judgment than those who have no choice. However, as the
epitome of judgment, Halroff is also completely fair, which
often leads to his being feared further, for he overlooks
nothing. To Halroff's point of view, there is right, wrong, and
punishment, and nothing else. Some lives are already
punishment enough, and some things are wrong for one
life, but not for another; it is Halroff's place to preside over
them all.
The Council of Light finds Halroff difficult to understand, for
there are so many points and positions where the upholding
of the law and the punishment of the guilty would be of
great benefit to the mortal world, while at the same time,
there are many gray areas where the Council of Light would
see no wrong, or find it dismissible in the name of the
greater good, while Halroff pursues all wrongs alike, great
and small, and oftentimes seems to punish in ways that
might otherwise seem cruel. At the same time, the Council
of Neutrality values these exact same traits with the utmost
of respect, leading them to follow Halroff as their chief
Spokesperson. Callastra in particular supports Halroff, for
the wisdom he shows in his judgments.
The Council of Darkness finds itself walking always on
unstable ground in the presence of Halroff, for they are not
doing wrong in fulfilling their positions on the Council of
Darkness, their evil serving as the neutral countering of the
Council of Light's goodness. Yet at the same time any
attempt by a member of the Council of Darkness to step
past that balance into a position of dominance or any move
to upset the standing of any of the gods in the Divine Court
would be seen as a punishable offense against the status
quo.
Halroff takes his duties extremely seriously, particularly as
Judge of the Dead, where his declarations could affect a
soul for possibly hundreds if not thousands of years before
they are reincarnated again. The god of justice is also
willing to listen, however, and does not judge anyone
instantly. Rather, he gathers facts, knowing that none can
resist his judgments once they are made, and is always
prepared to revise his opinion based on the facts behind
why a being chose to commit the acts they did, even if they
knew they were wrong. As the head of the Council of
Neutrality, which is far more powerful than either the
Council of Light or the Council of Darkness, Halroff is
arguably the most powerful of the gods. He does not view
his position that way, however, instead seeing his position
as the most imperative, thereby placing the greatest burden
on himself.
Established Miracles: Divine blessings or curses in the
name of seeing justice done; spontaneous confession or
revelation of truth to convict the guilty; Binding behaviors or
actions according to an agreed upon law, treaty, or
settlement
Lesser Deities & Vassals: Ginna, goddess of revelation;
Totth, the spirit of truth; Harmmon, the demi-god of
legislature; Byyon, god of oaths and vows; Shorr, the spirit
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Execution; and Halroff may also commandeer any vassal of
any god that is appropriate for the task of judgment or
punishment at hand.

Orann, God of Matter
Orann is most likely the quietest of the gods, perpetually
absorbed in his work and happy to stay that way, wishing
only to be left alone to complete his latest project.
Unfortunately for him, this is rarely ever the case, for he is
almost constantly petitioned by mortal and celestial alike for
the creation of a new divine artifact. This is not to say that
the other deities are incapable of creating their own
powerful relics; in fact, many do, and of course the
miraculous powers of each deity's realm are greater in
objects they create themselves, but the craftsmanship of
Orann is superior. Oftentimes other members of the Divine
Court will request Orann to create the perfect receptacle for
their latest use of miraculous power and then imbue the
object with the abilities they desire it to have themselves,
repaying Orann by granting the requests or divinely
intervening in the lives of the mortals who are currently
distracting him the most.
Orann embodies the stereotype of the distracted artist or
harried laborer, striving to get his work done but never able
to, constantly drawn away by the immediate request or
need of the moment. Being the Great Creator, Orann is
often disturbed by these interruptions, but because he cares
so much for the inanimate, his creations, he always takes
the time to see that they are cared for and handled properly.
His passion for unliving matter, which simply exists and is
in no way good or evil, only used by those who are good or
evil for their own ends, makes Orann a foundation of the
Council of Neutrality. He cares not if his creations are used
for good or evil, or even if they are used to change or
destroy other matter, if that is the intent of their design.
Both the Council of Light and the Council of Darkness
perceive Orann as one of the most nonaligned of the neutral
council, they merely differ in their approach. The Council of
Light tries to be respectful of Orann's time and wishes and
appeal to him with their requests for creation accordingly,
whereas the Council of Darkness presses Orann for action,
knowing he will respond merely to rid himself of their
annoyance. All the members of the Divine Court and, in
fact, of all the Celestial Realms are careful not to annoy
Orann too greatly however, for his sphere of influence
controls nearly everything. No deity or vassal wishes to find
their favorite possessions or even the physical nature of
their place of residence or operations to be warped or
broken by the god who controls all matter if they should
anger him.
Although an introvert and the least involved with the other
gods in their affairs, Orann relates well with Aaria, for he
represents the inanimate side of nature, just as she does
the living. Alloc also enjoys a working relationship with the
god of matter, for very few of his transactions do not involve
something created in one way or another. Vurron, Coss,
and Sekkra are careful to keep their relations with Orann
good, as well, for as the deities of battle they are respectful
of their need for Orann's creations, particular iron and steel
for the weapons and armor of their followers. Orann is the
brother of Orris, the god of time, which can be seen in the
eternal timelessness of the mountain ranges, the grandest
monument to Orann's creation of matter in his favorite
medium, purest stone.
Established Miracles: Divine inspiration for creation,
particularly of sculpture or pottery; Earthquakes, sinkholes,
and rockslides; Tidal waves, floods, and windstorms,
Miraculous craftsmanship, especially of artifacts that are
designed to perform a specific task
Lesser Deities & Vassals: Tharrakar, god of earth and
stone; Hooras, the demi-god of wind and clouds; Phegge,
god of the forge; Kurregar, the dwarf-god of mining; Jorra,
goddess of the elements; Porrth, the demi-god of gems and
ores; the Muses of art and creation; and lesser vassals of
various forms of matter.

Orris, God of Cycles and Seasons
Orris is quite obviously the most patient of the gods,
eternally reserved as he remains one step back from the
world and watches it go by, guiding it where necessary to
maintain the proper flow of all things. Orris is supremely
devoted to his work for its own sake, much like his brother,
Orann, and is endlessly adjusting and refining events and
the changes produced by the passage of time to maintain
its even flow throughout creation and the interconnected
cycles of all things. The balance of existence, its growth
through the infinitely repeating cycles of the universe, from
the orbits of the heavenly bodies to the rotation of each
sphere to the seasons produced by these movements, are
Orris' greatest concerns.
Orris personifies the clich of the consummate gardener or
devoted fisherman, patiently waiting for the perfect moment
to act, completing his work in its own good time rather than
in his. As the TimeKeeper, Orris is often disturbed by the
way other creatures, especially the mortal peoples, are so
oftentimes frustrated with the passage of time, but realizes
that they have no choice but to feel so when they are not
immortal, as he is. He is completely devoted to the passage
of time, placing the completion of a heavenly movement or
seasonal cycle above any personal matter of a single
individual, including himself. To Orris, the proper regulation
of Cycles and Seasons is of greater importance to all
people and creation than the few who might benefit from
their alteration.
The Council of Light and the Council of Darkness both
regard Orris as one of the greatest forces of the Council of
Neutrality to be cautious of, merely differing in their
motivations. The Council of Light appeals to Orris to shape
the passage of time and events to the benefit of the mortal
world, making sure that the fall of night or rise of dawn does
the most good, and that the changing of seasons and tides
are gradual enough for the mortals to adjust to and prosper
from. In actuality, it is the people who have had to adjust to
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regarding such things as long as he is not expected to
adjust them any further. The Council of Darkness entreats
Orris for just the opposite, hoping to arrange the occurrence
of an event so that it will suit their own dark aims the best,
regardless of its other effects. All the deities of the Celestial
Realms and their vassals are careful not to overly annoy
Orris by asking for too great an adjustment of timing,
however, for he controls the timing and sequences of their
planes of residence and operations and the timespan of
their favorite possessions and all of their followers, as well.
Though almost as quiet as and hardly more involved in the
affairs of the other gods than his brother Orann, Orris still
greatly respects Aaria, for the ways the living portions of
nature she represents fit his timetables and the passing of
seasons, and Lumm for the endless cycles of her sun. Rann
and Alloc are careful to keep their relations with Orris good,
for as the deities of Chance and Commerce they are well
aware of the impact of time upon their affairs. Orris
respects his brother Orann, the god of Matter, and often
blesses his creations with great longevity, such as the
eternal timelessness of Orann's mountain ranges, his
grandest monuments. To maintain the neutral balance of
existence and appease both the Councils of Light and of
Darkness, particularly Lumm and Oomna, the Feuding
Sisters, Orris has decreed that time be split evenly between
night and day, light and dark. However, this is done in the
cycle of the equinoxes and solstices, rather than a
continuous division that would not reflect Orris' seasons.
Established Miracles: Pausing, slowing, or acceleration of
time, so long as it affects no other cycles; Sudden aging or
youthening of a target; Instantaneous erosion or decay of a
target who's cycle has expired; Abrupt or early transition of
one season to another, such as an early frost
Lesser Deities & Vassals: Shann, the spirit of Spring;
Sorros, the spirit of Summer; Augguron, the spirit of
Autumn; Willa, the spirit of Winter; The Fates of Life, Age,
and Demise; Jennd, the demi-god of deterioration and
Jassa, the demi-goddess of decay; Quirros, the demi-god of
speed, and many lesser vassals, each representing a
particular cycle of existence.

The Council of Darkness

Monntray, God of Suffering and Hate
Monntray is by far the saddest of the gods. What the other
gods never reveal, and indeed very few of even the highest-
ranked of Monntray's priests even realize is that Monntray
was not always the Twisted God of Hate. Originally,
Monntray was a demi-god, attendant to Dello on the Council
of Light as the vassal of Pride and Appearance. He was the
most handsome of all the gods and vassals, great and
small, and combined with his own pride and arrogance
eventually made him more the demi-god of vanity than
anything else.
Too full of his own good looks and ego, Monntray made the
cosmic mistake of having an affair with the mortal wife of
one of the members of the Divine Court. This was a serious
breach of Celestial Law, and the elder god brought
Monntray before the Divine Court to be sentenced.
Monntray had hoped to become a full-fledged god and
member of the Divine Court, reigning at Dello's side as the
god of masculinity and handsomeness, much as she was
the goddess of feminine beauty. At Imbrii's subtle
suggestion, Halroff sentenced Monntray to become what he
hated most, which is to say, hideous, and further decreed
that due to his appearance, now reflective of his inner self,
Monntray would never again be able to gain the love or trust
of another being, celestial or mundane. The now-forgotten
elder god then added that the only way Monntray could ever
lift this curse could only be found with the Dwarves, a race
that Monntray was well-known to despise for their
"ugliness".
Forced to swallow the pride that was his undoing, Monntray
went to the Dwarves and beseeched their aid, knowing not
how a miserable mortal race of mineral experts could
possibly help him, but aware that they were his only hope
for redemption. Unfortunately for Monntray, the Dwarves
knew very well how he felt about them before his
transformation, and his curse then caused them to refuse
him utterly.
Monntray's rage knew no bounds, literally. The one thing he
had truly lacked to become a full-fledged god was a
sufficient level of power; he had already accepted a sphere
of influence and worked to gain followers, finding no lack of
them amongst the vain and prideful mortals. With his every
dream dashed and thrown back in his face, set to mock him
for all eternity, and the solution to his ills wrapped up in
what he already hated, Monntray's mind became unhinged.
Drawing on the untapped depths of his own egotistical
hatred and inflated pride, Monntray forged power through
his own insane rage, commanding his followers to wage
war on the Dwarven people, striving to utterly obliterate
them for their refusal to aid him, despite their being his sole
hope. In doing so, he was transformed into a full deity.
Many of Monntray's followers, who were only his disciples in
the name of vanity, were not prepared to act on their god's
rage, despite his sudden elevation in status, and refused to
attack the Dwarves. Monntray's berserk frenzy reached
newfound heights of fever pitch as he filled his unwilling
disciples with his fury, making his rage theirs, and imbuing
them with such hatred and bloodlust that their bodies were
twisted to match their minds, even as their hearts were
twisted to match Monntray's. Thus the Traykin were born.
(see Beastiary: Traykin)
The Dwarves were not the only ones to suffer from the
Traykin's rage. Monntray, caught up in his fury and realizing
that no one would ever associate with him equitably ever
again because of the curse, ordered his minions to terrorize
the entire world, to cause all people to suffer, just as he did.
The Divine Court saw what Monntray's punishment had led
to, and most wished to stop the rampage of his followers,
especially amongst the Council of Light, but they could not
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Monntray's actions could not be considered to be against a
single deity or their patronage, as his first transgression
was, and so could not be stopped or punished by Celestial
Law. Hence, the Divine Court has had to sit back and watch
over the millennia as Monntray's power and the numbers of
his Traykin grew and grew, until he became of equal
standing to the rest of the Divine Court and his followers
became a standard part of Wyn Dmere.
The truly horrendous part of all this is that it did not come
about by accident. Though they would never tell Monntray
or any of the rest of the Divine Court, it was the actions of
the Council of Darkness that made Monntray one of them.
Although the seeds of evil were present in the demi-god
Monntray's heart in the forms of selfish pride and vanity, it
was Nosske and Baruuki who deceived and tempted
Monntray into giving in to them, and arranged his affair with
the forgotten god's mortal wife. It was Imbrii's cruel idea to
suggest to Halroff the form Monntray's punishment would
take, and Oomna's voice on the Council opposing her sister
Lumm as the Spokesperson for the Council of Light that
tipped the scales of Halroff's decision in their favor. Sekkra
fed the chaos and bloodlust of Monntray's mind until it was
bent into a power all its own, and Monntray grew into the
being of malice he is known for now, adding one to the
Council of Darkness' number and giving them one voice
more than the Council of Light, all through proper Celestial
Law.
Established Miracles: Instilling intense hatred or frenzy in
his victims (or followers); Magnifying a victims feelings of
dislike into hatred or malice, magnifying self-pity or
frustration into paralyzing depression or miserable suffering;
Twisting beings' physical selves to match their emotions
Lesser Deities & Vassals: Veronnique, the Fallen Archon
of Vanity; Lewwron, the demi-god of anger; Kotthsh, the
imp of malice; Moorn, the spectre of contempt; Xennia, the
demi-goddess of conceit; Noxxia, the demi-goddess of ire;
Orrsz, the imp of perversion; Gakknar (Fear), and some
lowly others.

Nosske, Demon Lord of Deception
Nosske is one of the most truly evil beings in existence. He
is the lord and master of demons, and is believed by the
other members of the Divine Court to either be a demon
himself, or at least to have been one who gained followers
and power enough to become a full-fledged god. Nosske
has a great many monstrous creatures and mortal part-
demons who follow him, and commands multitudes of
lesser demons and other immortal infernals who reside on
one of the demonic Celestial Planes, as well. Though he
does not have the numbers of devotees that Monntray or
Oomna do, the Lord of demons and Deception has more
immortal followers than any of the other members of the
Council of Darkness.
The Demon Lord has taken the celestial infernal Baruuki as
his bride, thus cementing his hold over those demons who
operate under her spheres of Temptation and seduction, as
opposed to his realms of Deception and trickery. Only a
select few of the most powerful immortal demons follow
neither Nosske nor Baruuki, those who are demi-gods in
their own right and seek power and followers or victims of
their own. Nosske keeps careful watch on these upstarts,
but rarely considers them to be true threats, and enjoys
honing his skills of deceit and manipulation by tricking these
arch-demons into defeating themselves.
The skill with which the Lord of Deception blends truth with
fiction and fact with falsehood is well respected by the rest
of the Divine Court, and indeed by all the Celestial Planes.
Nosske knows full well that the most convincing lies are
wrapped up in actual truth, and that anyone will believe any
lie that they either hope or fear to be true. The deft and
often unnoticeably subtle use of this knowledge by the
Demon Lord has won him the rank of Spokesperson for the
Council of Darkness, a position which most of the rest of
the Council finds satisfactory. Nosske keeps those who
would rise against him from success through various plots
and devices, feints-within-feints, and deceptive
arrangements with third parties that would prove the
upriser's undoing if Nosske should ever fall from his seat of
power.
As the head of the Council of Darkness, Nosske does
command great power, using his devious and massive
intellect to carefully craft plans and scenarios that utilize the
strengths and abilities of the rest of the Council and their
minions to further his own ends. The evil beings he uses
thus are often aware they are playing a role for the Dark
Spokesperson, but as long as it fulfills their goals or whims
as well, they have no cause for complaint. Nosske is always
careful to be sure his plots work for his minions as well as
himself, or at least deceives them into believing so.
Although he could use the power at his disposal to openly
foil his enemies, this is rarely the method that the Lord of
Deception employs. Nosske would rather use his own skills
to trick his opponents into making mistakes or misdirect
their efforts into failure, or manipulate others into doing so
for him.
Nosske bears little ill will or favor towards most of the rest
of the Divine Court, being mostly self-centered and viewing
others as resources and playthings to be tapped and
manipulated. He has a healthy respect for the power of the
other celestials and the spheres and mortals at their
command, and keeps that information in mind, the better to
calculate his manipulations. Nosske is aware that Imbrii
lusts after his position as the head of the Council of
Darkness, but both of them enjoy the eternal game of
plotting behind each other's backs, and work well together
when situations call for it. Baruuki alone seems to bring
anything positive to Nosske in and of herself, as opposed to
how he might make use of her, but he would put her aside
or deceive her in a moment if that were what his latest plan
or the turn of events dictated. Nosske harbors vain pride in
Monntray, his ultimate success, but never reveals this to
any but Baruuki, whom he formulated the original plan for
Monntray with. The Demon Lord is eternally frustrated with
Rann, whose games of Chance and acts of Grace so often
undo Nosske's works and deceptions; these feelings have
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reservations and can bring the Dark Lord to rage. Nosske
has always felt intense dislike for Lumm, not only as his
opposite number as the Spokesperson for the Council of
Light, but also because her followers hunt his own demon
followers, and because the light of her revelations often
reveal and undo his own lies, to his great anger.
Established Miracles: Hallucinations or illusions to fool
victims; Nigh-infallible temporary skill at lying or acting
bestowed to a minion; Intense confusion or disorientation of
a target; Manipulation of messages or omens to lead their
recipients to his own ends, altering their intended content
Lesser Deities & Vassals: Taross, the demi-god of
illusions; Ullyon, the spectre of confusion; Khess, the
demon of fantasy; Zhaorrn, the imp of beguilement; Vexxa,
the demi-goddess of manipulation; Gakknar (Fear), and
leagues of creatures, demons, and arch-demons with
powers of their own.

Baruuki, Infernal Lady of Temptation
Baruuki is a depraved soul, living only for herself for the
moment, and seeking to make the rest of the world just like
her through her mind games and enticements. She is
rightfully known as the Demon Queen, for all manner of
infernals flock to her as the pinnacle of avarice and
corruption, the ultimate achiever of their wicked goals. The
Infernal Lady commands the loyalty of multitudes of lesser
demons and infernals who are too pure in their devotion to
corruption to be devious, or are intelligent enough to realize
their machinations behind Baruuki's back would be
unsuccessful when pitted against her own abilities.
Baruuki's sly mind takes all of this into account when
manipulating her minions, and has married the Demon Lord
Nosske for much the same reasons he wed her: to gain a
large measure of control over those demons who follow the
other infernal deity instead of themselves.
Being the demonic goddess of Temptation, Baruuki
endlessly plucks at the selfish heartstrings of others, wooing
and luring them into giving in to their own inner corruption.
Although she lives for the pleasures of the moment, Baruuki
also knows her greatest delights are found when a stalwart
or noble soul can be corrupted, when she can seduce a
person or, better yet, a group into turning their back on their
self-proclaimed values and committing acts they profess to
be against, particularly when she can seduce them into
feeling pleasure in doing so. Baruuki will pour every effort
available into such a scheme, utilizing all the demonic and
infernal forces at her disposal regardless of how long the
plot might take to reach fruition. The Demon Queen knows
that once the all-important first step of finding pleasure in
selfish gratification is taken, the fall of the noble-hearted
into the ranks of her followers is a short one.
The Infernal Lady is the ultimate seductress, knowing well
how the subtle strokes of temptation and whispers of
fulfillment are more likely to lead her victims to moral failure
and herself to success than any brazen act of debauchery
or flagrant display of sin, unless such was precisely the
catalyst needed to motivate her current target to indulgence.
Baruuki is both impulsive and patient, endlessly leaping
from one fleeting desire to the next, but pursuing each goal
with an unwavering patience and determination that brings
a gnawing fear to any that know she is after them. She is
quite capable of laying intricate plans within plans, and uses
her minions and mortal followers to carry them all out,
weaving circular webs of temptation and desire that are
nearly impossible for an outsider or even an insider to
unravel, even if they are aware of them.
Baruuki prefers to avoid interaction with the rest of the
Divine Court, but makes sure to involve herself in their
affairs and partake of their company often enough to be
able to drop casual hints or "accidental" revelations of
gossip and information to guide her fellow deities into her
manipulations and plans. As the wife of the Dark
Spokesperson, Baruuki tries to play the role of the
understanding intercessor, the confidant of the rest of the
Council of Darkness and their vassals. This is a position
she fills easily, being able to tempt and seduce the other
celestials into trusting her, up to a point just past
reasonability. Baruuki dislikes Lumm and Dello for their
persecutions of her followers and lifestyle, and finds Rann's
capriciously unpredictable ways as annoying as the rest of
the Council of Darkness does. She associates freely with all
the spheres and realms of other celestial beings, using
them wherever necessary or appropriate to tempt her next
target.
The Demon Queen revels in her relationship with the
Demon Lord, finding him to be her perfect partner, their
skills, abilities, and appetites perfectly complementing each
other, but does not hesitate to be unfaithful to him when her
whims or goals dictate it, knowing full well that he does the
same. Baruuki avoids Imbrii whenever possible, especially
when she is not at Nosske's side, for she knows Imbrii lusts
after her as a way to gain an advantage over Nosske, his
Court rival, and to simultaneously both indulge his sadism
and tempt the temptress with masochism. Baruuki fears
Imbrii as the god of Pain, Cruelty, and Torture, knowing
what he would enjoy doing to her, and knowing that he
enjoys torturing her with the temptation to accept his
advances, finding his perversely ironic pleasures in her
discomfiture with her own sphere of Temptation. Baruuki is
secretly a rabid paranoiac, believing even the most
beneficial members of the Council of Light to be against her
as a member of the Council of Darkness, and unable to
trust anyone because she herself acts only out of selfish
indulgence, and is married to the embodiment of
dishonesty. None of the Divine Court or the Celestial
Realms are aware of this condition, even Baruuki herself,
and she goes to great subconscious lengths to keep it so.
Established Miracles: Momentary infatuations or "love
charms"; Irresistible attraction to or of a target;
Overwhelming desire of any sort; and any loss of judgment
that would lead to indulgence
Lesser Deities & Vassals: Jesstile, the demi-goddess of
seduction; Lovvun, the demi-god of desire; Fllssht, the imp
of gluttony; Pennce, the demi-god of passions; Hosst, the
spectre of corruption; Gorrzma, the imp of depravity;
Desitelle, the demi-goddess of debauchery; Sallana, the

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Demon of Greed; Morrdin, the demi-god of addiction;
Gakknar (Fear), and many other lesser infernals and
demons.

Sekkra, Goddess of Chaos, Bloodlust, and Destruction
Sekkra is pure chaos given celestial form, wanton
destruction and frenzied bloodlust given shape and desire.
Her every word and deed, action and utterance contributes
to disorder and damage in some form, whether its effect is
immediately apparent or not. She is the self-styled Queen of
the Debtor's Pits, having found in them the most mortal
followers who support her ways purely, throwing themselves
into the chaos of their own bloodshed and destruction with
abandon, singing her praises in their victories and with their
dying gurgles of breath. The Dark goddess of warfare, she
represents the evils of war, the joy of bloodshed and the
chaotic pleasure of the kill, as opposed to Vurron's
righteous defense or Coss' pure warrior's battles.
The Queen of the Pits seeks happiness in chaos, the thrill of
violence and the joy of destroying any target that catches
her eye. Much like the other members of the Council of
Darkness, Sekkra lives for the moment, seeking fulfillment
through her violent expressions, and lashing out all the
more when the moment does not live up to her
expectations. Although she lives passionately and does not
hesitate for a moment to unleash her powers of destruction
when provoked, Sekkra's harsh exterior conceals the
cunning mind beneath. Her thoughts are as chaotic as her
actions, making Sekkra difficult to be understood even by
Monntray or Imbrii, but she can plot and plan as well as
Nosske, Baruuki, and Imbrii do, biding her time and pacing
her efforts to achieve the greatest effects later, sowing small
seeds of Chaos that grow into Bloodlust and Destruction.
Sekkra is a chaotically free spirit, working closely and
associated with all the other aspects of the Council of
Darkness, but acting on her own wild impulses and leaving
others behind as she pursues her own goals, using the aid
of Hatred, Deception, Temptation, Torture, Cruelty, and the
Night where they suit her, and using her own methods when
they do not. Sekkra has a small bond with Monntray, for
hers were the final efforts that made him one of the Council
of Darkness, and his unreasoning Hatred provokes him to
act nearly as chaotically as she does. Sekkra respects
Nosske for his power, and finds his deceits useful for
sowing Chaos, but does not trust him any more than he
could win a swordfight against her.
The Queen of the Pits and the Demon Queen relate well to
one another, for both live in the moment and cannot find it
within themselves to trust another living soul, even if they
are not conscious of it. Oomna's chaotic attempts at
motherhood help her work with the goddess of Chaos, but
Imbrii alone seems to actually connect with Sekkra. His
dark passions and joy in pain are the closest to her own,
and the bloodshed of his tortures appeal to Sekkra in ways
even Vurron cannot. Sekkra is eternally torn by her desire
for Vurron, for the peace amidst the chaos of war she
senses he could provide, and her need to be loved, despite
her nature. Imbrii is quite aware of these sides of Sekkra,
which she herself is not, and gains great amusement
stringing her along, feeding her the love she craves that he
does not feel and subtly torturing her with reminders that
Vurron could never be hers, nor love her as she desires.
Some dark corner of Sekkra's mind is aware of this, and
hates Imbrii for it, but she cannot bring herself to strike out
at him directly, threatening the one relationship she has
attained that she could ever come close to valuing, so she
instead transfers her frustrations and rage to other targets.
Her desire for Vurron drives Sekkra to an intense hatred of
Nyya, compounded by the fact that Nyya seeks to heal the
world of Sekkra's damage. The dark goddess of Chaos and
warfare also hates Dello, both as the goddess of Peace,
and as her principal rival for Vurron's affections if his heart
could be somehow swayed from Nyya's. Sekkra seeks
every possible opportunity to defeat and undo Nyya's
efforts, often goading her mortal followers to attack an area
for a second, third, and more times, just as Nyya's healers
become involved, knowing that such acts will make Nyya
feel some of her own frustrations, and to give herself the
chance to interact with Vurron when he appears to aid Nyya
and oppose Sekkra's efforts as her celestial opposite.
Established Miracles: Sudden, violent, and total
destruction of a target; Frenzied bloodlust instilled in a
target or targets; Mental chaos, preventing rational action;
Placing the ability to cause any of these or related sorts of
effects in an object, be it an unholy weapon, contaminated
water, etc.
Lesser Deities & Vassals: Kirrioth, the demi-god of havoc;
Vesshta, goddess of insanity; Rosatta, the spectre of
murder; Fillia, the Demon of Vengeance; Phegge, god of the
forge; Juurl, the spectre of anarchy; Ghribbt, the imp of
frenzy; Gakknar (Fear), and other chaotic immortals.

Oomna, Goddess of the Night
Oomna is the epitome of the over-protective parent, the
mother who wants her children to have everything so badly
she fails to see the disservice she is doing them in the
process. She is obsessed with creating the perfect family,
trying again and again to make the perfect creation that will
bring her joy and fulfillment, and when her efforts fail,
Oomna sets them aside with the rest of her previous
emotional attachments and tries again. She never seems to
see that the problem is in her approach, instead feeling that
it is her own failure in their creation that keeps her children
from being what she wants them to be. Oomna always
attributes this disappointment to herself, loving each
creation or "child" for itself and being sure to do all in her
power to give them everything she thinks they might need
or deserve.
While Oomna never questions her approach to motherhood,
this may in fact be attributed to her own family. Oomna is
the twin sister to Lumm, of the Council of Light, and finds
herself forever in her brightly shining sister's shadow.
Oomna created the moon in answer to Lumm's creation of
the sun, and so desperately tries to create and support the

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perfect nocturnal monster because Lumm has adopted the
people of the daytime, who thrive in the light of her sun.
What the Mother of Monsters never realizes is that her
mistake is in trying to create the perfect family, whereas
Lumm strives only to be the perfect mother, supporting her
children from afar, allowing them to be as grown up as they
choose. Oomna fails in her attempts to both create and
raise her children all by herself, providing them with all their
needs without any effort at growth or learning, and
expecting them to be well-rounded and fulfilling from the
first day, instead of giving them time or a family
environment to grow up in.
Lumm sees these errors in Oomna's judgment, and has
tried to point them out to her sister over the millennia, but
this has only increased Oomna's bitterness towards her
sister, feeling that Lumm is stepping forward as the superior
one who has succeeded in her efforts, or that she is
attempting to halt her sisters efforts and not allowing
Oomna the opportunity to raise her own children. Over the
eons Lumm has grown exasperated with her sister's
narrow-minded viewpoint and the perils that her lack of
judgment have brought upon the mortal world, and so
supports her own church and children as witch-hunters and
monster-slayers, divinely guiding them to clean up after
Oomna's mistakes. Oomna herself sees this as the ultimate
outrage, her meddling sister interfering in her own affairs,
and killing her children as a result. Oomna resents Lumm
for her criticism and persecution of her "children", and will
go to any length to foil her sister's plans and prove herself
superior.
Established Miracles: Blinding darkness or perfect
concealment within natural darkness; Silence or stealth to
preserve a secret; Success of any act that will support a
mother's child, regardless of its appropriateness or the
potential cost or effect it may have on the child
Lesser Deities & Vassals: Goorn, god of darkness;
Venntor, the demi-god of secrecy; Terlanna, the Demon of
the Stars; Bette, the demi-goddess of generosity; Veerzjt,
the imp of obsession; Caerlassa, the demi-goddess of
indulgence; Gakknar (Fear), and other minions.

Imbrii, God of Cruelty, Pain, and Torture
Imbrii is purely and simply a sadistic monster, made all the
worse by the cold intelligence and cunning he applies to his
torments. Reverently referred to by his mortal followers as
the Master of Pain, Imbrii actually treats his supporters
remarkably well, finding greater amusement in the fact that
they wound and torture themselves in his name than he
would if their self-abusive actions were performed at his
command. Imbrii enjoys manipulating the world and its
peoples through misery, and provides his churches with
their every need through such plots, and all the more
delighted by the fact that most of his disciples' needs
consist of either causing or receiving pain in some capacity.
Possessed of the smallest number of churches and
followers and the fewest celestial and infernal vassals,
Imbrii is unique amongst the members of the Council of
Darkness in that he does not seem to mind his apparent low
position in the slightest. The god of Cruelty is reserved and
alone even for one of the members of his Council, the
sadistic and tortuous workings of his mind understood by
himself and himself alone. Although Imbrii lusts for power,
zealously and intensely, and would welcome greater
numbers of followers and disciples for the status they would
bestow upon him, he never reveals those feelings on the
surface, coolly biding his time and making his plays for
power without causing any more of a stir than necessary.
Imbrii always holds his cards very close to his chest, taking
the extra efforts to leave multiple red herrings in his plots
and practicing his fellow members of the Council of
Darkness' arts of deception and trickery, of temptation and
concealment to mislead those who would attempt to fathom
his next move or latest plan, particularly his fellow Council
members. The Master of Pain enjoys manipulating others,
much as his rival Nosske does, constraining himself to the
limitations others place through their actions, and still
arranging more woe, misery, and agony than any would
have thought possible in the face of such obstacles. Imbrii
excels at using the slightest of efforts to magnify the Pain,
Torture, and Cruelty caused by the rest of his Council,
making it appear as if they are doing most or all of his work
for him, his own smug of way of showing that he does not
need the numbers of support and power that they possess.
Ever the aloof opportunist, Imbrii is very rarely either
disturbed or delighted by the other rulers of the Divine
Court, and never visibly. Though he would obviously rather
see his plans succeed than be foiled by the efforts of the
Council of Light, Imbrii still never lets on that his defeats
could be setbacks to him, and if the efforts the other
Council have to put forth to stop him cause them some
measure of pain or torment, then his own efforts are not
entirely in vain. Imbrii does lust for the power and prestige
Nosske holds as the Spokesperson for the Council of
Darkness, and ironically also finds pleasure in the constant
plotting and back-stabbing he participates in with the
Demon Lord. The god of Torture finds his perversely ironic
pleasures in his pursuit of Baruuki, not because he desires
her for himself, but as a means of one-upping Nosske,
seducing his bride by tempting her with masochism and his
own sadism. Imbrii knows full well that Baruuki knows what
he would enjoy doing to her and that he enjoys torturing her
with the temptation to accept his advances, gaining his
delight through discomforting Baruuki with her own sphere
of Temptation.
Imbrii delights in the misfortunes of others, and constantly
preys both on the weak to make their positions worse, and
upon the strong to show them that no amount of power can
save them from life's torments and pain. He constantly
pushes, pokes, and prods both mortal peoples and celestial
beings to bring out the worst in them, working closely with
Sekkra and Monntray. Imbrii finds great satisfaction in the
Pain and Torture caused by Sekkra's Chaos, Destruction,
and Bloodlust, and greatly enjoys manipulating her to
continue acting as his partner, stringing her along with
unfelt promises of love, and subtly torturing her with the
knowledge that she will never have what she truly wants.

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The Master of Pain enjoys working with Monntray, using the
Twisted God's Hate and Suffering to bring more woe to the
world, and finding great amusement in the process. Imbrii
looks upon Monntray as the most colossal of cosmic jokes,
an opinion he keeps privately to himself, though most of the
rest of the Council of Darkness is aware of it. The god of
Cruelty plays the role of a supportive older brother to
Monntray, unhindered by the Twisted One's curse because
Imbrii himself would never have trusted or cared for
Monntray, in any case. Monntray is of course unaware that
it was Imbrii who suggested the nature of his punishment,
and despite the fact that he knows Imbrii cannot truly care
about or trust him because of his curse, continues to cling
to his partnership with the god of Torture as the only
semblance of a true connection with another being he is
likely to ever have. Imbrii is aware of this... and laughs.
Established Miracles: Inflicting intense physical pain and
agony upon a target; Hallucinations or revelations of
tortuous inner truths; Cursing a being to be treated with
harshness and cruelty by others; Magnifying or manifesting
the personal frustrations of a target to the point of torment
Lesser Deities & Vassals: Marrokt, the Demon of Sadism,
and Jaqqui, the Demoness of Masochism; Mycchth, the imp
of torment; Gorjj, the demi-god of brutality; Rerrx, the
spectre of anguish; Shannia, goddess of despair; Gakknar
(Fear), and other darkly malevolent beings.

Divine Intervention and Prayer
It never fails that a party of adventurers will eventually get
themselves into so much trouble that only a miracle can
save them. Luckily, the gods and goddesses of Wyn Dmere
tend to listen to the prayers of the faithful.
Whenever a character or NPC makes an honest (or
dishonest) plea to one or more deities, it is referred to as a
Prayer request. After the PC or NPC finishes their request,
they must make a Prayer skill roll. If the person in question
does not have the Prayer skill, they use their Base Faith stat
instead.
Unlike the Magic system for Wyn Dmere, the Prayer
Miracle system is quite arbitrary and mostly up to the GM
as to the actual outcome of the Miracle. This was done on
purpose to control the nature of divine intervention and to
represent that the deities are beings of independent thought
and desire, not just reservoirs of power to be drained at the
whim of every devout priest.

Dealing with Prayer Requests
When the GM gets a prayer request, several factors will go
into defining the Difficulty number for the miracle. Once all
of these factors are determined and added together, they
form the difficulty for the Prayer skill roll.
+ First, the base difficulty of any miracle is 80.
+ Is the miracle within the deitys general sphere
of divine influence?

If it is completely in line with the deitys influence,
the difficulty is +10.

If it is loosely connected to the deitys influence,
the difficulty is +40.

If it is not connected to the deitys influence, the
difficulty is +80.

+ How powerful is the Miracle being prayed for?

If the request is simple, non-damaging, or trivial,
then the difficulty is +0

If the request is damaging, complicated, or
impressive but is still within mortal means, then
the difficulty is +30

If the request is massively destructive, breaks
physical laws, or is solidly outside of the range of
mortal ability, then the difficulty is +60

+ How often does this person call for miracles,
compared to how often they are performing
devout acts of faith?

If the Prayee is truly devout to only this deity, then
the difficulty is +20 per request per day.

If the Prayee is devout to this and other deities,
then the difficulty is +30 per request per day.

If the Prayee is not devout but does revere this
deity, then the difficulty is +50 per request per day.

If the Prayee is not devout and does not revere this
or any deity, then the difficulty is +90 per request
per day.

If the Prayee has recently performed a minor
devout act or quest in the name of the deity, then
the difficulty is 20 per act (-60 max.).

If the Prayee has recently performed a major
devout act or quest in the name of the deity, then
the difficulty is 50 per act (-100 max.).


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+ What other deities are indirectly or directly
involved with the current situation or the
miracle requested?

If no other deities are currently involved in the
situation, then the difficulty is +0.

If another friendly deity is indirectly involved in the
situation, then the difficulty is -10.

If another neutral deity is indirectly involved in the
situation, then the difficulty is +10.

If another opposing deity is indirectly involved in
the situation, then the difficulty is +30.

If another neutral deity is directly involved in the
situation, then the difficulty is +20.

If another opposing deity is directly involved in the
situation, then the difficulty is +60.

If multiple opposing deities are directly involved in
the situation, then the difficulty is +60 +30 per
additional deity.

If the directly opposing deity has specific animosity
for the Prayee, then the difficulty is an additional
+30.

+ Is the miracle a selfless or selfish request?

If the miracle requested is focused specifically on
the gain of the Prayee, then the difficulty is +50.

If the miracle requested would benefit the Prayee
more than anyone else, then the difficulty is +30.

If the miracle requested would be of equal benefit
to all involved, then the difficulty is +20.

If the miracle requested would not benefit the
Prayee directly at all, then the difficulty is +10.

+ What is the level of need in the current
situation?

If the miracle will avert the deaths of many good
and faithful people, then the difficulty is -10.

If the miracle will prevent the impending doom of
several devoutly good persons, then the difficulty is
20.

If the miracle will bring new hope and faith to those
who have none, then the difficulty is -30.

If the miracle is helpful, but generally unnecessary,
then the difficulty is +30.

If the miracle is helpful, but totally unnecessary,
then the difficulty is +60.

+ Would the deity benefit from the granting of the
miracle?

Is the miracle similar to the deitys established
miracles? (see each deitys description) Then the
difficulty is +0

If the miracle is diametrically opposed to the deitys
established miracles, then the difficulty is +50.

If the miracle would give a great victory over an
opposed deity, then the difficulty is -10.

If the miracle would increase the worship of the
deity, then the difficulty is 10.

If the miracle would bring the deity into direct
conflict with another deity (friendly, neutral, or
opposed), then the difficulty is +30.

If granting the miracle would cause the deity to
lose face with the other deities or to lose
worshipers, then the difficulty is +60.

While these guidelines are nowhere near complete, they
should provide a solid foundation from which a GM can
base the difficulty of the Priests plea.
Following is an example of PC prayer and its difficulty
calculation:
A large group of Traykin are burning the fields of a farming
village that has refused to pay tribute. The local priest of
Lumm is attempting to summon rain to extinguish the
flames.
Prayer breakdown:
Base difficulty of 80
Affecting the weather at night is loosely connected
with Lumms sphere of influence: +40
Affecting the weather is powerful, but within the
means of mortal magic: +30
The priest is devout only to Lumm: +20
The priest has performed several minor devout
acts previous to this prayer: -60
A chosen champion of Vurron is also aiding the
village by defeating any Traykin he can find: -10
The Traykin are the evil servants of the god
Monntray and thus he is automatically involved.
Luckily, he is only indirectly concerned about this
event: +30

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As the priest of Lumm does not own any fields or
receive share of any crops, the miracle would not
benefit him directly: +10
Granting this miracle would indeed avert the
deaths of many good and faithful people: -10
As the Daymother, Lumm is the patron of all who
would destroy the creatures of the night, and the
Traykin are truly vile creatures of darkness: -10
Granting this miracle would certainly increase the
number of devout villagers: -10
All added up, this gives us the total Prayer skill difficulty of
110.
If the priest has a Mystic Alliance with Lumm and spent any
points at all on his Prayer skill it would be over 110,
meaning that unless he rolled a botch (losing his skill
bonus) the prayer will succeed under these conditions.

D DE EA AL LI IN NG G W WI IT TH H M MA AG GI IC C
In Wyn Dmere, magic is a part of all things: living and
dead; animate and inanimate; good and evil. As such,
magic can be both the joyous tool and the pain in the
gizzard of the Game Master.
The following section will hopefully ease the difficulties of
magic.

Judging Spell Effects
A quick look through the Spell Descriptions will reveal that a
large number of spells require the GM to interpret the exact
spell effects according to the current game situation. This
was intended to allow a great deal of GM control over spell
casting. Unfortunately, it also means that the GM must
make a lot of judgment calls during play. Use the following
guidelines to assist in interpretation of spell effects:
What is the basic intent of the spell?
If the spell is intended to allow the caster to speak
to a plant (Commune with Plants) then
conversations with plant life is the intent of the
spell.
What is the caster trying to do with the spell?
The caster must be specific as to his desired
effects. The more dire or complicated the situation,
the more detailed the caster must be.
Do the spells basic intent and casters intent
match?
If the caster is using the Commune with Plants
spell to cause a plant to attack his foe, then, no, it
is not an effect the spell can produce. Using it on a
plant monster and adding a successful persuasion
attempt would work.
Does the base Mana cost and Difficulty need to
be modified?
If the caster is trying to do anything other than the
basic intent of the spell, as laid out in the spells
description, then both should be adjusted. This is
usually done in increments of +50% the base Mana
cost and +25 to the Difficulty according to casters
desired effect. Some spells list the cost for
modifying their effects.
Is the desired spell effect reasonable?
Considering the level of magic in the Wyn Dmere
world, no reasonable spell effect alteration should
be overruled out-right. Just make sure to err on the
heavy modifier side to keep unusually powerful
requests to a minimum.
How does the spell interact with the current
story plot?
If the altered spells effects would ruin the current
storyline, then do not allow the alteration. If,
instead, the alteration of a spells normal effects
would move the plot along, allow it and possibly
lower the Mana / Difficulty modifications.

Creating New Spells or Schools
Only the major schools of magic are described here in the
main rulebook. Following supplements will contain
information on a few of the smaller, lesser-known schools.
When creating a new spell, spell list, or school of magic one
should consider whether it duplicates the effects of any
existing magic. The Tales of Wyn Dmere game is very
open to new magics, as long as they have a purpose to
their existence.
Designing an Elemental magic list or school could very
easily step on the toes of Combat Sorcery: Elemental
Combat and / or Spiritualism: Elemental Spirits. A GM must
be very careful to keep this from happening or some
schools of magic many become obsolete compared to
others that do their job better.

Magic Item Creation
One of the most campaign breaking acts a player can
undertake is the creation of magic items. The PC creation of
Magic items must be carefully governed lest it quickly
require the GM to take action to fix the monstrosity he has
allowed.
While many skills are listed that allow characters to create
magic items, no exact rules are given as to their precise
use. This was deliberate in order to allow the GM room to
tailor magic item creation to his preferred taste.
It is recommended that the creation of items that can use
spells or spell like effects without Mana expenditure or daily
usage limitations should NOT be allowed.

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- 175 w
As to other items, magically enchanting objects takes quite
a large amount of time. Even simple Elixirs take several
days to brew. In general, a single person can create one
major item or a few minor items in one season, roughly
three months long.
A major item is one that has multiple magic spells / effects
that it can perform and generally has a large pool of stored
Mana.
A minor item will normally have only one or two magical
powers / spells it can use and a relatively small pool of
stored Mana.
Also, many magic items will require rare and valuable
components for their completion. The GM can make
acquiring these as simple as coming up with up a large sum
of coin or require that they be sought after through
adventuring.
Overall, the creation of magic items should be part of the
ROLE-PLAYING experience, not the ROLL-PLAYING. If a
character must complete the item by X time, then let the
player sweat out some harsh difficulties, but still finish on
time. If there is no pressure and the character has the skills
to create a proposed item, let the player make a few rolls to
ensure that the process did not botch and let it be finished
in the allotted time.

Mana Storage
One of the most common enchanted items found in the
world of Wyn Dmere are Mana Storage items. Any person
with the Mana Gathering Skill and one of the item
construction skills (Talisman Lore, Wand / Staff Lore,)
can create a Mana Storage Item. Priming the item with at
least 1000 Mana over at least one season (three months)
does this. It creates an item that can store up to 10 points
of Mana indefinitely. To increase the storage capacity, one
simple increases the Priming Mana required to 100x the
storage capacity desired. Once an item has been Primed,
its storage capacity cannot be changed. Note that only
items of very high quality can be enchanted to store Mana.
Once an item has been Primed, any person can recharge it
using their own Mana at a 10 to 1 ratio. Once an item has
Mana stored in it, that Mana can be used by anyone who
touches the item.

Unique or Named Magic Items
While all magic items are unique some items are
extremely powerful and are in a category all their own.
These items are referred to as Unique or Named as most
have legends spun around them.
All magical item rules are suspended for such items, as
they are more plot devises to enhance the story than
magical trinkets to reward the players with. They do
whatever the GM wants them to do and no PC will ever be
able to create or copy one. Fantasy fiction abounds with
such legendary items of extreme power.
Named items should be extremely rare and only
encountered when the plot deems it proper. If any Named
item introduced into a campaign is abused instead of
respected. The GM can feel free to punish such characters
with divine retribution as the gods, who were perhaps these
items creators, most likely watch over them.

Example Magic Items

Basic Definition
A magical item is defined as any item imbued with one or
more spells or abilities and which is or can be charged with
Mana to fuel them. The default power skill rating is 50 and
the default Mana pool is 150.
Sample Magic Items
Included here is a small assortment of magical weapons
and items that might be encountered. As magical item
creation is considered an art form in the world of Wyn
Dmere, GMs are encouraged to develop interesting items
for their own campaigns instead of choosing pre-fab items
from a list.
Chalice of Healing This item removes one wound and
restores 1d10 BP to any who drink pure water from it. A
person may only partake of 3 draughts per day.
Elixir of Enhancement Raises one primary attribute (at
random) by 3 points, permanently.
Feather Brooch of Luck Grants a +5 bonus to all actions
for one hour. Mana cost: 20, Mana Pool: 100.
Flaming Sword - +10 to Skill rating and +1 Damage Class,
Mana cost: Permanent, Mana Pool: N/A.
Iron Cloak Protection Level 1, Mana cost: Permanent,
Mana Pool: N/A.
Lightning Wand Elemental Bolt (Lightning) (DC:G), Mana
cost: 20, Mana Pool: 400.
Puppet Weapon This weapon may be commanded to leap
into the air and wield itself. It has a skill rating and Melee
Conflict Reaction of 50, Base Move of 5, and may take 30
BP before expiring. This weapon may only animate once
per day for a maximum of one hour. If the weapon expires
it must rest one week before it can animate again.
Rings of Brotherhood These rings are created in sets of 4
10. Any person wearing a ring from a particular set can
telepathically communicate with any other persons bearing
a ring from that set. The range of this communication is one
mile. There is no limit on usage.
Tome of Wisdom This book may be consulted to add a
+30 bonus to any knowledge, history, or lore skill roll.
Consulting the book takes 1d10 hours.

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
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Cloak of Rending This fine, black cloak may be
commanded to animate and attack the wearers opponent.
It attacks once per turn, has a skill rating and Melee Conflict
Reaction of 50, DV: G, and may take 20 BP before
expiring. Should the cloak expire, it will require repairs
costing at least 1d10+10 cv in value before it can animate
again. This item may only animate once per day for a
maximum of one hour.
Spell Shield This shield may be used to parry spell effects
as well as weapons. The wielder must make a Shield skill
roll vs. the spellcasting result to block it.

Sample Unique / Named Magic Items
Darkbane An ornate long sword with a pitch-black blade.
Whenever it comes into contact with normal or magical
darkness, the sword consumes it in a 10-yard diameter
area, leave behind a magical, golden light. This weapon
does DC: I damage to all opponents when in daylight and
DC: K in dark environments. Against all Shadow creatures,
this blade confers a +50 combat skill bonus and delivers
DC: N damage.
The Decanter of Satisfaction This exquisite crystal vessel
bears many runes of power. It is indestructible by any
mortal method. Whenever it is unstoppered and poured,
heavy white mist issues forth as liquid and dissipates
leaving whatever food or beverage delicacy the poured
desires, including utensils. The abilities of this item have
unlimited usage per day.
The Book of Memories Made of fine wood and embossed
in gold, this tome bears a complex locking mechanism (Diff
150 to open). The text actually contains an unlimited
number of pages, each containing memories of one
deceased person that the book was within 50 yards of
overnight. It already contains thousands of pages, all
indexed by name in the table of contents. The book can
record as many memories in one night as are in range.


T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 177 w

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E C CH HA AR RA AC CT TE ER R S SH HE EE ET T
Name_________________________________________ Player _____________________________________
Primary Attributes Secondary Attributes Life Aspects
Strength ______ Mana Attunement ______
Reflexes ______ Base Conflict Reaction ______
Coordination ______ Basic Faith ______
Endurance ______ Unarmed Damage ______
Health ______ Base Movement / Swim ______
Judgment ______ Natural Dodge ______
Perception ______ Lifting / Max ______ Fortes & Failings
Empathy ______ Body Points
Will Power ______ Total ______ Current ______
Memory ______ Wound Threshold ______
Presence ______ Current Wounds
Grace ______

Mana Pool Total ______ Current ______ Stored Exp
Skills Advancement Cost () Rating Skills Advancement Cost () Rating____
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
____________________________( ) ______( ) ___________________________( ) ______( )
Equipment
__________________________________________________________________________________________________
__________________________________________________________________________________________________
__________________________________________________________________________________________________
__________________________________________________________________________________________________
__________________________________________________________________________________________________

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 178 w

E EX XA AM MP PL LE E C CH HA AR RA AC CT TE ER R S SH HE EE ET T
Name Karlessa Player Kelly
Primary Attributes Secondary Attributes Life Aspects
Strength
14
Mana Attunement
15

Gomakas Lineage (B)
Reflexes
17
Base Conflict Reaction
27

Mystic Alliance (Lumm) (M)
Coordination
15
Basic Faith
29

Magical Studies: Restoration (M)
Endurance
15
Unarmed Damage
E

Religious Training: Lumm (m)
Health
17
Base Movement / Swim
8 / 5

Religious Training: Lumm (m)
Judgment
18
Natural Dodge
27

Gomakas Lineage (m)
Perception
17
Lifting / Max 70/123 Fortes & Failings
Empathy
18
Body Points
Exceptional Training x2
Will Power
18

Total 82 Current ______

Wizards Soul
Memory
16
Wound Threshold
13

Blessed (Lumm)
Presence
15
Current Wounds

Grace
20

Fools Soul

Mana Pool
Total 31
Current _____ Stored Exp
Skills Advancement Cost () Rating Skills Advancement Cost () Rating____
Read/Write Kindaran (NA) Natural Inspire Group (3) 35
Speak Kindaran (NA) Natural Church History (Lumm) (3) 34
Read/Write Nargasan (3) 34 Prayer (Lumm) (5) 142
Mana Gathering (5) 31 Doctrine (Lumm) (3) 46
Melee Conflict Reaction (4) 39 Etiquette (2) 36
Magical Conflict Reaction (4) 47 Linguistics (4) 45
Read/Write Magical Glyphs (6) 35
Buku (5) 60
Assume Beast Shape (4) 42 Spells
Aerial Combat Lore (3) 38 Wound Closing (3) (Mana cost 10) 49
Diagnose (4) 36 Flesh Restoration (4) (Mana cost 15) 50
Medicinal Herbalism (4) 35
First Aid (3) 37
Cooking (2) 37
Knife (2) 35
Horsemanship (2) 35


Equipment

Soft Leather Armor, Traveling Clothes, Ceremonial Clothes, 10 Copper Pennies, 2 Silver Commons, 3 Silver Crowns, 2
Knives, 3 Holy Symbols (Lumm), Scrolls, Pens & Ink, Beeswax Candle, Healer's Bag, Splints, Bandages, Salves, Medical
Herbs, Leather Backpack

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 179 w

I IN ND DE EX X O OF F T TA AB BL LE ES S
Table 1: Dmpeill Special abilities ...........................................20
Table 2: Draconic Stat Bonuses................................................20
Table 3: Draconic Special Abilities ..........................................20
Table 4: Fairie Traits ...............................................................22
Table 5: Fairie Flaws ...............................................................22
Table 6: Noble Birthrights........................................................30
Table 7: Total Forte List...........................................................53
Table 8:Adverturers Joy ..........................................................53
Table 9:Animal Companion......................................................53
Table 10: Total Failings List ....................................................55
Table 11: Ranged / Thrown Weapons........................................65
Table 12: Melee Weapons .........................................................65
Table 13: Armor Types .............................................................65
Table 14: Shields......................................................................65
Table 15: Buku maneuvers........................................................66
Table 16: Foot Boxing maneuvers.............................................66
Table 17: Grand Dance maneuvers...........................................67
Table 18: Way of the Iron Palm maneuvers...............................67
Table 19: Unarmed Combat Maneuvers List .............................67
Table 20: Fendrin Blade Mastery .............................................68
Table 21:Jylanic Fencing .........................................................68
Table 22: Mayshkina Circular Techniques................................69
Table 23:Norinic Art of Cleaving..............................................69
Table 24:Orskins Method........................................................69
Table 25: Yarsen Armsmanship ................................................70
Table 26: Fortification Types ...................................................71
Table 27: Mass / Siege Warfare Weapons .................................71
Table 28: Damage Class Combat table.....................................72
Table 29: Coins of the Realm....................................................83
Table 30:Price lists ..................................................................83
Table 31: Pay Rates..................................................................84
Table 32: Casting Time Bonuses............................................. 110
Table 33: Elemental Defense Modifier .................................... 114
Table 34:Elemental Palm........................................................ 114
Table 35:Elemental Bolt ......................................................... 115
Table 36:Elemental Blast........................................................ 115
Table 37:Elemental Shield...................................................... 116
Table 38:Elemental Wall ........................................................ 116
Table 39:Shift Time ................................................................ 117
Table 40:Alter Time................................................................ 117
Table 41:Chronoport .............................................................. 118
Table 42:Teleport ................................................................... 118
Table 43:Last Moments .......................................................... 119
Table 44: Memory Delve......................................................... 119
Table 45: Perpetual Movement ............................................... 121
Table 46: True Awakening...................................................... 121
Table 47: Bestow Might .......................................................... 121
Table 48: Iron Skin................................................................. 122
Table 49: Spark Unlife ........................................................... 124
Table 50: Awaken Essence...................................................... 124

M MA AS ST TE ER R L LI IS ST T O OF F S SK KI IL LL L L LI IS ST TS S
Alchemy
Apothecary
Artificer
Artisan
Artistic Talent
Assassin
Brigand / Highwayman
Burglar
Business lore
Cavalry
Clan Forest Lion
Clan Grand Falcon
Clan Gray Rattler
Clan Hill Ferret
Clan River Turtle
Clan Snow Raven
Cutpurse
Debtors Pit
Disciple
Domestic, Rural
Domestic, Urban
Dwarvish Lore
Elvish Lore
Fairie Lore
Formal Combat
General Education
High born
Huntsman
Laborer
Mariner
Merchant
Monk
Patrol
Performance
Physician
Sage
Scholar
Scout
Sentry
Smithing
Socialite
Solicitor
Spy
Swindler
Templar
Tinker / Technologist
Trollic Lore
Unarmed Combat
War Craft
Weapons, Commoner
Weapons, Exotic
Weapons, Noblemans
Weapons, Siege
Weapons, Warrior
Wilderness Survival
Witch Hunter
Wood Working

M MA AS ST TE ER R L LI IS ST T O OF F S SK KI IL LL LS S
Acrobatics .................................................. (Ref/Ref/Coo)(15/3)
Acting.........................................................(Emp/Pre/Pre)(15/3)
Administration ........................................... (Jud/Jud/Emp)(20/4)
Advanced Mathematics......................................(Mem x3)(10/2)
Aerial Combat Lore................................... (Coo/Jud/Mem)(15/3)
Agriculture.................................................(Jud/Jud/Mem)(10/2)
Ambush Lore...............................................(Jud/Per/Gra)(20/4)

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 180 w
Animal Handling........................................ (Jud/Jud/Emp)(20/4)
Animal Lore........................................................(Mem x3)(10/2)
Animal Training......................................... (Jud/Jud/Emp)(20/4)
Aquatic Combat LoreL............................ (Coo/Jud/Mem)(15/3)
Armorsmith ................................................ (Coo/Jud/Jud)(15/3)
Asphyxiation Lore................................... (Coo/Mem/Mem)(20/4)
Assume Beast ShapeL............................... (MA/Wil/Wil)(20/4)
Assume Hybrid ShapeL.............................. (MA/Wil/Wil)(25/5)
Astronomy...............................................(Jud/Mem/Mem)(20/4)
Ballista, Bow................................................ (Jud/Jud/Per)(15/3)
Ballista, Powder .......................................... (Jud/Jud/Per)(20/4)
Ballista, Steam............................................ (Jud/Jud/Per)(20/4)
Blacksmith ................................................. (Coo/Jud/Jud)(15/3)
Blade Flail .................................................. (Ref/Coo/Jud)(20/4)
Body Blades............................................... (Ref/Coo/Jud)(20/4)
Bola............................................................ (Coo/Jud/Per)(15/3)
Bone Setting..............................................(Coo/Jud/Emp)(15/3)
Book Keeping..........................................(Jud/Mem/Mem)(10/2)
Bowyer / Fletcher ....................................... (Coo/Jud/Jud)(15/3)
Brawling .......................................................(Str/Ref/Coo)(15/3)
Brewing...................................................(Jud/Mem/Mem)(20/4)
Bribery..................................................................(Jud x3)(15/3)
Buckler Use ............................................... (Ref/Coo/Jud)(20/4)
Buku........................................................... (Ref/Coo/Jud)(25/5)
Burrowing...................................................... (Str/Coo/Jud)(5/1)
Butchery....................................................... (Coo/Jud/Jud)(5/1)
Campsite Lore...........................................(Jud/Mem/Mem)(5/1)
Carpentry ................................................... (Coo/Jud/Jud)(15/3)
Catapult....................................................... (Jud/Jud/Per)(20/4)
City Lore (by city) ...............................................(Mem x3)(10/2)
Clan Lore............................................................(Mem x3)(10/2)
Cleaning.................................................................(Jud x3)(5/1)
Club ........................................................... (Ref/Coo/Jud)(10/2)
Conceal Object .......................................... (Coo/Jud/Gra)(15/3)
Conceal Presence...................................... (Coo/Jud/Gra)(20/4)
Construct Lore ...................................................(Mem x3)(25/5)
Construction............................................... (Coo/Jud/Jud)(15/3)
Contortion...................................................(Ref/Coo/Coo)(20/4)
Conversation Manipulation........................ (Jud/Emp/Pre)(25/5)
Cooking .................................................... (Jud/Jud/Emp)(10/2)
Court Lore (by region) ........................................(Mem x3)(10/2)
Creature Lore.....................................................(Mem x3)(20/4)
Crest / Seal Lore................................................(Mem x3)(10/2)
Crossbow................................................... (Coo/Jud/Per)(15/3)
Crowd Blending.......................................... (Coo/Jud/Gra)(15/3)
Culture Blending ......................................... (Jud/Pre/Gra)(20/4)
Currency Forgery..................................... (Coo/Jud/Mem)(20/4)
Currency Lore ....................................................(Mem x3)(10/2)
Dagger ....................................................... (Ref/Coo/Jud)(10/2)
Dancing..................................................... (Coo/Emp/Pre)(15/3)
Demolitions ...............................................(Jud/Jud/Mem)(25/5)
Demon Lore .......................................................(Mem x3)(25/5)
Diagnosis ..................................................(Jud/Jud/Mem)(20/4)
Disguise.................................................. (Jud/Emp/Mem)(20/4)
Doctrine (by religion) .................................(Jud/Mem/Gra)(15/3)
Document Forgery ................................... (Coo/Jud/Mem)(20/4)
Double Talk............................................... (Jud/Emp/Pre)(20/4)
Dragon Lore.......................................................(Mem x3)(20/4)
Draw / Sketch.......................................... (Coo/Emp/Emp)(15/3)
Drug Lore...........................................................(Mem x3)(20/4)
Dwarvish History................................................(Mem x3)(15/3)
Dwarvish Tech........................................(Jud/Mem/Mem)(30/6)
Eavesdropping ............................................ (Jud/Per/Per)(20/4)
Elixir Lore...........................................................(Mem x3)(20/4)
Elvish History.....................................................(Mem x3)(15/3)
Engineering.............................................(Jud/Mem/Mem)(25/5)
Estimate Value (by goods type)............................(Jud x3)(15/3)
Etiquette.................................................. (Jud/Emp/Mem)(10/2)
Evaluate Battlefield...................................... (Jud/Jud/Per)(20/4)
Expressive Writing / Poetry................................ (Emp x3)(15/3)
Fairie History......................................................(Mem x3)(20/4)
Fairie Song L.............................................(MA/Emp/Pre)(25/5)
Falconry .................................................. (Jud/Emp/Emp)(15/3)
False Divination......................................... (Jud/Emp/Pre)(15/3)
Fashion Lore .............................................(Jud/Mem/Mem)(5/1)
Fendrin Blade Mastery ............................. (Coo/Jud/Mem)(25/5)
Fire Fighting................................................ (Jud/Wil/Gra)(10/2)
First Aid................................................... (Jud/Emp/Mem)(15/3)
Fishing ..........................................................(Jud/Per/Gra)(5/1)
Flail............................................................. (Ref/Coo/Jud)(15/3)
Flame Projector ...........................................(Jud/Jud/Per)(20/4)
Flying Bomb ................................................(Jud/Per/Gra)(25/5)
Foot Boxing ................................................ (Ref/Coo/Jud)(25/5)
Foraging (by terrain).................................... (Jud/Per/Per)(15/3)
Forest BlendingL......................................... (MA/Wil/Wil)(20/4)
Gambling Lore........................................... (Jud/Emp/Gra)(15/3)
Geography (by region)........................................(Mem x3)(15/3)
Grand Hammer .......................................... (Ref/Coo/Jud)(20/4)
Great Axe................................................... (Ref/Coo/Jud)(20/4)
Great Sword............................................... (Ref/Coo/Jud)(20/4)
Haggle....................................................... (Jud/Emp/Pre)(15/3)
Hand Axe ................................................... (Ref/Coo/Jud)(15/3)
Hand Crossbow ......................................... (Coo/Jud/Per)(15/3)
History (by region) ..............................................(Mem x3)(15/3)
History (Church).................................................(Mem x3)(15/3)
Horsemanship.......................................... (Coo/Coo/Emp)(10/2)
Hunting Spear ............................................ (Ref/Coo/Jud)(15/3)
Hypothesis ................................................. (Coo/Jud/Per)(20/4)
Inspire Group .............................................(Emp/Pre/Pre)(15/3)
Instrument Crafting .................................. (Coo/Jud/Mem)(20/4)
Jeweler..................................................... (Coo/Jud/Mem)(20/4)
Jousting.................................................... (Coo/Jud/Emp)(15/3)
Juggling............................................................... (Coo x3)(15/3)
Jylanic Fencing ........................................ (Coo/Jud/Mem)(25/5)
Knife........................................................... (Ref/Coo/Jud)(10/2)
Land Navigation.......................................(Jud/Mem/Mem)(15/3)
Lasso ......................................................... (Coo/Jud/Per)(20/4)
Law (by region)...................................................(Mem x3)(20/4)
Legendary Object Lore.......................................(Mem x3)(20/4)
Lethal Strike Lore ....................................(Jud/Mem/Mem)(20/4)
Linguistics..........................................................(Mem x3)(20/4)
Literature Lore....................................................(Mem x3)(15/3)
Local History (by region).....................................(Mem x3)(10/2)
Lock Picking............................................. (Coo/Jud/Mem)(15/3)
Long Sword................................................ (Ref/Coo/Jud)(15/3)
Longbow..................................................... (Coo/Jud/Per)(15/3)
Looting .................................................................(Jud x3)(10/2)
Lumbering................................................. (Coo/End/Jud)(10/2)
Mace .......................................................... (Ref/Coo/Jud)(15/3)
Marine Animal Lore ............................................(Mem x3)(15/3)
Marine Survival / Hazard Lore ............................(Mem x3)(15/3)
Market Lore........................................................(Mem x3)(10/2)
Masonry ..................................................... (Coo/Jud/Jud)(10/2)
Mayshkina Circular Techniques............... (Coo/Jud/Mem)(25/5)
Meat Preservation ................................................(Mem x3)(5/1)
Mechanical Engineering..........................(Jud/Mem/Mem)(25/5)
Medicinal Herbalism................................(Jud/Mem/Mem)(20/4)
Melee Conflict Reaction ......................................... (Base)(20/4)
Metallurgy................................................(Jud/Mem/Mem)(15/3)
Mid Wifery............................................... (Jud/Emp/Mem)(15/3)
Military History ...................................................(Mem x3)(15/3)
Mining ...................................................... (End/Jud/Mem)(15/3)
Music Composition............................................. (Emp x3)(15/3)
Mystic Herbalism.....................................(Jud/Mem/Mem)(20/4)
Mystic Mineralogy....................................(Jud/Mem/Mem)(20/4)
Mystic Smithing.......................................(Jud/Mem/Mem)(20/4)
Mystic Toxicology....................................(Jud/Mem/Mem)(20/4)
Mystic Zoology ........................................(Jud/Mem/Mem)(20/4)

T TA AL LE ES S O OF F W WY YN N D D M ME ER RE E
- 181 w
Norinic Art of Cleaving ............................. (Coo/Jud/Mem)(25/5)
Oarsmanship ...................................................... (Coo x3)(10/2)
Orskins Method......................................... (Ref/Coo/Jud)(25/5)
Painting................................................... (Coo/Emp/Emp)(15/3)
Palm Object ...............................................(Coo/Coo/Jud)(20/4)
Parchment Folding.................................. (Coo/Emp/Emp)(15/3)
Parrying Dagger ......................................... (Ref/Coo/Jud)(15/3)
Perceive Falsehood................................... (Jud/Jud/Emp)(20/4)
Philosophy............................................... (Jud/Emp/Mem)(15/3)
Pick Pocket ................................................ (Coo/Jud/Gra)(20/4)
Plant Lore...........................................................(Mem x3)(15/3)
Play Instrument (by type) ......................... (Coo/Coo/Emp)(20/4)
Poison Lore........................................................(Mem x3)(15/3)
Pole Arm.................................................... (Ref/Coo/Jud)(20/4)
Powder Lore.......................................................(Mem x3)(20/4)
Prayer.................................................................(Faith x1)(25/5)
Precision Craftsmanship............................ (Coo/Jud/Jud)(25/5)
Prepare Antidote .....................................(Jud/Mem/Mem)(20/4)
Prepare Drugs.........................................(Jud/Mem/Mem)(20/4)
Puppetry..................................................(Coo/Emp/Mem)(15/3)
Puzzle Lock Solving.............................................(Jud x3)(20/4)
Quarter Staff .............................................. (Ref/Coo/Jud)(15/3)
Quiet Movement ......................................... (Coo/Jud/Gra)(20/4)
R/W Dwarvish Runes ........................................(Mem x3)(15/3)
R/W Elvish Script...............................................(Mem x3)(15/3)
R/W Fairie Scrawl ..............................................(Mem x3)(25/5)
Ram............................................................ (Jud/Jud/Per)(15/3)
Rapier ........................................................ (Ref/Coo/Jud)(15/3)
Read / Write (by language) ................................(Mem x3)(15/3)
Read / Write Alchemical Glyphs ........................(Mem x3)(20/4)
Read / Write Magical Glyphs .............................(Mem x3)(30/6)
Read / Write Tech Glyphs .................................(Mem x3)(30/6)
Read / Write Travelers Glyphs..........................(Mem x3)(10/2)
Read / Write Trollic Pictoglyphs.........................(Mem x3)(25/5)
Repeating Crossbow.................................. (Coo/Jud/Per)(20/4)
Rigging Lore............................................. (Coo/Jud/Mem)(10/2)
Rumor Mill................................................. (Jud/Emp/Pre)(15/3)
Rune Lore ..........................................................(Mem x3)(20/4)
Saber ......................................................... (Ref/Coo/Jud)(15/3)
Sail Deployment ....................................... (Coo/Jud/Mem)(10/2)
Scribe....................................................... (Coo/Jud/Mem)(10/2)
Sculpting................................................. (Coo/Emp/Emp)(15/3)
Sea Navigation........................................(Jud/Mem/Mem)(20/4)
Seduction................................................. (Emp/Emp/Pre)(20/4)
Sense Evil L............................................. (Jud/Per/Emp)(25/5)
Shadowing ................................................ (Jud/Emp/Gra)(15/3)
Shipwright ...............................................(Jud/Mem/Mem)(15/3)
Short Bow .................................................. (Coo/Jud/Per)(15/3)
Short Sword ............................................... (Ref/Coo/Jud)(15/3)
Showmanship ........................................... (Jud/Emp/Pre)(15/3)
Siege Warfare.........................................(Jud/Mem/Mem)(20/4)
Silence Victim.......................................... (Coo/Jud/Mem)(25/5)
Silent Speak........................................... (Coo/Mem/Mem)(10/2)
Silversmith ............................................... (Coo/Coo/Emp)(20/4)
Sing / Recite............................................ (Emp/Mem/Pre)(10/2)
Skinning Lore........................................... (Coo/Jud/Mem)(10/2)
Slight of Hand ..................................................... (Coo x3)(15/3)
Sling Bow................................................... (Coo/Jud/Per)(15/3)
Sling........................................................... (Coo/Jud/Per)(10/2)
Song Lore...........................................................(Mem x3)(10/2)
Sound Mimicry............................................ (Jud/Jud/Pre)(15/3)
Speak (by language) ............................... (Emp/Pre/Mem)(15/3)
Speak Beast Tongue............................... (Emp/Pre/Mem)(15/3)
Speak Dwarvish ...................................... (Emp/Pre/Mem)(15/3)
Speak Elvish ........................................... (Emp/Pre/Mem)(15/3)
Speak Fairie tongue ................................ (Emp/Pre/Mem)(20/4)
Speak Trollic ........................................... (Emp/Pre/Mem)(15/3)
Specific Knowledge (by Topic)...........................(Mem x3)(15/3)
Spirit Lore...........................................................(Mem x3)(20/4)
Stone KnowL............................................... (MA/Wil/Wil)(20/4)
Story Telling ...............................................(Emp/Pre/Pre)(10/2)
Strategy...................................................(Jud/Mem/Mem)(20/4)
Surgery..................................................... (Coo/Jud/Mem)(30/6)
Survival / Hazard Lore (by terrain) ............... (Per/Per/Mem)(15/3)
Swimming ...................................................(Str/Coo/End)(10/2)
Tactical Estimation..................................(Jud/Mem/Mem)(20/4)
Tactics ....................................................(Jud/Mem/Mem)(20/4)
Tailor ........................................................ (Coo/Jud/Mem)(15/3)
Talisman Lore ....................................................(Mem x3)(20/4)
Tanner.....................................................(Jud/Mem/Mem)(15/3)
Tattooing .................................................. (Coo/Jud/Mem)(20/4)
The Grand Dance ...................................... (Ref/Coo/Jud)(25/5)
Theology.............................................................(Mem x3)(15/3)
Throwing Blades ........................................ (Coo/Jud/Per)(10/2)
Throwing Club............................................ (Coo/Jud/Per)(15/3)
Toxin Herbalism......................................(Jud/Mem/Mem)(15/3)
Tracking.................................................... (Jud/Per/Mem)(20/4)
Trap Lore................................................... (Jud/Per/Mem)(20/4)
Trapping.................................................... (Jud/Per/Mem)(15/3)
Treat Illness ............................................ (Jud/Emp/Mem)(20/4)
Treat Minor Injury.................................... (Jud/Emp/Mem)(20/4)
Treat Poisoning....................................... (Jud/Emp/Mem)(20/4)
Trollic History.....................................................(Mem x3)(15/3)
Two Handed Sword.................................... (Ref/Coo/Jud)(20/4)
Undeath Lore......................................................(Mem x3)(25/5)
Vigilance...................................................... (End/Wil/Wil)(15/3)
Waggoneering......................................................(Jud x3)(10/2)
Wainwright ................................................. (Coo/Jud/Jud)(15/3)
Wand / Staff Lore...............................................(Mem x3)(20/4)
War Hammer ............................................. (Ref/Coo/Jud)(15/3)
War Spear.................................................. (Ref/Coo/Jud)(15/3)
Warhorsemanship.................................... (Coo/Jud/Emp)(15/3)
Way of the Iron Palm.................................. (Ref/Coo/Jud)(25/5)
Weaponsmith............................................. (Coo/Jud/Jud)(15/3)
Weather Prediction ................................... (Jud/Emp/Gra)(15/3)
Well Digging..............................................(Jud/Jud/Mem)(15/3)
Whip .......................................................... (Ref/Coo/Jud)(20/4)
Whistling......................................................(Emp/Pre/Pre)(5/1)
Wrestling..................................................... (Str/Ref/Coo)(15/3)
Yarsen Armsmanship............................... (Coo/Jud/Mem)(25/5)

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