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Lances and Labyrinths LUCK Make a LUCK save to determine if something

happens to you by blind chance.


Iteration Two
CHA Influence someones behaviour, Make a good bargain
What happens when you decide Tunnels & Trolls is too
ESS ESS is not normally saved on.
complicated.

Attributes Working Together


Player characters are defined by seven attributes. Sometimes characters may work together on a saving roll, such as
• Strength (STR): A character raw muscular power and ability. a group of characters trying to lift something. Every character rolls
Strength determines how much equipment you can carry and separately, then add up their totals and compare to the target
helps in melee combat. number. The GM always has the final say about when characters
• Dexterity (DEX): A characters speed of reaction, reflexes, can work together, and how many can work together on a given
agility, athleticism and fighting skill. Dexterity helps in melee problem.
and missile combat.
• Constitution (CON): A characters health, fitness, stamina Botches
and size. CON determines how much damage you can take. A natural roll of 2 on a saving roll is a botch, don't add and roll on
• Intelligence (INT): A characters intellectual ability, strength and it is up to the GM to decide what this means in each case.
of will, memory, intuition, problem solving ability and
knowledge skills. Critical Hits
• Luck (LUC): How lucky a character is. Contributes to both In a combat roll, matching dice from a given weapon add and roll
melee and missile combat. on.
• Charisma (CHA): How attractive and influential a character is For example, if you were using a 3d weapon and rolled 4,4,5 you
to others. would then roll the two 4's again and add on. If your second roll
• Essence (ESS): How magical a character is. was 3 & 2 your total would be 4+4+5+3+2=18.
If you are wielding two weapons use different coloured dice for
Primary and Secondary Attributes each weapon.
Each character class defines two attributes as primary and two as
secondary. Opposed Rolls
An opposed roll occurs when two characters are competing for
Levelling Up some reason. Both characters roll and add attribute adds, highest
When a character levels up their attributes increase as follows: rolls wins.
• +2 to each primary, +1 to each secondary and one point to
spend on any attribute of your choice. Encumbrance
Characters can carry a number of Weight units equal to their
Saving Throws STRx100. For every full STRx10 units they carry they are at -1
Saving throws are made on 2d6+Attribute Adds. Target number is DEX, but DEX cannot be lowered below 3 in this way (if the
set by the GM. When making saving rolls, doubles add and roll penalty would reduce it below 3, treat DEX as 3).
over. When resisting another characters action (such as a spell) A weight unit nominally represents 1/10th of a pound (which is the
the target number is usually one of their attribute scores. weight of one gold piece) but some objects have a weight unit
• Easy: 5 value which does not represent their true weight. Armour and
• Average: 10 Shields weigh far more than they should to represent the
• Difficult: 15 encumbering effect of wearing and wielding such bulky or
• Very Difficult: 20 uncomfortable items.
Saving throws are made when a character must overcome some
hazard or perform a task. Money
The basic unit of currency is the Gold Piece (GP). 1GP is worth 10
Silver Pieces (SP) and 1SP is worth 10 Copper pieces (CP). A
Platinum piece (PP) is worth 10GP.

Poisons
Most poisons reduce CON (some are available which work on other
attributes). A dose of poison weighs one unit and the cost for it
depends on the strength. Rangers can make poisons, the
minimum level required is shown on the table below. If a character
receives an antidote within a few minutes of being poisoned half
the attribute loss. If the character is reduced to 0 attribute they
can still survive if the antidote is adminstered and the restored
points put them back to 1 or more.

CON Loss Cost Ranger Level


1d6 10 4
2d6 20 5
3d6 50 8
4d6 100 10
5d6 200 15
Feat of Strength 6d6 500 23

Some examples of saving throws: A dose of poison can be applied to a weapon and used in combat.
Attribute Example Saves If you win a round of combat the poison damage is applied to one
of your opponents. If you lose or draw the round the poison is
STR Lift something, escape from a hold, force open a door
wiped off and no longer effective. Once applied the poison lasts
DEX Dodge a falling object, move without being detected, until you fight a round of combat (as described already) or ten
climb something minutes, whichever comes first.

CON Continue doing something when tired Recovery of Attribute Points


INT Hear a noise, spot someone who is sneaking, solve a Characters recover lost attribute points at one point per hour.
problem, know a specific fact, resist being
influenced, resist fear Falling
A character takes 1d damage for every 10ft fallen (round up).
Armour does not reduce this damage, although magical protection
does unless explicitly stated otherwise. The following list gives some common monster powers:
• Invisibility: Halve the parties combat total against this
Burning creature. This power is negated by rain, dust, mist or
A character who catches fire takes 1d damage per round (armour smoke.
has no effect on this damage, although magical protection does • Incorporeal: Only characters wielding enchanted or
unless explicity stated otherwise). If you roll a one on the damage silver weapons count towards the combat total and can
dice the fire goes out. Other characters can extinguish a burning harm the creature.
character by spend a whole round and making a DEX 10 save. • Vampiric: If the creature wounds it's opponent(s) it
regains lost MR equal to the largest number of HP's lost
Movement by a single opponent in a round.
Characters can move a distance, in yards per round, equal to their • Corrupting: Wounds from the creature are always
DEXx2. If they are moving over treacherous or difficult terrain treated as Serious Injuries (which heal at 1pt per day).
(including over low obstacles) halve their movement rate. • STR Damage: Damage from this creature reduces the
targets STR rather than CON.
Monster Ratings • DEX Damage: Damage from this creature reduces the
Monsters are defined by a Monster Rating MR. In combat they roll targets DEX rather than CON.
a number of dice equal to their MR/10 (minimum 1d) and add half • INT Damage: Damage from this creature reduces the
their MR to their roll. targets INT rather than CON.
For example, an MR 34 monster rolls 3d+17 in combat. • LUC Damage: Damage from this creature reduces the
For saving rolls, add the monsters (MR/10) to their save. targets LUC rather than CON.
For example, the MR 34 monster mentioned above rolls 2d+3 • CHA Damage: Damage from this creature reduces the
when making saves. targets CHA rather than CON.
Named Monsters (also called Boss monsters) get split MR's, shown • ESS Damage: Damage from this creature reduces the
as Fighting MR/Constitution MR. Damage reduces CON MR without targets ESS rather than CON.
effecting Fighting MR. Dice and Adds are calculated off Fighting • Armour Piercing: Damage from the creature ignores
MR. Armour. The freezing touch of a Wight ignores armour.
Unimportant Monsters just get a standard MR, losing dice and • Extra Damage: Double the final damage inflicted by the
adds as they are wounded. creature (after subtracting the other sides combat roll). A
snakes venomous bite causes Extra Damage, a Giants
Monster Equipment massive tree trunk club causes Extra Damage.
A Monsters dice represent it's weapons and armour (natural or • Destructive: The creature damages weapons which
artificial) whilst it's Adds represents it's innate skill, speed, strike it. Any dice rolling a one against the creature is
strength, ferocity and so on. If adventurers encounter ntelligent permanently discarded. Rust monsters are destructive to
monsters (such as Orcs and Goblins) with no weapons or armour metal weapons.
they only get 1d (like a normal unarmed character) in combat. • Resistant: The creature is resistant to one type of attack
(usually one of edged weapons, blunt weapons or magic).
Setting Monster Ratings for a Party Characters using attacks of that type only add half their
Begin by working out the parties total dice plus adds. Next rolls to the parties combat total. Skeletons are Resistant
multiply the dice by four and add to the adds. This gives you the to Edged weapons, Wights and Werewolves are resistant
parties average combat roll. Next add up the parties total armour to any attack which is not silver or magical in nature,
protection and add to the average combat roll. This gives you the Vampires are resistant to any weapons except wooden
parties combat rating (CR) stakes, Trolls are resistant to any attacks except acid or
For practical purposes, a monsters CR is equal to its MR (this is not fire.
quite right, but works okay). As a rule of thumb increase CR by
50% again for each “special ability” a monster possesses. Surprise
For example, an MR 30 Skeleton which is Resistant to edged Surprise only occurs when the party is attacked with no warning at
weapons has an effective CR of 45. all (e.g. By enemies who are invisible or who leap out from cover
as the party passes by). The surprising side rolls as normal and
Monster Ratings and Magic the surprised party gets no roll in reply, they must take the full
Monsters that can cast magic have relevant attribute scores of damage dealt out by their attackers in the first round. Complete
12+ (MR/10). surprise is quite rare and only happens when the target is
completely unexpecting of an attack, for example when a trusted
friend suddenly attacks them.

Unready
An unready situation occurs when a side is caught unprepared to
fight, but they at least have a few seconds warning of the
incoming attack (e.g. When someone suddenly attacks you in a
bar fight without warning you can be considered to be unready).
Characters without weapons drawn when attacked are also
considered to be unready.
Simply halve your combat total in the first round of combat when
unready, the second and subsequent rounds are handled as
normal.

Unusual Combat Situations


In an unusual combat situation your best bet is to simply halve the
combat rolls of anyone who is disadvantaged. Unusual situations
might be fighting in water, on ice, on a small boat and so on.

Who Takes Damage


Characters take their share of the damage taken by the party if
Fight! there is no obvious reason why they shouldn't (e.g. If the archer or
magician is clearly out of combat and unreachable by enemies
Monster Treasure they don't have to take damage). If the allocation of damage is
As a good rule of thumb a monster will have treasure on it's uneven the lower amount should go to a wizard or missile attacker
person or in it's lair of value (in GP's) equal to it's MR. This in melee, reflecting the fact that, even if in the melee and not
treasure will usually be a mixture of coins, gems and other sniping, they are still near the back and less likely to get hurt.
valuable items. Intelligent monsters will probably have weapons
and armour but just assume that their equipment is either Incapacitation
worthless (rusty/poor condition) or forms part of their treasure. A character who is reduced to 2 in any attribute is incapacitated
For example, a MR50 creature would have 50GP's worth of and unable to do anything until they recover to 3+. Death occurs
treasure. if any Attribute is reduced to 0. The GM may rule that a character
at 0 lingers long enough to have a last word.
Monster Powers
Serious Injuries (optional rule) *So humans have two points to allocate to any attributes when
A character who loses more HP's in one turn than their CON Adds they level up rather than the usual one.
has taken a Serious Injury. The HP's lost in a Serious Injury heal at
1pt per Day (rather than the usual 1pt per hour). Foreigners
Character generation assumes that human characters are
Knock Down (optional rule) “Midlanders” who come from the area around Khazan. Characters
A character who loses more HP's in one turn than their STR Adds is may opt to be foreigners, from lands beyond. In this case use the
Knocked Down. Halve their combat roll in the next turn. following rules:
• Northmen must place their highest roll in STR.
Adds • Southrons must place their highest roll in CON.
Each attribute has an “adds” value, which is added to any saving • Corsairs must place their highest roll in DEX.
roll made on that attribute. Calculate each attributes adds as • Easterlings must place their highest roll in INT.
follows.
• Attribute score below 9: -1 for each point below 9. Motivation
• Attribute score of 9-12: No Adds As an option, you may roll to determine a characters motivation,
• Attribute score above 12: +1 for each point above 12. the reason why they are adventuring. If you want a heroic
Note that adds are based on your current attribute score, if the motivation read the dice lowest first, for a villainous motivation
attribute is dropped adds also drop. read the dice highest first.

Melee Adds d66 Motivations


Unless stated otherwise, all characters add their melee adds to
combat rolls with melee weapons. Combat Adds are your adds 11 Liberation: The character wants to bring freedom to
from STR, DEX & LUCK. others, this includes democracy and such like. How the
character interprets “freedom” is up to them.
Missile Adds
12 Atonement: The character is trying to make up for past
Unless stated otherwise, all characters add their missile adds to
deeds which they now regret performing.
combat rolls with thrown or missile weapons. Missile Adds are
double your DEX adds plus your LUCK adds. 13 Defense: The character genuinely believes that their
way of life, family, friends etc.. is under threat.
Combat Adds
The term “combat adds” refers to both your melee and missile 14-16 Altruism: The character truly believes that they can help
adds. protect the peace and make the world a better place.
21-23 Respect: The character is lacking in confidence and
Character Generation adventures to show others that they are competent and
Roll 4d and drop lowest one, repeat six times. Assign each score worthy of respect.
to an attribute.
24 Self Improvement: The character wants to enhance
their own skills and abilities.
25-26 Curiousity: The character wants to explore new things
and broaden their outlook.
23 Career: The character is an adventurer because that's
what their family does. They may be looking for a long
term career or may want out at the earliest opportunity
when the family honour is satisfied.
24-26 Thrills: The character is a thrill seeker, getting off on the
adrenalin rush of adventuring.
31-34 Rebellion: The character joined up because everyone
they knew told them not to. The character may have
been the product of a comfortable liberal upbringing and
deliberately joined up as an act of rebellion against their
family and peers.
35 Conformity: The character is an adventurer because
their friends are, they simply followed the herd.
36 Escape: The character is running away from something.
This could be a group or individual, or might be just
memories of past deeds.
41-43 Wealth: The character wants to get rich and will always
be on the lookout for opportunities to turn a profit.
44-46 Prestige: The character is obsessed with fame, awards
and medals and wants to accumulate as many as
possible. The character wants to get famous, or
Elven Warrior infamous, it doesn't matter as long as they become well
known.
Race
51-53 Power: The character is seeking power, usually through
Non-human races get modifiers to their attribute scores. Apply
using an adventuring career to lever themselves in
these modifiers after attributes have been assigned. An attribute
politics.
cannot be reduced below 2. Roll 2d, add the highest roll to one of
the attributes in the + column and subtract the lowest from the 54 Stability: The character seeks to maintain the status
one in the - column. quo, protecting it from threats and upsets.
55-56 Revenge: The character is seeking revenge on their
Race + - Ability enemies. Perhaps their family was killed by Goblins?
Elf DEX or INT STR Nightvision 61-62 Hatred: The character hates the “enemy” because they
Dwarf STR or CON CHA Nightvision are different, a form of xenophobia. They have joined up
to give vent to their prejudices.
Orc STR or CON INT or CHA Nightvision
63-64 Kills: The character is a bit of psycho, they may be a
Halfling DEX or LUCK STR Nightvision stone cold killer or a raging berserker. Either way they
Human - - Extra attribute point adventure in order to notch up kills.
when you level up*
65-66 Sadist: The character is a sadist who takes pleasure in • Choose a God or Goddess.
hurting others. This does not mean they kill, they are • Can use miracles at double normal cost.
more interested in terrorising and hurting than death.
Warrior-Wizard
Equally comfortable with a blade in hand or casting a spell, the
Class warrior-wizard is skilled with magic and battle.
Choose your character class when you create a character. This • Primary Attributes: DEX
determines how your attributes advance when you level up. Each • Secondary Attributes: INT & STR
class has one or more examples of characters of that class from • Can use spells at double cost.
literature or media. • You may choose a Magical Tradition. If you do not, you cannot
then later choose one.
Warrior
Warriors are front line fighters and the leaders of men in battle. Rogue
• Primary Attributes: STR & DEX Quick thinking and fast on their feet, the rogue stays just within
• Secondary Attributes: CHA & CON the bounds of the law.. or outside of it on occasion.
Boromir was a pure warrior. • Primary Attributes: CHA & INT
• Secondary Attributes: DEX & LUC

A Midland Warrior
Eastern Rogue
Barbarian
Barbarians are less civilised and trained fighters, but they make Scout
up for this lack of technical skill with superior stamina. Scouts specialise in stealth and wilderness craft.
• Primary Attributes: STR & CON • Primary Attributes: DEX & CON
• Secondary Attributes: CHA & DEX • Secondary Attributes: INT & LUC

Northern Scout
Wizard-Rogue
Northern Barbarian Some Rogues acquire a touch of magic through their careers.
• Primary Attributes: CHA
Ranger • Secondary Attributes: DEX & INT
A charismatic figure skilled in combat. Ranges are frequenters of • Can use spells at double cost.
the wilds, protecting the borders of civilsation from danger. • You may choose a Magical Tradition. If you do not, you cannot
• Primary Attributes: CHA & DEX then later choose one.
• Secondary Attributes: CON & LUC The Gray Mouser was a Wizard-Rogue.
Aragorn is the quintessential ranger.
Wizard
Paladin Masters of magic, wizards are knowledgeable and able to wield
Paladins are holy warriors, infused with their faith they are natural powerful magics, drawing on the forces of darkness.
leaders and preachers, whilst also able to battle the enemies of • Primary Attributes: ESS
their church. • Secondary Attributes: INT
• Primary Attributes: STR • Can use spells.
• Secondary Attributes: CHA & DEX • You may choose a Magical Tradition. If you do not, you cannot
then later choose one. • sleeping blanket (2/20)
Merlin is the archetypical Wizard. • backpack or sling bag to hold everything in (5/15)
• water skin (5/20)
• Days provisions (5/20)

Weapons
1h: One handed weapon.
1½h: One and a half handed weapon.
2h: Two handed weapon.
Weapons are simply classed by how many hands they need to
wield. A 1½h weapon can be wielded in one hand or two. In both
hands it gets 3d, in one hand it only gets 2d (you can wield a
shield and 1½h weapon, but not a 1½h weapon and other
weapon). Polearms require two hands to wield and are not really
usable in enclosed areas, such as underground (if used in such an
environment halve their combat total each round). Small 1h
weapons are concealable. Range is used when the weapon is
thrown.

Weapon Examples

Cost (GP)
Dice

Range (yards)
Weight (units)
A Wizard
Cleric
Urbane and well educated, priests preach to the faithful, convert
the unbelievers and are able to draw on the power of the Gods.
• Primary Attributes: ESS
• Secondary Attributes: CHA
• Choose a God or Goddess. Unarmed 1d - - - Fist, Foot, Headbutt,
• Can use miracles. Knee
Small 1h Weapon 2d 20 10 20 Knife, Dagger,
Cudgel
1h Weapon 3d 70 20 10 Short Sword, Rapier,
Hatchet, Mace, Club
1½h Weapon 3/4d 100 30 5* Long Sword, Broad
Sword, Battle Axe,
Heavy Mace, Flail,
Staff, Short Spear
2h Weapon 5d 150 60 5* Great Sword, Maul,
Warhammer, Heavy
Flail, Great Axe, Long
Spear
Polearm 6d 100 100 2 Poleaxe, Scythe,
Pike, Halberd
*A short spear or long spear has a throwing range of 20 yards

Characters can wield a 1h weapon in one hand and a small 1h


weapon or shield in their other hand. This gives a character more
flexibility (and the same number of dice) as a two-handed weapon,
but remember that 2h weapons critical more often (as all 5d or 6d
A Matter of Faith are from a single weapon).

Starting Equipment Ranged Weapons


Each character begins play with the following (cost/weight):
• An Adventurers Kit (90/360) Weapon Dice Cost Weight Range
• A dagger (small 1h weapon) (20/10)
• A 2h weapon (150/60) OR Polearm (100/100) OR 1½h weapon Light Crossbow* 3d 200 60 50 yards
(100/30) & Round shield (40/100) OR 1h weapon (70/20) & Crossbow* 4d 250 80 100 yards
small 1h weapon (20/10).
• Soft leather armour (50/200). Heavy Crossbow* 5d 400 150 150 yards
• 100 GP (weighs 100).
You can choose to use your starting cash to upgrade any items of Shortbow 2d 100 30 100 yards
your choice (e.g. You could upgrade the round shield to a kite Longbow 3d 150 40 200 yards
shield for 30GP), or convert any starting items into cash.
The adventurers kit contains (the X/Y after each entry is the Sling 2d 20 10 50 yards
objects cost in GP/weight). A – means the cost and/or weight is
negligible): Javelin** 3d 50 20 100 yards
• 30yds of rope (10/200) Quiver of 20 - 5 50 -
• Pitch soaked torch (burns for an hour) (0.1/10) arrows or
• Ball of string (-/-) bolts***
• 6 iron pitons (20/30)
• Piton hammer (5/20) Pouch of 20 sling - 2 20 -
• Bronze mirror (5/-) bullets
• Chalk (2/-) *All crossbows are slow firing and can only fire on alternate
• Wax (2/-) rounds, requiring a round between shots to reload.
• Salt (2/-) **A javelin can be used as an improvised 1h weapon if necessary.
• Sheet of parchment (1/-) ***Short and Longbows fire arrows, crossbows fire bolts.
• Quill pen and ink (5/5)
• tin plate and mug (10/10) Short or Longbows can be “built” giving +1 missile adds with the
• fish hooks (1/-) bow, +10 yards to range and increasing cost by 50%. Building
• flint and tinder (5/-) means using laminated woods in the bows construction to aid
• normal clothing (5/20) resiliency.
Short or Longbows can be “backed”, giving +2 missile adds and Missile attacks are rolled as normal (using missile adds rather than
+20 yards range, increasing cost by 50%. Backing involves adding melee adds) and added to the parties combat total. The missile
various glues and elasticisers, such as gut and sinew, to increase firer may opt to stay out of combat and fire from a distance (n.b.
the bows springiness. The GM must agree that this is a reasonable option in the
To “build and back” a bow double its cost, it gets +3 missile adds circumstances). They do not have to share any damage which the
and +30 yards range. party takes if it loses the round UNLESS the enemies are also
using ranged attacks, in which case they do.
Recovering Arrows
If you win a combat you may roll 1d for each unit of ammunition Range & Target Size Penalties
(arrow, sling bullet, javelin or bolt) expended during that combat. At anything beyond point blank range (i.e. In melee) or against
Each 5 or 6 rolled lets you recover one expended unit and reuse it. small targets, ranged weapon attacks take a penalty to their rolls.
If the penalty reduces the roll below 0 the attack missed
Armour and Shields completely.
The suits of armour below assume a full suit of protection. Cut +0 for short range (within five yards)
down suits can be obtained which just protect the head and body, -5 for medium range (up to ¼ weapons range)
half hits taken, cost and weight. -10 for long range (up to ½ weapons range)
-15 for extreme range (up to weapons range)
Armour Hits Taken Cost Weight -5 for small target (specific limb, humanoid in partial cover)
-10 for tiny target (hand, eye, humanoid in full cover)
Padded 4 20 100
Non-Damaging Spells in Combat
Soft Leather 6 50 200
The intention to cast a non-damaging spell is declared before
Hard Leather 8 100 400 combat rolls are made. The wizard gets no combat roll in the
round and if they take no damage the spell casts at the end of the
Mail 10 200 600 round. If they take damage (after armour) the spell fails to cast.
Scale 12 400 800 Note that, like missile attacks, Wizards may be able to stay out of
the fight and cast.
Plate 14 800 1000
Magic Missile
Magic missiles add their damage to the parties combat total in a
Shields Hits Taken Cost Weight round and, even if the party loses the round, that damage is still
applied to the opposition.
Buckler 4 10 30
Round Shield 6 40 50 Monsters & Missiles Weapons
Monsters using missile weapons have the same options as player
Kite Shield 8 70 70 characters, those monsters that stay out of the melee halve their
totals but take no share of any damage if their side loses.
Tower Shield 10 100 90
Viking Spike Shield* 6 150 100 Experience Awards
*+1d in combat due to spike. Characters receive experience points (XP) as they play. A
characters current XP total determines their current level. As a
rule of thumb, characters should receive 100XP per hour of play,
modified by how well they have been playing (150XP for excellent
roleplaying, 50XP for poor roleplaying).

Level XP Level XP Level XP


1 0 11 16500 21 63000
2 300 12 19800 22 69300
3 900 13 23400 23 75900
4 1800 14 27300 24 82800
5 3000 15 31500 25 90000
6 4500 16 36000 26 97500
7 6300 17 40800 27 105300
8 8400 18 45900 28 113400
9 10800 19 51300 29 121800
10 13500 20 57000 30 130500

Advanced Combat Options

Some Weapons Stunts


A stunt is some kind of cool move made during combat, a
Combat Procedure cinematic one. Charging, berserking, drops kicks, roundhouse
Combat is divided up into ten second rounds and is very simple, kicks, massive overhead blows, acrobatic rolls and strikes and so
both sides roll all their dice plus adds, add the sides total, then on are all Stunts. A character who opts to perform a Stunt in a
compare them. The side with the highest total wins the round and round says what the stunt is, then doubles their adds and rolls.
inflicts damage to the losing side equal to the difference. This The catch is that they must halve their adds in the next round, and
damage is divided as evenly as possible between all the you can never Stunt if you Stunted in the previous round.
participants on a side. • Double adds, halve adds next round.
For more Dramatic Play the GM may wish to break the melee down Some examples of stunts:
into smaller fights, rolling for each separately (although they are • Diving between a giant opponents legs and trying to hamstring
still all occuring simultaneously). This allows for more tactics in a them.
battle, but takes more time. • Fending a foe off with a spear.
A single round lasts ten seconds and the combat roll represents • Delivering a mighty overhand blow or delivering a spinning
maneuvering for advantage, sniping, using cover and so on. blow.
Rather than trying to map individual actions combat is treated as • Binding an opponents weapon with your primary weapon and
a chaotic melee of blood, pain and fury. stabbing them with your offhand weapon.
• Charging into combat.
Missile Weapons • Going berserk and throwing caution to the wind, concentrating
on attacking and not defending.
• Jumping onto an opponents shield and stabbing down at them. 3rd 400 400
• Shield charging an opponent to knock them down.
• Foot sweeping an opponent. 4 th
800 800
• Using a polearm to trip a foe.
5th 1600 1600
• Spitting in an opponents eye.
• Kicking an opponent in the testicles or poking them in the eye. 6 th
3200 3200
7 th
6400 6400
8 th
12800 12800
9th 25600 25600
10 th
51200 51200
+1 x2 x2

Rituals
Characters who can use magic or miracles can work together to
cast ritual spells/miracles. One character casts the spell, using
their own attributes and the cost of the spell is shared as evenly
as possible between everyone participating.

Magical Items

Making Magical Items


Magical items can be made by Clerics or Wizards. The level
required to make an item is the square root of its cost (in Gold
Pieces), rounded up. Making magical items is a ritual process and
it takes one day per level required to make the item.
For example, making a 3 LUCK ring (200GP) requires a 15th level
Wizard or Cleric and 15 days work.

Home Stones
A home stone can teleport one or more individuals back to a pre-
set point instantly. The stones target point is set simply by telling
the GM and making a note of it. Using a stone requires a whole
turn and no other action by anyone being transported (everyone
must stay still and touch the stone). A homestone may be used no
Dwarf vs. Demonic Hounds more than once every twenty four hours. The stones cost depends
on the number of people it can transport:
Grappling 2 people: 100GP
To grapple a foe you must have both hands free. A grapple is an 4 people: 200GP
unarmed attack, but if you win you have pinned an opponent 8 peoples: 400GP
rather than inflicting damage. On subsequent rounds you can 16 people: 800GP
inflict damage equal to the tens value of your STR (or tens value of 32 people: 1600GP
MR if a monster). Armour gives no protection against this damage. x2 number of people: x2 cost
The pinned character can only try to escape, by making an
opposed STR roll agains the grappler, if they win they break out of Essence rings
the hold. These items store ESS points which can be used to cast spells
with. A character may wear up to four rings on each hand (a ring
Subdual Attacks must be worn to effective).
To make a subdual attack halve your combat total. The advantage 1 ESS ring: 50GP
of a subdual attack is that it cannot reduce a target to below 1 2 ESS ring: 100GP
CON, so they are incapacitated but still alive. 3 ESS ring: 200GP
4 ESS ring: 400GP
Fighting Retreat 5 ESS ring: 800GP
Declare your intent to retreat before rolling then fight a round of 6 ESS ring: 1600GP
combat as normal. If you win you are deemed to have successfully +1 ESS: x2 cost
disengaged. If you lose you take damage normally and must fight
on. Magical Amulets
Amulets give +1 or more to one attribute as long as they are worn
Running Away round the neck. The attribute is specified when the amulet is
Declare your intent to run away (flee) before rolling. If you opt to made. You can wear any number of amulets, but their effects are
flee half your combat roll but you escape the combat whether you not cumulative. If you wore two STR amulets, one of +1 and one of
win the round or not. +2 you would get +2 STR NOT +3 STR.
+1 to one attribute: 100GP
Defending +2 to one attributer: 200GP
A character may opt to concentrate on defending themselves. Roll +3 to one attribute: 400GP
as normal but if you win you inflict no damage. +4 to one attribute: 800GP
+5 to one attribute: 1600GP
Resurrection extra +1 to one attribute: x2 cost
Most temples can resurrect dead player characters as long as they
have all the bones. The cost, in gold and XP, depends on the Lucky Charms
number of times the character has been resurrected. Clerics and A Lucky charm gives you one or more re-rolls per day.
Paladins can halve the cost in XP and GP if resurrected at a church One re-roll per day charm: 50GP
of their own Religion. Two re-roll per day charm: 100GP
If you do not have sufficient XP you cannot be resurrected, you are Three re-roll per day charm: 200GP
dead and gone. If you do not have sufficient money someone must Four re-roll per day charm: 400GP
make a CHA 10 saving roll to persuade the priests to extend Five re-roll per day charm: 800GP
credit. +1 Re-roll: x2 cost

Restorative Potions
Resurrection GP XP
Restorative potions restore lost CON or ESS points. When you
1st 100 100 drink the potion roll the appropriate dice to see how many points
you recover. Note that a given potion restores ESS or CON points,
2 nd
200 200 not both.
• Restore 1d6: 50GP Unless stated otherwise, armour reduces damage from spells.
• Restore 2d6: 100GP
• Restore 3d6: 200GP Casting at Higher Level
• Restore 4d6: 400GP A characters can double the cost of a spell to double its effect.
• Restore 5d6: 800GP They can quadruple the cost to triple the effect, increase the cost
• +1d6: x2 cost eightfold for four times the effect and so on. This multiplier applies
to attributes for saves, points of effect, damage, protection, range,
Enhancement Potions duration and so on...
Enhancement potions increase an attribute until the next sunrise.
When you drink the potion roll the appropriate dice to see how Rituals
many points you add to your attribute. A given potion only effects Spells and Miracles marked * are ritual magics, taking ten minutes
on attribute. for each point of ESS spent. The target of a ritual magic spell must
• Add 1d6: 100GP be fully subdued, restrained or compliant.
• Add 2d6: 200GP
• Add 3d6: 400GP New Spells and Miracles
• Add 4d6: 800GP The lists of spells and miracles given are by no means exclusive,
• Add 5d6: 1600GP but they are the ones most commonly encountered. The GM
• +1d6: x2 cost should feel free to create new ones as they see fit.

Cursed Potions Clerics and Paladins


Cursed potions work just like enhancement potions but reduce an Don't get spells, instead they get special divine powers. The cost,
attribute rather than increasing it. A cursed potion cannot reduce in Essence points, of a miracle is noted after the miracles name (it
an attribute below three points. If the roll would do so, simply is normally two). Unless stated otherwise miracles require touch to
reduce the attribute to three. use and can be used on the character or another target.
• Subtract 1d6: 100GP • Blessing (2): Adds CHA points to someones attributes for an
• Subtract 2d6: 200GP hour. How the points are allocated is up to the Cleric/Paladin
• Subtract 3d6: 400GP and only one blessing can be on one character at a time, if
• Subtract 4d6: 800GP more than one blessing is applied only the most powerful has
• Subtract 5d6: 1600GP any effect.
• +1d6: x2 cost • Healing (2): Restores lost Attribute points equal to clerics
CHA.
Disposable Lucky Charms • Purification (2): Neutralises a poison or disease.
A Disposable Lucky charm gives you one or more re-rolls then is • Rebuke (2): Undead target must make an INT save or run
exhausted. away for ten minutes. Range 50'
One re-roll charm: 10GP • Exorcism (2): Inflicts damage equal to clerics CHA to undead.
Two re-roll charm: 20GP This damage can be applied to one or split between a group
Three re-roll charm: 40GP evenly. Range 50'
Four re-roll charm: 80GP • Holy Shield (2): Target gains armour equal to their CHA
Five re-roll charm: 160GP against attacks from undead, worshippers of evil gods or
+1 Re-roll: x2 cost supernatural attackers.
• Wrath (2): Target of spell adds clerics CHA to their combat
Armour Enhancements total for next ten minutes.
Enhancements are not cumulative, use the highest value • *Sanctify (2): Cleric or Paladin permanently loses ESS points
enhancements on a suit of armour. The enhancement is the spent on this miracle to sanctify a 2 acre area (ten thousand
number of extra damage points the suit of armour can absorb square yards). This area can be any shape the creator desires
each round. (if you create a strip it should be at least one yard across at
+1 Armour: 50GP any given point). Any Undead entering that area takes
+2 Armour: 100GP damage, each round, equal to the clerics CHA (non-magical
+3 Armour: 200GP armour does not protect against this damage).
+4 Armour: 400GP • *Rites (2): Cast on a characters mortal remains. Anyone
+5 Armour: 800GP trying to use magic on that corpse must spend an extra
extra +1 Armour: x2 cost number of ESS points equal to the clerics CHA. This only
applies as long as the target body is dead, if it is resurrected
Weapon Enhancements this benefit ends.
Enhancements are not cumulative, use the highest value • *Inspiration (2): Use ESS points to ask your God a question.
enhancements on a weapon. The enhancement is the number of They will either give a Yes/No answer or a cryptic vision,
extra adds the weapon has. depending on how the GM feels the question is best answered.
+1 Add: 50GP • *Resurrection (2x targets Level): This spells brings the
+2 Add: 100GP dead back to life. There is also an penalty to the resurrected
+3 Add: 200GP characters total XP which depends on how many times they
+4 Add: 400GP have been resurrected.
+5 Add: 800GP • Word of Command (2): You give a single, simple, command
extra +1 Add: x2 cost to a target which they must instantly obey if they fail an INT
save. They will not follow an obviously self-destructive
Religious Orders command though.
Clerics and Paladins must worship a specific God, being part of • Oath (2): You speak a holy word which stuns any undead,
that Gods religious order. Their choice of God may influence their worshippers of evil gods or supernatural beings who hear it.
abilities, making some miracles more expensive to cast and others They can take no action in the next round if they fail an INT
cheaper. save.

Magical Traditions “Evil” Miracles


Wizards, Warrior-Wizards and Rogue-Wizards may opt to be These miracles are available to priests of the Demon princes.
members of specific traditions of magic. Like religions, • Curse (2): As Blessing, but the points are subtracted from
membership of an order increases the cost of casting some spells attributes rather than added. No attribute can be reduced
and reduces the cost of others. If you choose not to join a Tradition below three with a curse.
during character creation you cannot then later choose to do so. • Harming (2): Drains CON points from target equal to clerics
CHA if the target fails an INT save.
Magic, Miracles and Saves • Animate Undead (2): Animates a corpse or skeleton as a
The difficulty for a save against magic is the casters INT, against a zombie or skeleton respectively. The creatures MR equals the
miracle it is the casters CHA. casters 2x(CHA+INT). Range 50'
Unless stated otherwise, the target of a spell always gets a save • Black Sacrament (2): Heals damage equal to clerics CHA to
against a spell which does not cause damage, a successful save undead or followers of evil Gods. This damage can be applied
negates that spell or miracles effect. to one or split between a group evenly. Range 50'
• Corruption (2): Target is infected with an unpleasant disease
Damaging Effects which reduces STR by INT points after one hour has passed.
After a second hour ½ INT points (rounded down) are lost, after each special ability it has, such as Flight, Poison, Water
a third ¼ INT points (rounded down), continuing until no Breathing, Super acute senses and so on.
damage is inflicted or the disease is treated with a purification
spell. If STR is reduced to 2 the character is incapacitated, if
STR is reduced to 0 they die.
• Unholy Shield (2): Target gains armour equal to their CHA
against attacks for the next ten minutes.
• Unholy Fury (2): Target of spell adds clerics CHA to their
combat total for next ten minutes.
• *Desecrate (2): Cleric or Paladin permanently loses ESS
points spent on this power to desecrate a 2 acre area (ten
thousand square yards). This area can be any shape the
creator desires (if you create a strip it should be at least one
yard across at any given point). Any Undead entering that
area heal damage, each round, equal to the clerics CHA.
• *Black Mass (2): Cast before a human sacrifice. The caster
adds the victims ESS points to their own when they kill the
victim. This does not change the casters ESS score, only their
current total.
• *Black Whispers (2): Use ESS points to ask the dead or your
demon prince a question (there is no difference in game
terms). They will either give a Yes/No answer or a cryptic
vision, depending on how the GM feels the question is best
answered.
• *Resurrection (2x targets Level): This spells brings the
dead back to life. There is also an XP penalty to the
resurrected character.
• Blasphemy (2): You speak a blasphemous oath and any
hearing it are convulsed by pain and unable to act in the next
round if they fail an INT save.
• Word of Power (2): You give a single, simple, command to a
target which they must instantly obey if they fail an INT save.
They will not follow an obviously self-destructive command
though. Summoning the Lady
Spells • Creation (2): Creates a single, non-magical, object with a
Wizards are treated like clerics/paladins, but have a different list value of no more than 20GP. The object exists for one hour
of powers (each power is called a spell). then vanishes. The caster must have seen an object before to
• *Ward (2): Caster permanently loses ESS points spent on this create it, or have a very good description from someone else.
miracle to ward a 2 acre area (ten thousand square yards). • *Enchant (2): Cast on a weapon, adds INT to its combat adds
This area can be any shape the creator desires (if you create a for ten minutes. Cast on a suit of armour, increases armour
strip it should be at least one yard across at any given point). protection by INT for ten minutes.
When the ward is created the caster specifies who may freely • Banish (2): Send supernatural creatures away if it fails to
pass through it and/or any methods which allow safe passage. save.
Anyone else entering the ward takes damage, each round, • Command (2): Target must obey one simple instruction from
equal to the casters INT (non-magical armour does not protect caster if they fail their INT save. If the instruction is self-
against this damage). destructive they can double their INT for the saving roll.
• Light (2): Illuminates an area up to the casters INT radius in • *Enslave (2): If the target fails their INT save they become
yards. casters slave until released or the spell is dispelled.
• Darkness (2): Negates all illumination in an area up to the • Lock (2): Target door or container is locked and can only be
casters INT radius in yards. A Light spell negates a darkness opened by a dispel magic, by bashing it down, or with a STR
spell. Anyone in the area who needs to see has their combat save.
rolls halved due to the darkness. • Unlock (2): Target door or container is unlocked. If target has
• Magic Missile (2): Inflicts damage equal to Wizards INT. This a Lock spell on it opens with a successful INT save.
damage can be applied to one or split between a group evenly. • *Transform (2): Caster may rearrange targets attributes,
Range 50' moving a number of points equal to the INT around. This
• Magical Armour (2): Target gains armour equal to their INT. process also allows physical changes to be made, the degree
• Wall (2): Creates a magical wall, the composition of the wall is of which relate to the degree of change in the targets
up to the caster and it can be solid or non-solid, transparent or attributes.
opaque. The wall can be any shape you wish but cannot cover • *Transmute (2): Converts up to INT cubic yards of something
more than INT square yards. An attacker must inflict more into something else. This spell cannot add or subtract
damage in one attack than the casters INT to breach the wall significant “value” in the process of transmutation.
(so it can be passed through). The wall lasts for one hour • Enhance Sense (2): Multiplies the effectivness of one of
before vanishing (if breached it remains in place, it just has a targets senses by your INT (so sight becomes INT times more
hole in it). sensitive and so on).
• Dispel (2): Dispels a magical effect cast by a character of • Alter Size (2): Double or halve a targets size for one hour. If
equal or lower INT than the caster. you double, double STR & CON, but halve DEX. If you halve,
• Detect (2): Detects the presence of something within INT halve STR & CON, but double DEX. Target gets an INT save if
yards of the caster and its nature. The “something” is specified unwilling.
when the spell is cast. • Confusion (2): Target must make an INT save, if they fail they
• Store (2): Stores a single item, of up to INTx10 weight, in a are confused and wander around aimlessly for ten minutes or
dimensional pocket. Once summoned it can be bought back as until attacked, whichever comes first.
an instant action. Returning it to the pocket dimension requires • Portal (2): Creates a portal from one place to another. The
the store spell to be cast again. places can be between dimensions, but not between times.
• Conceal (2): Makes up to casters INT characters invisible for The portals area, in square feet, is the INT of the caster. The
up to ten minutes. Any character who attacks whilst invisible portal remains open for ten minutes. The caster must be able
has surprise but becomes visible after attacking. Invisible to see the place where the other side of the portal will be, have
characters still have scent and make noise as normal. been there previously or have something closely associated
• Teleport (2): Teleport up to INT yards away instantly. You with it.
must either be able to see where you are teleporting to, have • Cantrip (1): Creates a minor cantrip effect within INT yards of
been there before or have something closely associated with the caster. A cantrip cannot directly cause damage. Some
the target place. examples include:
• *Summon (2): Summon supernatural creatures. The • Blow a candle out with a gust of wind.
summoned creature will perform one task for the caster before • Cause a door to swing shut or open (if not locked).
leaving. Its MR equals the casters 2x(CHA+INT). Halve MR for • Clean a room with magic.
• Light a fire with magic. Temples of the Lady can be found in most settlements.
• Conjure a small reading light. • Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
• Whisper a word in someones ear. • Half Cost: Healing, Purification, Resurrection
• Cause the temperature to drop suddenly, then slowly
return to normal. The Spirit
The spirit is the main “opponent” to the Demon Princes. Clerics of
Religions the spirit are better equipped to fight evil than others, but the
There are various religions in the game. Any character may Spirits focus on the metaphysical makes them less effective when
profess to follow a particular religion, but Clerics and Paladins it comes to mundane tasks such as healing.
must declare a God which they follow. Each God has certain • Double Cost: Healing, Purification, Resurrection
miracles which are usable at half cost and others which are double Half Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
cost to use. These miracles reflect the nature of the God.
Shamans of the Horned God
Worshippers of the nature deity of humans. The horned God
personifies the wild nature of the wilderness. He is an old God
who's worship is gradually dying out in favour of the newer Gods,
such as the Hanged Man, the Spirit and the Virgin.
• Double Cost: Healing, Purification, Wrath
• Half Cost: Oath, Word of Command, Inspiration

The Lady of the Moon


Another old God who's worship is in decline. The Lady of the Moon
is a Goddess of the feminine, magic, madness and mysteries.
• Double Cost: Word of Command, Oath
• Half Cost: Healing, Inspiration

Shamans of Gurrsh (Tribal Orcs)


Clerics of Gurrsh are normally referred to as Shamans.
Orc God of drinking, fighting and pleasure. Shamans of Gurrsh are,
on the whole, an excitable bunch who tend to charge into combat
along with their fellow Orcish warriors. Gurrsh doesn't approve of
those who hang back or plan too much, rewarding aggressive
action and penalising defensive thinking. Civilised Orcs tend to
worship one of the Human Gods, rather than the barbaric Gurrsh.
• Double Cost: Holy Shield, Healing
• Half Cost: Wrath, Blessing

Sigmar Stronghammer
Sigmar is the Dwarf God of battle and creator of Dwarven kind.
• Double Cost: Healing, Purification, Oath
Shamaness of the Horned God • Half Cost: Holy Shield, Wrath

Human Gods Ingrid Hearthmother


On the whole, humans seem to have a thing about deities, Ingrid is the Dwarf mother God, Lady of Mercy and compassion.
worshipping the greatest range of such beings. Humanoids (Elves, • Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Dwarves, Halflings, Orcs and so on) seem to be quite content with • Half Cost: Healing, Purification, Resurrection
one or two Gods only.
Grimnir the Smith
Elves Grimnir is the smith God of the Dwarves, Lord of mines, gems,
Elves worship four Gods, worshipping one in each season of the gold and so on. His followers pay normal cost for all miracles.
year. The Hag is not actively worshipped in winter time, simply
acknowledged. Locknir the Greedy
Evil Dwarvish God. Locknir is the brother of Grimnir. His
The Maiden of Spring worshippers are outcasts from Dwarvish society and are known as
Elvish Goddess of Spring. The maiden symbolises youth, birth, Dark Dwarves. Locknirs worshippers use the “Evil miracles” list.
growth and life. • Half Cost: Unholy Shield, Unholy Fury
• Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify • Double Cost: Black Mass, Black Whispers, Blasphemy
• Half Cost: Healing, Purification, Resurrection
Mighty Kondria
The Lord of Summer Halfling God of food and eating. His followers pay two for all
God of activity, battle, hunting, beauty and physical prowess. All miracles (normal cost).
Miracles are used at normal cost.
Cle Var
The Old Man of Autumn The Evil Halfling God. Cle Var is worshipped by the Dark Halflings,
Elvish seasonal God who represents old age and the gradual outcasts form halfling society. Dark Halflings are cannibals. His
decline into peace. He is also revered as a symbol of wisdom and worshippers use the “Evil miracles” list.
knowledge. • Half Cost: Black Mass, Black Whispers, Blasphemy
• Double Cost: Healing, Purification, Resurrection • Double Cost: Unholy Shield, Unholy Fury
• Half Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Maratuu
The Hag of Winter The main Goblin God, worshipped as the creator of Goblin kind.
Elvish seasonal God. The Hag is considered evil and represents His worshippers use the “evil miracles” list.
death and decay. Those who actively worship her are known as
Dark Elves and are outcastes from normal Elven society. Most Golgaar
Elves respect the Hag but do not worship her. Worshippers of the Another Goblin God who competes with Maratuu for the attention
Hag use the “evil miracles” list. of Goblin kind. Followers of Golgaar and Maratuu spend much of
their time fighting one another. His worshippers use the “evil
The Hanged Man miracles” list.
The martyr, hung for his beliefs. Clerics and Paladins of the
hanged man have no double or half cost miracles, they pay 2 ESS Demon Princes and Princesses
for every one. Clerics and Paladins of the Demon Princes all use the evil miracles
list.
The Virgin
The virgin is also known as the Lady of Mercy. Her clerics are The Master of Pride
healers, focussing their efforts on caring for the sick and injured. Half Cost: Black Mass, Black Whispers
Double Cost: Animate Undead, Black Sacrament The “Veil” is the wall between our world and the myriad worlds
beyond. The Renders are masters of the arts of summoning.
The Lord of Gluttony • Double Cost: Magic Missile, Magical Armour
Half Cost: Black Mass, Resurrection • Half Cost: Summon, Banish
Double Cost: Holy Fury, Harming
Blood Mages
Blood Mages have mastered the manipulation of the flesh.
• Double Cost: Portal, Ward, Summon
• Half Cost: Transform, Enhance Sense, Alter Size

The Celestial Court


Mages of the Celestial Court specialise in defending against magic
and other threats.
• Double Cost: Magic Missile, Confusion
• Half Cost: Ward, Dispel

Sky Mages
The Sky Mages are one with the winds and the clouds.
• Double Cost: Transform, Transmute
Demon of Gluttony • Half Cost: Teleport, Portal

The Lady of Envy


Half Cost: Curse, Word of Power
Double Cost: Unholy Fury, Unholy Shield

The Lady of Avarice


No modifiers

The Lord of Sloth


Half Cost: Curse, Corruption
Double Cost: Unholy Fury, Blasphemy

The Lord of Lechery


Half Cost: Black Whispers, Word of Power
Double Cost: Unholy Fury, Unholy Shield

The Mistress of Anger


Half Cost: Harming, Unholy Fury
Double Cost: Black Sacrament, Black Mass

Sky Mage

Anger Demon
Magical Traditions
Each tradition of magic focusses on specific types of magic at the
expense of other types. Rather than providing a list of traditions
players can create new ones when they create characters. Just
choose two Half Cost Spells and two Double Cost Spells, then
explain to the GM the rationale behind the Tradition. If the GM
agrees with the rationale you can have it, otherwise change it until
you get agreement. Some examples follow:

Scarlet Robes
The Scarlet Robes are masters of flame and energy. They tend to
be somewhat volatile and impetuous in character.
• Double Cost: Conceal, Creation
• Half Cost: Light, Magic Missile

Circle of the Icefangs


The Icefangs are based in the Northern lands and are masters of
cold and ice.
• Double Cost: Light, Portal
• Half Cost: Magical Armour, Wall

The Shattered Mirror


Masters of illusion and confusion.
• Double Cost: Wall, Creation
• Half Cost: Conceal, Confusion

Renders of the Veil


The World cooperating and vying with one another to wipe out Khazan and
the good guys.
The game world is very large but the players are only adventuring
in the area around the city of Khazan. This consists of a mixed The Red Hand Orcs
landscape of hills, forests, river valleys and marshes (a temperate The Red Hand Orcs are a tribe operating in the vicinity of Nurg. A
climate). The area is nominally divided up into manors, each ruled group of Red Hands were based in the Trollstone caverns, raiding
by a local Lord, but in reality the Lords have little sway outside of traffic passing on the nearby Khazan road.
their own settlements and bandits and monsters run rife over the Murgo Bonecracker (MR 80) is the leader of the tribe, a huge
area. Dungeons, tomb complexes and other ancient sites dot the heavily tattoed Orc warrior.
landscape and are a continuous draw to adventurers. The Red Hand Orcs are MR 20 opponents, armed with a variety of big
settlements have areas around them under cultivation and sell heavy weapons (Choppa's) and armour made of cast of bits slung
most of their produce to Khazan. Most of the plains are fertile but together.
dangerous to farm due to the hazards of bandits etc..
Khazan is a large city-port which sits on the coast. It is ruled by a The ArchFiend Necromagus
Duke. When the old Duke dies a council of the aldermen of the city The ArchFiend is the Master of an undead horde. He regularly
elect a new Duke, the election if a lifetime appointment (unless moves his base of operations from place to place. Defeating the
you get bumped off in one of the numerous plots and intrigues forces of the ArchFiend will be a campaign unto itself.
which are rife in Khazan). Khazan is thousands of years old, with
new buildings put on top of old for that entire team, resulting in a Evil Cults
maze of labyrinths, caves and other structures deep below the There are various evil cults, either hidden or operating out in the
city. open, in the settlements of the land. Most cults are a group of
people motivated by religious fanaticism or a pragmatic desire for
Foreign Parts power. Those operating in settlements are usually involved in
To the west of the land lies the Corsair Isles, separated from nefarious plots and intrigues, those operating openly are often
mainland by the Inner sea. Past the corsair isles is the Outer sea. linked to bandit or raider groups who prey on nearby settlements.
The Corsair isles are a group of independent city states, originally
founded by pirate bands. The trade and raid the mainland in equal
measure.
Past the Corsair isles lies the great Outer ocean, no one knows
what lies beyond that.
To the north lies a moutain range, the Icefangs, then beyond that
a region of cold fjords and deep vessels bordering the northern
ocean. The inhabitants of this fjordland are known as the
Northmen. The northern ocean freezes into winter and the ice
pack extends to the northern coast.
To the east the fertile plains of the land turn into grass covered
rolling hills, which gradually rise into a great mountain range, the
barrier peaks. On the far side of the barrier peaks the land slopes
down into the celestial empire. The people of the empire are
known as Easterlings.
To the south the land becomes more and more barren, finally
turning to desert, populated by nomad tribes and wealthy city
states. The peoples of the desert are known as the Southrons.
Beyond that lies a land of dank tropical jungles inhabited by
strange tribes and, rumours have it, a great empire of lizard men
who cannot venture away from the tropical wetness and warmth.

Major Races

Orcs
Orcs are generally classed as civilised or tribal. Civilised Orcs have
settled into human culture and live alongside humans. Tribal Orcs,
the larger majority, hold to the old Orcish ways of pillage and
plunder and are an ever present threat to the inhabitants of the
lands.

Dwarves
Dwarves have moved into the hills to mine the abundant ores
there.

Elves
Elves are found in the deep woodlands, living in harmony with
nature.

Halflings
Small, fat, hairy. Halflings live to eat and enjoy life and are a very
bucolic people. A reasonable halfling population has come to live
in the area, working the rich farmland.

Humans
The most populous species in the lands.

Settlements

Nurg
Two miles from the Trollstone caverns, thirty miles west of Khazan
on the Khazan road. Nurg is a small town and popular base of
operations for adventurers, having a variety of sites of interest
within a few miles of itself. There have been settlements where
Nurg stands for thousands of years, making it an interesting place
to be.

Factions
For such a small area the land has a remarkable number of
powerful, and evil, factions. All of these alternate between
Edges Two Weapon Fighting
A character gains their first Edge at 3rd level, a second at 6th level, All the dice from two weapons are treated as being from a single
a third at 9th level and so on. weapon for critical purposes.
For example, if you were wielding 3d and 2d weapons and rolled 3
Bodyguard & 4 on the 2d weapon and 4,5, 6 on the 3d weapon you would
You can take one others characters share of the damage in a normally not get any critical hits as the two 4's are from different
melee round, but you must specify the intent to do this at the start weapons. If you have the Two Weapon Fighting Edge you would
of the round before rolling. get to re-roll the pair of 4's.

Berserker
You can enter a berserk fury. In this state your Combat roll is not
added to your parties combat total (making your party more likely
to lose the round) but your combat roll is applied as hits to your
opponent regardless of their roll. Once you “go berserk” in a
combat you cannot then flee or revert to normal until the combat
ends.

Smithing
You can make weapons or armour, use the same rules for required
level as those for magical items.

Weapon Specialisation
Choose a specific type of weapon (e.g. Swords, axes, hammers,
unarmed). You get +5 in combat when wielding a weapon of that
type. You can take this skill a second time to achieve Weapon
Mastery of a weapon you have already specialised in, giving you
+10 with it (this replaces the +5 for specialisation). For critical
purposes, you still only have to roll the same on the weapons base
dice to get a critical.

Armour Specialisation
Choose a specific type of armour (e.g. Soft leather, mail, plate).
When wearing a suit of that type of armour you increase its
protection value by 5pts. You can take this skill a second time to
achieve Armour Mastery of a type of armour you have already
specialised in, giving it +10 protection rather than +5.

Snap Shot
With this skill you can use thrown weapons or fire a bow (not a
crossbow) twice in one round. Roll as normal but use up two
arrows/thrown weapons and get +5. Take this a second time for
Master Snapshot, which lets you fire three arrows/thrown weapons
for +10.

Brew Poison
You can prepare poisons.

Tracking
You can follow tracks unerringly can conceal your own tracks so
that anyone without the tracking skill cannot follow you.

Eagle Eyed
Double the maximum range of any ranged weapon you are using.

Evaluate
You can automatically work out what anything you find is (e.g.
Identify what apotion does, what properties a magic item has, how
much you could sell something for and so on).

Brew Poison
You can prepare poisons.

Improved Dodge
If you have no DEX penalty due to encumbrance you get +5 in
combat. You can take this a second time for Masterful Dodge,
giving you +10 in combat.

Brew Potions
You can make magic potions (see the magic items list for rules on
minimum level to make a given potion). This skill also lets you
identify any potions you find.

Enchanting
You can make magic items, except potions (see the magic items
list for rules on minimum level to make a given item).

Spell Specialisation
Add another spell to your list of Half cost spells.

Miracle Specialisation
Add another Miracles to your list of Half cost miracles.

Martial Artist
You roll 2d when fighting unarmed.