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Aysle

THE SOURCEBOOK OF MAGICAL REALITY


The Near Now
Later today, early tomorrow, sometime next week,
the world began to end.

The United Kingdom, Ireland and the Scandinavian nations have been
invaded by raiders from another cosm another reality. These Possibility
Raiders have come to steal Earths living energy to consume its possi-
bilities. They have brought with them their own reality, and now portions
of Europe have become someplace else.

The magical reality of Aysle has come to Earth, but not in the manner
originally planned. Now two powerful beings vie for control of this
patchwork realm Lady Pella Ardinay of the Light, and Lord Angar
Uthorion of the Dark. Creatures of myth and legend roam the streets of
London and Stockholm, and sorcery has become commonplace in Dublin
and Oslo.

Now the things of fantasy mix with 20th-century technology, elemental


dragons rule the skies, and Northern Europe is locked in a struggle
between good and evil. At stake is Earths reality.

This is the realm of

1
TM

Roleplaying the Possibility Wars TM

Aysle
The Sourcebook of Magical Reality

T A B L E O F C O N T E N T S
Introduction 4
Chapter One: The High Lords 5
Chapter Two: The Cosm 8
Chapter Three: The Realm 29
Chapter Four: World Laws 43
Chapter Five: The Theory of Magic 50
Chapter Six: Pixauds Practical Grimoire 78
Chapter Seven: Miracles of Faith 89
Chapter Eight: Folk 96
Chapter Nine: Creatures 102
Chapter Ten: Equipment 114
Chapter Eleven: Character Creation 123
Templates 125

2
Note to Our Readers
This PDF version of the Aysle Sourcebook was created from the original electronic files. Images were left out or modified
and the page layout was modified to reduce file size and production time (the images do not have electronic counterparts).
Typographical errors were not fixed, nor was any attempt made to update the sourcebook to reflect current technological
progress or any developments in the Possibility Wars since this book was first printed. This electronic document is provided
as an relatively inexpensive means for people to get the original Aysel information from a popular book now long out of
print.
If you received a copy of this file from a friend and would like to support the publishing efforts of West End Games, please
send US$9.00 via PayPal (https://www.paypal.com/) to d6lweg@yahoo.com.
For more information about Torg and other West End Games products, please visit our Web site, www.westendgames.com.
This PDF requires the Torg basic set (WEG #20501) to play. You or your favorite local or Internet retailer can order the
Torg basic set and other printed Torg supplements through West End Games. You can find more information about ordering
directly from West End Games in the Catalog section of our Web site.

Aysle
Greg Farshtey, Greg Gorden, Paul Murphy, Bill Slavicsek
Design Paul Balsamo, Dr. Michael R. Fortner, Louis J. Prosperi,
Christopher Hawley, Lawrence Trainer, Mike Shannon, Mark
Jonatha Ariadne Caspian, Michael Nystul Terilli, Gregory Rushton, Eric Aldrich, Jeff Brown, Brett
Contributing Design Colacurcio, Gary Corbin, Mike Landsdaal, Letha Owens
Playtesting and Advice
Greg Farshtey, Greg Gorden, Bill Slavicsek
Development and Editing

Stephen Crane, Cathleen Hunter


Published by
Graphics

Daniel Horne
Cover Illustration

Valerie Valusek Honesdale, PA 18431


Interior Illustrations
www.westendgames.com
Dr. Michael R. Fortner, Louis J. Prosperi First Printing: November 1990
Magic Theory Assistance
PDF Published: August 2003
Nikola Vrtis
PDF Creation

Angar Uthorion, Aysle, Baruk Kaah, Core Earth, Cosm, Cosmverse, Cyberpapacy, Darkness Device, Dr. Mobius, the Gaunt Man, Gospog, Heart of Coyote, High Lord,
Infiniverse, Kanawa, the Living Land, Maelstrom, Maelstrom Bridge, Nile Empire, Orrorsh, Pella Ardinay, Possibility Raiders, Possibility Storm, Possibility Wars, Ravagon,
Stormers, Storm Knights, Torg, the Torg logo, West End Games, and WEG are trademarks of Humanoids, Inc. , and 2003 Humanoids, Inc. All Rights Reserved.

3
Introduction
erry still couldnt get plunder the power of the Earth itself. riors and chivalrous knights patrol the
over how things had That is the situation in the Near Now countryside, while London remains a
changed in England. of Torg: Roleplaying the Possibility Wars. place of our worlds magic a
Here he was, sitting in a Each High Lord has carved himself a hardpoint of modern technology. In
meadow in Nottingham piece of Earth and shaped the very Norway and Sweden, Viking
beside a dwarf named Groto, hiding fabric of reality across that area to longships once again ply the cold
behind the remains of a stone wall. match his desires. fjords, raiding where they will. In Fin-
He heard the twang of long bows, Great Britain and Scandinavia have land, dragons rule the skies and half-
and arrows rained down around been overlaid by the magical reality of folk run wild.
them, fired by skeletal knights in- Aysle. Aysle is a fantasy realm. It is a
tent on helping them join the ranks place of dreams and nightmares, of
of the dead. He shivered. folk both magical and mundane, of
creatures of light and darkness. It is
Important!
You normal humans are bad
enough, Groto spat in his gruff man- a realm thrown into confusion, a realm This sourcebook is a companion
ner, but dead humans are intolerable. split along the lines of two powerful volume to Torg: Roleplaying the Possi-
He reached into his pack it had a beings who can both claim to be High bility Wars. While you may be able to
Nike logo emblazoned across its Lord Lady Pella Ardinay of the use this fantasy setting with any role-
front and pulled out a hand gre- Light, and Lord Angar Uthorion of the playing game, many of the concepts
nade. Of course, Groto referred to it as Dark. and rules presented here are explained
an egg. Were going to give them an Aysle is a realm where reality works in greater detail in the Torg rules set.
egg to remember us by, boy, Groto as it does in fantasy novels. Sorcery Read the game books first, then come
said, hefting the grenade in one of his determines the standard of living, tech- back to this book for details on the
powerful hands. nology is at the level of Renaissance patchwork realm of Aysle.
The skeletal knights approached, Europe, and mythical beasts and mon-
dropping their bows and pulling sters are commonplace. There are also
swords from rotting scabbards. Groto areas where Earths reality exerts some
influence or is even dominant. In these
The Sourcebook
examined the grenade for a moment,
then plucked the metal ring from its areas, the mundane mixes with the This sourcebook provides all the
top and tossed it into the group of magical to produce some of the strang- information and advice needed to de-
undead warriors. est combinations ever seen on either sign exciting campaigns and adven-
Groto, Jerry said carefully, re- world. tures set within Aysle and the Torg
membering the dwarfs temper. All of this aside, Aysle is a realm at universe. It describes the cultures, re-
Youre supposed to throw the war. Once unified under the evil Lord ligions, and world of magical reality.
grenade. Uthorion, the Ayslish forces now battle It provides new character templates
Oh. Right. Groto threw the gre- among themselves as two divergent for players to use, new world rules, a
nade after the ring. It exploded half a powers struggle for dominance. spell creation system, and more.
second later, blasting the undead Uthorion, now inhabiting the body of Discover the story of Uthorion and
knights into oblivion. Those eggs are a Viking warlord, leads Vikings and Ardinay, then explore the cosm of
wonderful inventions, boy, Groto giants from his Norway strongholds Aysle. From the dwarven account of
said, a smile almost showing beneath to recapture the realm. To the south, creation, to the geography of the disk-
his thick beard. Now lets go get a Lady Pella Ardinay and her knights shaped world, experience the unique
pint of bitter. and wizards try to establish a stable feel of magical reality. Then move on
government from their base in En- to the realm, look over the new rules,
gland. They seek to stop Uthorions and choose the character templates
The Possibility plans of conquest and help the people
of Earth cope with the magical reality.
you like best.
Magic fills the countryside with
Wars From Ireland to Denmark, the faerie faerie light, and a quest is in the offing.
of Earths past have returned with the Grab your sword, pack your spell book,
Earth has been invaded. High Lords rising magic axioms, once again able and don your armor. The adventure is
from different cosms different re- to live in the hollow hills and green about to begin
alities have come to our planet to meadows. In England, barbarian war-

4
Chapter One The High Lords
ady Pella Ardinay stood a necromancer. He was the leader vice. Before the Hour of the Entity
upon the highest rampart of this terrible army. He was Uthorion. passed, he sundered Ardinays spirit
of her tower, watching as He was death. and placed his own within her body.
the streaming armies of The sun hit the rim of its path Now this reality shall be mine, he
undead shambled ever through the world, and vibrant colors said in triumph through Ardinays
closer. The invaders came across a exploded across the sky. Once the red lips.
bridge of some sort, constructed from bright reds and oranges faded, the For 500 years Uthorion, who was in
twisted souls. It spiraled down from monsters would attack. Until then, the body of Ardinay, ruled Aysle. With
the sky, crashing to the ground be- they waited behind the dragon and its his Darkness Device, the Obsidian
yond the Inland Sea, behind the Kelor master, neither eager or sullen. They Crown named Drakacanus, he cor-
Mountains. With its arrival, the land simply waited. Meanwhile, the blaz- rupted the world laws to his desires
changed. Where these monsters ing colors went through their cooling and reveled in the higher magical axi-
passed, the land became dark, poi- process, and darkness began to spread oms. This was his reality now, not
soned by their foul touch. Trees black- across the world disk with casual Orrorsh. He was no longer under the
ened and withered. Water turned strides. Ardinay looked down and Gaunt Mans tutelage no longer the
murky. The ground cracked like dried caught the eye of Tolwyn of House student, but the master. Something
skin. And now the monsters were al- Tancred, the unofficial leader of the haunted him, however. The promise
most upon the defenders of Aysle, Knight Protectors. She hoped the plan that Tolwyn of House Tancred made
bringing their decaying touch with she had formulated never had to be before the claws of the Carredon
them. implemented, but it was there just in brought her down. Uthorion became
This was the place they would make case. The land, she had said to obsessed with the notion of his own
their stand, Ardinay had decided. Tolwyn earlier, remember the land. death at the hand of the paladin who
Here, in the Valley of the Sword where Then she cast her spell. She hoped the legends now called Tolwyn
Dunad had made his own stand so Tolwyn would forgive her. These were Neverdeath. When the prophecy came
long ago. Here, in the castle where the her thoughts as dusk took the coun- to pass and she did return from the
speakers for each House met with the tryside and the dragon attacked. dead, Uthorion was actually relieved
speaker for the people to decide laws As the dragon cut through the ranks that the long wait was over.
and policies. This place stood for ev- of the defenders and the Knight Pro-
erything Ardinay had fought for, ev- tectors began to pray, Ardinay pre-
erything the people of Aysle believed
in. It was the home of the Delegate
pared to face the necromancer. She
heard Tolwyns strong voice call out,
The High Lords
Legacy, and she would die before she I will see you dead, Uthorion! There Now
saw it defiled by these invaders. were more shouts, but Ardinay
Below ranged the forces of the blocked it out as she gathered her It was Tolwyn and her fellow Storm
Houses, armies led by the Knight Pro- magic about her. She would need ev- Knights, protecting the planet called
tectors. These generals and advisors ery bit of strength to battle the dark Earth, who achieved victory over
to Ardinay were the sons and daugh- one. And even then, she knew that Uthorion. Tolwyn separated Uthorion
ters of the House Dukes, the best war- victory was uncertain. from Ardinays body, sundering him
riors the continent had to offer. They I am here, Lord Angar Uthorion as he had sundered the Lady of Light.
were her friends. Much blood would of the Dark announced as he entered With the sundering, Ardinay was able
spill this day she hoped she would the castle. to reclaim her form (see The Possibility
not have to bury too many of her As am I, Lady Pella Ardinay of Wars novel trilogy). Uthorion, how-
friends. the Light answered. Necromancer and ever, had to find another body to in-
The column of abominations mage drew their powers into defen- habit. It wasnt really that much of a
moved relentlessly forward, drawing sive cloaks, and the air crackled with problem he had done it countless
closer as the sun began to set. They energy. times before over the centuries. This
would attack at dusk, Ardinay sud- It is the Hour of the Entity, time he chose a strong, physically im-
denly realized. They would attack at Uthorion said. It is the hour of my pressive Viking warlord named
the Entitys Hour. At the head of the victory. Then the battle was joined, Thorfinn Bjanni. He quickly united
column she could see a huge dragon, but it was a short war. As powerful a the Viking tribes in Aysle realm and
somehow related to those of Aysle mage as Ardinay was, she could not cosm under Thorfinns control, estab-
but made different by its wickedness. stand against Uthorion and the pow- lishing a force with which to continue
Upon its back was a man in dark robes ers he drew from his Darkness De- his part in the Possibility Wars.

5
Chapter One

But Uthorion no longer has access Crown sing its song of destruction while his power is denied him. Ardinay,
to his Darkness Device and the extra and power to him again, and he has on the other hand, believes all of the
power it grants him. Without that sworn to look into its shining black- High Lords are her enemies and wants
power, he cannot expand his borders. ness through Ardinays eyes once nothing to do with them.
He cannot continue the conquest. In- more. Ardinay, who is attuned to the Uthorion had provided Baruk Kaah
stead, he must battle Ardinay and re- Darkness Device, fights with all her help in the form of advice and the
take her form a form that is attuned strength to ignore its seductive song. Wild Hunt. He was planning on split-
to the Obsidian Crown. It promises her the power she needs to ting the Living Land with the
Ardinay, meanwhile, waits pa- end the Possibility Wars and restore Antipope once Baruk Kaah had spread
tiently for all of her memories to re- peace to the Earthers. But its price for himself too thin. Now they have little
turn. Until then, she has begun to such power is high. If only it would contact.
reestablish the Delegate Legacy, has stop singing and let her think Uthorion wants nothing to do with
taken a hand in destroying the crea- the technological wizards of Nippon
tures of darkness that seem rampant, Tech. But Kanawa has agents in Aysle,
and is doing what she can to ease the
Earthers acceptance of Aysle reality.
Uthorion, Ardinay, and that makes both Uthorion and
Ardinay nervous.
After all, magic is much better than and the Other High Once Mobius and Uthorion had
the fickle technology they used to de- some minor dealings, but now the
pend on. Magic is more natural. Lords High Lord of the Nile sees the mixed
In the meantime, Uthorion watches realm as a blessing. Aysle keeps the
through Thorfinns blue eyes and is- Uthorion has little trust for any of the Cyberpope occupied, and that means
sues orders through Thorfinns thin High Lords, and he is finding it increas- less worry for Mobius. Someday, how-
lips. He craves to hear the Obsidian ingly difficult to deal with them as equals ever, the two realms must come to

6
The High Lords

war especially if Ardinay emerges metal 2, plant 1, water 1, earthly 1, 26/damage max 26), long bow (+6/
triumphant. elemental 3, enchanted 2, folk 3 damage value 20), quiver of enchanted
Uthorion, once a vassal of Orrorsh, Equipment: elfmail enchanted ar- arrows (+2 to damage value), quiver
was on good terms with the Gaunt mor (+8/armor value 17), Light Blade of normal arrows, grimoire
Man. But the Gaunt Man has disap- enchanted broadsword (+9/damage
peared, and Thratchen is ruling in his value 18/damage max 23), long bow
stead. That makes Uthorion uneasy. (+6/damage value 15), quiver of en- Drakacanus, the
Ardinay, however, is particularly op- chanted arrows (+3 to damage value),
posed to Orrorsh and what it repre- quiver of normal arrows, grimoire Obsidian Crown
sents.
While serving as a lieutenant to the
The Cyberpope Jean Malraux was
Gaunt Man, Uthorion was sent to scout
once Uthorions staunchest ally. Now Lord Angar Uthorion out a cosm for possible invasion. The
Uthorion distrusts him because of his
sudden gaining of high-tech axioms. of the Dark world was extremely poor in possibil-
ity energy, but Uthorion found some-
Malraux, on the other hand, sees it as (in the body of Thorfinn Bjanni) thing of value on the bleak world. He
his duty to topple Lady Ardinay and
DEXTERITY 14 found his own Darkness Device,
place Uthorion once again in firm con-
Acrobatics 17, beast riding 18, which called itself Drakacanus, and it
trol of Aysle. dodge 21, lock picking 21, long jump- took the form of an obsidian crown.
ing 19, maneuver 18, melee weapons The Gaunt Man granted aid to
25, missile weapons 21, prestidigita- Uthorion as he sought a reality to take
Lady Pella Ardinay tion 21, running 18, stealth 24, swim- control of, and even provided the
ming 19, unarmed combat 23 troops necessary to place Uthorion in
of the Light STRENGTH 15 power. Why the Gaunt Man assisted
DEXTERITY 10 Climbing 20, lifting 20 him, Uthorion never understood, but
Beast riding 15, dodge 16, maneu- TOUGHNESS 15 he gladly used the help to take over
ver 14, melee weapons 17, missile PERCEPTION 14 Aysle.
weapons 15, prestidigitation 22, un- Alteration magic 34, divination
armed combat 14 magic 31, evidence analysis 21, find DEXTERITY 0
STRENGTH 9 22, language 24, scholar (Aysle lore) STRENGTH 0
Climbing 12, lifting 11 18, scholar (Orrorsh lore) 21, trick 31, TOUGHNESS 205
TOUGHNESS 9 water vehicles 16 PERCEPTION 24
PERCEPTION 14 MIND 14 Alteration Magic 40, divination
Alteration magic 29, divination Apportation magic 30, conjuration magic 41, find 28, language 31, trick 36
magic 31, evidence analysis 24, find magic 35, medicine 22, survival 27, MIND 43
25, first aid 28, language 26, scholar test of will 31, willpower 32 Apportation magic 42, conjuration
(Aysle lore) 23, trick 23 CHARISMA 8 magic 43, test of will 43, willpower 43
MIND 14 Charm 21, persuasion 23, taunt 24 CHARISMA 27
Apportation magic 30, artist 19, con- SPIRIT 9 Charm 31, persuasion 32, taunt 28
juration magic 28, medicine 16, sur- Corruption 24, faith (Corbaal) 22, SPIRIT 42
vival 18, test of will 27, willpower 27 intimidation 30, reality 32 Faith 52, focus 43, intimidation 44,
CHARISMA 13 Possibilities: 96 reality 52
Charm 26, persuasion 24, taunt 17 Arcane Knowledges: death 5, time Powers: All powers listed on page
SPIRIT 13 2, darkness 7, living forces 1, inanimate 88 of the Torg Rulebook. In addition, it
Faith (Dunad) 21, honor 23, intimi- forces 3, air 1, earth 2, fire 2, metal 1, has the power to cause a patchwork
dation 24, reality 25 plant 2, water 2, aquatic 2, elemental 4, check in any portion of the realm once
Possibilities: 36 enchanted 2, folk 2, entity 4 per week (see Chapter Four, World
Arcane Knowledges: life 2, true Equipment: chainmail (+4/armor Rules, page 54). Use of the Darkness
knowledge 2, light 6, living forces 2, value 19), Mjoni enchanted two- Device results in an automatic cor-
inanimate forces 1, air 2, earth 2, fire 3, handed sword (+11/damage value ruption point.

7
Chapter Two The Cosm
he disk-shaped world of Ambushed by Storm Knights, his spirit Then the Creators came, riding
Aysle is one at war with was driven from Ardinays body, and mighty beasts and scattering stars
itself. With Uthorion, in hers restored. When this happened, about as they traveled. Once they had
the body of a Viking chief- Dunad gave all of Aysle a choice: re- been great builders, constructing vast
tain, occupied with di- turn to the old world laws, or accept worlds with a wave of their hands,
recting the invasion of Earth, and those created by Uthorions dark ritu- and long and hard and well did they
Ardinay herself looking after affairs in als. The places where evil predomi- labor for others. But then their masters
the realm, a power vacuum has devel- nated remained dark, those with good turned upon them, and spat at them
oped in the cosm. Nature abhors a in their hearts returned their land to a and called them foul names, and so
vacuum, and so do ambitious folk, state of beauty and abundance, and they fled.
who have turned upon each other those lands where the people were They journeyed far, enduring much
throughout Upper Aysle and battle divided are in a state of flux, changing hardship and misery and pursued by
for the domination of their world. from light to dark and back again. the creatures of their vengeful mas-
Houses battle Houses, kingdoms war Much of this is concentrated on the ters. But they persevered, searching
with kingdoms, and political intrigue continent of Aysle, where the Ayslish for a place where they could be free to
is the order of the day. Houses control the land. Half of the create for themselves and not for oth-
During the time he possessed ruling families have reverted to the ers.
Ardinay, Uthorion ruled the cosm with old ways, and their light struggles with Finally, they arrived at this place.
fear and intimidation as his crown and the darkness of the other three Houses. They knew their masters would never
scepter. The continent of Aysle was com- Of the lands under the influence of the think to look for them in the midst of
pletely under his control, and after five Houses, the island of Vareth has re- so much Nothing, and here, they felt
centuries he had managed to create a mained dark and resisted the flux, and sure, they could build something all
loose confederation of states, with the the island of Liandar has done the their own.
Vikings, the Corsairs, the Freetraders same for the light. The major land Building Something when Nothing
and, after some persuasion, the Bar- mass is constantly shifting from one is all there is means much hard work,
barians allying with him. He also signed extreme to the other, and is expected even for Creators. But were they dis-
a treaty with the giants of Lower Aysle, to do so until either Uthorion or mayed? No, indeed, for they were the
ensuring that they would support his Ardinay is finally destroyed. greatest craftsmen of all. Stopping only
troops in war. Only the elves resisted Of the other kingdoms in Upper for a quick bite of lunch and a puff on
his entreaties, and the invasions of other Aysle, the Viking and Corsair do- their pipes, they rolled up their sleeves
cosms took precedence over his plans mains remain dark, while the elven and began.
to discipline that race. continent, the islands of the Fordex the Elder looked about him.
One of the many changes he wrought Freetraders, and the lands of the Bar- This Nothingness offends me! he
in Aysle was a twisting of the Law of barians and Ice Nomads are divided. cried. Reaching into his sack, he
Corruption, which states that the wicked The Land Between is leaning to- brought out a single grain of dust. He
will reveal their evil, and makes it im- ward the light, while Lower Aysle is blew it into the Nothingness before
possible for one to hide dark intentions. still under Uthorions sway, save only him and shouted, I banish you!
To prevent the body of Ardinay from for the isles of Arland and Ugorland, Now that it contained Something
being so affected, and thus betraying where the state of the land alters every yea, though naught but a grain of
the presence of his spirit, Uthorion used few weeks. dust the Nothingness was no more.
sorcery to alter the law and redirect the For the Book of Laws says, If a thing be
corruption into the land. All of Aysle one thing, it cannot also be another.
became dark and gloomy. What few Since a thing cannot be both Nothing
crops grew were stunted and poison-
ous, gentle winds off the Trade Sea
The Creation of and Something, the Nothingness was
banished forever.
were replaced by violent gusts that Aysle Exhausted by his labor, Fordex
seemed to howl with Natures rage. rested.
And yet, the people were beautiful, pro- Excerpt from The Dwarven Book of Errog the Mighty spoke next. Yes,
tected from the physical and spiritual Tales: this is Something, but it stretches unto
manifestations of their evil by Forever! Even we cannot work our
Uthorions magic. In the beginning, there was Noth- will on Forever! I shall create a Limit!
Then came the fateful day when ing. Timeless, unchanging, eternal, Reaching into his sack, he pulled out
Uthorion traveled down the mael- Nothing had always been there and, it a handful of sand. Placing it in his
strom bridge to lead his invasion forces. seemed, would always be there. pipe, he puffed mightily, heating the

8
The Cosm

sand until it melted and became glass. So saying, he reached out and dred and Elements, which formed stars
He shaped the glass into a ball and picked up the single mote of dust in along the Limit on the same level as
placed it around the grain of dust, the center of the Creation. He placed it the world itself. They are sometimes
saying, This shall be the Limit and in his pipe, and puffed mightily. It called the rim stars. The way the ar-
Extent of our Creation! began to glow in the hot embers of his cane knowledges settled is shown by
Exhausted by his labor, Errog fire. the seven tiers within the Limit. The
rested. When it was all aflame, he placed it sun bounces against the unseen bound-
Terrin the Bold stepped forward, back into the Creation. He tapped it ary that separates the Kindred and
reaching into his sack and producing a with his finger, causing it to move Elements from the Mixed Forces, de-
round, flat grindstone. Using his small- within the globe, giving the Creation fining the extent of its rise and fall
est finger, he carefully poked a hole in Day and Night. through Aysle.
the center of the stone. He placed the The oak thrived in the Light, giving The Limit itself oscillates once per
stone within the glass ball, surround- birth to all manner of trees, grass and day, causing the stars to travel from
ing the mote of dust. Is that not fine? flowers. the horizon to their positions in the
he asked his fellow Creators. The bird thrived in the Light, giv- sky, and back down again. This oscil-
Exhausted by his labor, Terrin ing birth to all manner of birds, beasts lation follows a pattern that sees the
rested. and fish. stars move up from the horizon for six
Movin and Weeble, the Sculptors, The dwarf thrived in the Light, giv- hours, back down for six hours, and
worked next. They drew hammers and ing birth to many strong sons and then repeats the process on the other
chisels from their sacks and carved the daughters. side of the world. The Limit also has
stone, sculpting deep pits, high moun- Well content with their Creation, an axis of oscillation that rotates once
tains, ocean bottoms and riverbeds. the Creators rested. per year. While these unseen forces
Then they, too, rested. Soon, however, they became dis- cannot be observed, their affects on
Ghanthor the Pure brought forth a satisfied once again. Its fine, said the Kindred and Element stars can. As
flask of water and poured the liquid Errog the Mighty. But Im not really the Limit oscillates, the Kindred and
on to the stone. Charon the Gardener happy with the Limit. Perhaps some- Element stars rise and fall in the sky.
took a twig from his bag and planted it thing could be done with infinity During Arthuk for example (the first
by the water. Mhyrron the Gatherer You know, I dont quite like the month of the Ayslish year), the water
brought forth an egg and set it next to flatness, said Terrin the Bold. Maybe star is the highest of the rim stars in the
the twig. Plantir the Hunter drew his a round world night sky. The star of ascendency at
knife, cut off the tip of his finger and, Movin and Weeble, the Sculptors, the time of an Ayslish folks birth de-
after carving it into the likeness of the began excitedly discussing the possi- termines the Kindred or Element ar-
Creators, placed it next to the egg and bilities of continental drift. Let us try cane knowledge the folk is born with.
the twig. again! they demanded. The day of the month determines the
They rested. The others agreed. Their Creation magic skill. See Magic in Aysle, page
Then it was the turn of Harp, the was very nice and all, but they were 23, for more information.
last Creator, the Bringer of Life. He sure they could do better next time. Neither Aysle nor the Limit revolve
looked into his sack, but it was empty! Shouldering their packs, they cheer- in any way. The Limit does oscillate
Alas! I have nothing to give to our fully set off to try again elsewhere. (the dwarves call it wobbling), caus-
Creation, he cried, sadly. Then he ing the stars to rise and set, but they
brightened. Ah, I know! I shall give remain within a fixed position relative
life!
Speaking thus, he breathed upon
Aysles Cosm and to the land that allows them to be used
for navigation and travel, and to de-
the twig, and lo! it grew into a mighty Geography termine other directions besides
oak! rimward and sunward.
He breathed upon the egg, and lo! it The universe that the dwarven gods Aysle is a flat disk-shaped world
hatched forth a beautiful bird! created is a fascinating and wondrous 9,000 kilometers in radius. It is thick-
He breathed upon the image of the place. When Mighty Errog set the Limit est in the center, approximately 100
Creators, and lo! it became a dwarf. around the world, he defined the ex- kilometers from top to bottom, but
Giving Life, Harp died. tent of the Aysle cosm. If anything thins out toward the rim. The plane of
When the other Creators awoke, exists beyond the Limit, no one knows gravity cuts through the center of the
they were dismayed. Alas! Poor Harp what it is. Ages later, when Dunad disk, which looks like two pie plates
is dead! He died so our Creation could smashed his enchanted sword and connected at the gravity plane.
know life. released the arcane knowledges of Down is toward the center of the
But look! The oak withers; the bird magic into the world, those planet, no matter which side you hap-
huddles upon its branches; the dwarf knowledges floated up into the Limit pen to be standing on.
is sore afraid. Our Creation is flawed! and settled into place as stars. The The accompanying cut-away view
Fordex the Elder spoke. Fools! Liv- Essences rose to the highest portion of diagram (page 14) shows that Aysle is
ing creatures cannot be in the Dark! the Limit, followed by the Principles, more than just a flat disk, however. It
We need to give our Creation Light! the Mixed Forces, and finally the Kin- is composed of Upper Aysle, Lower

9
Chapter Two

Upper Aysle

10
The Cosm

Lower Aysle

11
Chapter Two

Aysle, and the Land Between. A bright hills or mountains are wrapped in The dwarves lived well in the Land
yellow sun constantly rises and falls perpetual darkness. Between, but as the years passed, some
through an opening in the middle of Lower Aysle is home to the giants, longed to return to the Land Above.
the disk, called the Suns Path. who live primarily on the four main And so the bravest warriors were cho-
Upper Aysle is home to the human continents, Chamkatt, Polja, Rakholm, sen to venture through the tunnels to
and elf races, but humans are clearly the and Arland. Another notable area is see if the sun had calmed, and the
dominant folk. From the Worlds Rim the Broken Land island range, which dwarves could return to the surface in
sunward (toward the center of the disk) supposedly shattered as the result of safety.
is a variety of climates marked as circu- some long-forgotten cataclysm. Being When they reached the end of the
lar bands radiating out from the sun. much more literal, the giants have tunnel, the warriors were shocked.
The Frozen Land is a massive area of ice named their zones the Ice Sea, the Moving in and out of the cities were
and snow that completely covers the Warm Sea, and the Hot Sea. The Fro- ugly creatures who did not know the
rim of the disk. Temperatures here are zen Land and the Boiling Sea are right way to use their tools, and who
constantly far below freezing due to the named the same on both sides of Aysle. babbled and chattered and made great
distance from the sun. Next is the Fro- The Land Between is a reflection of noise everywhere they went. The
zen Sea, which is not actually frozen but the lands above, complete with seas, dwarves thought of attacking these
is extremely cold all year round. Large continents, and islands. But instead of intruders, but there were too many of
mountains of ice float in this arctic re- looking up to see the stars spread across them and too few warriors, so they
gion, and temperatures rarely climb the Limit, the dwarves and lesser folk wisely decided to return to the Land
much above freezing. While there are that live below can only see the top of Between.
hardy folk living within this zone, most the great cavern they live within. When On the way there, they discovered
of the people of Upper Aysle find the the sun passes through the Land Be- another tunnel, and this one led to the
region harsh and inhospitable. The tem- tween, its light is diffused through the Land Below, now known as Lower
perate zone, called the Living Sea, is steam, waterfalls, and cavern walls Aysle. There they found very ugly crea-
where most of the population lives. Tem- that line the Suns Path. tures who towered above the rocks
peratures in this area never fall below and the trees, and carried big sticks
freezing or rise much above that of a with which they smacked each other.
warm spring day on Earth. The Trade
Sea is that area which is tropical in
The History of The dwarves were ready to attack these
monsters, but then thought better of it,
nature. Most islands in this region are Aysle and once again turned for home.
covered in thick jungle or rain forest. When they told their tale, some be-
Finally, the Boiling Sea surrounds the Excerpt from The Dwarven Book of lieved, and others did not. Thus they
Suns Path. While brief excursions into Truths: offered to take the leaders of the tribe
this extremely hot region can be toler- to the Land Above to prove the truth
ated, no folk live here. The great falls Hearken to these writings, for they of what they said. They showed them
that spill into the Suns Path are a mix- are the Truths of Aysle: the ugly, noisy creatures and also saw
ture of bubbling water and hot steam Many years ago, more years than something new; rather handsome and
that sends clouds of vapor into the air. anyone can count, the Creators left industrious beings were building a
It should be said that temperatures Aysle, seeking new Nothing in which city apart from all the others.
are not constant within a zone, but they to build Something. The sons and Although the origins of all these
are gradational. Basically, the closer one daughters of the first dwarf spread new creatures was a mystery to the
is to the sun, the warmer it gets. There throughout the land, had many more dwarves, they decided to attack and
are no seasons on Aysle tempera- sons and daughters, and soon they conquer them and rebuild their cities
tures within a given circular band vary built great cities on the surface. above. But when the dwarves attacked
little throughout the year. Wind and All the dwarves lived in harmony the Land Above, many were hurt and
water naturally move sunward. So, by and peace, until one day when the sun many killed; when they attacked the
definition, any wind or water moving began to grow angry. It spat streams of Land Below, many more were hurt
rimward or in some other direction is fire in all directions, grew so bright that and many more killed. Then the
unnatural and must be the result of nothing but it could be seen, and then dwarves realized that the Land Be-
magic or elemental forces. faded to almost nothing. The dwarves tween was really better than the Land
The largest land mass on Upper were much afraid at this, and they left Above or the Land Below, and they
Aysle is the Aysle continent, which their cities seeking a place they would decided to stay there.
touches all of the habitable regions. be safe from the suns rage. About that time, the powerful crea-
The second largest land mass is Elveim, Soon the dwarves discovered the tures from the Land Below (who the
the forbidden continent. This is the Land Between, and finding the tun- humans in the Land Above named
mysterious home of the elves. Com- nels and caves to be to their liking, giants, at the suggestion of the
pared to these two areas, everything they decided to live down there. Above dwarves) discovered the tunnels.
else is little more than an island. Due them the sun grew angrier still, but Eventually, they reached the Land
to the suns never-changing pattern of they were protected by the stuff of Above and a great war began.
movement, areas located behind large their world.

12
The Cosm

13
Chapter Two

The War of the Giants down to his oppressors. He went The religion of Dunad dominates
where he willed, and even the giants on Upper Aysle, and many a dwarf
The War of the Giants lasted for were loathe to oppose him, for he car- has joined with the worshippers of the
thousands of sunrises and sunsets. The ried the magic sword Aurel. With this great hero. Although dwarves as a
dwarves decided they liked the hu- mysterious and powerful weapon in rule frown on such things, the miracles
mans better than the giants, and so his hand, he was invincible yet even associated with Dunad are truths that
fought by their side (also, the dwarves his great strength and the mystic might cannot be denied.
felt that the war was partly their fault, of his blade were not enough to free Freed of the oppression of the gi-
since they did accidentally show the his people from their chains. ants, the humans set about reclaiming
giants the way to Upper Aysle). The After much thought, Dunad knew the Land Above. Instead of one vast
battles were long and horrible, with the answer to all his questions. He kingdom, the humans divided the con-
sword and ax crashing together until walked alone to the place now known tinent of Aysle into a number of little
the din threatened to drown out all as the Valley of the Sword, and there he kingdoms, each ruled by a different
else. The humans fought with skill drew Aurel and shattered it across his family. In one of the wisest decisions
and daring, and of course, the dwarves knee. Instantly, the arcane knowledges in their history, the humans gave a
were the bravest of all, but the war did that had been in the blade flew to the little kingdom on the surface to the
not go well. The dwarves asked the heavens and became one with the stars. dwarves, which is now ruled by the
handsome creatures, who called them- Then the knowledges rained down on Vareth clan. Other families that were
selves elves, to join in the struggle, the world, and all the folk grew strong given kingdoms of their own, called
but they refused, preferring to just sit with it. And so, the keys to the magic Houses, included the Tancreds, the
and watch. that always existed in Aysle were made Ardinays, the Dalerons, the Gerriks,
When all the noise was over, the available. The humans learned to use the Liandars, and the Bendes.
giants had won, and the humans had this power, and the dwarves and elves But now that they had no common
to do what they said, while the dwarves too, but the giants had difficulty with enemy to fight, the humans began to
went back underground. That was the this new thing and could not master it. fight among themselves, and then the
way it stayed for 500 years, with the The humans and the dwarves rose up dwarves joined in. Each House wanted
giants very happy, the humans and and used Dunads gift to slay many to rule the other Houses, and the feud
dwarves very unhappy, and the elves giants and force the rest back to the that resulted was known as the War of
minding their own business. Land Below. the Crowns.
Then, when it seemed as if nothing Dunad himself was never seen Like many a war, there was no win-
would ever change, there came a very again, but the humans say he went to ner. The fighting ended when Lady
special human, a human even the the stars through the magic of Aurel, Pella of House Ardinay called for a
dwarves felt was unique. This human and remains there to this day. The truce and met with the heads of the
did not talk and talk. He took action. ornate hilt of his sword was found in remaining six Houses. She proposed
His name was Dunad, and soon he the valley, and serves as the holy sym- the creation of a system called the
would be hailed by human and dwarf bol of Dunad. Although many have Delegate Legacy, wherein only
alike as a great hero. claimed to have the blade of Aurel, as property could be owned by the
Dunad stood apart from the other far as is known it vanished along with Houses, never people. She dissolved
humans, in that he would not bow its owner. House Ardinay, gave her lands to the

14
The Cosm

Tancreds, and declared herself the A middle child will be given a high Earth, he has devoted his energies to
Speaker of the People, who would rank and the management of some of planning the true and final death of
now have a voice in how things were the familys business affairs, while the the rightful ruler of House Tancred.
run. Each House would send a repre- youngest is commonly sent into the House Tancred has grown wealthy
sentative to Castle Ardinay on the priesthood, as he has little chance of and powerful under Uthorions rule,
banks of the Inland Sea, and there they attaining power in the House. and controls much of the sunward
would meet to discuss grievances in In the case of House Tancred, at the portion of the continent, beneath the
peace, rather than with swords drawn time of the invasion of Aysle it was Folk and Earth stars, including the
and bows pulled back. ruled by Duke Bordal, and his eldest trade center of Leshope and the port
So it was, for many a year. Then the child, daughter Tolwyn, was expected cities of Orraine and Eufemiast. To
Dreaded One, Uthorion, arrived. to assume those responsibilities when Gareths anguish, the flux has caused
Across a bloody bridge he came, lead- he passed away. The second in line, his features to change without warn-
ing an army of horrid monsters and Alistair, looked after the familys ing from youthful and handsome to
determined to conquer Aysle or re- gamelands, and the youngest, Gareth, rotten with age and corruption. His
duce it to ashes. All of the Houses had come of age and was about to be sanity has been rendered fragile by
united under Lady Pella, and each sent to a seminary to become a priest this, and he has locked himself inside
sent their bravest knight to serve un- of Dunad. one of the towers of Castle Tancred,
der Tolwyn Tancred as a Knight Pro- But Gareths soul was foul with allowing only his most trusted ad-
tector. Many of these were the chil- corruption. He coveted the wealth of viser, Mokai, to see him. Even his most
dren of the Dukes of the Houses, and his father, and longed to lead men into recent bride, Marlena of House
they served as generals to the troops battle in the manner of his sister, Daleron, has not been allowed at his
and advisors to Pella Ardinay through Tolwyn. When Uthorion attacked, he side since the flux began.
the battles to come. saw his opportunity and seized it as House Tancred is linked with House
the Knight Protectors battled the Dark Daleron through Gareth and Marlenas
Forces at Castle Ardinay, Gareth re- marriage, and enjoys uneasy alliances
The Houses Now vealed his treacherous nature and slew
Bordal and Alistair. If Uthorion lost,
with House Daleron and House
Vareth.
The six Houses that were in exist- he planned to say the two were felled
ence when Uthorion attacked still while fighting to protect the cosm from
maintain their holdings on the conti- the invaders, weep some false tears, House Liandar
nent of Aysle and the adjoining is- and then conceive a plot to dispose of
lands. Some have grown weaker in the Tolwyn as well. Symbol: Oak tree
500 years the Dark High Lord pos- To Gareths delight, Tolwyn died Colors: Blue and green
sessed Pella Ardinay; others have in battle (or so it seemed) but when Prior to Uthorions invasion of
thrived under the twisted world laws the monsters retreated back across the Aysle, House Liandar controlled the
and iron rule of the usurper. But now maelstrom bridge, he knew he would rimward and sunward section of the
the involvement of Uthorion in the have to feign mourning so Lady Pella continent, beneath the Plant stars light,
invasion of Earths cosm and the re- would not suspect his role in his kins as well as the island of Liandar and the
fusal by Ardinay to return to Aysle deaths. When Lady Ardinay granted Naenia island chain. But after the war,
until Earth is safe have combined to him an audience, he discovered to his Lady Ardinay supported efforts by
leave the seat of power empty. This shock that not only did she know of House Daleron to steal Liandar land,
has allowed differences between the his bloody deeds, she approved! She and with the House weakened by the
Houses to erupt into full-scale con- struck a bargain with him: he could ravages of the Orrorshan monsters, it
flicts and leave the cosm on the brink have control of House Tancred, and was unable to mount any effective
of a conflagration, the like of which virtual immortality through her sor- resistance.
has not been seen in Aysle since the cerous might, in return for his unques- Today, the House controls only the
War of the Crowns. tioning obedience. island of Liandar, much of which is
The following is a brief description Gareth never suspected that the located in the Frozen Sea. Only a small
of the Houses as they stand today, and Ardinay he dealt with was possessed amount of the land is suitable for farm-
their alignment in the struggle between by Uthorion, but did realize that there ing, but Liandars holdings have be-
Dark and Light in Aysle. had to be some connection between come a stronghold of the Light, and
the invasion and Ardinays radical thus have regained fertility since
change of attitude. He kept to his word Uthorions spirit was sundered. Al-
House Tancred for 500 years, crushing any sign of though the House has not attempted
rebellion and lending troops to to regain its lost territories in the past,
Symbol: Crossed swords Ardinays invasions of other cosms. Liandar eyes are turning toward a
Colors: Brown and gold But he was haunted by the prophecy House Daleron weakened by the ab-
Aysle tradition calls for the eldest that Tolwyn would return one day,
son or daughter to inherit upon the sence of many of its troops and its
and since learning that she is leading patriarch, Manfred.
death of the reigning duke in a House. the forces of an altered Ardinay on

15
Chapter Two

William Liandar, ruler of the House, and the Naenia islands, and have tention. Gerrik troops made a noble
inherited along with the mantle of served as Uthorions strong right arm effort to outflank them, but were butch-
power the family belief that Ardinay against rebellious Houses. Although ered by ghouls and a flight of Draconis
was tainted with madness centuries publicly submissive to House Tancred, Teutonica who took Uthorions part.
ago, and has only now recovered. Be- the Dalerons have long coveted the Many of Uthorions creatures still live
ing an extremely religious family, the Tancred holdings, and with Castle among the Kelors, thriving in the shad-
Liandars believe too many have turned Ardinay now abandoned, they con- ows cast by the peaks.
away from Dunad, and the Valley of sider that land ripe for conquest. They The Gerriks had ranked as one of
the Sword is now cursed with evil. are waiting for a report from their Aysles most influential families, along
Once free of its confines, Ardinay was spies on the condition of Gareth with the Tancreds, until the invasion.
able to return to her benevolent ways Tancred before launching a strike. After that, the possessed Ardinay raised
once more. Of all the Houses, only the Dalerons the statuses of House Daleron and
William has been negotiating with have come close to suspecting the truth House Vareth, eclipsing the Gerriks.
representatives of House Gerrik, about Ardinays change of heart af- Ardinay allowed Daleron to annex a
whose lands adjoin those of the ter the war, and so they were dis- large portion of the Gerrik lands, all of
Dalerons, attempting to forge an alli- turbed, but not shocked, at reports of which drove the noble family into a self-
ance. Progress has been slow, for many her altered nature once in the cosm of imposed isolation. Protected from at-
supporters of the Liandars remember Earth. The current duke, Manfred tacks by other Houses by natural bound-
how the Gerriks did nothing to pre- Daleron, who had personally led his aries, the Gerriks managed what was
vent their House being driven from troops down the maelstrom bridge left of their domain and did very little
the continent. There remains an un- during the initial invasion, has chosen else while Ardinays forces pillaged and
dercurrent of animosity between the to remain on Earth to attempt an over- sacked other cosms.
two, but William hopes it can be put throw of Ardinay that would allow The family was initially suspicious
aside for their mutual benefit. his House to rule in the cosm. of Ardinays conversion upon reach-
Liandar Island has also become Manfreds only son, Frederick, is ing Earth. But the Houses leader, Duke
known as a haven for the Ice Nomads currently leading the House in the cosm. Augustus Gerrik, was willing to
who wander the Frozen Land. Often, Its outlying lands have been hard hit by gamble that the change of heart was
the wounded or the sick are brought to the changes in the Law of Corruption, genuine, and he dispatched extra
Liandar, where the family shares its but the cities of Harak, Creant, and troops under the command of son
meager supplies. Should war break Xandel remain largely dark. Duncan to aid her fight.
out with the Dalerons, the Liandars In recent days, the Gerriks have
can rely on support from the Nomads. come out of their isolation with a ven-
House Gerrik geance, making guerilla-style raids
against the Dalerons and the Tancreds.
House Daleron Symbol: Three stars The Gerriks have already formed a
Colors: Blue and silver firm alliance with the Bendes clan, and
Symbol: Swooping hawk believe they can at least keep the other
Colors: Black and red The Gerriks are a rugged family,
well suited to the rough terrain that Houses off-balance and prevent them
This most martial of Houses has an makes up their holdings in rimward from sending more troops to Earth.
usual and bloody history. Ardinay had Aysle, under the Folk star. Included Their long-range goal is to take Castle
relied heavily on their military might within their lands are the Sashni snow Ardinay and thus control the bridge
to ensure the safety of the cosm, and fields and the treacherous Kelor Moun- (there are forces within House Gerrik
Duke Roderick Daleron did send his tains, which tower up to 280 meters who believe Aysle would be better off
eldest son, Kwev, to join the Knight above the Valley of Skulls. if the mercurial Ardinay were not al-
Protectors, along with a token force. The Gerriks have a history of able lowed to return).
But it was all a feint. Roderick had seamanship and exploration. It was a
little regard for Kwev, whose merciful Gerrik who first mapped much of
nature was not in keeping with the Upper Aysle, and named many of the House Bendes
philosophy of conquest that had islands in the Trade Sea and the Living Symbol: Lion on a field of white
shaped the Dalerons. As soon as Kwev Sea. Their House is also the strongest
Colors: Red and white
and his troops were on their way to the militarily of those that are presently
Valley of the Sword, Daleron ordered backing Ardinay on Earth. The last 15 generations of the Bendes
all his other troops into battle at the Uthorions bridge landed in an iso- family have played a dangerous game,
side of Uthorion. lated portion of Gerrik lands during indeed while pledging their loyalty
The Houses troops crushed the the initial invasion five centuries ago, to Pella Ardinay loudly and often, they
flank being manned by the Liandars, and since the Dark High Lords plan have subsidized rebellious forces in
and that was the start of their outright did not involve a great deal of destruc- other Houses, ferried supplies to the
theft of territory on the continent. They tion in the cosm, his forces were able to Liandars, and made their lands avail-
now control the rimward and sunward make it to the Valley of the Sword able as a refuge for runaway dwarves
portions of Aysle beneath the Folk star without attracting a great deal of at- from the slave pens of House Vareth.

16
The Cosm

Through it all, their wealth has been has corrupted the Vareths over the situation, but without a central au-
their shield. Watchdogs of House years, until the thought of doing ac- thority to bring a grievance to, his only
Tancred who have come too close to tual labor is repugnant to them. In one option is all-out war, a step he is not
the truth have been bought off, or of the most heinous acts in Aysle his- willing to take with so many of his
silenced in other ways. The Bendes tory, the Vareths began kidnapping troops committed to Earth.
have done their best to stay on the dwarves from the Land Between and The Vareths currently hold the
good side of Ardinay, the Vareths and enslaving them to work the fields. rimward and sunward portion of the
the Dalerons, while all the time work- Other dwarves and half-folk were sold continent under the Earth star, along
ing against them in hopes of a general to other Houses, and soon the name with the island of Vareth in the Frozen
rebellion at some point in the future. Vareth was considered a curse in the Sea. The island has remained dark de-
That point seemed to arrive when Land Between. spite the flux, and is the site of the city of
Ardinay called for an end to the war in The Vareths long for wealth and Tuonetar, home of the Vareth clan.
the cosm of Earth. If she was truly with- power, it is true, but more than any-
drawing her support from the more thing they desire to be considered the
brutal Houses, this was the time to strike equals of humans, specifically the The Peoples House
and eliminate them. The Bendes have Tancreds and the Dalerons. Ardinay
been helping both the Gerriks and, to a pledged this to them after the invasion The Peoples House was the name
lesser degree, the Liandars rebuild their of Aysle, but the other Houses still given by Lady Pella to House Ardinay
armies. They have begun mobilizing consider them, at best, nouveau riche, after its lands were donated to the
themselves as well, with an army made and at worst, deride them as slavers. Tancreds. Encompassing Castle
up of humans, half-folk and dwarf Thus when the opportunity arose Ardinay, the Valley of the Sword and
mercenaries. to invade a rich cosm on Ardinays the banks of the River Thamar and the
All of this activity has caught the behalf, Duke Dwyvan Vareth leapt at Inland Sea, the Peoples House was
attention of the Tancreds, but thus far the chance, sending his son Taleron the meeting place of representatives
they have not acted, Gareth appar- and thousands of hand-picked troops of the other six Houses during the era
ently being occupied with other mat- down the bridge to Earth. Here at last of the Delegate Legacy. This small
ters. The Bendes are trying to convince would be the opportunity to prove to area in central Aysle borders the lands
their allies to crush House Vareth first, Ardinay and the rest of the humans of House Gerrik, House Bendes, House
thus opening up sunward ports under that the dwarves were as good, if not Vareth and House Tancred.
the Earth star for use by the Corsairs, better, at the art of war than they. The Peoples House, as such, no
who might be willing to join in the Then, to hear Dwyvan tell it, they longer exists in the cosm of Aysle. It
fight for the right amount of money. were betrayed by Ardinay. As the was dissolved during the period that
Duke Mordecai Bendes oversees the Vareth troops were about to win a Uthorion possessed the body of
activities of the House in the cosm, great victory, Ardinay called for the Ardinay, along with the Delegate
while his son, Earl Thomas Bendes, fighting to cease. Some dwarves laid Legacy, and the Dark High Lord used
leads their forces in the realm. Despite down their arms, others fought on, the area as a base of operations during
holding a relatively small area of land and still others became extremely con- his reign. The main maelstrom bridge
in the rimward section of the conti- fused and were not sure what to do. between Aysle and Earth is located in
nent beneath the Earth star, the Bendes This incident reinforced Dwyvans the courtyard of the castle.
have some of the most fertile acreage instinctive distrust of humans, and has The castle was abandoned by
and a good portion of their domain is made him reluctant to heed the calls of Uthorion when he traveled down the
in the temperate zone. Although some the Tancreds and the Dalerons for aid bridge to Earths cosm. It is presently
crops have suffered from the world against the other Houses. guarded by a tribe of Vikings from the
flux, much had already been harvested Even if Dwyvan knew the truth isle of Skani, who intend to stay at
and can be sold to other Houses whose about Uthorion and Ardinay, it would their post until their chieftain returns
food supplies are less certain. not matter a great deal to him. As far with the head of Ardinay. Gareth
as he is concerned, one human is much Tancred had originally intended to
like another, and he marks as his allies move into the castle during Ardinays
House Vareth those who will help him turn a profit. absence, but the sudden shifts in the
The Vareths remain in the war on world laws (and his own appearance)
Symbol: Hatchet and spade Earth simply because, since Ardinay forced him to change his plans.
Colors: Orange and gray now opposes slavery of any kind, it
The ancestors of the Vareth clan seems wise to fight alongside those
were good, hard-working dwarves who oppose her. The Kingdoms of
Dwyvan has, of course, heard the
who were rewarded for their services
in the war against the giants with their rumors about a dwarven rebellion in Aysle
own lands and their own House to the cosm of Earth, but thus far the
effects of it have not been felt in Aysle. Along with the Houses, which gov-
rule them. ern the continent of Aysle, there are a
Unfortunately, this newfound He has reason to suspect that the
Bendes have something to do with the number of kingdoms, both large and
wealth and the resulting soft lifestyle

17
Chapter Two

small, throughout the cosm. Some of remain their own for the foreseeable The Vikings participated in a num-
these formed strong alliances with future. ber of the invasions of other cosms,
Uthorion during his reign, others iso- and found great glory in it. But when
lated themselves from the Dark High Ardinay declared a truce in the cosm
Lords doings and pursued their own The Vikings of Earth, the Vikings were reluctant to
interests. accept it. Then their chieftain, a de-
The following is a summary of the The fierce warrior race of Aysle oc- scendant of Grettir named Thorfinn
kingdoms of Aysle, the lands they con- cupies a string of islands in the Trade Bjanni, seemed to find new strength,
trol, and their role in the increasingly Sea, the Living Sea and the Frozen Sea. and declared that Ardinay was weak
violent power struggle in the cosm. All of the waters around the islands of and cowardly, and he would lead the
Holm, Skani, Scania and the Nolfgar Vikings to victory. Unaware that the
chain are considered the domain of the spirit of Thorfinn had been driven from
The Elves Vikings, and to enter them is to invite his body and replaced with that of
the pillaging and burning of ones ves- Uthorion, the Vikings gladly followed
Very little is known about the elves sel and the slaughter of the crew. him into battle.
of Aysle or their domain. Ayslish his- The Vikings first appeared as such The Vikings in the cosm are led by
tories relate that they appeared on in Aysle roughly 650 years ago. Specu- Rolf Bjanni, the elderly father of
Upper Aysle shortly after humans and lation is that they are the descendants Thorfinn and the former chieftain (that
giants were first seen, and they estab- of humans who escaped the domina- title is passed down from father to son
lished themselves on the land mass tion of the giants and fled to inhospi- in Viking society). They now commu-
now known as Elveim (also referred to table Holm. The difficult living condi- nicate most often with a representa-
as the Forbidden Continent) and the tions on that snow-covered island tive of Gareth Tancred, and have the
outlying islands. toughened their stock through the gen- singular honor of guarding Castle
Their only contact with the rest of erations, until they were taller, more Ardinay and the bridge within.
the cosm has been through dealings muscular, and better able to withstand
with the Freetraders, who are allowed extremes of temperature than the av-
to dock at the isle of Elvenport. There erage human. The Corsairs
they exchange human and dwarven The Vikings great strength has
goods for the valuable elven silk used made up for their relative lack of magi- The rogues and scoundrels known
to fashion clothes for members of the cal knowledge. They rely often on collectively as the Corsairs travel un-
great Houses, and the light but strong great wooden oars to move their ships, der no banner in Aysle, and relish the
elfmail armor. But not even the even in the face of winds that blow freedom this brings. Their vessels sail
Freetraders know very much about perpetually toward the hole in the the Trade Seas, plundering merchant
them, as the elves refuse to discuss center of the disk. ships at will before vanishing into the
their origins or history. The Vikings made themselves safety of Pelk Cove and the infamous
All other lands besides Elvenport in known through raids on shipping in isle of Haven.
the kingdom are forbidden to outsid- the Trade Sea. Goods were stolen, The Corsairs are a relatively recent
ers, and this restriction has generally women were carried back to Holm as branch of the Ayslish family, having
been respected by the various races in mates. Eventually, the Vikings ex- come into existence after the War of the
the cosm. There are reports that a Vi- panded their empire to the other is- Crowns. Soldiers and seamen who
king longship once docked at Elveim, lands in the area, and the various tribes found a life of peace not to their liking
its crew planning to plunder the wealth united under one chieftain, Grettir settled on three large islands between
of the elves. But none of the Vikings Bjanni. This brought an end to the Aysle and Elveim, and used these as a
ever emerged, and the wreckage of the civil strife among the Vikings, and base from which to raid their rich neigh-
ship washed up on the Mage Islands. enabled them to increase the profit- bors. Unlike the Vikings, it is rare for the
That account is centuries old, but the ability of their raids. Corsairs to sack an entire town, not
Vikings deny that there is any truth in it. The Vikings embraced the alteration having the manpower for that sort of an
The elves remained neutral during made by Uthorion in the Law of Cor- operation and unwilling to provoke a
all the cosms wars, and have avoided ruption. Since they did not work the war with any race. The Corsairs much
any involvement in the troubles be- land, they did not care that it had gone prefer plundering without violence, as
tween the Houses in recent months. dark, and as long as Freetraders con- repairing ships and replacing crew is
Elves have been spotted in the realm, tinued to ply the seas, they would highly expensive.
usually aiding the forces of Ardinay, have supplies. Prior to the invasion, The Corsairs usual method of at-
but they will not reveal their reasons Ayslish soldiers had begun to travel tack is to converge on a Freetrader
for doing so. Some have exhibited the on the traders ships, making it more ship with three vessels, in the hope
incredible ability to ride the fierce drag- difficult to sack them. After the war that such steep odds will discourage
ons that roam throughout the cosm. with Uthorion, Ardinay proposed an their quarry from fighting back. The
With the current upheavals in the alliance with the Vikings, a condition Corsairs fiercest opponents are the
cosm drawing attention away from of which was that Aysle would no Vikings, who regard the pirates as com-
the elves, it appears their secrets will longer extend protection to shipping. petition and have long eyed their is-

18
The Cosm

lands as sites of possible expansion. no more so than the Vikings, and they the treacherous Trade Sea and dare
Attempts by the Vikings to mount full- have been dismissed as little better than the wrath of the elves by approaching
scale attacks on the Corsairs have been beasts primarily because they have no what is now Elvenport. It is they who
frustrated in the past by the superior system of government as the term is keep the various continents abreast of
speed and maneuverability of the pi- understood on Aysle. Although techni- the news of the cosm, provide markets
rate vessels and their knowledge of cally under the leadership of self-styled for goods and sell food to areas where
the waters. warrior king Yon Taal, the Uygdir be- none can be grown because of the
Along with the Freetraders, who lieve in each individual looking after corruption of the land.
also rely on the sea for their livelihood, himself and pursuing his own destiny. Unfortunately, it is also the
the Corsairs often hire mages to sail Anyone who wishes to obey Taal is free Freetraders (or some of them, anyway)
with them and communicate with air to do so; anyone who feels he knows who ferry enslaved dwarves from the
elementals. These elementals can re- better than the king can assemble a markets on Vareth to their new masters.
direct the winds away from the Boil- group of followers and do as he These slave ships are the favorite tar-
ing Sea and allow sailing ships to reach pleases. Taal has made a few half- gets of Corsairs, who massacre the trad-
their destinations with ease. hearted attempts to bring the various ers, keep whatever gold they find, and
The Corsairs probably come the cliques into line, but even those he has either add the freed dwarves to their
closest to a democratic form of gov- successfully won over to his side do crews or return them to the Land Be-
ernment of any of the races on Aysle. not remain there long. tween for a substantial reward.
Captains are elected by popular vote, Under these circumstances, it is Save for the slavers, most of the
their platform usually consisting of impossible to say if the barbarians are Freetraders consider themselves to be
how much booty theyve accumulated. for or against Ardinay. Some are fight- on the side of Light. Being the first to
There are normally eight captains, with ing furiously for the Dark Forces, oth- learn anything of import in the cosm,
the best strategist among them acting ers just as strongly for the Light. they heard the whispers that perhaps
as the overall leader (at present, that Baraan itself reflects this split, as parts Ardinay wasnt really Ardinay at all.
honor falls to Logan Portman, a former of it are blasted with corruption, while Then all military protection for their
sergeant in the army of House Gerrik). other regions are green and lush. ships was withdrawn by the Aysle gov-
On issues of great importance to all (a The barbarians were initially reluc- ernment, leaving them perfect victims
proposed plan to burn the Viking fleet tant to invade other cosms (preferring for the pirates and the Vikings. Thus the
docked at Scania, for example), every to choose their own wars), but the Freetraders feel they have a vested in-
crew member is allowed one vote, and Vikings destroyed several coastal vil- terest in the return of a benevolent Pella
each captain has two. lages and Ardinay told them more to the throne, if only to get House pro-
This system has worked well, in deaths would result if they persisted tection back for their vessels and saving
general, but has been no help in decid- in their cowardice. The positive aspect themselves the high cost of hiring mer-
ing which faction to back in the cosm. of joining in the invasions was that it cenaries to guard their goods.
Some of the Corsairs enjoyed the rule afforded some the opportunity to get A number of Freetraders traveled to
of Ardinay/Uthorion and are willing away from Baraan and see other lands, Earth during the invasion, seeing the
to aid the Dark Forces. Others balk at and there are now Uygdir on the con- potential for great profit there. They
the idea of siding with Vikings for any tinent of Aysle, the islands near Elveim, have since discovered that ferrying refu-
reason. One captain, Benjamin and even a few working in Tradeport. gees can be a very lucrative business
Westbrook, went so far as to gather his The primary source of income for indeed, although they avoid the Scan-
crew and travel down the maelstrom the barbarians is mining, chiefly for dinavian waters, preferring to stay as
bridge to Ireland, and he was soon iron, which they then exchange for far away from the Vikings as possible.
followed by others. This has left the food with the Freetraders. Baraan is
Corsairs in the cosm at roughly half- rich in other minerals as well, such as
strength, and thus they are treading gold, but the Uygdir have no idea of The Ice Nomads
warily whenever in Viking seas. their value, and refuse to let other
races come in and work their mines. These wanderers of the Frozen Land
That has made them a number of en- have been in Aysle for as long as any
The Barbarians emies, including the Vikings and the humans can remember. Where they
dwarves of House Vareth, all of whom came from whether they were origi-
The people known as barbarians would like to see the barbarians driven nally cast out of Ayslish society or left
in Aysle are actually members of a off Baraan and into the Frozen Land. of their own accord to seek a better
tribe called Uygdir who reside on the place no one knows. But from that
island of Baraan in the Living Sea. day to this, they have trekked through
They have the reputation of being The Freetraders the harshest terrain of the Land Above
unfeeling savages, and have been and braved biting winds and killing
branded as everything from giant-lov- The Freetraders are a mixture of temperatures that no one else would
ers to cannibals. Aysle folk, united by their love of com- dare challenge.
In truth, the Uygdir are none of those merce. It was love of conjs and lemays Despite their lack of comforts, the
things. They are warlike and brutal, but (Ayslish money) that led them to cross Ice Nomads have survived. In part,

19
Chapter Two

this is because no one particularly selves away from everyone, staying in strategy and tactics and often meeting
wants to conquer a barren, snow-cov- dark caves and grottos often the defeat as a result.
ered wasteland, but it is also because combination of their isolation and the The giants have a particular hatred
the Nomads seem to have developed sight of their horrid appearance in a for humans, especially those who wor-
skills denied those in the more com- pool will cause them to go insane. Of ship Dunad. Giant histories make no
fortable areas. The barbarians speak of all the half-folk, it is the satyrs who mention of Dunad or his deeds, but
them with something akin to awe, say- seem to adjust most quickly to their refer instead to a traitorous giant
ing that they have seen Ice Nomads new state they flock to the hillsides named Lafetor who betrayed his race
bring down a Draconis Teutonica and of the Aysle continent, grazing on veg- to the humans. Those giants who have
then feast on its carcass. etation and not particularly caring taken the side of the Light tend to be
Cut off as they are from modern what anyone thinks of them. followers of Ugorl or those who have
society, nothing is known about their Bitter and frustrated, the half-folk ventured into Upper Aysle and been
social structure or their loyalties. were easily recruited by Uthorion, in awed by the riches and the different
Whether they are able to comprehend the guise of Ardinay, for his army. At races found there. A giant in Upper
the concept of a Peoples House, or the last, they felt as if they were accepted Aysle can find work fairly easily
roots of the Ardinay-Uthorion con- in truth, Uthorion had need of ex- (theres always demand for someone
flict, is unknown. They have, how- pendable fodder to soften up enemies who can lift boulders and considers
ever, evidenced a great deal of loyalty before the Vikings went in for the kill. two wolacs a fair days wage). Other
to the Liandar family, and they have The half-folk live under the laws giants who oppose the ravages of the
spoken to William Liandar of a tradi- and political system of whatever king- Dark Forces have formed a commu-
tion among their people, that of sacri- dom they happen to be occupying, but nity on the isle of Ugorland in Lower
ficing ones life for a friend and the have no legal rights under any system Aysle.
rewards in the afterlife for such an act. currently operating in the cosm. The giants have varying degrees of
dislike for all the other races in Aysle,
but reserve a special enmity for the
The Half-Folk The Giants dwarves of the Land Between. No gi-
ant has forgotten that the dwarves
The bizarre creatures called half- The giant race controls virtually all fought against them in the war for
folk have, in a sense, every kingdom of Lower Aysle, occupying most of the Upper Aysle, and the uneasiest alli-
and none at all to call their own. There major land masses there, although they ance in all of Uthorions vast army is
are half-folk virtually everywhere in have only a few settlements in the that between the giants and the
Aysle, save perhaps for Elveim. They Broken Land, which is a haven for dwarves. In fact, the giants have taken
have been found everywhere from the lesser folk, half-folk, and creatures of to blaming the dwarves for Ardinays
islands bordering the Boiling Sea to all descriptions. The giants have had change of heart and any setback the
the farthest reaches of the Frozen Land, minimal contact with Upper Aysle Dark Forces meet (there is an old say-
and nowhere are they welcomed. The since the War of the Giants hundreds ing among the dwarves, In the eyes
humans consider these half human/ of years ago, except for meetings with of a giant, the dwarves were showing
half creature mixtures dangerous mon- Ardinay/Uthorion that resulted in Dunad how to take a sword apart one
strosities, the Vikings regard them as many of them joining the Dark High day, and things just got out of hand).
fit only to be beasts of burden, and the Lords invasion force.
barbarians and Ice Nomads consider Contrary to the belief of many in
them befouled by dark magic and thus Upper Aysle, the giants are not one The Dwarves
unclean. united bloc of oversized bullies. There
When Uthorion first invaded the are fierce rivalries between different The dwarves actually occupy two
Aysle cosm, the reality storms trans- groups, the bloodiest thus far between distinct kingdoms in the cosm of
formed the folk into beings that were the giants of Chamkatt and those of Aysle, the Land Between and the terri-
bizarre hybrids of man and monster, Polja. The feud started 300 years ago tories controlled by House Vareth. As
who eventually became known as half- over a stolen cow, and now many joke the Vareths have been dealt with else-
folk. First-generation half-folk are that it is easier to conquer an entire where in this chapter, we will focus
never possibility rated, but each suc- cosm than to get a Chamkatt and a here on the dwarves who occupy the
ceeding generation produces more Polja to agree on anything. middle ground between Upper
possibility-rated beings. The giant tribes, major and minor, Aysle and Lower Aysle.
The overwhelming rejection they live under a system in which the stron- Along with humans and giants, the
have experienced has had several gest warrior rules, and can be replaced dwarves are one of the dominant races
negative effects on the half-folk. Some, at any time, providing the claimant to of Aysle. Although they do not have a
particularly the minotaurs, have re- the title bests him in battle. For this reputation as great warriors, they are
acted by lashing out at every other reason, there are few elderly giant lead- fierce and tenacious, and make up in
race, and as a result there are areas of ers, nor are there very many wise ones. cunning what they lack in brawn. The
Aysle where the man-bulls are killed The giants rely on brute strength to dwarves realized how easily their land
on sight. The harpies tend to hide them- accomplish their ends, eschewing could be conquered, or turned into a

20
The Cosm

pathway for the invasions of others, ful manner by his outraged neighbors. The dwarves have recently heard
and took steps to prevent this from Unlike many other Ayslish races, the rumors of Gutterbys revolt in the realm,
happening. Using their engineering dwarves do not choose their leaders and have been heartened by them. Plans
skills, they booby-trapped many of based on strength or material wealth. are going forward for an insurrection
the tunnels which connect Upper Aysle Although an especially militant dwarf against House Vareth, which has com-
to Lower Aysle, and this has lessened can always gather a small group of mitted a large number of troops to the
the number of disturbances by giants followers, generally the eldest and the battle for the cosm of Earth.
in their kingdom in recent years. wisest in a community are the de facto
In fact, the greatest threat to the leaders. The primary responsibility of
dwarves over the last five centuries the Council of Elders is to provide for The Lesser Folk
has come not from the noisy creatures the safety of the kingdom and closely
above or below, but from their own monitor the supplies of food. The lowest class in Aysle, the lesser
kind. Raiding parties from House The latter is a constant problem for folk the gnomes, trolls, kobolds, and
Vareth appear once every few weeks, the dwarves. Living underground, ogres have no true social structure
and carry off the healthiest and stron- they have never had the most fertile to speak of, beyond the occasional
gest dwarves to be sold in the slave soil to work with, their primary crops loosely-knit group seen wandering
markets. Attempts by the Land Be- being mushrooms and some forms of through the mountains of Upper Aysle.
tween dwarves to stop this have been moss. With the world flux, even those In general, the lesser folk lead inde-
largely unsuccessful, and every dwarf often will not grow. Thus they must pendent existences, taking care of
family has lost at least one member to forage or trade for what they need, themselves and caring little for any-
the slavers. usually in Upper Aysle. Trading with one else. They favor caves, tunnels,
This situation has engendered a humans is fairly easy, as the dwarves and other dark places, particularly in
great deal of resentment toward have an abundant supply of gold, sil- the Land Between, and shun gather-
Ardinay in some quarters, and over ver and other precious metals and ings of humans, dwarves or giants.
time some of these dwarves have or- minerals to offer. Foraging has been A lone Ayslish is another matter
ganized into small resistance bands. less successful, since so many parts of entirely. Cosm residents roaming too
They have proven very effective sabo- Upper Aysle have been ravaged by near the homes of lesser folk have
teurs, and many of the groups mingled the changes in the Law of Corruption been killed for no more reason than
with the Vareth troops and traveled and food is in short supply. that the resident troll was in a particu-
down the bridge, hoping to do their bit Along with mining, the dwarves rely larly foul mood that day.
to aid the cosm under attack. on their skills as craftsmen for their Lesser folk are normally of low in-
When Ardinay announced a truce, livelihood. Their most lucrative pursuit telligence, although they can recog-
the dwarves were divided. Some took is ship repair, particularly with the nize a profit-making venture when
this to mean she had not been herself Freetraders taking such a pounding they see one. That is why so many of
over the last 500 years, and was not from the Vikings and Corsairs. A team them have gravitated to the Dark
responsible for all that had happened of dwarves can patch a hull in a matter Forces, a troop that allows them to
in Aysle; others claim she simply saw of minutes, and a number of Freetraders pillage and burn and pays them well
the battle was going against her, and have taken dwarves on as crew mem- for it. There are few lesser folk among
decided to try the Did I do that? I bers to effect emergency repairs. the soldiers now following Ardinay,
cant remember! trick that many a Dwarf mages are also in high de- and since neither humans nor dwarves
dwarf has pulled after a long night of mand in Aysle, primarily because they care to associate with them, that is
lager. Regardless of their opinion, these cannot demand the same high prices a probably just as well.
bands continue the fight against the human sorcerer can, and Ayslish en- The lesser folk are also the only
Dark Forces in the realm. joy getting the same magical effect for group which doesnt care that crops
Other dwarves from the Land Be- less money. (Of course, dwarf mages cannot be grown in huge areas of both
tween have less noble natures. Some do have a reputation for casting spells Upper and Lower Aysle. This is be-
came to the conclusion that the only that dont do quite what the customer cause lesser folk tend to be meat-eat-
way to avoid becoming a slave was to expected like the person who pur- ers, and will feast on anyone or any-
become a slaver, and went to work for chased a floater spell at a cut rate and thing they can get their hands on. For
the Vareths. These dwarves dismantle then painfully discovered the dura- that reason, they make for dangerous
alarm systems in the tunnels to allow tion was not quite as long as he had allies if an ogre gets too hungry, the
the raiders to come down safely, and been promised.) ideas of friendship and coopera-
in return are well paid and promised The dwarves make up the majority tion will swiftly be replaced by less
that their families will not be harmed. of the population in the Land Between, lofty ideals, and a traveling compan-
Of course, if one of these spies dis- sharing that area with a number of ion may find himself the main course
pleases the House, the Vareths will half-folk and lesser folk. These groups on the dinner menu.
not hesitate to leak his name to the are avoided by the dwarves, who fear Like all folk, the trolls, ogres and
dwarf families who have been victim- the lesser folk and have no use for the such have some magical skill and
ized, ensuring that the offender will half-folk, dwarves preferring to do knowledge, depending on their
be dispatched in an exceedingly pain- their own manual labor. birthdate. But fewer of their number

21
Chapter Two

have become adept at the use of the reason, many midwives and mages do mages use spells to ensure an evening
sorcerous arts, due to the refusal of the everything in their power to delay or birth, under the light of the knowl-
academies on the Mage Islands to ad- rush labor as the Entity Hour ap- edge star. Those born during the day,
mit them and the unwillingness of the proaches. But the entities cannot al- however, are born contrary to the
lesser folk to trust each other with any ways be denied. If a person is born knowledge. These rare individuals
knowledge they do gain. during this time, it is usually kept must increase the backlash of any spells
secret. A folk born at 6:21 pm on the using their arcane knowledge of birth
first day of Arthuk receives the divina- by +3.
Magic In Aysle tion/entity skill and knowledge, but To determine contrariness, roll a
publicly declares he is a divination/ die. On a roll of 1 to 5, the character is
Since Dunad broke his enchanted water person to avoid the negatives contrary. If the character is of noble
sword and released the arcane associated with entity folk. blood and had court mages assisting
knowledges into the cosm of Aysle, in the birth, then contrariness is deter-
magic has been a part of everyday life. mined only on a roll of 1.
Because of Dunads blessing, all folk Born Contrary Example: Bord Feral is born un-
are born with a magic skill and a knowl-
After you have rolled to determine der the water star, but is born dur-
edge, and simple magic is as common-
the knowledge under which a charac- ing the day. Because of this, any
place as electricity in Core Earth. The
rim stars those celestial embodi- ter was born, you must then roll to see spell requiring the water knowledge
if the character was born during the that Bord casts is subject to its nor-
ments of the Kindred and Element
day or night. Most midwives and court mal backlash +3.
knowledges determine which
knowledge a person is born with. The
skill is determined by the time of the
month. The Determining Magic by
Birth table provides an easy way to
figure out a characters magic skill and D etermining Magic by Birth
knowledge by birth. It lists the months
of the Ayslish year, which stars Month Arcane Divin.* Apportat.* Alterat.* Conjur.*
(knowledges) are in ascendency dur- Knowledge Day Day Day Day
ing particular months, and which skill 1-18 19-27 28-30** 30***
is associated with the date of the month
in question. Arthuk Water 1 1-2 1-2 1-2
Asten Aquatic 2 3-4 3-4 3-4
Example: Bord Feral is born on the Harang Avian 3 5-6 5-6 5-6
26th day of Celay. This means he is Darsot Air 4 7-8 7-8 7-8
born with the apportation magic skill Shali Enchanted 5 9 9 9
and the metal arcane knowledge at one Celay Metal 6 10 10 10
add each. Endrak Fire 7 11 11 11-12
Minthod Elemental 8 12 12 13-14
Mesus Earthly 9 13 13 15-16
The Entity Borl Earth 10 14 14 17
Knowledge Dunad
Rak
Folk
Plant
11
12
15
16
15
16
18
19
When the arcane knowledges were
released from the blade of Dunads Entity**** 13 17 17 20
sword, each found a home in the Limit Move to next
as a star. One of the knowledges did column and 14-20 18-20 18-20
not take physical form, however. It roll again
remained incorporeal, haunting the
very edges of reality with its presence. * Represents abbreviations for Divination, Apportation, Alteration
But it retained the ability to manifest and Conjuration.
itself twice every day, at dawn and at ** Alteration skill in folk born from Day 28 to 5:59 am on Day 30.
dusk. These parts of the day became *** Conjuration skill in folk born on Day 30, from 6:00 am to 12:00 am,
known as the Entity Hours, the time except for the Entity Hours.
when the world is closest to the places **** Those born under Entity are born from 6:00 am to 7:00 am or from
of spirits, demons, and other things 6:00 pm to 7:00 pm (the Entity Hours, dawn and dusk). On an Entity roll,
not of the folk. a folk is born with the skill listed and the Entity knowledge. Roll again
A person born during the Entity on the knowlede column to determine which month and public knowl-
Hour is marked as someone who com- edge they receive.
munes with unclean things. For this

22
The Cosm

The Mage Isles and arcane academy dedicated to the pure comes simply Belder for the remain-
forces. Magellan of the Three Towers der of his apprenticeship. Once he has
the Arcane Academies wears the high robes of Principle achieved 12 adds in arcane knowledges
Knowledge and splits his time be- (at least two of which must be from his
The great schools of magic can be tween the towers of darkness, light, pledged body of knowledge), then
found in the Trade Sea of Upper Aysle. and magic. Belder can call himself Belder the
Here, on the Mage Isles, apt pupils Beyond these four isles, legends Mage. Belders next goal is to achieve
study the arcane knowledges to be- speak of Pinnacle and the Four Tow- 20 adds in magic skills, 10 adds in any
come competent spellcasters and work ers of Essence Knowledge. If this two knowledges of his academy, and
their way up to master wizards. The fabled isle does exist, only those of the at least one add in every other knowl-
four charted islands are Being, State, highest order of magic can pass edge of his academy. Once he does
Bridge, and Pure Isle. The rumored through its veil of secrecy. And if the that, then Belder can claim the title of
fifth isle, Pinnacle, has never appeared archmage Kalilor of the Four Towers his pledged body of knowledge. For
on a navigation chart. Each of the four is a real person, then he must be truly example, Belder of the Three Towers,
charted isles has a port which is open powerful indeed. which makes him a master mage spe-
to friendly vessels, and ships come cializing in the Principles.
here with passengers and to trade. Those who dont want to go
The islands are administered by the Improving Magic through these sometimes grueling and
archmages, the four ancient wizards dangerous tests can simply buy en-
who have each specialized in a par- Skills and chanted items that contain arcane
ticular body of arcane knowledges
and oversee the four arcane acad-
Knowledges knowledges that they must provide
the magic skill for. Traders can pur-
emies. Legends speak of a fifth The folk of Aysle are born with a chase a water compass, for example,
archmage who deals in the Essences, magic skill and knowledge, but only a that constantly points toward the
but neither he nor his island have ever few go beyond the most rudimentary water star. All the trader must pro-
been confirmed. training. People tend to specialize, vide is the divination skill and the
The Isle of Being contains the Seven going into fields where their birth money to purchase the item. Less com-
Towers of Kindred Knowledge, and is knowledge will give them an advan- mon (and more expensive) are those
run by the archmage Llana of the tage. So, those born under the water items that also contain the magic skill.
Seven Towers. This mage allows all star tend to become sailors, fisher-
manner of kindred to wander the men, and shipwrights. Those with a
shores of her domain, but none save
the serious mage-born can pass the
desire to increase their station can Religion in Aysle
teach themselves magic, but this is
tests that allow them entry into the expensive. The better way is to find a Religion plays an important part in
towers of arcane knowledge. Nor- teacher, either at the arcane academies Aysle society, and in many ways reli-
mally, only six of the towers can be or a rogue wizard, which greatly re- gion is simply an extension of the natu-
seen rising over the trees from the port duces the time or the number of Pos- ral magic that permeates the disk world.
town. But every day at dawn and dusk sibilities it costs to learn. It costs 10 But in other ways, religion is of a sepa-
a seventh tower appears beside the Possibilities to teach yourself a skill rate, more spiritual nature. Like magic,
others the hauntingly different En- that cannot be used unskilled, or the religion requires a leap of faith as it
tity Tower. To look upon the tower is value of 10 in months (100) for an Ord. deals with matters beyond the normal
to invite the notice of an otherworldly It only costs five Possibilities, or the perceptions of the populace. In a world
being, or so the legend goes. value of five in months (10) for an where observation is everything, this is
The Isle of State is home to the Six Ord, if you have a teacher. Note, this important to remember.
Towers of Element Knowledge, and is true of learning all skills, not just The major faiths are built around
the arcane academy administered by magic skills. strong gods and legendary heroes. In
the dwarven mage Dalen of the Six Those who opt to take the arcane general, the three major faiths are those
Towers. Each tower is set within a academy route must make their way of Honor, Corruption, and Balance.
park dedicated to one particular ele- to the Mage Isles and offer themselves But in practice, the folk follow a par-
ment, and those visitors lucky enough to a particular academy. While they ticular god and his or her agents in the
to travel beyond the port town are can learn from the other academies world. The followers of Honor tend to
amazed by the rivers of metal and the (and are encouraged to do so) they consider themselves good. The major
tower that floats in the air. must pledge themselves to one par- tenets of belief center around faithful-
The Bridge Isle, or the Island of ticular body of knowledge. Then they ness, loyalty, respect, and being true
Two Towers, contains the arcane acad- undergo a test. If a would-be mage to yourself. The followers of Corrup-
emy of Mixed Forces. The elven comes through the test whole and tion see themselves as opposed to the
archmage Thelim of the Two Towers unharmed, then he or she may join the followers of Honor. Their actions
oversees the academy. academy. When an apprentice joins could be considered evil, and they
The Pure Isle houses the Three Tow- an academy, he gives up his family take the form of both overt and subtle
ers of Principle Knowledge, and the name. So, Belder of House Gerrik be- activities. Their tenets incorporate de-

23
Chapter Two

structive and disruptive tendencies. for these skills and knowledges to be earth elemental and a hunting hawk,
The followers of Balance try to walk used only by humans, magic saw no seeking to find and destroy the hated
the middle path, leaning neither to- difference between one type of folk and Harang and her followers. This legend-
ward Honor nor Corruption but in- another. So, all folk were blessed with ary battle is carried on by the followers
corporating both into their tenets. They Dunads gift. of Argon, who seek to destroy the cor-
believe in balance, and strive to main- Dunads priests get a +3 bonus when rupted avians which have fallen out of
tain a balance in everything. using any of the arcane knowledges the light and now reside in the darkness
The gods, while real entities whose under the gods influence. Their beneath Harangs outstretched wings.
influence in the world can be observed, weapon of choice is a sword, and they Argons priests get a +2 bonus when
are nevertheless apart from daily life tend to be warriors as well as clerics. using any of the arcane knowledges
in Aysle. Legends persist of actual under the gods influence. Their
appearances by the gods in physical Shali weapon of choice is the long bow.
form, but these occurrences are rare
and only happen to the most holy Mesus
members of the faith.

The Gods of Honor


Major God of Honor
Dunad Arcane Spheres of Influence: life, Minor God of Honor
true knowledge, light, inanimate Arcane Spheres of Influence: liv-
forces, air, enchanted ing forces, plant, earthly
Symbol: The Eye in the Sun Symbol: Crys Flower
Shali was the first true mage of Mesus takes the form of a female
Aysle, a female human who sought to centaur, and she is revered by the half-
learn everything she could when the folk of Upper Aysle. Her symbol, the
Major God of Honor knowledges first became available. crys flower, has only recently returned
Arcane Spheres of Influence: time, She was also Dunads love, and though to the world in great number. Under
life, magic, living forces, fire, folk she remained on Aysle for many years Uthorion, the beautiful blue-red flower
Symbol: Dunad Cross after Dunad gave the gift of magic and was allowed to be trampled to near
disappeared, she eventually went in extinction. It, like Mesus followers,
Dunad was a human male who re- search of her lover. Together, they remained hidden in solitary, out-of-
leased his people from the bonds of became the first true gods of Aysle the-way places. Now, with the return
giant slavery and brought the arcane (not counting the dwarven creators). of Ardinay, the god and her followers
knowledges of magic to Aysle. He trav- Legends state that Shali created the are trying to regain a place in Ayslish
eled beyond the Limit to seek out a way arcane academies after the giants re- society. Nature and the land are Mesus
to help his people, and returned with a treated to Lower Aysle. chief concerns, and her followers tend
powerful enchanted sword named Shalis priests get a +3 bonus when to be rangers, woodsmen, farmers, and
Aurel. The sword contained all of the using any of the arcane knowledges the like all folk, although the major-
magic skills and knowledges, and made under the gods influence. Her follow- ity are half-folk.
Dunad almost invincible. But he could ers tend to be mages, and most who Mesus priests get a +2 bonus when
not defeat the giants on his own. In the follow her look for peaceful solutions using any of the arcane knowledges
end, he traveled to the Valley of the instead of the ways of war. under the gods influence.
Sword and shattered the blade of his
sword, thus releasing the skills and
knowledges into the air. While he meant
Argon Elmiir

R eligions in a Game
Major God of Honor
This sourcebook describes fic-
Minor God of Honor Arcane Spheres of Influence: true
tional religions as they exist and
Arcane Spheres of Influence: light, knowledge, magic, water, elemental
operate in the fictional Torg set- earth, avian Symbol: Two Stars over Water
ting. It is in no way intended to
Symbol: The Hawk in the Sun
portray real religions operating The most influential of the elven
in the real world. Argon is a male human said to wan- gods, the male Elmiir is an enigmatic
der the world in the company of an and mysterious figure. His symbol

24
The Cosm

represents the arcane stars of magic Symbol: Dark Skull


and elemental knowledge rising over
a body of water, and some believe it
actually stands for the elven home-
land, Elveim. Legends say that Elmiir
brought his people to Aysle from some- The harpy half-folk Harang is a god
where beyond the Limit, and he took of pain and torture. Her followers claim
Arthuk, a male giant, was the leader
his place beside the other gods to make that they use pain to teach others of the
of the giants enslaving Upper Aysle
sure the elves would always have an suffering of the half-folk, but their glee-
advocate within the spheres of power. during the time of Dunad. Dunad ful inflictions go beyond mere lessons.
killed him with his enchanted sword
It is because of the tenets of Elmiirs They wage an unending war on the
after a terrible battle, but Arthuk over-
teachings that the elves remain apart followers of Argon. Harang appears
from the other folk. came death and became the major force as a female harpy with black feathers
of corruption in the world. His sym-
Elmiirs priests get a +3 bonus when that drip poison. Her priests carry rep-
bol, the dark skull, brings fear to the
using any of the arcane knowledges lica feathers as holy symbols.
under the gods influence. followers of honor the world over. His Harangs priests get a +1 bonus
followers still attempt to exert their
when using any of the arcane
influence on the smaller folk, and they
Asten knowledges under the gods influence.
revel in war and violence.
Arthuks priests get a +2 bonus
when using any of the arcane Estar
knowledges under the gods influence.
Their weapon of choice is the war club.

Minor God of Honor Borl


Arcane Spheres of Influence: in-
animate forces, metal, aquatic. Minor God of Corruption
Symbol: The Star Gem. Arcane Spheres of Influence:
magic, plant, aquatic
Asten is said to be a beautiful elven Symbol: Two Stars under Water
maiden, the mate of Elmiir. Her sym-
bol is the holy star gem, a rare gem- Major God of Corruption Estar, the corrupted son of Elmiir
stone found only on Elveim. This ob- Arcane Spheres of Influence: time, and Asten, has gained a following
sidian stone shines with an inner light, life, magic, living forces, earth, folk among certain elf, half-folk, and lesser
as if a star was captured within the Symbol: Gnarled Tree folk communities. It is said that Estar
mineral. Unlike her mate, Asten helped Arthuk in his domination of
teaches that the other folk are not to be Borl, the giantess mate of Arthuk, Upper Aysle, and even taught Borl
has influence over life and living forces,
feared or looked down upon. But her how to use the magic that was within
and uses this influence to corrupt them.
followers have little influence. They her after Dunad gave his gift to the
must be content with their posts on She is considered a fierce warrior and folk. She quickly became more power-
the greatest of the giant mages ever to
Elvenport as the only place of contact ful than the corrupt elf, and she con-
walk the disk world. Like most of the
between the elves and other races. Still, vinced him to betray his people and
they maintain the vow of secrecy as gods of corruption, Borl is more feared join the Corrupt Pantheon. Like his
than worshipped. Her symbol is a
prescribed by Elmiir long ago, and mother, Estar believes that all of the
gnarled and withered tree. While Borl
refuse to speak of their past or the folk should be viewed equally but
forbidden continent to outsiders. has more of an innate connection with to him this means they should all be
all folk, she still looks upon her giants
Astens priests get a +2 bonus when used to further his own causes. To
as the true folk all others are lesser
using any of the arcane knowledges show his opposition to Elmiir, Estars
under the gods influence. folk fit only to serve the giants. symbol is the stars of magic and aquatic
Borls priests get a +3 bonus when
knowledges beneath water.
using any of the arcane knowledges
Estars priests get a +1 bonus when
under the gods influence.
The Gods of using any of the arcane knowledges
under the gods influence.
Corruption Harang
Arthuk Minor God of Corruption Endrak
Arcane Spheres of Influence: liv- Minor God of Corruption
Major God of Corruption ing forces, air, avian
Arcane Spheres of Influence: Arcane Spheres of Influence: dark-
Symbol: Black, Poisoned Feather
death, true knowledge, darkness, in- ness, fire, elemental
animate forces, water, enchanted Symbol: The Dark Sun

25
Chapter Two

Symbol: Crossed Bones Celay


Corbaal, the entity god, is a god
apart. Even though he is part of the
corrupt pantheon, he is also the only
Endrak, the human male god of fire god who regularly communes with
and darkness, teaches that the night fire the things that are not of the folk. The
shall someday claim the disk world and dead, decay, and corruption are his Major God of Balance
wipe it clean of honor and balance. In its tenets, and Corbaals followers are Arcane Spheres of Influence: life,
wake it will leave only corruption, and granted the ability to see the flow of magic, living forces, metal, folk
that is what Endraks followers look time and decay in every living thing. Symbol: Star Mushroom
forward to. The night fire will come Few follow the ways of the entity god,
with the darkening of the sun, just as the and those who do specialize in entity Celay, a female gnome, is the most
last great change on Aysle occurred magic and necromancy. Uthorion is powerful of the lesser folk gods. She is
when the sun flared brighter. Until that Corbaals high priest in Aysle. also the least followed, as most lesser
day comes, Endraks followers will Corbaals priests get a +3 bonus folk prefer Kalims corrupt ways.
wreak what corruption they can in their when using any of the arcane Nonetheless, Celays faithful seek to
gods name. knowledges under the gods influence. correct the deeds of Kalims followers
Endraks priests get a +2 bonus and restore balance to the lesser folk.
when using any of the arcane For this reason, Kalims followers kill
knowledges under the gods influence. The Gods Between Celays whenever they are able. This
religious war has lasted since the gift
of magic and the coming of the gods.
Kalim The tenets which Celays faithful fol-
Minthod
low celebrate life, living forces, and
the magic that balances the world. This
is symbolized by the star mushroom, a
plant that thrives even in the darkest
regions of the Land Between. They
Minor God of Corruption love all folk and seek to bridge the gap
Arcane Spheres of Influence: in- Major God of Balance that exists between the major races
animate forces, metal, earthly Arcane Spheres of Influence: time, and the lesser folk.
Symbol: The Obsidian Hammer magic, inanimate forces, earth, elemental Celays priests get a +3 bonus when
Symbol: World Disk using any of the arcane knowledges
Kalim, the corrupt god of the lesser under the gods influence.
folk, appears as a mighty troll wield- Minthod takes the form of a huge
ing an obsidian hammer. He is a war minotaur, and is the patron deity of
god who delights in battle and chaos. adventurous half-folk. His symbol is Darsot
The corruption that such activity the world disk of Aysle, complete with
propagates is just an added bonus. a hole in its center, and shaded half
Kalim and his followers detest the light and half dark to represent the
higher folk (humans, elves, dwarves, two sides. It is said that Minthod wan-
and giants) and have only a passing ders the world disk, traveling across
tolerance for half-folk. Upper and Lower Aysle when he is Minor God of Balance
Kalims priests get a +1 bonus when not at home in his hidden temple in
Arcane Spheres of Influence: light,
using any of the arcane knowledges the Land Between. The followers of
air, aquatic
under the gods influence. Their Minthod believe in absolute patience, Symbol: Winged Fish
weapon of choice is a war hammer. in magic as the factor that makes all
folk equal, and in a true balance be- Darsot is one of two human gods in
tween honor and corruption. the Between Pantheon. He embraced
Corbaal Minthods followers rarely take sides the ways of balance and his followers
unless it is to help restore balance. As are usually diplomats and peacemak-
corruption has gained a distinct ad- ers, striving to bring balance to the
vantage under Uthorions reign, world. But their job is hard, all the more
Minthods faithful have currently so because of their reluctance to strike
taken up the cause of honor until the back at their attackers. This would not
scales are again level. lead to balance, they believe, but would
Major God of Corruption Minthods priests get a +3 bonus instead aid either honor or corruption.
Arcane Spheres of Influence: when using any of the arcane Darsots priests get a +2 bonus when
death, true knowledge, time, darkness, knowledges under the gods influence. using any of the arcane knowledges
living forces, air, water, folk, entity under the gods influence.

26
The Cosm

Areel Ugorls priests get a +1 bonus when villains, and some have even adopted
using any of the arcane knowledges their religions in absence of one of their
under the gods influence. own. Dunad is a particular favorite, as
is Minthod. Arthuk, Kalim, and Rak are
Rak seen as enemies, as their followers tend
to delight in killing dwarves.
Some dwarves actively seek to cur-
Minor God of Balance tail any religion, no matter who or what
Arcane Spheres of Influence: dark- practices it; these might more properly
ness, water, enchanted be called secret societies than sects. There
Symbol: Dark World Disk are a few small communities which
Minor God of Balance worship the Creators, attempting to
Areel, the other human god in the
Arcane Spheres of Influence: liv- bring them back to right the wrongs of
Between Pantheon, is the god of night.
All things of darkness are hers, for ing forces, plant, earthly their creation; however these are too
Symbol: Lush Tree small in number to have any real reli-
they balance the things of light and
day. Unlike her mate Darsots follow- gious or political clout.
Unlike Ugorl, Rak is a popular god
ers, the followers of Areel make war. There is no formal religious com-
among the giants of Lower Aysle and
They do this to balance Darsots influ- the Vikings of Upper Aysle. He is the munity in dwarven society. Many
ence in the world, and they never battle dwarves are taught the faith skill (in the
god of living forces, teaching that na-
for victory only to maintain the religion of secular dwarvenism) at
ture has its own ways of balancing
status quo. They are fierce warriors honor and corruption. The strong sur- one add. There are no strictures for
nevertheless, and many losing sides dwarven belief if a dwarf is foolish
vive, the weak perish, and balance is
have given hefty donations for their enough to believe in a religion, as long
maintained. That is the basic tenet
services. Once the two sides are again that Raks followers hold to. Every- as he does it in the privacy of his own
at even power, the Areels abandon the home, thats his business. There are no
thing that exists in nature strives to
fight and go in search of another battle priests of secular dwarvenism. Some
maintain the worlds balance. All
to balance. urges must be indulged, for that is dwarves are more virulently anti-reli-
Areels priests get a +2 bonus when gion than others; these might be titled
natures way of showing the folk how
using any of the arcane knowledges Philosophers, Pragmatists or
to keep the balance.
under the gods influence. Their Raks priests get a +1 bonus when Dwarvenists, and have the faith skill
weapon of choice is the mace, but they at from two to four adds. Except for
using any of the arcane knowledges
are usually skilled at a number of being respected in the community, these
under the gods influence.
weapons. dwarves gain no other special benefit.
The dwarves can use their faith to
attempt to cause a miracle to fail (see
Ugorl Secular Dwarvenism Atheism, page 125 of the Torg Rule-
After creating the world and giving book).
the dwarves dominion, the dwarven
gods left Aysle. Since then, due to flaws
inherent in the worlds creation, other The Elven Path of
sentient races have come into being to True Knowledge
Minor God of Balance contest the dwarves dominion. Natu-
Arcane Spheres of Influence: in- rally, this has given the dwarves a some- The most prominent elven sect is
animate forces, fire, avian what jaded view of the competence of the monks of true knowledge, a small
Symbol: Fire Bird gods in general, and the ones who cre- group of followers of Elmiir who be-
ated them in particular. lieve that the path to true knowledge
The giant Ugorl teaches moderation
In short, the dwarves dont like gods may be found by studying it: that is, by
in all things, including the basics of
and want nothing to do with them. taking a look at the cosmverse and
giant life such as violence, primal urges, They hold in pitying contempt all those
and corruption. Because of this, she is everything in it. There are about 50
who look to higher agencies to solve followers of the sect; at any given time,
not a popular god in Lower Aysle. But
their problems for them. half or more are journeying across
to those giants who seek adventure and If dwarven religion has to be classi-
to live with the folk of Upper Aysle, she Aysle, attempting to gather as much
fied, it should be thought of as secular information as possible and returning
is an alternative to the teachings of
dwarvenism they know there are with it to their temple, which is ru-
Arthuk and Borl. Ugorls followers do supernatural agencies out there some-
not go against the teachings of the cor- mored to have the single finest library
where, but theyd rather like to be left on the planet though no one outside
rupt gods, they simply control their
alone, thank you very much. the temple has ever seen it. The monks
urges and direct them toward a balance Still, many dwarves look upon the
that allows them to mingle with the folk are fascinated by new experiences, and
gods of the other folk as either heroes or have embraced Uthorions methods
of Upper Aysle.

27
Chapter Two

only in the fact that new worlds have ever loses his faith, he loses his disci- vide knowledge that he has, and only as
been opened to them, with plenty of plines until his faith returns. many adds as he has in it.
untapped knowledge to explore. Because the monks of Elmiir con-
The monks are expected to return centrate on the spiritual, they cannot Ignore Fatigue
to the temple once every decade to increase their magic skills or learn new
report on what they have seen since ones other than the skill they are born The monk may perform feats of
they last left. If they learn news of with. As they seek true knowledge, strength and endurance without ex-
great importance, they are expected to however, they can improve their ar- haustion. If the monk possesses this
return as quickly as is possible. cane knowledges. discipline, he reduces the fatigue re-
The monks are forbidden to ingest sults on the Push and Speed Tables by
liquor, drugs, or any mind-altering Clear Thought two for each add he possesses.
substance; it is felt that such things
damage ones ability to see and under- The clear thought discipline makes a Ignore Pain
stand the Path. The monks are forbid- monk resistant to mind-disruptive in-
den to reveal the temples location to fluences mind-altering drugs, illu- The monk may take shock damage
anyone, unless that person evinces a sions, mind control devices, and so in excess of his Toughness without col-
strong desire to join the Path. Once forth. For each level of mastery in this lapsing. For each add in this discipline,
someone has learned the temples lo- discipline, add two to the monks Mind he can withstand two additional shock
cation, he must join the Path or die. attribute when resisting such influ- points beyond his Toughness value.
Typically, monks spend up to 30 ences. The monk also gains this ben-
years at the temple before venturing efit when resisting the effects of charm Reaction
out into the world, studying, meditat- and persuasion.
ing, and learning the skills necessary to The monk can sense when an enemy
survive. The monks are trained to rely Clear Senses is going to attempt to damage him. The
on their own abilities; they will use only monks dodge increases by two for each
weapons which are powered by their Because of his knowledge of and add he has attained in this discipline.
skill and strength i.e., missile or me- connection to the Path, a monk is much
lee weapons they disdain weaponry more aware of the world around him.
which relies on chemical, electrical, or For each level of mastery, add one to Adventuring
magical power of any sort it disrupts the monks Perception and Perception-
their connection with the Path. based skills. in the Cosm
In addition, they refuse to wear ar-
Given the unique situation in the
mor which hinders movement (in game Fade Aysle realm a large number of mael-
terms, that which gives a fatigue pen-
The monk learns to fade into his strom bridges, at least one of which is
alty). They feel that the added protec-
surroundings. For each level of mas- controlled by an ally of the Storm
tion is not worth the loss of mobility.
The monks are forbidden to acquire tery, add two to the monks stealth Knights adventuring in the cosm
value. itself is far easier here than in the Nile
wealth, except as necessary to help
Empire. Providing Ardinays permis-
further their quest for knowledge. A
monk rarely owns more than he can Focus Power sion is secured, a Knight can climb the
Oxford maelstrom bridge and emerge
comfortably carry on his back. And
The monk learns to focus his spiri- at Castle Ardinay in the Valley of the
monks can be either male or female.
tual energy into his body. Add two to Sword.
his damage value in unarmed or melee In addition, characters from other
combat for each level of mastery. fantasy roleplaying games might
Elven Disciplines somehow find themselves on the disk-
Disciplines are special abilities the Grant Knowledge shaped world and have to handle the
monks who follow the Path of True complex and dangerous intrigues that
Knowledge gain from years spent learn- Acting like an enchanted item, a have become an integral part of life in
ing to control their bodies, minds and monk with this discipline can grant his Aysle. Perhaps Uthorion mounted an
souls. When generated, a monk has one arcane knowledge to a person with a attack on that fantasy realm in an ef-
level of mastery (one add) in a disci- magic skill. For each add in this disci- fort to drain its possibility energy.
pline per faith add; the monk gains a pline, a monk can provide two adds of The aspect of the Aysle cosm that is
level of mastery or a new discipline for a particular arcane knowledge to a mage. most important for Storm Knights to
no additional cost every time his faith The monk must be in physical contact keep in mind when adventuring is that
increases. (For example, a monk with a with the mage, and the granting of the situation between the Houses is a
faith add of three could have three knowledge only lasts during that con- tense one, just waiting for a spark to set
levels of mastery in one discipline or tact. Any backlash is shared equally by it off. A wrong move by a Knight could
one level of mastery in three disciplines, mage and monk. A monk can only pro- set off a bloody civil war and further
or any combination thereof.) If a monk destabilize the situation in the realm.

28
Chapter Three The Realm
he forces of Aysle launched Uthorions spirit out of Ardinays body and attempt to repair the damage done
their attack upon Earth and returned the soul of that noble by Uthorion. She has become a valu-
with the dropping of seven woman to its rightful place. able ally of the Storm Knights.
maelstrom bridges in the The greatest danger to her plans is
United Kingdom and Tolwyn of House Tancred Uthorion himself, whose spirit found
Scandinavia. Creatures, the like of which DEXTERITY 12 refuge in the body of a Viking chief-
no Englishman had ever seen outside of Beast riding 18, dodge 18, maneu- tain in Norway. Cut off from the power
a book of fables, poured into the streets, ver 14, melee weapons 20, missile of his Darkness Device, he continues
cutting a swath of destruction through weapons 19, stealth 18, unarmed com- to plot ways to retake control of Aysle
cities that had resisted conquest since bat 18 on Earth.
the days of Caesar. STRENGTH 13
The initial battles were over within Lifting 16
hours, the bizarre armies that had come
from the sky triumphant. The defend-
TOUGHNESS 13/20
PERCEPTION 10
The Patchwork
ers fought valiantly, but were ham- Find 14, first aid 14, tracking 16, Realm
pered by sudden malfunctions of their trick 17
weapons and the sheer numbers of the MIND 9 Uthorions defeat and the restora-
invading force. Soldiers used their so- Apportation magic 10, survival 12, tion of Ardinays spirit wrought many
phisticated rifles as clubs and drew test of will 16, willpower 17 of the same changes in the Aysle realm
blood with their bayonets, but in the CHARISMA 10 as occurred in the cosm. Dunad of-
end were no match for the dragons, Charm 16, persuasion 16, taunt 13 fered the Ayslish on Earth the same
giants and Vikings they faced. SPIRIT 11 choice he had given the residents of
Honor 19, intimidation 16, reality the cosm: live under the world laws as
18, faith (Dunad) 14 perverted by Uthorion, or return to
Tolwyns Revenge Possibilities: 23
Arcane Knowledges: metal 1
the natural tenets that had existed long
before the High Lord arrived.
It seemed as if the Aysle legions Equipment: Battlestar, enchanted When the choices were made, reality
were unstoppable, but then deliver- two-handed sword, damage value twisted in the realm. Areas that had
ance came from a most unexpected STR+9/23; dagger, damage value been barren and blighted suddenly
source. High Lord Angar Uthorion, STR+3/16; long bow, damage value became lush and green once again, while
whose spirit possessed the body of STR+6/19, 3-10/100/250; full plate in other regions, fields withered and
Pella Ardinay, Lady of the Houses of mail, enchanted, armor value TOU+7/ crops died. Evil creatures that had ap-
Aysle, was lured down the maelstrom 20 (add +2 when defending against peared angelic saw their features melt
bridge into a trap. Informed that his magical attacks); enchanted helm, ar- and change, becoming hideous reflec-
nemesis, Tolwyn of House Tancred, mor value TOU+2/15, (add +2 when tions of the wickedness in their hearts.
was dead, Uthorion started down the defending against magical attacks) But with neither the Light nor the
bridge. But he found the bridge a path Dark being dominant in the realm, por-
into the Dream Time, where he was tions of the land remain bleak and fore-
confronted by Tolwyn and a group of The Return of boding, yet populated by beautiful, al-
luring creatures who hide monstrous
Storm Knights.
More than five centuries before, Ardinay corruption in their souls. Other regions
Uthorion had been responsible for the are fruitful and teeming with life, yet
conquest of Aysle and the death of Ardinay crossed the bridge to Ox- when the sun disappears, foul things
Tolwyn and her fellow Knight Protec- ford and immediately ordered all fight- emerge from caves to stalk the night.
tors. But before they perished, ing to cease. Those folk who had be- This instability has caused severe
Tolwyns comrades had sent her spirit lieved they were under the rule of problems in the realm. The struggle
to someplace else, so that it could re- Ardinay all along obediently broke off between the old laws and the residual
turn one day and take revenge. When the attack. But others, those who had power of Uthorion causes areas to
the invasion of Earth began, Tolwyn known of Uthorions existence and change between Dark and Light from
was reincarnated in the body of a followed him willingly, and those who one day to the next. Farmers who look
young woman named Wendy Miller. lived for the spilling of blood and the forward to a fine harvest awaken to
When she finally faced her ancient taking of plunder, fought on. discover their land devastated as if by
enemy, she joined forces with her brave Faced with a cosm in disarray, some great natural disaster. Food
companions, and together, they cast Ardinay decided to remain on Earth shortages are rampant throughout the

29
Chapter Three

realm because of this, and a number of All of this has upset the mental to and from the cities these somber
riots have broken out in major cities, equilibrium of some Ayslish folk. A processions have served as excellent
all of which is making it more difficult few particularly weak-minded trolls hunting grounds for trolls, ghouls, and
for Ardinay to maintain control. She have been virtually paralyzed by the dragons seeking a taste of human flesh.
has done her best to supplement food constant shifts, while small bands of The English Channel, which served
supplies through the use of magic, ghouls have reportedly been migrat- in ancient times as a vast moat protect-
and Spain, Italy and southern Ireland ing from dark area to dark area in a ing the fortress that was Britain, is
have managed to send supplies to the frantic effort to avoid an influx of light now ravaged with reality storms. Core
beleaguered country, but only the that would be disturbing to them. Earth, Aysle, and Cyberpapacy real-
southern portions of the island have ity all collide at this strip of water,
benefitted from this. making it highly dangerous to attempt
The sudden shifts in world laws England a crossing. The fishing and merchant
from place to place have also resulted fleets that once sailed the Channel are
in some unpleasant surprises for vari- The island nation of England suf- largely confined to their docks now,
ous folk. A band of dwarves traveling fered terribly during the initial days of their captains too fearful to venture
through Essex with a pair of lovely the invasion. Ayslish warriors, giants, into the storms.
flying creatures as guides were ogres, and barbarians spread rapidly Among the hardpoints identified
shocked to see them transform with- throughout the country, sacking and in England are the cities of London
out warning into harpies and attack. burning villages and terrorizing the and York, and Stonehenge on Salisbury
An evil giant was using his pleasant populace. Entire towns were trans- Plain in Wilts.
appearance as a means of luring two formed by the axiom wash into half- A bridge dropped in New Quay,
Storm Knights to their dooms, but his folk, and minotaurs, centaurs, and sa- Wales shortly before Ardinay ap-
intentions were betrayed by a resur- tyrs became common sights, particu- peared to order an end to hostilities.
gence of the old laws and he was be- larly on the Devonshire moors. For this reason, the Welsh did not
headed by the heroes. The failure of technology, particu- experience the terror and bloodshed
larly communications networks, has England did, and the adjustment to
served to reemphasize the geographic Aysle axioms has been less fraught
isolation of England. With the East with anxiety. The primary dangers in
Coast of the United States under the this region arise from Ayslish high-
T he Maelstrom
domination of Baruk Kaah, and France
now a Cyberpapal state, those who
waymen who lurk throughout the
countryside and rob travelers. There
Bridges attempted to flee by boat in the early are many who believe, however, that
days of the invasion could find no safe the caves and coal seams of the Welsh
Unlike the other realms, the haven and were forced to return. Many valleys are now inhabited by fearsome
maelstrom bridges of Aysle ap- power plants and most mass transit trolls, and there have been reports that
pear in a variety of forms. The systems have shut down all over, and a nest of Draconis Terra was disturbed
majority are constructed of the owners of racing stables in places by miners, who were subsequently
blocks of stone, giving them a such as Tunbridge Wells have made a slaughtered to a man.
medieval flavor and an impos- handsome profit selling their horses Ardinay has focused much of her
ing appearance. Bridges such as to travelers desperate for the means to attention on the situation in England
this fell into England, Wales, reach London. in Wales, largely abandoning
Scotland, Ireland and Norway. Oxford, specifically Christ Church Scandinavia to its fate for the present.
The primary bridge leads from College where the bridge dropped, She dispatches her Home Guard to
the courtyard of Castle Ardinay has become the headquarters of Pella trouble spots whenever possible, and
to Oxford. Ardinays government. Many of the has come to rely a great deal on Storm
In Sweden, Uthorion added academics who were there during the Knights to serve at times when her
an extra element of surprise to initial invasion have remained to serve forces are stretched thin.
his assault by having the Dark- as advisers to the court, and refugees
ness Device form the bridge out from Gloucester, Warwick and Berks London
of water, which spouted from have streamed into the city, seeking
the Riddafjarden. This bridge the relative security it affords. Englands capital is the countrys
emerges from the Living Sea off The traditional civil defense mea- largest hardpoint, where modern tech-
the coast of Skani. sures have been a failure thus far. While nology continues to function. Because
In Finland the bridge was in previous wars it was practical to of this, refugees have crowded into
made of ice blackened by cor- send people from the cities into the the city, more than doubling the popu-
ruption, and this pathway leads countryside, the heaths and moors are lation. Twenty-one million souls, over
to the Frozen Land near the isle often far more dangerous than the al- 24,000 people per square mile, have
of Vareth. leyways of the large cities. Thus the created a major overcrowding prob-
roads are clogged with refugees going lem in the city.

30
The Realm

Power for London comes from the water because a band of dwarves has
coal/oil burning W. Thurrcock and blocked off the pipes and turned them
coal-fired Tilbury plants, located in
the East End. Shortages of coal and oil
into living quarters for themselves.
The traditional seats of British gov- T he Home Guard
have forced the English to prioritize ernment, Parliament and Whitehall, and Ardinays Army of
the use of power, with government continue to function, and are in contact
offices and the military receiving ser- with representatives of Ardinay, at-
Light
vice and the private sector largely in tempting to coordinate efforts against Lady Ardinay first established
the dark. Small generators or batteries the Dark Forces. But many members of the Home Guard when she ar-
have become precious commodities, Parliament have returned to their home rived on Earth. These were her
and a lucrative black market in these districts to be with their families, and protectors and police force at
and other goods has sprung up. In the Prime Minister has taken on emer- Oxford, as well as special opera-
fact, a number of Ayslish dwarves have gency powers allowing her to enact tives to undertake important
found gainful employment in London legislation without the representative quests.
repairing generators and rigging de- bodys approval. The municipal gov- Now that she is a little more
vices so they can be run from car bat- ernment has begun printing ration established, she has begun rais-
teries (which they call sparkers). books for meat, petrol, and sugar. Also ing an actual militia her self-
Phone and sewer service is sporadic still functioning is the London Stock styled Army of Light. While not
at best, with no water pressure above Exchange, which has seen a number of yet large, the Army of Light al-
the third floor of any building. York dwarven merchants make fortunes re- ready boasts some of the best
Road between Westminster Bridge and cently (much to the consternation of fighters in the Aysle realm.
Waterloo Bridge is completely without proper English traders).

31
Chapter Three

Perhaps the most dangerous place in tunnels and survived reported that he of Ardinays provisional government
London is the Underground, which no had spotted a dragons horde that in- in the cosm of Earth. Here, representa-
longer functions due to a lack of power, cluded Bank of England savings bonds tives of the other lands encompassed
but has provided sanctuary for trolls, and a Kawasaki motorcycle. by the Aysle realm meet to discuss
lesser folk and the occasional dragon. Ayslish waters flow through the possible strategies in the war against
Trolls, which tend to be nocturnal and Thames, but once the river reaches the Dark Forces and discuss economic
have a strong dislike for bright light, Londons environs, it picks up sedi- and social problems arising out of the
spend the day in the tunnels and roam ment infused with Core Earth axioms struggle.
the streets at night looking for food. from the hardpoint, London. From The maelstrom bridge landed in
Goblins trail along behind the trolls Battlesea Bridge in Chelsea to the Christ Church Meadow in southern
eating whatever scraps the larger crea- mouth of the Thames, and on into the Oxford. Giants and trolls made up the
tures leave behind. During the day, the North Sea, the current roils and twists main strike force, but the Oxford po-
goblins act as guards to protect for the unpredictably, depositing pockets of lice had prepared a defense against
trolls while they slumber. Additional Core Earth soil in the riverbed, and them. Fires were set in the meadow,
police have been deployed in the areas creating exceedingly small mixed Merton Field, the Botanic Gardens,
the trolls frequent to protect grocers zones in places along the waterway. and Magdalen Grove, with Magdalen
from their attacks. Several of the trolls These shifting pockets pose unique College being regrettably sacrificed for
have found work as leg-breakers for navigational hazards to agents of other the sake of the fire line. The flames,
London mobsters, who have greatly cosms, and protects London from easy heat and smoke drove the majority of
stepped up their protection rackets since invasion by sea. the invaders toward the River
the invasion. The weather at the citys borders is Cherwell and the southeastern, less
Dragons favor the tunnels for a dif- violent and unstable, because of the populated section of the city. From
ferent reason. They find them an ideal clash of Core Earth and Aysle realities. there, the giants moved toward Iffey,
place to hide their treasure, which in- Ardinay has wizards working to sta- Reading, Cowley, Headlington and
cludes not only gold and jewels plun- bilize a corridor through which diplo- London, allowing Oxford to escape
dered from various parts of the realm matic messengers and merchants can serious damage.
but items one would not normally as- travel to reach Oxford. When Ardinay reached the city and
sociate with the giant serpents. One By and large, the staid Londoners called for a truce in the war, she took
Storm Knight who went down into the have borne up well under the harsh up residence in the towers of Christ
conditions imposed by the invasion. Church College. Soon her court be-
Patience and fortitude are the watch- came a magnet for the powerful in
words of the day, and for many, the England, Ireland and Scotland, and
G oblins
presence of dwarves and trolls seems
infinitely preferable to the German
with the arrival of emissaries from
Sweden and Denmark, Ardinay was
bombs of the last war. The most vio- able to gather accurate information on
The goblins currently plagu- lent reaction among the citys citizens conditions in Scandinavia.
ing parts of the Aysle realm are has been reserved for reports that some With many of the colleges in the
not natives of the cosm. When Englishmen in the countryside have city of medieval origin, the buildings
Aysles reality washed over Core begun referring to Ardinay as themselves have not transformed radi-
Earth, some people transformed Queen. Though that is a title she cally under the axiom wash. Most no
into the malevolent lesser folk. never sought, it is the English term longer serve their original purpose,
Goblins have large, oversized that most closely describes her posi- however some are used to house
heads and slender, twisted bod- tion in Ayslish society, and one she the members of Ardinays Home
ies. They are, as a rule, malicious has tolerated to make the transition Guard, others as shelters for the thou-
beings, and refuse to have any- easier for her new subjects. Many Lon- sands of refugees that have poured
thing to do with machinery. doners have blasted the damn cheek into the city since the invasion. Tolwyn
Some folk claim that goblins of the woman for allowing herself to of Tancred occupies quarters in Carfax
can command lower orders of be called that. Tower when she is in Oxford.
life, like insects, but there is no The legitimate English royal family Despite the presence of so many of
proof of this. It is just as likely is currently at their Buckingham Pal- Ardinays supporters, the city remains
that bugs congregate around ace residence, being guarded by mem- a very tempting target for the Dark
goblins because of the foul odor bers of the British military. It is feared Forces. The Ashmolean Museum and
they give off. that agents of the invasion force may the Bodleian Library contain many
In an ironic twist, goblins have attempt to kidnap or kill him. valuable artifacts, and Nippon agents
begun to emigrate to the cosm, have struck at the British Telecom
and their depraved and antiso- Museum. A troop of trolls recently
cial natures are causing a variety Oxford
sacked St. Catherines College, but
of problems, particularly on the The famed City of the Dreaming were prevented from entering the city
continent of Aysle. Spires has become the headquarters by bowmen posted at the City Wall.

32
The Realm

Ireland With the Irish having their own Very few humans are left in Belfast,
civil defense squadrons, Ardinay has and those remaining tend to be looters
The Irish enjoy the advantage of been reluctant to send members of her and scavengers. A few have allied
still having a large chunk of their coun- Home Guard there, preferring to let themselves with the warring factions,
try operating under Core Earth axi- the Storm Knights handle matters serving as scouts, and others keep
oms. West of the line from Knockadoon there. watch on the general situation and
Head to Inishshark Island, including Hard points in Ireland include the report back to the resistance fighters
County Kerry, most of Cork, and parts Books of Kells in the Trinity College in Castelbellingham.
of Limerick and Clare, is a Core Earth Library in Dublin, and St. Patricks
pure zone, providing refuge to those Tomb in Downpatrick. Dublin
fleeing the monsters who came down
the bridge into Belfast. Belfast Refugees who have made it as far as
Giants and dwarves made up the Cork report that things are chaotic in
bulk of the invasion force in Ireland, The capital city of Northern Ireland Dublin. Homeless shelters have been
and they promptly wrecked large por- has a long and bloody history of strife erected on St. Stephens Green and in
tions of the country. Faced with a dev- between Irishman and Englishmen, Phoenix and Croke Parks, but they
astating threat from outside, the rem- Protestant and Catholic. When mon- have been little help for the problem of
nants of the Irish Republican Army sters descended from the sky on a crowding in the city. Much of the elec-
were forced to work side by side with great stone bridge, the citys residents tric power is down, and kerosene and
the Ulster Defense League and British learned of a new kind of violence. oil are being conserved for use by the
troops to try to stem the tide of the The segment of Uthorions army two major hospitals, St. Brendans and
invasion. sent to take Belfast was a particularly St. Lawrence, who treat the wounded
Unfortunately, the axiom wash ren- brutal one, led by giants who have from the war being fought to the north.
dered the weaponry of the soldiers borne a hatred for all humans since The municipal government has
and the homemade bombs of both radi- their overthrow on Aysle centuries taken up residence in Trinity College,
cal groups useless, and they were ago. The giants butchered the popu- and is struggling to maintain some
forced to retreat south to lace, their bloodlust disgusting even semblance of order in the midst of
Castelbellingham. There they re- the dwarves who accompanied them. food shortages, water shortages, and
grouped and set up a nautical supply The creatures rampage resulted in violent reality storms that sweep across
chain running from Dundalk Bay entire blocks being leveled and fires the land. The presence of the Book of
through the Irish Sea and St. Georges sweeping through much of the city. Kells, one of the oldest and most beau-
Channel to the city of Cobh in Cork Worse than the wanton destruction in tiful of illuminated manuscripts, has
Harbour. Now they are fighting a guer- the dwarves eyes was the fact that turned portions of the college into a
rilla war against the Dark Forces, try- much of the potential plunder was hardpoint where technology still op-
ing to cover the exodus of Irish to the ruined, and not having any great love erates. Thus the college has become a
safety of the south. for the giants to begin with, they be- command center for police, fire and
Many of those who fear the long gan to turn on their Brobdinagian al- medical services. With the majority of
journey to Cork or are daunted by the lies. When Ardinay made what seemed creatures stalking the city not possi-
prospect of crossing the line of reality to be a miraculous change back to the bility-rated, the college has been rela-
storms that separate the Core Earth ways of peace, the two groups real- tively safe from attack.
dominant and mixed zones, have ized they would have to look after A large section of the city, between
settled in Dublin. The government has their own interests, and skirmishes Narrowbone Lane and James Street,
abandoned the city, settling in Tralee broke out in the city. has remained dark despite the return
and attempting to coordinate defense Thus Belfast is once again a war of Ardinay. For Dublins ghoul and
efforts from there. zone, as giants and dwarves settle old goblin population, this is the prom-
Tent cities have sprung up through- grudges with fire and spear. In be- ised land, but attempts by the police
out southern Ireland, and ports are tween these pitched battles, the to confine them to that neighborhood
busy providing transport for refugees dwarves search for treasure, their most have been failures. City officials made
to South America. The Irish merchant significant find so far the jewels car- overtures to some of the dwarves in
fleet is still operational, and has been ried by the Spanish Armada which the area in search of help, and the little
instrumental in providing some sup- were housed in the Ulster Museum. folk readily agreed. Unfortunately,
plies to the English and Welsh. Another new denizen of Belfast is they discovered the abandoned
Anyone who chooses to stay in Ire- the Draconis Metallica, which soars Guinness Brewery at the same time,
land is given a small amount of mili- above the city, armor-like scales gleam- and have since been seen but rarely,
tary training and drafted into the Home ing in the sun. A few enterprising (or staggering and hiccupping up and
Defense, serving as firemen, medics, foolhardy) giants have tried to bring down Stevens Lane.
and in other support functions so the one down to serve as a meal, but found Dubliners have had better luck deal-
army can concentrate on battling the its hide too tough to be penetrated by ing with the faeries that now reside all
enemy to the north. their spears. over the city. Irish folktales contain many

33
Chapter Three

the traditions of their past, many Scots


have gone back to the clan system,
T he Return of the Faerie: Far Darrias Tale
with groups of families who can claim
a common ancestor working together
to survive. In some cases whole towns
Listen well, little ones, for Ill ergy needed for faerie magic are now in the possession of a single
tell my tale but once, and the faded away. clan, and those who live south of the
truth of it ye must decide. For I And so it came to pass that Grampian Mountains are no longer
am the trickster, and I carry the one day there were many welcome north of those peaks.
true and the false within me faeries, another day a few less, Elves, dwarves, gospog and bar-
whereer I roam. and so on until there was nary barians made up the bulk of the battal-
Long, long ago, when the a faerie remaining. The last of ions that surged down the maelstrom
world was very new and magic the race, one Aricia by name, bridge into Glasgow. Also reaching
was in all things, there lived folk cast an enchantment upon the Scotland in the early days of the inva-
called faeries, or sprites, or a places of the faeries, sealing sion were a horde of Draconis
hundred other names ye could them against trespass by any Teutonica, who took up residence in
not speak, for they are in a tongue other folk. the mountains, thriving in the pure
far older than your own. They Thus it remained for a thou- zone.
were both fair and foul, some sand summers, a thousand win- The area completely overlaid by
using their powers to help those ters, a thousand falls, until the Ayslish axioms has been cut off from
who cried out for it, others prey- day the Great War began. the rest of the realm. Exceedingly vio-
ing on the weak and sick and Strange creatures dropped lent reality storms rage along the bor-
doing great evil. Of all the many from the sky, the land changed, ders, particularly just north of Aber-
lands there were, the faeries and folk much like the faeries deen where the pure axioms collide
loved England, Ireland and Scot- flew again. Once more, magic with a mixed zone. Few outsiders
land best, and it was there they was everywhere, and the faeries make the attempt to cross the high-
settled in great kingdoms be- of this world appeared, as if lands, and the amount of supplies
neath the earth. they had not been gone, but received from other countries is virtu-
The days passed, as days are sleeping. ally nil.
wont to do, and the years passed, The troubles of the world The Scottish have therefore been
as years are wont to do, and soon above have grown to encom- left to take care of themselves, a chore
the faeries discovered that their pass the faeries, with the light made more difficult by the constant
powers were waning. Their folk protecting men, and the shifting of the land between dark and
wings would not let them soar, dark joining those who would light. Clans who find their land gone
their faerie rings would flicker bring chaos and death. All is as dark and unable to produce food will
and die after only a few moments it was before, but oh, so differ- often raid neighboring light areas, and
of life, and none knew why. The ent just the same. a number of ancient feuds have been
evil faeries blamed men for their And that is my tale, believe reignited among the clans of late.
plight, and called for a war it or no. Take it and do what ye One of the few positive aspects of
against them, but none paid them will, but remember that the eyes the axiom wash has been that second
any heed. In truth, men were to of the folk are upon ye always, sight, a form of divination magic pos-
blame they had come so far and they will think poorly of sessed by some Scots for centuries, has
that they had left their belief in you if you speak ill of good Far increased in power since Aysle estab-
the faeries behind, and the en- Darria, the trickster. lished itself on Earth. One with the gift
is highly valued in a clan, often pre-
dicting the outcome of a battle or hunt.
The Scottish have also had a high
references to the faerie and how to ap-
pease them, and this mythos has served
Scotland number of their people reach hero
the people well. Many is the household A large portion of Scotland is an potential, and proportionally the coun-
with a basket of clover on the doorstep Ayslish pure zone, making the effects try can boast a great number of Storm
at night, a gift to the faeries in exchange of the invasion there far more devas- Knights. One known meeting place
for their protection. tating than in the other British Isles. for the Scottish Knights is Dingwall,
A frequent target of the Ayslish More than 60 percent of the people in just north of the pure zone, and from
creatures in the city is St. Michans the zone have transformed into half- there they launch strikes against the
Church, whose vaults contain a num- folk or lesser folk, all technology has animated skeletons and ogres who
ber of bodies reputed to be perfectly broken down, and centralized author- have overrun Inverness.
preserved after hundreds of years. It is ity no longer exists. A Scottish hardpoint is the countrys
believed the invaders may want to try The entire social structure of Scot- crown jewels, located in Edinburgh
to use these corpses in a gospog field land has changed. Reverting back to Castle in Edinburgh.
as an experiment.

34
The Realm

Glasgow Norway longboats scour the Skagerrak Channel


searching for and sinking vessels filled
Glasgow, once the industrial cen- The war continues unabated in with refugees.
ter of Scotland, has undergone a star- Norway, and sadly, the Norwegians
tling transformation since the mael- seem to be losing. The maelstrom Oslo
strom bridge dropped. The skyline, bridge crashed into Oslos merchant
which once consisted of huge office marine academy, the Sjmannsskolen, The Vikings struck hard and quickly
buildings and smoke-belching facto- discharging thousands of Vikings and in Oslo, sweeping through the western
ries, now boasts the contours of castles, trolls into the northernmost country and northern sections of the city with
guild halls, and barbarians tents. The of Scandinavia. As the axiom wash the intention of driving its defenders
factory assembly lines have gone dead, passed over the area, the Norwegians into the fjords where they would drown
their power gone, and the buildings discovered that their navy and mer- or be captured and enslaved. It looked
are now used by dwarves to craft ar- chant fleet were now inoperable, the as if this tactic would prove a successful
mor and weapons to be sold to other sophisticated navigational instru- one, as the Norwegians were driven
folk. ments no longer operable under the from the Royal Palace and forced to
The majority of the population has low Tech level of Aysle. make a stand at the ancient fortress of
transformed into half-folk, and cen- The Vikings saw a region ripe for Akershus. There the Swedish weapons
taurs can often be seen carrying pas- plunder, and set out to conquer it. came into play, and the Vikings found
sengers on their backs from place to Longboats became a familiar, if still themselves unable to successfully scale
place in return for food. Harpies will, fearsome, sight in the fjords as raiders the walls, while their longboats in
if adequately recompensed, carry mes- pillaged and burned coastal villages. Pipervika were the targets of shafts
sages from one end of the city to the Bod, Troms, Afjord and Rrvik be- coated with pitch and set afire.
other, but many have discovered that came blackened smears under the Vi- The trolls, meanwhile, had discov-
if the harpy spots a possible meal on king thumb, and the people were ered the entrance to the Underground
the way, she will forget her mission. driven up into the mountains. At- on Karl Johans Gate and ventured into
Journeying down the average street tempts by Pella Ardinay to send sup- its pleasing darkness, feeling (quite
in Glasgow is now an adventure. Mod- plies by sea to the besieged Norwe- rightly) that the Vikings would be too
ern buildings are not only transform- gians met with failure, as the Vikings busy to worry about their where-
ing into Ayslish counterparts, but a intercepted and sank the convoys as abouts. Long after the Battle of
number have collapsed before they they sailed through the North Sea. Akershus had ended and the Vikings
could transform due to the sudden Interestingly, reports have come out had withdrawn to the area around the
lowering of Tech axioms. Girders cre- of the city of Stavanger of a large num- Royal Palace, the trolls stayed in the
ated of the latest alloys grow brittle ber of Japanese businessmen in the tunnels examining the now powerless
and snap, their molecular structure area, apparently engaged in heated trains. After some weeks, the trolls
no longer able to enjoy cohesion in the negotiations with the Vikings. It is discovered they could get around the
pure zone. Glasgow is also home to a believed they may be agents of Nippon city without going aboveground if half
number of Corsairs, who sail down Tech, attempting to secure the rights of them piled into a train, and the
the Clyde Estuary and out into the to make use of the abandoned oil rigs other half pulled it. The question of
Atlantic, often raiding coastal villages that dot the North Sea. The arguments who would ride and who would pull
in Northern England. The Corsairs have focused on just how much of a on any given day has led to a number
then return and sell whatever goods cut the Vikings will receive for not of bloody arguments. Norwegians
they have accumulated to the burning the rigs. have learned to leave an area quickly
Freetraders, who can turn a hand- To the south, where the majority of if they hear the rumble of subway
some profit reselling them in the Norwegians live, the defenders dug in train beneath their feet.
countryside. their heels and tried to fight off the Some of the more ambitious trolls
The Freetraders, who also sail the Viking horde. They were aided gathered their goblin followers and
waters around Scotland, have become immeasureably by the Swedish, who went in search of plunder, only to
essential to its day-to-day life since sent ski troopers and shipments of cross- discover human youth gangs with
the start of the war. Besides carrying bows and bolts to help the resistance. much the same idea. Awed by the size
trade goods and news, they will pro- The resistance is currently spread thin and power of the trolls, three of the
vide passage for a hefty fee to anyone along a line between Oslo and Bergen, major gangs consolidated under their
willing to risk the reality storms. Many hoping if nothing else to buy time for leadership and now follow the trolls.
northerners who wish to travel south, Norwegian non-combatants to make it This has provoked a great deal of jeal-
yet fear the dragons in the Grampians, to the relative safety of southern Den- ousy among the goblins, and is viewed
will ride with the Freetraders through mark. The Vikings, led by their warrior by the Vikings as a waste of time, but
the Caledonian Canal and into the chieftain Thorfinn Bjanni (whose body, the trolls feel that even if the gang
North Channel, bypassing the dan- unknown to the Vikings, is possessed members stop providing information
gerous mountains. by the spirit of Uthorion) are deter- on the best places to sack, they will at
mined not to let this escape occur, and least make for a good meal.

35
Chapter Three

Fighting in Oslo is still going on, dominant zone, but enough still re- Stockholm alone flipped over. Faced
block to block, house to house, with mains to make it a tempting target for with a crisis, the Swedish government
the Vikings holding an edge both in thieves and saboteurs. made the decision to sacrifice area
numbers and in experience. But the north of the Kopparberg region, and
Norwegians have proven more tena- the military began to drive trans-
cious than was expected, and an in- Sweden formed Swedes into that area. While
creasing number of Storm Knights many still remain in the south, there
have been appearing, scoring victo- The Swedes had an opportunity not has been enough of a shift that
ries against the Viking squadrons. afforded to the rest of the Scandina- Stockholm and much of central Swe-
Uthorion is growing impatient with vian lands. A slight delay in dropping den are now mixed areas, while the
the prolonged war, and is throwing the water bridge into Stockholm al- north is Aysle-dominant, and the
more and more warriors into the fray lowed Sweden the chance to prepare southern tip still pure Core Earth.
to crush the city once and for all. for the invaders. Seeing that their Nor- The Swedish strategy is to create as
wegian neighbors were failing in their many mixed areas as possible, giving
attempts to use modern technology them the opportunity to make use of
Denmark against the Viking hordes, Sweden their more high-tech weaponry against
refitted its weapons factories so they the invaders. Viking raids have been
The situation in Denmark is essen- could produce swords, spears, and persistent and bloody, but have been
tially a stalemate. Vikings sailed from axes for the armed forces. concentrated mainly on coastal vil-
Norway and easily conquered the Vast warehouses have been emp- lages, allowing Swedish supply de-
northern third of the country in the tied and converted into workshops pots further inland to continue to op-
early days of the invasion. But the for weaponsmiths, who have begun erate. Along with Denmark, Sweden
sundering of Uthorions spirit from mass producing crossbows and bolts. is now one of the primary suppliers of
Ardinays body, and the delay caused These have proven to be a very effec- weapons and goods to resistance fight-
by his adjustment to a new body and tive weapon against the Vikings, and ers in Finland and Norway.
his efforts to recontact the Darkness while not able to do quite as much
Device, caused the attack to stall. The damage as a longbow, they are easier
Stockholm
Vikings are now encamped behind to master and have a longer range.
the storm line that stretches from This has allowed the Swedes to keep Viking raiders have a firm foothold
Randers to Lemvig, waiting for or- greater distance between themselves in the Djurgarden section of the city,
ders. There is a strong possibility that and their attackers, which works to but have been unable to progress into
Uthorion may pull troops out of Den- the disadvantage of the Vikings, due the main city due to fierce resistance
mark to aid in the battle for Norway. to their reliance on short-range melee by the Swedes. A particular thorn in
Central and southern Denmark still weapons. the Vikings side has been the
operate under Core Earth axioms, and When it arrived, the Ayslish bridge Riddarholmen, or Isle of Knights,
have received vast amounts of mili- erupted like a geyser out of the which has become a base for attacks
tary aid from Germany. Feeling that Riddafjarden opposite Stockholms by Storm Knights. The Swedes have
they are secure against any threat from Town Hall, the Stadhuset. Viking turned the Royal Palace and Armory
the Vikings on their land, Denmark longboats rose to the surface of the and Karkas Tower into fortresses, and
has concentrated on sending troops waters and the attack on the city be- Viking attempts to take them have
and supplies to Sweden and Finland. gan. Although the Swedes had only been met with crossbow shafts and
It has also become the haven for refu- begun to produce ancient weapons, cauldrons filled with boiling oil.
gees from the other Scandinavian artifacts from the Livrustkammaren Perhaps the greatest difference be-
countries, a situation which is strain- (the Royal Armory) and the tween Stockholm and other major cit-
ing the nations social services to the Historika Museet (Museum of His- ies in Aysle is the hatred and distrust
limit. toric Antiquities) were used to com- of the transformed. With the
The Danes are aware that there is a bat the invaders. governments policy of reclaiming
constant threat of espionage from the While one contingent of Vikings dominant areas, the transformed, even
Dark Forces, and guards are posted at battled in the capital, others sailed those who oppose Uthorion, are seen
all hours around crucial sites. In the north and struck at Skelleftea, as aiding and abetting the enemy. Strict
capital city of Copenhagen these in- Harnosand and Sundsvall, meeting rules are in force regarding the num-
clude the Radhus (the Town Hall), the only token resistance in the predomi- ber of Ayslish allowed in certain areas,
Rosenborg Palace (where the crown nantly rural areas. The Vikings easily and police have the authority to drive
jewels are kept), and the Tjhusmuseet, captured the northern half of the coun- violators out of the city or, if they
or Arsenal Museum, which features try, and Norwegians fleeing across refuse to leave, execute them.
one of the worlds largest collections their border ran right into the spears of Stockholm was one of the first capi-
of ancient weapons, armor and uni- these Norsemen. tals to send an emissary to Ardinays
forms. A good deal of the museums The majority of the population in court at Oxford, and the government
artifacts have been appropriated by northern Sweden transformed under has made it clear they are willing to
the military for forays into the Ayslish the new axioms, and roughly 32,000 in cooperate while the Viking raiders

36
The Realm

present a greater threat. But privately, Finns simply took to the hills, moun- For instance, the standard conjuration/
the Swedes doubt Ardinays claims tains and forests and have begun gue- magic spell is worth .5 ounces of plati-
that she is staying on Earth solely to rilla-style warfare against the Dark num, one ounce of gold, and 1.85
undo damage done by the initial inva- Forces. Massive pits are dug, filled ounces of silver.
sion, and are making plans to invade with sharp stakes, and covered over A standard spell is worth, in Ayslish
England after the Vikings are defeated. with snow and brush for unwary trolls, currency, 70 conjs, 300 lemays, 600
Most Swedes now live in the rect- trees are set on fire and felled on giant trades, and 1200 wolacs. In U.S. cur-
angular area formed by the Dalagatan, encampments. Viking food supplies rency, it is equal in value to $300, or
the Banergatan, the Hamngatan, and are stolen or contaminated, and primi- 206 British pounds.
the Humlegarden, in the northern sec- tive bombs made with black powder Although the Ayslish government
tion of the city. Coastal areas of are lobbed out of the woods at the in the realm does keep a stock of pre-
Stockholm are inhabited almost ex- enemy. cious metals on hand, the true worth
clusively by the military and those The Finns are optimistic that they of the currency is determined by the
transformed able to hide from police may be able to extend the mixed zone number of sorcerers capable of per-
searches. to the north with the arrival of Soviet forming conjuration/magic rituals. Since
troops in that area. A solid supply line such individuals are relatively rare
has been set up between Leningrad (when compared, say, to those who
Finland and Helsinki, and the Soviets, freed are able to do divination/water spells)
from the threat of a Tharkold inva- the value of Ayslish money remains
The Finns faced a very different sion, have thrown their massive re- fairly stable. If some disaster were to
type of invasion then did Sweden, sources into the defense of Finland. take the lives of a group of such wiz-
Denmark and Norway. While there ards, the money would become vastly
were still Vikings coming down the more valuable, as there would be a
bridge into Oulu, there were many
more trolls, giants and dwarves than
Life in Aysle Realm shortage of people able to use conjura-
tion/magic. If, on the other hand, a
in other areas of Scandinavia. Taken The invasion of Earth and the es- large segment of people were to learn
by surprise, the Finns were forced to tablishment of an Aysle realm has the necessary spells (as may happen
fall back to the south, which remained meant a vast amount of culture shock within the realm at some point), the
pure Core Earth, and some Lapp forces for both the conquerors and the con- currencys worth would plummet and
have been reported in a mixed zone quered. Differing economic standards, inflation would result.
near Kelloselka. views on society and technology, and The conj is the only paper currency
Once the Finns recovered from the basic class structures have made ad- in the realm, with the rest being coins.
initial shock of the invasion, they be- justment difficult for many, and the Most moneylenders and bankers
gan to mount a more effective resis- existence of mixed areas has been an within the realm are possessed of the
tance. With weapons supplied by Den- obstacle to one social system or an- divination/metal skill to enable them to
mark and Sweden, the Finns put to use other becoming universally accepted. detect forgeries. It is also possible to
tactics they perfected against the Sovi- The greatest amount of progress has pay for goods and services with raw
ets in World War II. They reactivated been made in Great Britain and Ire- metals, something favored by the
their ski trooper units, crack soldiers land, where interaction and commerce dwarves, who are adept at mining.
who wear white uniforms and blend is taking place between Ayslish folk The primary business in the Aysle
into the snow-covered mountains as and Core Earth people, as opposed to cosm, and among many in the realm,
they ski down the slopes. These units Scandinavia, which is primarily a scene is magic. A powerful sorcerer can be-
have been used to mount rapid as- of battle. come a wealthy man at a relatively
saults on columns of giants and trolls, young age, particularly if he has skills
often decimating them and then van- and knowledges that are uncommon.
ishing into the woods before the en- Money and Economy A magician can sell his services to a
emy can effectively counterattack. large market, both to people who have
The Finns have been fired by a deep Like many things in the Aysle cosm, no talent for magic but who want a
and abiding hatred of conquerors, with the Ayslish economy is based on magic. spell cast, and those with arcane abili-
their land having been dominated in Specifically, it is based on the conjura- ties who wish to learn a new spell. An
the past by both the Swedes and the tion magic skill and the principle knowl- object with a focused spell within it
Soviets. The capital city, Helsinki, edge of magic combined with a set sells for as much as twice what a
broadcasts constant exhortations to the duration. Thus, the monetary standard grimoire spell will, since the purchaser
people to take up arms and fight the of Aysle is a conjuration/magic spell of the focused spell does not actually
invaders, although whether these are with a duration of one hour. have to learn and cast it.
heard outside of the Core Earth zone is Since all money must have some Naturally, this situation has
unknown. A large number of refugees tangible basis for its value, Ayslish wrought havoc with the London Stock
have staggered into the southern por- economists spent many months deter- Exchange. Although magic is not con-
tion of the country, but far fewer than mining just how much such a spell sidered a fitting basis for a monetary
would have been expected. Many would be worth in precious metals. system, a wizard who can cast a mage

37
Chapter Three

light spell in a blacked-out area can equals, giants do not. They gained a barbarians and hunt ice nomads for
still command a high fee. Since the grudging respect for Ardinay during amusement. The Corsairs are thieves
metals are considered to have some the time Uthorion possessed her, but and outlaws, and thus are not re-
value, the Ayslish are, reluctantly, lost it again when she called for a spected.
willing to accept pounds for their ser- truce. Lesser folk, such as ogres, do not This basic structure holds true for
vices, which they then exchange for have observable sexual differences, the other races on Aysle as well, with
conjs somewhere else (in Aysle domi- and so there is little evidence of any mages being the dominant class and
nant zones, the pound is not accepted, discrimination on that basis. No one the poor, the brutal and the criminal
and shoppers must either pay in knows how elves feel on the subject, lumped together at the bottom. In
Ayslish currency or trade goods). although many of their leaders are Aysle as a whole, the dwarves are
New stocks have appeared on the said to be women. considered to be the closest species to
London Exchange, including dwarven the human, though rarely spoken of as
mining and magic futures. Naturally, equals. The status they have achieved
the Ayslish (particularly the dwarves) The Class System is largely because of their pacts with
have opportunities to gather inside humans against the giants, but they
information on these subjects, and thus As in many societies, there is a class have been stigmatized by their con-
have done extremely well for them- system in place in Aysle. The founda- nection with the merchant class. The
selves. Core Earth traders have pro- tions of this structure is the ability to dwarves mightily resent this state of
tested that the dwarves are using un- make use of ones sorcerous abilities affairs, and consider most humans to
fair practices, but the directors of the for profit, although the species of folk be dullards who are unable to accom-
Exchange feel they have limited au- to which one belongs is also a factor. plish anything without making a great
thority under the circumstances. At the top of the scale are human fuss and bother about it.
How long the Ayslish economy will sorcerers. With the majority of the folk Elves are considered to be roughly
thrive in the realm is unclear. With the in Aysle being human, a human sor- the same as dwarves, although their
large number of Storm Knights seek- cerer is more likely to be trusted with place in the social hierarchy is nebu-
ing to learn the most powerful types of a complicated magical task, and thus lous, primarily because they have lim-
magic available, the value of the magic more likely to attain great wealth. ited contact with other races. There
may take a plunge as a result. There is Much of the Ayslish nobility is made are some, both humans and dwarves,
also the possibility that an ambitious up of magicians, and with the excep- who believe that the elves think they
conjurer may try to corner the mar- tion of great warriors (such as Tolwyn are better than everyone else and
ket and increase the price of his ser- Tancred), the rulers of Houses are al- criticize them as being snobs, but
vices by murdering other practitio- most always skilled at wizardry. most folk dont spend much time
ners of the art. The second rung on the class ladder worrying about the elves. Until and
is human priests, followed by war- unless they become a threat, they
riors. Despite their brutish behavior, are left to themselves.
The Sexes in Aysle Vikings are respected in Aysle for their Where the giants stand is an inter-
martial skills, and save for those groups esting question. By their own account,
Equality of the sexes has been a fact that practice blatant piracy, are af- of course, they are the best of Aysle,
of life in the Aysle cosm for a thousand forded the same honors given Ayslish but humans detest them and regard
years, and the folk carried that con- warriors. them as lower than the lesser folk.
cept with them to Earth. With Pella Freetraders occupy the next level. Taking the average of these two opin-
Ardinay as its leader, and the legends Despite their importance to the soci- ions, giants can be placed somewhere
of Tolwyn Tancred so ingrained in the ety, merchants and moneylenders have between elves and dwarves and half-
Ayslish consciousness, it would be traditionally been looked down upon folk.
surprising if they did not view women as interested only in the pursuit of the Half-folk are the slave class in Aysle.
as the equal of men, and just as capable conj. While some are disturbed by this, Humans want nothing to do with
of being leaders. most Freetraders feel they get their them, and the other folk refuse to wel-
Although Uthorion probably does revenge by getting the highest price come them either. Many are denied
not share this view of women, he could for goods that they can. any way to make a living, and must
not allow it to be undercut during his The lowest place on the scale is prey on others to survive. Those that
time in Pellas body, lest his authority occupied by the ice nomads, barbar- do find work are forced to do the most
over the cosm be undermined. How- ians and Corsairs. The nomads and menial of labor, and often are paid
ever, during his 500-year reign, the barbarians are considered to be, re- slave wages. In Lower Aysle, as well
Houses gradually went back to a pa- spectively, simple peasants and sav- as in the realm, half-folk are enslaved
triarchal system, although women ages, with little to contribute to society by the giants, who despise them even
warriors are still a common sight in as a whole, and little money with which more than normal humans.
Ayslish battalions. to purchase goods and services. They Finally, the lesser folk are on so low
How the sexes are viewed by non- are largely ignored by the rest of the a level they are, for all intents and
human folk is another matter entirely. human population, although Vikings purposes, off the ladder. Gnomes, gob-
While dwarves regard their women as have been known to associate with lins, ogres and trolls tend to be vicious,

38
The Realm

slow-witted, and violent, and are not Law of Corruption can hide a weapon which has stood them in good stead in
welcome in Ayslish society. Even half- on his person for any length of time. the damp climate of the Aysle realm.
folk fear and hate them, and many Among humans, Ardinays Home Vikings, barbarians, and ice nomads
humans will kill lesser folk on sight. Guard bears the responsibility for en- wear the hides of animals, Corsairs
forcing the law, although it is not un- favor breeches and bright silk shirts,
usual for villages to form vigilante and dwarves wear wool and/or fur
Justice in Aysle groups to hang murderers and thieves, and favor woolen caps on their heads.
or drive out half-folk. Other folk, such Elves wear green and brown out-
In addition to the world laws, there as dwarves, are expected to police fits, made of a material unknown in
are some civil statutes in effect in the themselves, and generally have rea- the rest of Aysle. Members of the Home
Aysle realm. Most of these were put in son to do so a race that gains a Guard wear full armor with chain-
place in the Aysle cosm by Ardinay, but reputation for lawlessness will find mail underneath. Giants, ogres, trolls,
overturned during the period Uthorion the Freetraders reluctant to do busi- and half-folk generally wear rags.
possessed her body. She has recodified ness with them. The establishment of Aysle on Earth,
them in the realm, but they are enforced however, changed this. Many mem-
only in those areas of the realm con- bers of the nobility have discovered
trolled by Houses loyal to her. Fashion Simpsons in Piccadilly and began
The Aysle Book of Laws contains wearing more modern fashions, much
statutes condemning murder (a capi- The Ayslish favor a style of dress that to the distress of Aysle purists. Giants
tal crime), theft, and assault. There is would be considered medieval, in and trolls, particularly those working
no law against the bearing of arms, but Core Earth. As their tech level does not in London (usually in unsavory posi-
the carrying of concealed weapons is allow for the production of synthetic tions), have begun raiding Big and
strictly forbidden. This regulation fabrics, natural fibers, particularly wool, Tall Mens Shops for suits (few have
grew out of the Law of Honor, for to dominate. For the upper classes, elven mastered the art of the tie, though).
hide a weapon is tantamount to mask- silk is very popular, both in ladies Elves and dwarves, for the most part,
ing ones true intentions, and false- gowns and mens formal wear. stubbornly refuse to change their mode
hoods are frowned upon in Aysle. Only Most humans wear layers of wool of dress in this new place.
those capable of circumventing the clothing in the colder areas of the cosm,

39
Chapter Three

Magic and Tech Technology, on the other hand, is they do not entirely comprehend yet,
regarded with great trepidation by but which captivates them.
The Ayslish views of magic and many residents of the realm. The idea
technology are essentially the reverse that the people of Core Earth might
of those in Core Earth. Magic among have access to sorcery beyond the un- Monsters
the folk is commonplace, with a wiz- derstanding of the wisest Ayslish ma-
ard performing a water scry spell to gicians is a frightening one, and many Many a mother, in Aysle and in
find out a comrades condition with wizards are quick to point out that Core Earth, has warned their children
no more thought than a Core Earth Earth magic doesnt seem to work that they had best behave, or the bo-
person making a telephone call to get very well, since few of the devices are gey man would get them. One of the
the same information. Using a con- currently operating. major changes caused by the estab-
jured fireball to defend ones self is The limited Ayslish concept of ma- lishment of Aysle on Earth is that in
considered no less honorable than us- chinery often leads to misunderstand- the fantasy realm, the bogey man is
ing a sword or spear, and such mysti- ings, occasionally fatal ones. Shortly very real, and will eat adults as well as
cal weapons are not covered by Ayslish after the invasion, a band of Freetraders children, no matter how they behave.
statutes regarding the concealment of encountered a Stormer serving in the Core Earth natives have learned very
death-dealing devices. Dark Forces. The Stormer shot one quickly that legends regarding mon-
Sorcerers are encouraged to regis- trader with a pistol, wounding him in sters pale to nothingness next to the real
ter with the government, providing the stomach. The merchants were fa- things. The appearance of dragons,
information on their area of magical miliar with primitive firearms, but not undead ghouls, trolls and harpies have
expertise. This is done so that an accu- having seen the Stormer go through caused hysteria to spread through many
rate count be kept of those with the the complicated process of loading the parts of the realm, and made it that
conjuration/magic skill-knowledge gun they were used to, did not make much easier for remnants of the Dark
combination, a statistic which affects the connection. Thus, believing the Forces to overrun territory. Stories of
the Ayslish economy. How many wiz- gun a magical weapon and the wound Storm Knights slaying monsters have
ards actually do this is unknown, and caused by the great noise it made, they buoyed spirits, but there are areas to
whether or not the program will be did not discover and remove the bul- which such tales have not penetrated as
extended to include Core Earth na- let, and their companion bled to death. yet, and there the people remain locked
tives who develop magic under the The Ayslish often describe high tech in their worst nightmares.
new axioms is unknown. items using terms that they are famil- For their part, the Ayslish have
Surprisingly, sorcerers are respected, iar with, attempting to describe their grown used to the presence of mon-
but not envied by the Ayslish. Since all apparent function. Thus, an airplane sters, it being commonplace in the cosm
the folk have some magical skill and is an iron bat or flying wagon, a (much as residents of jungle areas on
knowledge, the feeling among them is telephone is derided as a Dvergamal Earth have grown used to lions and
that anyone could be a powerful wiz- box, and a train is a smoke dragon. tigers, though they still fear them).
ard, given the right set of circumstances. The folk most likely to approach Even the ghouls, which caused such
Those who have a knowledge and skill and attempt to understand a techno- terror when they crossed into Aysle
that cannot be used together consider it logical device are the dwarves, who with Uthorion 500 years ago, have
an accident of birth, and some races have a fascination with all things me- become an accepted hazard, the feel-
(such as the Vikings) have little use for chanical. Dwarven engineers pride ing being if you are so foolish as to
magic and do not make much effort to themselves on their ability to take any- wander into one of the dark places,
develop their latent talents. thing apart putting it back together you deserve to get devoured.
For those who do have useful skills again, of course, is another matter. The creature that strikes the most
and knowledges, magic academies Dwarves will delve into anything, and terror into the Ayslish is the Draconis
exist on the Mage Islands in the cosm a number have suffered serious injury Teutonica, because of its size, power,
and in Cambridge in the realm. Usu- while trying to solve the mystery of and unrelenting evil. Many Aysle na-
ally run by aged wizards, these schools objects such as automatic rifles, gre- tives simply refuse to believe the tales
help the student develop some control nades, and chainsaws. that Storm Knights have slain the great
over her powers, and teach major and The pragmatic dwarves are the only beasts, and the whisper that a
minor magic from the Ayslish race to conceive the idea that machines Teutonica might be in the area is
grimoire. The schools are required to in the realm are not examples of great enough to paralyze some with fear.
report the existence of any graduates sorcery, anymore than a battle-ax or a
with the conjuration/magic combina- knights armor is necessarily of magical
tion, and most will refuse to admit origin. The dwarves collect bits and The Houses in the
anyone possessing conjuration/entity. pieces of different devices for use in
Anyone getting a look at an academy their own creations, and do a brisk busi- Realm
report prior to its public release by the ness selling spare parts to Storm Knights
trying to get machines working again. All of the Houses of Aysle now have
government could make a fortune in-
The dwarves have also developed an representatives and holdings in the
vesting in magical futures on the Lon- realm. In some cases, as with House
don Stock Exchange. affinity for the digital watch, a device

40
The Realm

Tancred, their lands were granted to restored to her former self, the House Oxford and join with Tancred in guard-
them by Ardinay, while other Houses must follow her again. ing the southern coast.
claimed their territory by right of con- House Liandar controls the small- Gerriks territories include the coun-
quest, and hold them in defiance of est area of any of the seven, the coun- ties of Cornwall, Devon, Dorset,
Ardinay. All of the Houses are estab- ties of Northumberland, Cumberland, Somerset, Gloucester, Monmouth, and
lished in England and Wales, and the Westmorland and Durham, and the Glamorgan, including the cities of
conflicts that now divide them in the city of Newcastle. Exeter and Plymouth.
cosm have spilled over into the realm. House Gerrik is controlled by
For all intents and purposes, Aysle, cosm Duncan Gerrik, eldest son of Duke
and realm, is caught up in a civil war. House Daleron Augustus Gerrik. As a youth, Duncan
discovered in the cellars of House
The first of the great Houses to ally Tancred one of the few unburnt por-
House Tancred with the Dark Forces in centuries past traits of Tolwyn, and promptly fell in
is still firmly in Uthorions camp, and love with the legendary warrior. Now
With the reincarnation of Tolwyn poses a terrible threat to Ardinay and that the legend of Tolwyn
Tancred, rule of the House in the realm House Tancred. Neverdeath has apparently come
passed over to her, much to the con- The House in the realm is run by true, Duncan dreams of marrying her
sternation of some. House Tancred on Manfred, the Daleron patriarch, who and uniting their two Houses.
Earth is a mix of those fiercely loyal to came to Earth and personally led his
Tolwyn, those who still owe their alle- troops into battle. With swift, decisive
giance to her traitorous brother, strokes, Daleron conquered a large House Bendes
Gareth, and those torn between their chunk of eastern England, and only
desire to follow the path of Light and the lands of Tancred stand between The Bendes family is one of the
their doubt about whether the body of him and Oxford, site of Ardinays wealthiest in the Aysle cosm, with the
Wendy Miller houses the true spirit of court. talent of spotting a profitable invest-
the woman warrior. As in the cosm, House Daleron is ment long before anyone else. Despite
House Tancreds lands encompass one of the strongest of the lot militar- their love of the Old Ways, House
the southeastern section of England, ily, and has embraced the changes in Bendes played along with Uthorion,
including the counties of Hampshire, the world laws caused by Uthorion. secretly providing aid to rebel forces.
Wilts, Berks, Buckingham, Bedford, Daleron will strike any deal with any When Ardinays spirit was returned
Hertford, Warwick, Northampton, House in the realm that will advance to her body, she offered House Bendes
Middlesex, Essex, Surrey, Sussex, and his own interests, and just as quickly its choice of lands in the realm. The
Kent, and the cities of London, Read- betray his partner. Currently, House family chose a large section of Wales,
ing and Portsmouth. Daleron is working with Gareth the area least devastated by the initial
Tolwyn has pledged the House to Tancred on a plan to crush Tolwyn invasion. They have taken advantage
the service of Ardinay, but Gareth and her forces on Earth and take of the relative calm of the area to de-
Tancred is determined to take control Ardinay prisoner. velop it economically, improving farm-
of the familys territory on Earth. House Daleron holds the counties ing methods and overseeing the con-
of Suffolk, Norfolk, Cambridge, Lin- struction of weapons that can be used
coln, Leicester, Nottingham, and against the Dark Forces.
House Liandar Rutland, and the cities of Cambridge House Bendes is under the control
and Norwich. of Earl Thomas Bendes, and he has put
The denizens of House Liandar are his lands and fortune at the disposal of
maintaining a tenuous grip on their Ardinay. Part of his territory is cur-
land in the north, despite pressure House Gerrik rently serving as a base for the
from Uthorions forces in Scotland and dwarves, led by Gutterby, who are
House Vareth to the south. (The recent House Gerrik is crucial to Tolwyns rebelling against House Vareth.
dwarven rebellion has distracted plans to defend Oxford from assault. House Bendes lands include the
Vareth from pursuing its vendetta Besides being renowned for its able counties of Pembroke, Carmarthen,
against Liandar, giving that House soldiers and seamen, this House suf- Cardigan, Brecknock, Hereford,
needed time to rearm.) fered the loss of much of its land and Worcester, Shropshire, Radnor, Mont-
Despite being decimated by Uthorion power in the cosm under Uthorion, gomery, Merioneth, Caernarvon,
in the cosm, House Liandar was able to and longs for revenge against those Denbigh, Flin and Anglesey.
muster a large enough force to move families (like the Dalerons) that made
down the bridge and aid Ardinay. The it possible.
House on Earth is led by Cedric Liandar, House Gerrik received its lands in House Vareth
brother of William, who has convinced the realm from Ardinay who, on the
his followers that Ardinay was the vic- advice of Tolwyn, granted them much The infamous House of Dwarves
tim of sorcery that brought on some of southwestern England. Thus, Gerriks has continued its dark practices in the
form of madness, and now that she is troops can protect the western flank of realm, supplying enslaved dwarves

41
Chapter Three

to the forces of Uthorion, as well as Gutterby the Dwarf


any half-folk it is able to capture. Vareth DEXTERITY 9
Adventuring
strike-forces are feared throughout
Aysle, for their engineering skill has
Melee weapons 11, missile weap-
ons 11, stealth 10, unarmed combat 11
in the Realm
enabled them to send minotaurs with STRENGTH 9 Adventures in the Aysle realm in-
machine-guns into the field. But the Lifting 10 volve a unique mix of fantasy and
betrayal of the Land Between dwarves TOUGHNESS 9 20th-century reality. In Aysle, that tribe
has tainted the House, and even the PERCEPTION 11 of dwarves coming your way may
Dark Forces look down upon it. Divination magic 12, find 13, lan- have axes and clubs, or they may have
Taleron Vareth runs the House on guage 12, scholar (dwarven lore) 14, M-16s and a bazooka. The dragon fly-
Earth in the stead of his father, trick 12 ing above you is intelligent and has
Dwyvan. Much like his sire, he be- MIND 10 been around a great deal longer than
lieves in the use of violence and tor- Artist (storyteller) 13, science (engi- you have, and eats Storm Knights for
ture to achieve his ends, and has found neering) 12, test 11, willpower 11 breakfast. The boats sailing out of the
a number of new technologies on Earth CHARISMA 10 sunrise are full of bloodthirsty Vikings,
capable of inflicting pain (his engi- Charm 11, persuasion 12, taunt 12 and somewhere among them may be
neers work with batteries, for instance, SPIRIT 8 the Dark High Lord himself.
resulted in a breakthrough in the use Faith (dwarven) 9, honor 11, intimi- Aysle is a place of magic, mystery
of interrogation through electric shock, dation 10, reality 6 and monsters, and thrills can be found
for instance). Possibilities: 16 from the snowy mountain peaks of
House Vareths lands include the Arcane Knowledge: air 1 Finland to the green glens of Ireland.
counties of York, Stafford, Derby, Equipment: short sword, Tech 8, This realm was the site of one of the
Cheshire, and Lancashire. damage value STR+4/13; dwarven gre- Storm Knights first great victories,
Unfortunately for the House, their nade (2), explosive burst radius 0-2/6/ but could also be the scene of crushing
brutal rule has given birth to a rebel- 13, damage value 18; dwarfmail en- defeat, if they are not watchful and
lion. Led by Gutterby, a band of chanted armor, armor value TOU+6/ brave.
dwarves have been striking at Vareths 15, +2 to relevant attribute when de- Darkness and light are at war here,
slave centers throughout the realm, fending against magical attack. as are magic and technology to a lesser
the most spectacular incident being Description: Gutterby is an aged extent. As good and evil clash, as two
when three rebel dwarves crashed a dwarf, roughly 600 years old, and a very different realities come head to
double-decker bus through the gates renowned storyteller. Remembering head, the possibilities for stories are
of the Walsall prison and freed over how things once were for the dwarves, almost unlimited. From the big pic-
300 of their fellows. The rebellion has he burns with the desire to set things ture of Uthorian versus Ardinay, to
the full support of Ardinay, and she right in the realm and the cosm and free the smaller focus of a lost English boy
has sent what supplies and troops she the dwarves enslaved by House Vareth, trying to survive in a dark region on
can spare to aid the cause. House and so leads an armed rebellion. the moors, Storm Knights can find all
Vareth is determined to crush the in- He has a craggy face and a short sorts of adventures to keep them busy
surrection, but thus far the rebels have white beard, and tends to be very curt in Aysle realm.
been safe in Shropshire, since Taleron with those around him.
is reluctant to anger House Bendes by Quote: Whos tellin this story, you
marching into its domain. or me?

42
Chapter Four World Laws
ysle has a magical reality Every cosm has four basic axioms table differences. Life is not as hard or
that makes many things that govern the interaction between the taxing for the Ayslish as it was for
that are impossible on living and non-living things within the their feudal Core Earth counterparts.
Earth an everyday occur- cosm. These axioms are Magical, Social, Magic has seen to that, providing con-
rence on Aysle. This real- Spiritual, and Technological. In Torg, veniences and a better standard of
ity has been brought to Earth and over- each of these axioms is rated on a scale living which our world did not see
laid across Northern Europe, allow- of zero to 33 (zero representing particu- until after the Industrial Revolution.
ing the Aysle realm to exist here. larly low development, 33 representing Aysle is a vastly independent place,
Invisible barriers separate the real- extremely high development). Items, made up of vastly independent
ity of Aysle realm from the reality of individuals, or organizations that are peoples. These separate groups were
Earth. These barriers are formed by a more highly developed than Aysle in united for a time under loose treaties
series of artifacts known as stelae, any of these areas will not function devised by Uthorion and enforced by
placed by Uthorions forces under his properly within the realm or cosm. his power. With Uthorions main
strict commands. Aysle stelae are Below, each of Aysles axioms is power base out of the picture, the
trades, the common coin of the realm. described in detail. In addition, see cultural, racial and geographical dif-
They are prepared through a complex Everlaws and Axioms, Torg Rule- ferences are again working to break
ritual involving Uthorions Darkness book pages 91 to 102. apart the alliances. Throughout all of
Device that leaves the trades marked this, magic remains the equalizing
with the symbol of Corbaal (the factor that places all of the folk on the
crossed bones). However, this symbol Magical Axiom: 18 same level. Women, who in Earths
can only be seen on the coins if actively medieval times enjoyed few freedoms,
looked for during the Entity Hours Magic defines much of what Aysle are seen as capable of the same jobs as
(either at dawn or dusk). Further, a is. Everyone believes in it, uses it (to their male counterparts.
simple ritual must be performed at the varying degrees), and understands it The Delegate Legacy remains the
site where the stelae is to be placed, as a part of everyday life. Spells and highest ideal in the land, a system of
and the coin must be dropped to the spell effects handle many of the tasks government where the people and the
ground. Then, of its own volition, the Core Earth uses technology for. Aysle nobility meet to decide laws. It is only
coin burrows into the ground and be- is a static world, and advancement now coming back into fashion with
gins to work. The coin combines the only comes through the use of magic, the return of Ardinay.
honor of Ardinay with the corruption which makes the impossible real for a The thing to remember is that while
of Uthorion to contain the reality of temporary period. At this axiom level, Aysle has a relatively high social
Aysle. Aysle stelae have a Toughness of even the least skilled can use magic to axiom, it is just coming out of a long
8, the same as a normal trade. some degree, but training confers huge period of darkness into a period of
advantages to those who undergo its war. No single authority remains,
rigors. Because of this, magic even though Uthorion and Ardinay are the
The Four Axioms branches into economy as it is the stan-
dard by which prices are set and the
most powerful leaders in the realm. In
the cosm, everyone with any claim to
The basic rules that govern reality market fluctuates. power is seeking to benefit from the
in each of the cosms and realms are Under the axiom, spells and vacuum left by Ardinays absence (she
called axioms. As soon as a person (or spellcasting are possible. Enchanted refuses to leave the realm until Aysle
creature or thing) crosses the stelae items exist and can be created, and on Earth is able to function without
boundary into Aysle realm, he imme- even kindred that depend on magic to her and the threat of Uthorion is ended
diately becomes subject to Aysles axi- survive thrive in the cosm and realm. forever).
oms, just as he becomes subject to the Spells allow mages and others to take
Core Earth axioms as soon as he leaves. the unobservable force of magic and
The prime example of this is that ac- make it observable. The reality is en- Spiritual Axiom: 16
tual spellcasting is possible in Aysle, chanted and full of magical power just
while the flashlight brought in from waiting to be put to use. (See chapter Both the cosm and the realm of
Core Earth may not function. The five for more information.) Aysle have a high spiritual axiom,
moment a person tried to use the flash- granting those with the ability to tap it
light a contradiction could occur, as another type of power beyond magic.
the flashlight is now subject to Aysles Social Axiom: 18 The gods of Aysle can be contacted to
technical axiom (see Torg Rulebook, gain this spiritual energy which folk
page 99). On a social level, Aysle resembles can convert to miracles of faith.
the medieval world with a few no-

43
Chapter Four

While the gods of Aysle do not regu- wheel lock) are coming into more com- observe this every day, and therefore
larly appear in town squares or within mon use. Still, melee weapons and vari- know it to be true.
sanctified temples, their influence can ous bows are more reliable. Even the Under Aysles Law of Observation,
be routinely observed. They bestow dwarf with crossed wheel lock pistol everything that is perceived is real,
miracles on the faithful, they aid follow- holsters carries a battle-ax for when the and everything that is real has been
ers with additional magical abilities, guns fail or run out of ammunition. previously perceived.
and they dictate the opinions and ac- Magic, of course, makes up for a lot
tions of whole nations. Magic may domi- of what technology cannot yet do, and
nate life in Aysle, but religion comes in some ways it has even hampered The Law of Magic
very close and is intertwined with the technological growth. Better sail and
magic of the land. Of all the races of ship development has been postponed Since they were brought to Aysle
kindred and folk living on Aysle, only because water and air mages can keep by Dunad, the magic skills and arcane
the dwarves (for the most part) refuse to vessels moving in even the most severe knowledges have been an integral part
utilize this avenue of power. storm or on the calmest sea. Talk of of the world, unlocking the natural
improved firearms fails in the face of magic of Aysle reality. The Law of
fireball and lightning bolt spellcasters. Magic states that magic is real. While it
Technology Axiom: 15 Currently, there is nothing that technol- cannot be observed by the usual senses,
ogy can do better, faster, or more conve- it can be perceived by those who are
Technology in Aysle resembles that niently than magic can. sensitive to its power and thus made
of the late medieval to early Renais- manifest through spells. Further,
sance periods of Earths history. Sails magic is available to all folk due to
move ships across the seas, the more
advanced dwarven culture uses steam
The World Rules Dunads gift, though not all take full
advantage of this. No matter, because
power, and crude firearms (such as the In addition to the four axioms, each through this world law all Ayslish
realm and its associated cosm has a folk are born with one magic skill (at
number of specialized axioms or world one add) and one arcane knowledge
rules which further set it apart from (at one add). See chapters two and

U thorians Stelae
other realities. The basic axioms func-
tion as reality limits within the realm
eleven for more information.
Additionally, because of magic the
land and its people have been imbued
while the world rules define how the
When Uthorion came to Aysle, realm works within those limits. As with higher attribute maximums.
he decided to embrace its reality with the basic axioms, anyone who However, if an Ayslish character ever
and re-attune his Darkness De- crosses into Aysle immediately be- disconnects from his reality, he is sub-
vice to it (through Pella Ardinays comes subject to the world rules un- ject to the attribute maximums of the
body). But he also wanted to less he is surrounded by a reality reality he finds himself in. Reduce all
change the reality slightly, spe- bubble (see Torg Rulebook, page 101). attributes to the new maximums until
cifically the world laws so that Conversely, an Ayslish character who the character re-links. Certain folk can
corruption and darkness would goes to another reality still must abide go beyond these maximums due to
have an easier time of it. To ac- by his own world rules for that is the their inherently magical natures (see
complish this, Uthorion made a reality he takes with him. chapters eight and eleven). However,
pact with an Aysle god the those kindred who rely on magic for
Entity God Corbaal. In exchange their very existence suffer when that
for Uthorions devotion, Corbaal
agreed to help him create his
The Law of magic is not available.

stelae with the subtly altered re- Observation


ality. An added bonus was that
Reality is defined in Aysle by what
The Law of Honor
because of the gods help,
Uthorions stelae could be ener- one can observe through the senses. The Law of Honor permeates the
gized at double the rate of other Everything is the result of a previous land, declaring that honor cannot be
High Lords stelae. So, where event (even though the event may not hidden the good that folk do is
another High Lord can energize yet be reasoned out). If something can- reflected in their spirit and is discern-
three ritually prepared stelae, not be sensed, it holds no reality. The ible to those who can sense such things.
Uthorion can energize six. But exception to this law is magic, which Further, the more honorable a folk is,
Corbaals aid was not without a has its own governing law. the more that honor is reflected out-
price. The crossed bones symbol Observations give rise to theories, wardly as appearance and bearing.
appears on each stelae (which unlike in Core Earth where theories Those traits (and their associated
normally look like coins of the require testing by observation. So in actions) considered honorable include
realm) during the Entity Hours Aysle, that which is observed is true. faithfulness, loyalty, being true to
as tribute to the Entity God. The sun rises and falls through a hole yourself and your word, respect, and
in the center of the world. The Ayslish valor. Honor, truth and justice demand

44
World Laws

to be recognized in Aysle, and those of operate under the strictures of the Law
noble heart gain advantages from the of Honor and can be honorable. They
Law of Honor. The law is primarily
interested in defending the rights of
can be faithful to their gods, loyal to
their rulers, friends and families, true to A ysle Attribute
the folk and maintaining the status their natures, respectful of others (but Maximums
quo of goodness throughout the land. that means different things to different
The law states that when there is dan- cultures), and valiant in combat. The DEXTERITY 14
ger or trouble, when injustice shows truly corrupt and evil go against even STRENGTH 15
itself, then a hero of honor will appear these basics of honor to the detriment of TOUGHNESS 15
to right the wrongs and save the day. themselves and others. PERCEPTION 14
Under Uthorions reign, this law was MIND 14
masked by the rise of the Law of Cor- CHARISMA 13
SPIRIT 13
ruption, and even those who heard The Law of
the call of honor tended to ignore it in
the face of Uthorions legions of evil. Corruption
The law further states that a new recognized in Aysle, and those of evil
The Law of Corruption fills the land,
Spirit skill exists in Aysle the honor intent find it hard to keep their inten-
declaring that corruption cannot be
skill. Those who take this skill (or earn hidden the evil that folk do is re- tions secret. The law is interested in
it by doing honorable deeds; see below) revealing evil in all its forms through
flected in their spirit and is discernible
must follow a code of honor. In general, the corruption of spirit, mind and body.
to those who can sense such things.
the code of honor must include faithful- Further, the more corrupt and evil a The law states that when evil is done,
ness to a god, loyalty to a country and it will be known by those of honor.
folk is, the more that corruption is
ruler, respect for those less fortunate Uthorion perverted this law, subtly
reflected outwardly as appearance and
and in need of aid, staying true to your- bearing. changing it throughout those parts of
self and your word, performing glori- Aysle under his control. By modifying
Those acts considered corrupt in-
ous deeds of valor and goodness, and the world law, Uthorion was able to
clude spiritual weakness and immoral
courageousness in all things. character, disloyalty, lying, cheating, defer his past evils to the land instead
Note that honor is not just a province of building up the detectable corrup-
stealing, deception, cowardice, pre-
of Upper Aysle. The giants of Lower tion within himself. In that way, no
meditated crimes, and other acts of
Aysle, and even the other Upper Aysle evil. Evil and corruption demand to be one was able to detect that Lady
races that the humans consider evil,

45
Chapter Four

Ardinay had become corrupt, and


Uthorions deception held. To this day,
those portions of the land under the
dominion of darkness still have the
look of corruption. The soil becomes
Honor Advantages hard and brittle, trees and plants
whither and gnarl, and the sky dark-
ens, throwing the corrupt lands into
Number Effects perpetual shadow.
of Adds The law further states that a new
Spirit skill exists in Aysle the corrup-
Honorable
tion skill. Those who take this skill (or
1 +1to faith value are cursed with it by doing foul and
2 +1 to charm value; +1 to melee weapons value; +1 to evil deeds; see below) must follow a
first aid value dark path and a god of corruption,
Noble becoming more and more evil as they
grow in skill and perform foul deeds.
3 Provide Inspiration to one other character once per While this grants terrible power, it
act; +2 to melee weapons value also draws the attention of the Law of
4 +1 bonus to melee damage; +1 to dodge value; +1 to Honor and its advocates. Aysle can-
persuasion value not abide corruption, except where
5 Gain healing miracle; +2 to faith value Uthorions will still holds sway.
6 +2 to dodge value; +2 to unarmed combat value; +1 to
test of will value
Pure Honor and
7 Gain ability to hit and damage non-corporeal be-
ings; +3 to melee weapons value; +1 to willpower
Corruption Skills
value Honor and corruption are two sides
8 Gain ability to detect corruption and level of of the natural balance of the world.
corruption; difficulty based on targets level: Honor seeks to build up and protect,
corrupt 30, wicked 25, foul 20, evil 15 corruption seeks to destroy. When an
9 Provide Inspiration to all characters once per act; +3 Aysle character is first created, you
tododge value may choose to have the character side
10 +3 bonus to ward enemy miracle; +4 to melee weapons with either honor or corruption (we
value do not suggest allowing player char-
11 Gain the ability to perform a personal flurry once acters to choose the corruption skill,
per scene; +3 to faith value however, unless a very good story
Good reason can be decided upon and the
12 Gain the ability to cause opponents to break once per character is working to cleanse his
act; +5 to melee weapons value soul of the corruption). In any case, a
13 Gain the ability to cause companions to be up once character is not forced to take either
per act; +3 to willpower value skill.
14 Gain the ability to count any one drama deck card If the character does take either skill,
as a glory card once per adventure; success trig- it can only be at one add. All other
gers a patchwork check (see Patchwork Realm adds must be gained as defined below
Rules page 53); +3 to test of will value (see Gaining Honor and Corruption
15 Gain the ability to give life to the dead once per ad- below). These skills have benefits and
venture; can only be attempted on those who disadvantages built into them that
have recently died (within an act), can only be make them different from other skills.
attempted once in an adventure (whether suc- Honor and corruption cannot be used
cessful or not); difficulty based on targets level: unskilled.
good 15, pure 20, noble 25, honorable 30, corrupt There are four levels of honor and
35, wicked 40, foul 45, evil 50 corruption, each tied to the arcane
knowledges. The first level of each,
either honorable or corrupt, is tied
to the kindred and element knowledges.
The second, noble or wicked is
connected to living forces. The third
level of honor and corruption, pure

46
World Laws

and foul, is tied to the knowledges


of light and darkness. The final level,
good and evil, is connected to the
knowledges of life and death.
Corruption Advantages
Honor Skill Number Effects
of Adds
A character with the honor skill is
striving to be noble and heroic, a sym- Corrupt
bol for all that is right and true in Aysle. 1 +1 to trick value
As such, he has high ideals that he must 2 +1 to test of will value; +1 to taunt value; +1 to intim-
maintain at all times. Failure to do so idation value
can allow corruption to stain his spirit
Wicked
and lead to his eventual doom. All honor
advantages are cumulative, except those 3 Cause one opponent to become fatigued (as per the
which replace a previously earned bo- drama deck conflict line disadvantage) once
nus. For example, at two adds a charac- per act; +2 to trick value; +1 to maneuver value
ter receives a +1 to his melee weapons 4 +1 to stealth value; +1 to dodge value; +1 to persuasion
value. At three adds, that value is re- value; gain the ability to defer your own
placed by a +2 melee weapons. corruption into the land (difficulty 10 in dark por-
If a character does not possess a tions of Aysle, 25 in the light; check must be made
skill he receives an advantage for, then once per month; if successful, subtract the number of
he adds the advantage to his unskilled result points from your corruption adds to deter-
value. For example, if the character mine what other characters sense you as
has a Mind 9 but no test skill, he adds example, a four add corrupt character gets three
the advantage to his attribute for the result points and appears as a one corrupt add
use of test only. character throughout the month in question)
5 Gain harm miracle
6 +2 to dodge value; +2 to intimidation value; +1 to lock-
Corruption Skill picking value; +2 to maneuver value
A character with the corruption skill Foul
is out for himself, seeking the quick
and easy road to power no matter 7 Gain ability to hit and damage non-corporeal beings; +2
what the cost. As such, he promotes to persuasion value; +1 to willpower value;
destruction, evil and death. Failure to +2 to taunt value
do so can allow honor to cleanse his 8 Gain ability to detect honor and level of honor; diffi-
spirit and save him from eventual culty based on targets level: honorable 30,
doom. All corruption advantages are noble 25, pure 20, good 15
cumulative, except those which replace 9 Cause all opponents to become fatigued once per act; +3
a previously earned bonus. For ex- to dodge value; +3 to maneuver value
ample, at one add a character receives 10 +3 bonus to ward enemy miracle; +3 to trick value
a +1 to his trick value. At three adds, 11 All attacks are now made as blindside attacks; +3 to taunt
that value is replaced by a +2 trick. value
If a character does not possess a Evil
skill he receives an advantage for, then
12 Gain the ability to cause opponents to become confused
he adds the advantage to his unskilled
once per act; +3 to test of will value
value. For example, if the character
13 Gain the ability to cause opponents to break once per act;
has a Mind 9 but no test skill, he adds
+3 to intimidation value
the advantage to his attribute for the
14 Gain the ability to trigger a patchwork check (see
use of test only.
Patchwork Realm Rules page 53) once per
adventure, success gives character three Possibili-
Gaining Honor and ties; +4 to trick value
Corruption 15 Gain the ability to slay opponent once per adventure by
touching him; can only be attempted once in an
Even if a character doesnt have the adventure (whether successful or not); success
honor or corruption skill, he is still af- inflicts six wounds upon the opponent; difficulty
fected by these universal forces. Certain based on targets level: good 50, pure 45, noble 40,
acts are, by their very nature, either honorable 35, corrupt 30, wicked 25, foul 20, evil 15
honorable or corrupt, and performing
these acts can stain or cleanse the soul.

47
Chapter Four

The difficulty number to gain honor


or corruption is 20, and a character
must use Spirit or one of the two skills
H onor Bonus Modifiers
to generate a total after performing an
honorable or corrupt act. If the gener-
ated total is equal to or greater than the
difficulty number, then the character
+0 Honorable acts that are basic to the tenets of honor and
gains one add in the appropriate skill.
not beyond the bounds of normal activity: not cheat
A character cannot spend Possibilities
ing, keeping ones word, never killingor attacking an on these rolls. When generating this
uarmed foe, never harming innocents, always
total, use the honor and corruption
helpingothers, respecting authority, helping a
bonus modifiers.
friend, etc. Such acts do not gain honor, so no roll Honor and corruption tend to cancel
is required.
each other out, so most folk have little if
+1 to +5 Honorable acts for the greater good which place a any of either skill. But the heroes and
character at more than normal risk to life and limb. villains of the land usually have some of
+6 to +10 Honorable acts of self-sacrifice which further the cause the appropriate skill. A character can-
of good and honor. not have both skills. If a character has
+11 to +15 Honorable acts which inspire others and result in the honor adds and then gains adds in cor-
successful play of a glory card. ruption, these corruption adds are sub-
tracted from the honor adds (thus low-
+16 to +20 Honorable acts which further the will of the gods of ering his honor skill). Once all of a
honor against ultimate evils, regardless of the danger characters honor is subtracted, then he
to life and limb. can begin to gain corruption adds. If he
later gains new adds in honor, these are
subtracted from his corruption adds in
the same fashion.

Example: The paladin Corun has


six adds in honor for a value of 16. He
C orruption Bonus Modifiers performs a corrupt act that the game-
master assigns a +5 bonus modifier to
for purposes of gaining corruption.
+0 Corrupt acts which are basic to the tenets of corruption Does the act darken Coruns soul? He
and not beyond the bounds of normal activity: lie and rolls to find out, rolling a 19, which is
cheat anyone, attacking an unarmed foe, using an a bonus of 6. 6+5 equals a bonus of 11.
innocent,betraying friends, etc. Such acts do not gain 16 (Coruns honor value) + 11 (the bo-
corruption unless performed by a character with honor (in nus number) generates a total of 27,
which case the modifier will be +1 to +5). which is greater than the difficulty
+1 to +5 Corrupt acts which help a character attain his goals through number (20). Corun receives one cor-
force, power and intimidation while following a twisted ruption add, which is subtracted from
set of ethics (defining his own terms and living by them, his honor adds. Corun now has five
whether they are honorable or corrupt). adds in honor.
+6 to +10 Corrupt acts which are self-serving and unscrupulous, Honor and corruption can only be
which help a character attain power, glory, wealth and taken as skills when you create a char-
position regardless of who gets hurt or worse; communing acter. They cannot be learned later by
with lesser evils in the hopes of gaining a good result. spending Possibilities. Additionally,
+11 to +15 Corrupt acts which are violent and despicable, which are the skills can only be purchased once;
cruel and brutal just for the pleasure of it; communing with if a character loses the skill he cannot
lesser evils for personal gain. learn it again. He can, however, earn it
+16 to +20 Corrupt acts which are heinous crimes against the gods or by performing honorable or corrupt
the tenets of goodness itself: murder of the just, the inno- deeds (see above). A character can
cent, the pious; betrayal of ones people or family that only increase these skills up to 11 adds
leads to mass death; acts of wanton destruction for the by spending Possibilities. To reach 12
sheer pleasure of it; communing with true evil for pleasure adds and above, the character must
and personal gain. successfully perform a deed or quest
as specified by a god of the corre-
sponding pantheon (either honor or
corruption).

48
World Laws

At three adds, the gods of the oppos- is 25. Target characters from the Nile have a difficulty number as well. When
ing pantheon will no longer answer the Empire are either good or evil, as per making a patchwork check, roll a die.
prayers of the character. So, a follower their world laws. If the final roll (rolling again on 10s
of a god of honor who has corruption at and 20s) is equal to or greater than the
three adds is cut off from his god until difficulty number, then the area flips.
he performs the proper penance and Patchwork Realm
reduces his level of corruption. Example: An area is listed as D18.
At four adds, a god from the corre- Rules On a roll of 18 or better, the area be-
sponding pantheon will select the char- comes L18 and is now under the world
acter as a follower, if the character is Due to the perversion of the Law of laws of Ardinay.
not currently worshipping a deity. For Corruption by Uthorion and his god
example, Corun cannot choose to be Corbaal, characters with a high For simplicity, areas will always
without faith once he achieves four enough corruption skill can deflect the retain the same difficulty number, even
honor adds. He automatically recieves corrupting effects away from their though the letter designation (L or D)
one faith add (if he doesnt have any) bodies and spirits and into the land may change any number of times.
from a god of honor. itself. But with the return of Lady Make a patchwork check for an
At seven adds, characters begin to Ardinay of the Light, the Law of Honor area whenever any of these condi-
show physical signs of honor or cor- reasserted itself. This has caused a tions are met:
ruption. By 12 adds, a character is checkerboard effect throughout the
recognizably good or evil (unless he reality, creating places where the land Once every month of game time.
has deferred his corruption to the land). is dark and twisted according to Once per week if the Darkness
Certain advantages list difficulty Uthorions will, and areas that are full Device is used specifically to cause a
numbers based on levels of honor and of light which banishes the shadows check (but only on one area per week).
corruption in the target character. If where corruption normally hides. A glory card is successfully played
the target character has no honor or To reflect this in the realm, refer to in a dark area.
corruption, or is from a reality that the Light and Darkness map. Areas A character with 14 corruption adds
does not measure such things, then within a stelae triangle can be either specifically calls for a check (which he
the difficulty is based on balance and light (L) or dark (D), and they may do once per adventure).

49
Chapter Five The Theory of Magic
he brass hinges on the evening. This is First Arcanum. I am ceive that which is unperceivable the
door squeaked loudly, Mathea, Mistress Magister from the supernatural. To cast spells, a mage must
announcing Matheas en- Arcane Academy of the Two Towers. manipulate a supernatural pattern to cause
trance into the classroom. I am here through the graces of Lady a desired effect. The spell process brings
The murmur of conversa- Ardinay to further her efforts in help- this pattern out of the supernatural and
tion died the instant she crossed the ing the people of your land adjust to into the natural world.
threshold, her appearance as effective the reality it now holds. In Aysle, magic
as any silence spell ever cast. She is pervasive; trying to adapt to Aysle
moved quietly to the podium, setting without an understanding of magic is The Pattern of
down her notes and her hindsight futile ah, yes? questioned Mathea,
bowl. She unstoppered her flask, emp- indicating a frantically waving youth Magic
tied water into the bowl, and uttered a garbed in black leather. His hair was
spell. She faced the class, looked side- thin, vertical and tricolored. He low- The Law of Observation states that
ways at the bowl, and an image of a ered his hand when Mathea acknowl- what is perceptible is real, and that
whiteboard appeared behind her. edged him. everything which is real is percep-
Another spell, and a colored marker When Im done with this, can I tible, explained Mathea. The world
began to write for all to see: make the bullets in my Uzi explode on perceived through ordinary senses is
target? he asked. There was a titter the natural world. The Law of Obser-
Mistress Magister Mathea of the Two from one of the other students. The vation is the foundation of much of the
Towers, First Arcanum, First Division. rest waited quietly for an answer. science and magic in Aysle.
Mathea took a deep breath. Com- Magic is based on the act of ob-
She turned over the first page of her bining magical principles from Aysle serving the supernatural, which by
notes as she absently pushed back with the technical artifacts from your definition is the world beyond ordi-
strands of gray-streaked hair to a com- Britain is a subject considerably more nary perception. Because of the Law
fortable resting place above her spec- advanced than what we must cover of Magic, which states that magic is
tacles. The notes were familiar; the here. Should you fail to learn and real, then magic must also be observ-
students before her were not. learn completely what I have to able if one knows how to look for it.
For one thing, they were all hu- teach, magic will be of little use to you. This observation begins with the mage
man. Not a dwarf, elf or giant among Once you have mastered the knowl- using his magic skills and arcane
them. For another, they were clothed edge I present to you, then perhaps knowledges to open a window into
strangely; many wore tight-fitting you can experiment with the possibil- the supernatural. The supernatural is
straight pants, shirts with peculiar ity of exploding bullets. the archives of all possible things, the
angular collars, or more comfortable Mathea waited a heartbeat for her depository for the true forms of exist-
looking woolen overshirts called words to sink in, then plunged ahead. ence the once were, the are, and the
sweaters. The women wore similar I have a question for you. What is might be. By applying his magic skills
outfits, or skirts which would be com- magic? to look through this window, the mage
pletely useless in the field, having no An uncomfortable silence was fi- sees these forms as constantly shifting
pouches or pockets sewn into them. nally broken by the vertical-haired designs. He can now select one form
What was truly strange was not youth volunteering, Fireballs and from the infinite number passing
their appearance, but their attitudes, lightning bolts! Other answers in- through his line of sight, causing it to
their patterns of knowing, their view cluded, The power to mold nature, become a set pattern.
of reality. These students had been The supernatural, A second set of Mathea stopped briefly to see if the
selected by Core Earth officials and scientific laws which may be used in class had lost her. Most of the stu-
approved by Pella Ardinay. They had place of physics and chemistry, and, dents at least wore a game face. Per-
an aptitude for magic. But they had no A way of drawing mystic power from haps some actually understood. She
conception of how magic worked, no the universe to cast spells. continued.
experience with its day-to-day uses. At most of these Mathea nodded This observation sets a supernatu-
One of Matheas favorite examples of vaguely, more enthusiastically at one ral form into a pattern. By applying
theorem application and restrictions, or two. When the class seemed to run the processes and theorems of magical
the breakfast brownie, would be mean- out of ideas, Mathea made a small skill and knowledge to this pattern,
ingless to these students. They had gesture. The marker wrote: the mage shapes the pattern into a
probably never seen a brownie at spell, giving it a result perceptible
breakfast or any other meal. Magic is the art of creating and casting through ordinary means. By going
Mathea cleared her throat. Good spells. To create spells, a mage must per- through the spell process, the mage

50
The Theory of Magic

has taken the pattern he originally Elements nately, their names do not describe
observed in the supernatural and Air their properties fully. Death is the es-
brought it into the natural world. The Earth sence of destruction and decay, of non-
spell process affirms and clarifies the Fire existence as well as dying. Life is the
observed pattern, allowing the Law of Metal creative essence, the essence of grow-
Observation to take effect, and thus Plant ing as well as living. Most arcane phi-
the two laws work together. Water losophers believe moral and spiritual
Once shaped, the spell can be used, qualities derive from the essences of
taught and, to some extent, manipu- The skills are listed in order, from life and death, Mathea explained.
lated by other mages. But the core act the most difficult to the simplest, True knowledge is perhaps the most
in all of magic is the perception of the Mathea said as the words appeared. deceptive, for it refers to the true
supernatural pattern, applying the The knowledges are listed in the same knowledge of physical substances,
Law of Observation to the Law of way, although the mixed forces do not their makeup and properties, as well
Magic. quite follow the scheme. as the knowledge of location, distance,
A spell contains the original pat- A detect magic spell is built from or other properties of space. Time is
tern observed by the mage that cre- the pattern observed by the divination the essence of change, as well as the
ated it. When you learn a spell, you are skill and the magic knowledge. An essence of the passage of time.
learning to see that pattern in the same altered fireball is built from the pat- The principles are the result of the
way as that mage. This is why spells tern of alteration and fire. Strength is interaction of the essences. Darkness is
created by those with great skill re- built from the pattern of alteration and derived from death and true knowl-
quire great skill to learn. You must see folk, as is the common haste spell. edge, light comes from the interplay of
as the spells creator saw in order to A sloppy man with an ill-kempt life and true knowledge, while magic
duplicate the pattern. The spell is then beard, perhaps 10 years older than the results from a mix of life and time.
the delivery system for the supernatu- other students, raised a finger, keep- The mixed forces, while of a lower
ral form, the path it follows to arrive in ing his elbow firmly planted to the order than the principles, are no sim-
the natural world. arm of his chair. He asked, Are the pler. They are the result of mixture of
The middle-aged mage paused skills exclusive of one another? Can the principles, which includes influence
again. A cloth, seemingly moving of you produce two spells which have from the essences, and two of the es-
its own accord, wiped the earlier notes largely the same effect with two differ- sences themselves. Living forces are the
away, then the marker frantically ent skills? result of death, darkness, light and life.
scribbled: Mathea nodded. Divination is used Inanimate forces are the result of true
to produce a knowledge pattern. Ap- knowledge, light, magic and time.
Magic Skills portation is used to produce a move- Mathea paused as several students
Conjuration ment pattern. Alteration produces a scribbled furiously in their notebooks.
Alteration pattern of change, while conjuration Vertical hair and the red-haired
Apportation can be used to create or destroy a woman were notable exceptions.
Divination pattern. Within these definitions, it is The seven kindred spring from liv-
certainly possible to duplicate effects. ing forces, or more accurately, they
Arcane Knowledges One skill usually proves itself supe- access all of the knowledges necessary
Essences rior for a certain effect. for existence through the living forces.
Death Mathea saw that the woman with The elements are related to the inani-
Life the close-cropped red hair had a quiz- mate forces in the same way.
Time zical expression, but no question as So, between these four skills and
True Knowledge yet. From experience, Mathea knew it 22 knowledges are the bases of every
Principles would come soon enough. observation, and hence every spell, in
Darkness The knowledges are arranged in a magic.
Light hierarchy. Centuries of observation and The red-haired womans question
Magic experimentation have proven that all of coalesced with Matheas last remark.
Mixed Forces the other knowledges flow from the Professor Mathea, she asked, if
Inanimate Forces essences, directly or indirectly. Mathea every spell begins with a pattern, and
Living Forces uttered a curt phrase, and whirled to this pattern is created from the super-
Seven Kindred point at the whiteboard. A wavering natural, why arent all spells conjura-
Aquatic wall of green flame rolled from her tion spells? Dont you have to conjure
Avian finger and crashed into it. Fire dripped the pattern in the first place?
Earthly to the bottom edge, and then subli- Mathea smiled. Yes, you do have
Elemental mated away with a hiss. The class to conjure the pattern, as well as di-
Enchanted gasped in a most satisfactory manner. vine it, alter it, and apport it. So, the
Entity The names of the essences have process of creating spells requires all
Folk remained since their properties were four skills. But the spell that is created
first observed millennia ago. Unfortu- can simply be a divination spell, for

51
Chapter Five

the other skills are only used to ini- mined during this step in the creation Magic knowledge is often the
tially open up the window and bring it process. The pattern is the foundation mechanism of a spell. Magic is the only
from the supernatural into the natural for the spell; overbuild on the founda- knowledge which, when used as the
world. tion and the entire spell collapses. mechanism, contributes its full effect
When you observe the pattern, you to the spell. All other knowledges
use one magic skill and one arcane dampen the full effect somewhat.
The Spell Process knowledge, she added. A man with a thin tie and dark jacket
raised his hand. Mathea pointed to him.
On the whiteboard behind Mathea, Do all spells use magic knowledge as
the marker scratched out: Conjuration and State their mechanism? If not, why do com-
petent mages bother with any other
Primary Rule of Magic: A spell will A pattern is the basis for a spell, knowledge as a mechanism? he asked.
have no positive effect without being willed and much of its effect is defined by the Mathea smiled ruefully at the ques-
by the caster; negative or non-effects are pattern, Mathea continued. But the tion. Part of the answer is in the na-
generally a result of insufficient control patterns effect is brought into the natu- ture of the knowledges. Magic cannot
and will. ral world along a certain path called create all results. For example, trans-
the state path, often shortened to sim- mutation of one element to another,
The Primary Rule is a reminder ply state. The state of a spell deter- say lead to gold, or even fire to earth,
that while observing a pattern is nec- mines how a spells effect comes into requires true knowledge as the mecha-
essary for the performance of magic, being. As the state consists of bringing nism or pattern. Similarly, turning a
the pattern alone is not enough. The the pattern into being, it uses the con- frog into a man, or vice versa, requires
spell process shapes and refines the juration skill and the knowledge used life knowledge, she said.
observation, making it useful to the in observing the pattern. Also, it is often not cost effective to
mage. Here the mage paused, reading her use magic knowledge. If a smaller ef-
notes once again. The next part was fect will do, it is often cheaper to use a
A. Open window into supernatural not easy to those who were brought lesser mechanism. The knowledges are
archive using the four magic skills. up with magic and the Ayslish way of related in the way I showed you on the
B. Observe the forms and set a pattern thought. Core Earthers, brought up whiteboard; the cost of using the
with one skill and one knowledge. under a different reality, would find it knowledges is related to how far apart
C. Use the spell process to move the even harder to understand. Sighing, knowledges lie on the chart, and where
pattern into the natural world in the form Mathea plunged straight into her next they lie in the hierarchy. Magic is un-
of a spell. topic. The marker leapt to the fortunately not close to every knowl-
whiteboard, squeaking out: edge a mage might want to use as a
Including the observation of the pattern.
pattern, there are six steps to the spell Pattern Vertical hair began waving his hand
process: pattern, state, control, apport- Mechanism frantically. Mathea was about to go on
ation of effect, duration, and cast time. Result when he shouted, Oy! I have my hand
Casting up! Mathea raised her eyebrows in
his direction.
Pattern and Effect A state path has four points, each Magic is pretty close to elements,
built from an arcane knowledge. The and right next to inanimate forces. So
Mathea looked earnestly at the red- first is the pattern, where all magic you get more flash for your cash when
haired woman and said, The pattern begins. The pattern is the raw material using magic as a mechanism for those
of the observation defines the basic prop- from which a spell is made, Mathea effects. Is this why lightning bolts and
erties of a spell effect. The fact that a stated. fireballs are so good at blowing the
fireball explodes out to a fill a volume, The mechanism is the knowledge snots out of everything? he asked.
that strength makes you stronger used to manipulate the pattern to ob- Yes, that is essentially correct, mis-
rather than faster, or that weakness tain an effect, she continued. In gen- ter ?
does make you weaker all of these eral, the mechanism knowledge must Slash. Call me Slash.
are established when the pattern is be higher in the hierarchy than the Yes. Of course. Slash, the proxim-
first observed. The mage must know pattern knowledge. The three most ity of the magic knowledge to inani-
the basic effect he desires when he common mechanisms are living forces, mate forces and the elements does ex-
starts his observation. He uses his inanimate forces, and magic. plain the effectiveness of those sorts of
magical skills and the chosen knowl- Living forces affect all kindred, and spells. In those cases, the mage finds it
edge to make the observation. How it has been shown that they can be worth his while to use magic as a
well he does on this initial observation used to apport the elements as well. mechanism, Mathea replied. The im-
sets a limit to how effective the spell Inanimate forces affect all elements, and portant thing to remember about the
can be. A mage may want to build a lot can apport kindred, Mathea said. She mechanism is it is the knowledge by
into a pattern, but the pattern can only paused until the note scratching be- which the result is achieved.
hold so much. How much is deter- came less frantic.

52
The Theory of Magic

The result knowledge is the knowl-


edge of a spells final effect, which can
be the same as the pattern Mathea
continued. For instance, a fireball has a
pattern and a result of fire knowledge.
The bullet spell has a pattern and result
of metal. However, a transform man to
frog spell has a pattern of folk but a
result of aquatic, as a frog is an aquatic
animal. The result is the knowledge
into which the spell effect goes.
For example, if you wished to com-
pletely obliterate a target, the result
would be death, as you are turning the
target into nothing.
She paused, scanned her audience,
then continued. The casting reflects
how a spell is cast; whether it is cast
directly, focused on an object or per-
son, impressed in a person, or put into
a ward.
A spell cast directly is the easi-
est. It is linked to the caster through
the pattern of the spell. Should the
caster be killed, the spell loses effect
immediately.
Mathea noted with satisfaction that
a few seemed nervous at the mention
of killing mages. Magic was a serious
discipline with serious consequences;
the sooner her students learned that edge in the control step of the process, fier to the result; it is not necessary to
the greater the chance they had for a which I shall explain shortly. trace the state path any further once
long life. Mathea paused to collect her reaching the result knowledge. Through
Focused is a bit more difficult. The thoughts, idly splashing three fingers centuries of experience, mages have
pattern is linked to an object or an- in the hindsight bowl as she thought. discovered how each move increases
other person. If the object is destroyed, Many of you have seen Pixauds Prac- the complexity of a spell. In Throrvalds
or the person slain, the spell effect tical Grimoire. The following examples excellent treatise on spell design you
disappears, she said. all come from that volume. will read how this is done.
Impressed spells are harder still. An altered fireball spell has fire as For now I can give you qualitative
They hold the spell process in abey- its pattern, magic as its mechanism, examples. For the altered fireball, the
ance until commanded by the caster, and fire as its result. Its effect, and any pattern is fire. From there you trace a
or the user of an enchanted object. If positive results of the spell, are trans- path through inanimate forces to
the object is destroyed, the enchant- lated directly to fire as magic is the magic for the mechanism. Finally, you
ment is lost. The same holds for de- mechanism. pass back through inanimate forces
stroyed folk. Linfirs little frog spell has a pat- to fire for the result, said Mathea.
It is important to note that spells tern of folk, a mechanism of life, and a The man with the narrow tie raised
can only be impressed into beings, or result of aquatic. For the duration of his hand again. Um, Im Garrald,
objects which contain living forces. If the spell, a folks life essence is re- Professor Mathea. What if the mecha-
the mage wishes to impress a spell shaped into that of a frog. nism was inanimate forces rather than
into an object, he must first connect it Detect magic has magic as the pat- magic?
to the living force within him. This can tern, inanimate forces as the mecha- The damage from the fireball
be quite hard, and so is usually at- nism, and magic as the result. would have been greatly reduced, by
tempted only by mages who have a more than tenfold, said the mage.
good degree of skill. State Path Good enough for me, said Slash.
Wards are spells which have been My exploding bullet spell is going to
focused and impressed into an object, The state path is the path you would have magic as its bleeding mechanism.
but which have a preset condition for follow on the knowledge chart, starting Mathea sighed. Back to the ex-
release, based on the divination skill with the pattern, then going to the amples. Linfirs little frog spell has
and a knowledge. This means wards mechanism, and then to the result. The folk as it pattern, then it goes through
require additional divination knowl- final step, the casting, is actually a modi- living forces and light to its mecha-

53
Chapter Five

nism of life. It then goes directly back Change Target Mathea vigorously shook her head.
through living forces to aquatic. The Effect No. Once initiated, the pattern exists
path through light was not necessary, Form (elements, mixed forces, for its full duration. By controlling the
but Linfir chose to do so for the spar- principles only) duration, a mage may hasten the
kling effect of the spell. Wizards often Apportation patterns return to the supernatural.
enjoy adding small touches to their Duration Matheas smile was broad now.
spells, but such fancy effects are be- Good questions. Perhaps Core Earth
yond the scope of our discussion. The ability to change the target of could produce a solid mage or two
Once the state path has been cho- the spell effect requires additional con- after all.
sen, the mage then sets the control of trol. Simple telekinesis spells can change
the spell. targets. Without this ability, a simple
cleaning spell would have to be recast Apportation, Range
for each object the apprentice wished to
Divination and pick up. This could be quite tiring to an and Speed
apprentice, said Mathea, beginning to
Control pick up the pace of her lecture.
The remaining points of the spell
process are not nearly so complicated,
Effect can be lessened through con-
Divination magic is the magic of said Mathea. The class released their
knowing. Knowing how to control the trol, but not increased through con- tension with an audible sigh.
trol. The main reason to control effect
pattern and the mystic energies flow- The range of a spells effect is the
is on long term or permanent magic
ing along the state path is crucial for a greatest range at which the mages
successful spell, or at least one which effects the effect may be switched will is sufficient to maintain the pat-
off and on at the mages whim.
has a better chance of working than tern and its effect. Even a hairs width
The mage can choose to control
turning your brain to paste. beyond that range and the pattern will
Nervous laughter met her last com- the form of a spell patterned on the have no practical effect. An effect may
knowledge of elements, mixed forces,
ment. Perhaps a few of them had expe- be perceived by those outside the range
or the principles. The mage needs to
rienced enough backlash to be uncom- of the spell, but sometimes even the
fortable at the thought of an uncon- control the form if the desired form is perceptions may be muted.
not natural for the knowledge in ques-
trolled spell. Good. A magical conflagration which
tion. Metal or earth can be shaped into
So, divination magic is the skill for burned with purely magical fire, one
control, while the pattern knowledge a wall with little problem; both ele- which had not set blaze to objects in
ments are by their natures stable. A
is the knowledge used. the natural world, would be visible
wall of fire, light, water or darkness
The magical skill upon which the outside its range. The fire might pro-
spell is based first sets the difficulty of would need to have its form controlled, duce sound or an odor associated with
as the confining shape of a wall is not
controlling the spell. Divination spells burning, but centuries of practice have
natural for any of these knowledges.
are easiest, then apportation, then al- shown these effects to be less pro-
teration. Conjuration are the most dif- Control over the apportation al- nounced than similar effects of a natu-
lows the spell to follow any path de-
ficult, Mathea said. ral conflagration. A person standing
sired by the mage, rather than a straight
The control can be made more dif- an eyelash away from such a magical
ficult by a number of other factors. path from mage to intended person or fire would feel considerable warmth,
object of effect. Control over apporta-
Illusions can be made more realistic, but would never burn.
tion also allows control of the speed of
or at least harder to disbelieve, by Therefore, any practical effect the
increasing the control over the spell. the spell effect, but the speed cannot mage wants must occur within the
be increased beyond the natural speed
Combat spells can be made more range of the spell, said Mathea.
of the spell. Away sight makes use of
accurate by increasing the control of The speed of the spell is the how fast
the spell. Versions of the bullet spell this property; the mage can stop to the spell effect may be moved, out to its
look along the way.
have been improved in this manner. maximum range. If the speed is too low,
Duration may be controlled, which
Wards require additional divina- the spell effect may not reach its full
tion skill, plus the knowledge of what is desirable when a caster wishes to range before the duration expires.
cancel the spell. If duration is not con-
is to be detected. This increases the You say the spell effect is moved,
trolled, the spell may not be voluntar-
difficulty of controlling the spell pro- interrupted Slash. Which means
cess as manifested in the ward. If the ily halted by the casting mage. range and speed come from the ap-
The woman with the red hair raised
wizard wants the ward to be activated portation skill, and the bleeding pat-
her hand again. Mathea called on her.
by dwarves who come in contact with tern knowledge?
it, then the spell requires divination/ I was wondering by the way, Yes, said Mathea. As I was say-
Im Diedre I was wondering why
folk. If the ward is to be used to auto- ing, the speed may be kept low for
duration needs to be controlled in a
matically extinguish a fire, divination/ spells with sufficient duration. Spells
fire is needed. cast spell? she asked. Isnt the magic used in combat will tend to have speeds
linked to the will of the caster? Cant
The marker smoothly wrote out the equal to or greater than the range of
the caster will the pattern out of exist-
following list: the spell to deliver the effect quickly.
ence instead of controlling duration?

54
The Theory of Magic

Speed and range together are usu- Touch When specific contagion is applied,
ally called the apportation of the spell Self contagion may be applied as well.
effect, as they are summed into a whole Voice If either contagion theorem is ap-
during the design of a spell, Mathea plied to a spell, that spell cannot be
said. Process Theorems cast without the contagion, concluded
Cast Time Mathea.
Control Hey, is this true of the other theo-
Alteration and Duration rems as well? I mean the part about
Range applying more than one of them? So if
Duration Speed I am using uniqueness I can apply
State exclusion, and if I am using self I can
The duration of the spell is also
chosen by the mage. In order to com- also apply touch? asked Slash.
Theorems may be applied to any Yes, answered Mathea.
pensate for a highly complex spell,
spell a mage is designing. They fur- Brill. So what do those theorems
mages often choose a duration which
is considerably less than what their ther define a spell, lowering the com- do? insisted Slash.
plexity of the spell, but restricting it at I am getting to them, replied
alteration skill and pattern knowledge
the same time. Any restrictions built Mathea curtly.
might suggest. You will see how this is
done in tonights assignment. into a spell by a theorem must be The theorem of exclusion states that
followed in order to cast that spell. the less of a knowledge which is
neccessary for the pattern or result,
the easier the spell. A folk spell which
Cast Time Pattern Theorems only affects dwarves would be easier
Cast time is also chosen by the to cast once the theorem of exclusion
Pattern theorems are the heritage of were applied, as dwarf is less than the
mage. Minimum cast time for a spell is
thought to be one heartbeat, although every Ayslish mage who has learned whole that folk encompasses.
the rudiments of even a single magical The ill-kempt man raised his finger,
this has not been properly confirmed.
skill. They are derived from proper- asking, Can the theorem of exclusion
The greater the cast time, the easier the
spell becomes for the mage. Cast times ties of the supernatural pattern itself, be applied only once? What if I want to
or from properties of the observer. design a spell which only affects left-
over an hour are not uncommon, par-
The theorem of concentration states handed, overweight dwarves with bad
ticularly if the spell is to be impressed.
that as the spell is cast, the mind of the breath? Or more likely a spell which
mage mirrors the pattern. If the mage only affects knife blades, a subset of
continues to concentrate on the pat-
Theorems and tern after the spell is cast, the pattern is
blades, which is a subset of metal?
No, answered Mathea. The theo-
Their Application easier to maintain in the natural world.
If the mage is concentrating on a spell,
rem of exclusion may only be applied
once to the pattern. However, it may
When a mage finishes the spell he may take no other action until the be applied to limit the pattern or result
process, he is usually left with a spell spells effect is over. in any way the mage desires. But once
which has an unacceptably high back- The theorem of contagion states a applied, the exclusion on the spell can-
lash, difficulty, or both. In virtually all part is always linked with its whole. not be changed. Another spell would
cases, the spell could be made easier This theorem makes it easier to bring have to be designed in order to get a
though conscientious applications of the pattern into the natural world by different exclusion.
theorems. having a physical object which repre- You may also apply the theorem
There are two basic types of theo- sents either the pattern knowledge or of exclusion to the result knowledge,
rems. Pattern theorems are observed the result knowledge, said Mathea. but again you may only apply it to the
magical truths which are applied to Does this mean I can use a human result knowledge once.
the basic pattern or the effect of the hair as contagion on a spell which I am So I could build a fireball which
spell. Process theorems are observed currently using on a dwarf? asked only burned dwarves using the law of
truths which apply to the spell Garrald. exclusion? asked Slash.
process. Yes, said Mathea. Such a spell No, Slash, you cannot. A fireball
The marker made two side-by-side might be slightly less effective, but has the pattern and result of fire, of
lists: folk are folk. which mages over the millennia have
Specific contagion may be applied only observed one kind, the kind which
Pattern Theorems when the piece of an object, or object attempts to burn everything.
Concentration itself, comes from the actual target of Can I design a spell which only
Contagion the spell. If I apply the theorem of increases the strength of my friends?
Specific Contagion specific contagion to a spell which is asked Garrald.
Exclusion going to effect folk, I would need some- No. The emotional state of folk
Uniqueness thing from the individual or object seems to be beyond the bounds of the
Similarity who is the target of the spell. theorem of exclusion, Mathea said.

55
Chapter Five

The theorem of uniqueness is the theorems are required to manipulate ated from the magic skill used to ob-
most effective form of exclusion, she the spell, as manipulation is tampering serve the pattern, with the mages adds
continued when the questions died with the spell process. If a mage has a in pattern knowledge added to the
down. It may be applied when the process theorem, he will apply it to any skill value. The conjuration, divina-
spell affects only one specific indi- spell he designs unless there is a com- tion, apportation and alteration totals
vidual, or one particular object. When pelling reason not to do so, said Mathea. are generated using the respective
uniqueness is applied, exclusion may What might be a compelling rea- skills, which have each been increased
also be applied. son? asked the ill-kempt man. by the adds of the pattern knowledge.
The theorem of similarity states that Mathea found herself annoyed that The pattern knowledge adds are added
cause resembles effect. Whenever the he had not yet introduced himself, but to the magical skills only for spell
mage mimics the process or result answered, Some spells are designed design, never for casting the spell.
while casting the spell, this theorem with manipulation in mind. If a spell is 4. The skill totals are subtracted
may be applied. For example, in the intended for use by a beginning mage, from the pattern and process values.
altered fireball the mage mimics the the fewer theorems necessary to effec- If a skill total exceeds the pattern or
flight and impact of the fireball with tively manipulate the spell, the better. process value by more than five, a -5 is
the piece of pitch which he holds. By Mathea looked around for other recorded. The only exception is when
putting this action into the spell pro- questions. There were none, probably the alteration total exceeds the dura-
cess, the mage who designed the spell due to mental exhaustion. She straight- tion by more than five; the full differ-
can apply the theorem of similarity, ened herself and clapped her hands ence is recorded. This is the reason
said Mathea. loudly. many spells have a short duration.
The theorem of touch states that di- Thats it for today then. Read the These are then added together into the
rect contact between the caster of a section on spell design in the book I spell sum. If the spell sum is less than
spell and the target of a spell makes am giving you before next class. Then zero, it is raised to zero.
the transfer of the result easier. The we will start having you work minor 5. The basic complexity is calcu-
theorem may be applied whenever magics in laboratory sessions, as well lated. The basic complexity is in-
the spell requires the caster to touch as attending these theory lectures. creased by the type of magic skill used
the recipient of the spell. Enjoy the assignment. in the pattern, the maximum value of
The theorem of self states that as the the pattern or spell process, the spell
observer of the pattern, the mage is sum, and reduced by the cast time of
closest to, and most susceptible to, the
pattern of the spell. If a spell only affects
Spell Design the spell.
6. Theorems are applied, restricting
the caster, then the theorem of self may The following is condensed from the effects of the spell, or requiring
be applied. As a mage whose spirit still Magister Throrvalds Foundations of additional steps in the casting process.
inhabits his body is always in contact Effective Magic, but they are presented Each theorem takes at least a week to
with his physical self, he may apply the in a manner which is directly appli- apply; taking additional weeks tends
theorem of touch as well. cable to the Torg game, leaving out to increase the effectiveness of the theo-
The theorem of voice states that the many of the metaphysical asides which rem. The totals of all applied theorems
path of thought to voice is akin to the have confused students in the past. are added to form the theorem sum.
path of pattern to natural world. Speak- Here is an overview of spell design: 7. The final complexity of the spell
ing the spell process aloud for the is equal to the basic complexity minus
entire time the spell is cast allows the 1. The mage decides the effect she the theorem sum. There are minimum
theorem of voice to be applied, wants the spell to have, and then complexities depending on the type of
Mathea said. chooses the knowledges for the pat- magic used to cast the spell.
tern, mechanism and result. The mage 8. The spell is recorded. It is given a
needs all four magic skills to design name. The final complexity is split
Process Theorems a spell, but the pattern skill is the into backlash and difficulty at the dis-
only skill necessary to cast the spell. cretion of the mage. The other values
Process theorems affect the process of Next the mage chooses whether the of the spell are recorded.
the spell, rather than the pattern di- spell should be cast directly, focused,
rectly. Each theorem must be learned, a impressed or placed in a ward. It is at
skill similar to the other magic skills.
They only have application in spell de-
this stage that the axiom level of the Choosing
spell is decided upon, and the bonus
sign, and placing restrictions upon spell number of the spell is assigned to in- Knowledges
manipulation. For all of their theoreti- crease one of its attributes.
cal nature, any mage intent on design- 2. The mage assigns values to the for a Spell
ing spells will eventually learn at least pattern, state, control, apportation, and
one or two of these theorems. Their duration portions of the spell process. Many spell effects are only possible
benefit is often essential. 3. The mage uses her magic skill with one combination of knowledges
The only restriction to applying and the pattern knowledge to gener- for the pattern, mechanism and result
process theorems is that these same ate totals. The pattern total is gener- of the spell. It is essential for a mage to

56
The Theory of Magic

understand how the knowledges work


within the pattern and process of a spell.
R eality: What a Concept!
Essences The class had broken up for reality. Thats why most spells
The essences are the hardest the day, and several students and have limited durations after a
knowledges to use for the pattern of a Mathea were in the cafeteria, while, the universe overcomes
spell. They often accompany the most drinking coffee. Mathea hadnt your imposed reality and returns
spectacular effects possible in magic. liked the stuff at first, but she things to the way they used to
True transformation, turning one thing found herself rapidly becoming be.
or being into another, requires essences addicted. The student looked uncon-
as either the result or the mechanism. The unkempt man stared hard vinced. But where does the en-
Conjuring something which is not at Mathea. Okay. Lets see if ergy come from? I mean, you say,
illusory requires an essence as the pat- Ive got this straight. The super- abracadabra, and I fly back-
tern or as its mechanism, or both. A natural is the archive of all pos- wards into the wall at 50 miles
transformation or conjuration will still sible things, right? per hour? The student patted
fade at the end of the duration of the Mathea pushed her spectacles his fair-sized paunch. Thats a
spell, but it cannot be broken by disbe- back on her nose and took a sip fair amount of kinetic energy.
lief (as mentioned on page 114 of the of her coffee. Simplistically put, Do you supply it? Does it come
Torg Rulebook). A transformation us- but an adequate description for from your mind, somehow?
ing an essence as its mechanism or this stage of your training, yes. Only tangentally. To get you
pattern is real for its duration. Fine. Its a really big room to fly back into the wall at 50
Essences are immutable. They may filled with lots of file cabinets. miles per hour, I have to have the
not be changed to another essence, nor So, famous mage that I am, I pattern for movement. The su-
to any other knowledge. If an essence amble into the file room, use my pernatural, the file room as you
is used as a pattern, the essence is skill and knowledge to find the call it, contains the patterns for
drawn from within other knowledges file that contains the pattern Im everything thought, commu-
of the spell, and perhaps manipulated. looking for. And the greater my nication, emotion, matter, and
If used as a result, that essence within skill and knowledge, the better I movement.
the pattern knowledge is enhanced. can sort through the files. The only energy I supply is
Essences may be used as mechanisms Mathea didnt know exactly that involved in imposing the
for patterns of an essence, as long as what a file cabinet was, but she pattern I have chosen on the uni-
the result knowledge is not an essence; could see that the man had the verse. Thats where spell back-
essences may be combined to produce right idea, sort of. She nodded. lash comes from my mind
lower-order knowledges, but not an So after Ive got this file, I can versus the inertia of reality.
essence. cause whatever it contains to Mathea stood up.
Mages have yet to find a pattern become real in this universe? Thats enough theorizing for
which uses an essence and apporta- More or less, Mathea re- today, she announced firmly.
tion magic. Such a gap in their theory plied. The universe tends to re- Right now, the only reality Im
puzzles them. sist change. The more improb- interested in is that my coffee
able the effect you are attempt- cup is empty.
ing to cause, the harder the spell. She headed up to the urn, then
Death You not only use your skills and paused and turned around. By
knowledges to find the proper the way, Ive never heard the
Death is the essence of corruption, pattern, you also pit them against expression abracadabra before.
non-existence, the consuming hunger the natural tendencies of the uni- Is that a word of power in your
of the Void, as well as death. Death is verse to cause them to become language?
a powerful essence because of Linfirs
Maxim, Nature concedes the destruc-
tion of anything, the construction of Examples: Death may be used with Mechanism
nothing. divination to search for corruption, or As a mechanism, death allows a
Pattern a source of destruction. pattern to be altered or divined
As a pattern, death is used to ma- Alteration/death is the pattern for through death. As a mechanism, death
nipulate the death knowledge within reanimating the dead, allowing can corrupt, diminish, or kill its target.
a being or object (through divination thought as well as simple movement. Death used a mechanism for conju-
or alteration), or to bring a pattern of Conjuration/death may be a pattern ration/darkness or living forces can
destruction into existence (through which creates death to be inflicted make the spell results real for the du-
conjuration). upon another knowledge. ration of the spell. However, death can

57
Chapter Five

only be used as a mechanism for re- Life this time has passed, the lifeform needs
sults which are consistent with it. Death the pattern provided by the spell.
cannot be used as the mechanism for a Life is the essence of creation, re-
healing spell. Example: A conjuration/folk which
newal, life, and honor. Life is the es- yielded a human would need a dura-
Examples: As a divination mecha- sence of change, the change of growth, tion of nine months before the con-
nism, death may be used for a speak the change of spirit, and the change of jured person could live without the
with dead spell. new ideas. support of the conjured/folk spell.
As an alteration mechanism, it can Pattern Mechanism
bring out the corruption in a being. As a pattern, life may be used to As a mechanism, life imbues the
Result find life or the honorable (through result knowledge with life, honor, or
A death result allows the complete divination), or enhance life, honor or other life aspect. As a mechanism, life
destruction of the pattern knowledge. the creative aspect of a being (through can be used to transform one kindred
It can also be used when the mage alteration). Conjuration/life allows the to another, through their common
wants the target to die. As a result, mage to create truly living beings from nature as living beings.
death makes corruption or destruc- the raw supernatural pattern. Life may also be used as a mecha-
tion continual, beyond the capacity of Examples: A divination/life spell nism for magic and light, and living
natural healing or natural processes of could be used to detect life or honor forces, making conjurations involving
repair for the duration of the spell. within a being. It could also be used to those knowledges real for the dura-
Magical processes are needed to undo detect a particular one of the seven tion of the spell. Such use must be
the effects of the spell. kindred. consistent with the essence of life. A
Alteration/life could be used to ac- conjure corrupt being spell could not
Examples: A spell which consigns have life as its mechanism.
an object to non-existence needs death celerate healing, growth, or other life
as the result. process. Examples: Bringing someone back
An alteration/earth spell which shat- Note: Theoretical mages have cor- to life requires life as the mechanism,
tered stone could be used to destroy a related the gestation period of a kin- but a mage must be careful. In accor-
wall; if death were the result, the wall dred with the duration necessary to dance with Linfirs Maxim, should the
would resist repair, continuing to make a conjured lifeform viable. Until spell wear off before the body has had
crumble for the duration of the spell. a chance to heal itself, rid itself of
poison, disease, or negate whatever
killed it, the unfortunate victim will
drop over dead again.
Linfirs little frog spell would have
life as the mechanism, folk as the pat-
tern and aquatic creatures as the result
C aveat Magii
knowledge.
Result
Any spell design system is one-in-a-thousand, another As a result, life makes any renewal,
going to have to be overseen by mage might be interested. If the creation or other life attribute con-
the gamemaster. This one is no spell is one-in-a-billion, you can tinual for the duration of the spell.
exception. We have put a num- bet that a good number of wiz- Magical processes are needed to undo
ber of spell brakes into the sys- ards are going to be interested in the effects of the spell.
tem. This prevents spells from the spell. Life can be used to tell the nature of
being too easy, while still being Also remember that counter a kindred, penetrating any disguise,
versatile and quite powerful in spells are possible. A flame spell also analyzing his health or other life
the hands of skilled magicians. could be developed by a mage factors. Life can also be used to tell the
However, any time you get cun- with its only visible effect being nature of any enchantments on a kin-
ning players and dice together, a pinprick of flame on the casters dred. The limiting factor is the infor-
amazing things can happen. You hand. Since a character can only mation may be gained about one other
can always disallow the spell, be affected by one spell of one knowledge: kindred, living forces,
frankly telling the player that knowledge at a time, the flame light, or magic.
such a spell could unravel your hand spell could be proof against Examples: A healing spell which
campaign. However, you might the most vicious fireball imagin- had life as the result would continu-
be able to handle powerful spells able if cast by a wizard more ally heal the kindred for the duration
designed by Storm Knights skilled than the caster of the fire- of the spell, healing any additional
within the game. If the spell is ball. damage taken.

58
The Theory of Magic

A detect folk enchantment could Result it usually would not have. It can also
have folk as the pattern, living forces A result of time can be used to fix be used to open a gate between two
as the mechanism, and life as the re- a process in time, to halt time for the points in the same dimension.
sult. If successful the spell would give duration of the spell.
Examples: Extradimensional gate
the caster knowledge on the type and Also, a result of time may be used to
has conjuration/true knowledge as its
extent of any magics which are fo- gain information about the nature of
cused on the target folk. inanimate forces or magic on an ele- pattern. Conjuration is necessary be-
cause a dimension is a place which is
ment. A spell can only be designed to
part of a cosm, yet physically discon-
gain information on one knowledge.
nected from at least one other region
Time Example: A fireball could have al- of the cosm. There is no physical path
Time is the essence of soulless teration/fire as the pattern, magic as the between two dimensions, so conjura-
change, as well as the knowledge of mechanism, and time as the result. tion magic is necessary to create one.
time. Change caused by time is a The fireball would travel as normal Alteration/true knowledge is the pat-
change in being, in the nature of an until the mage triggered it. It would tern for a teleport or gate spell within
object, not simple changes such as a stay suspended in time for the dura- a cosm.
change in location. Unlike life, the tion the spell.
Mechanism
change of time does not require a A mage could build the detect en-
True knowledge as a mechanism
steady progression; radical changes, chanted weapon spell with divination/
metal as the pattern, magic as the allows one element to be transformed
even random changes, are possible into another.
with time. mechanism and time as the result.
True knowledge may also be used
Time can change the very nature of as a mechanism for light, darkness,
a being or object, and so is seen to be and inanimate forces, making conju-
opposed to true knowledge, which True Knowledge rations involving those knowledges
seeks to define what is invariable in a real for the duration of the spell. Such
being or thing. True Knowledge is the true knowl-
edge of physical substances and their use must be consistent with the es-
Pattern properties. True knowledge is consid- sence of true knowledge. A loathing
If time is the pattern, the nature of ered to be the pure form of a being or spell involves spiritual darkness, and
change and time itself may be manipu- object, the pattern to which the matter could not have true knowledge as its
lated, although such manipulations are of the object conforms. If one had true mechanism.
limited to the duration of the spell. knowledge of a dwarf, everything es- Example: A turn lead into gold spell
sential to the physical being of a dwarf would require true knowledge as the
Examples: Divination/time may be
is contained in that true knowledge. mechanism to produce true gold. Illu-
the pattern to determine when an event
The spiritual dwarf is still the prov- sory gold would be easier to produce.
occurred. ince of life and death.
Alteration/time may be the pattern Result
As a consequence, true knowledge
to accelerate or decelerate time. True knowledge as a result allows
is also the knowledge of location, dis-
Conjuration/time would bring an el- tance, or other properties of space as the spell to give information about the
ement of time or change where there true nature of an element (or object
well as weight and mass; any of the
had been none before. made from an element). The limiting
usual ways in which you measure a
Mechanism physical object. To conjure any of the factor is information may be gained
Time as a mechanism may be used elements requires true knowledge. about one other knowledge: element,
to transform an inanimate force into True knowledge deals with the true light, darkness, or inanimate forces.
any other inanimate force. Such a trans- form of a being, one which resists the Examples: A know metal spell has
formation is real for the duration of many changes of the day-to-day world. divination/metal as its pattern, inani-
the spell. In this way, true knowledge is at odds mate forces as its mechanism, and true
Time may also be used as a mecha- with time, which is often associated knowledge as its result. If successful,
nism for magic and inanimate forces, with change for changes sake. the caster knows the true nature of the
making conjurations involving those target metal, its type, whether or not
Pattern
knowledges real for the duration of the Conjuration of a real element re- the object is made of more than one
spell. Such use must be consistent with metal, or is not metal at all.
quires true knowledge as the pattern.
the essence of time. A conjure magic Alternately, a mage may choose to
Creating an opening to another di-
missile spell is highly accurate, which mension requires conjuration/true create a detect enchanted weapon spell
involves its location in space, not time. which has a pattern of metal, a mecha-
knowledge.
Example: Time could be used as the Alteration true knowledge is used nism of magic, and a result of true
mechanism which transformed the to change the physical makeup of an knowledge.
inanimate force of gravity to the inani- element, giving it physical properties
mate force of heat.

59
Chapter Five

darkness may be the pattern for illu- edge it gains its properties as physical
Principles sions of kindred or living forces, but light. From life it gains its spiritual
The principles are pure forces of a they must all contain an element of and intellectual properties. Positive
high order. Magic is the most critical corruption or evil. emotions such as love, loyalty and
of the principles, because of its effec- Alteration/darkness is the pattern for bravery are derived from the spiritual
tiveness when used as a mechanism. increasing or decreasing any present properties of light. Insight into a prob-
Light and darkness each have their darkness, as well as converting dark- lem is an intellectual aspect of light.
uses in the hands of skilled mages, as ness to another knowledge entirely.
Pattern
they represent moral and intellectual Divination/darkness is the pattern
for spells of detection, or fathoming Conjuration/light is the pattern for
light and darkness, being more than creating light physical, spiritual, or
the physical presence or absence of negative moods, or sensing hostile
emotional. Conjuration/light can be
light. intentions.
Apportation/darkness is the mecha- the pattern for illusions of kindred or
Darkness, light and magic may living forces, but they must also con-
each be used as a mechanism unless nism for moving darkness. A dark
tain an element of good or honor.
the above section states an essence mood may be moved from one being
to another. In Aysle, the emotions (or Conjuration/light can also be the pat-
must be used. tern for illusions of elements or inani-
As with all knowledges lower in humors) are attributes which may be
mate forces; as these are derived
the hierarchy than the essences, any separated from a being.
mostly from the true knowledge com-
conjuration from the principles is illu- Examples: Create anger has the ponent of light, these illusion have no
sory, unless an essence is used as the pattern of conjuration/darkness. moral content.
mechanism. Drive away darkness would have Alteration/light is the pattern for in-
The principles are susceptible to apportation/darkness as its pattern. Such creasing, or decreasing any present
apportation, which distinguishes a spell would not illuminate its sur- light, as well as converting light to
them from the essences. Ayslish mages roundings, but would allow any avail- another knowledge entirely.
have shown that darkness, light and able light, even a match, to light the Divination/light is the pattern for
magic may be moved, although there entire region from which darkness spells of detection, or fathoming posi-
are restrictions. had been removed. tive moods, or sensing genuine good
Principles are the most effective will.
knowledges on which to build illu- Mechanism
Apportation/light is the mechanism
sions, as they are the knowledges clos- Darkness can be the mechanism for
for moving light. In addition to physi-
est to the essences. An illusion with detecting darkness in living beings. cal light, a mood may be moved from
darkness, light or magic as its pattern Darkness can cause negative emo-
one being to another. In Aysle, the
requires a Mind total of at least 15 to tions, or manipulate living energies to
emotions (or humors) are attributes
disbelieve. have a negative outcome for the tar- which may be separated from a being.
get. Not as destructive or absolute as
Light may also be apported out of an
death, darkness can produce subtler
area all together.
Darkness effects.
Examples: A create joy spell has
Example: An spell which brought
Darkness is the knowledge encom- the pattern of conjuration/light.
on bad luck could have alteration/folk
passing physical darkness, the prop- Drive away light would have ap-
as the pattern, darkness as the mecha- portation/light as its pattern. Such a
erty it derives from true knowledge. nism, and living forces as the result.
In Aysle even physical darkness is spell would not automatically darken
For the duration of the spell, things
more than the absence of light. Dark- its surroundings, but would allow any
would just tend to go wrong for the available darkness, such as a shadow,
ness is a quality in its own right, one target folk.
which competes with light in the cosm to spread and fill an entire region
of Aysle. You cannot have light and Result from which light had been removed.
darkness together; darkness consumes Darkness as a result can create Mechanism
light, and light banishes darkness. physical darkness, emotional turmoil,
As a mechanism, light causes posi-
Darkness also refers to spiritual or confusion.
tive emotions or manipulates living
darkness, corruption and evil. It en- energies to have a beneficial outcome
compasses intellectual darkness, such Example: A confusion spell which
befuddled an opponent could have a for the target.
as confusion and doubt. Negative
pattern of folk, a living forces mecha- Light can be the mechanism for
emotions, like fear, greed and hatred, detecting the qualities associated with
are part of darkness. These are the nism, and a result of darkness.
light, honor and loyalty, or a general
properties infused by death.
aura of good about the person.
Pattern Light Example: A spell which brought
Conjuration/darkness is the pattern
In Aysle, light is derived from life on good luck could have alteration/folk
for creating darkness physical,
and true knowledge. From true knowl- as the pattern, light as the mechanism,
spiritual, or emotional. Conjuration/

60
The Theory of Magic

and living forces as the result. For the Push Table to find their effect. See mixed forces require a Mind total of at
duration of the spell, the target folk the Extended Power Push Table at the least 12 to disbelieve.
would receive more breaks than usual. end of this section.
Magic can be used for the mecha-
Result
Light as a result can create physical
nism of any spell. The only problem is Inanimate Forces
the cost of magic in the state path of
light or emotional harmony. many spells (see below). When based Inanimate forces are the link to the
Examples: A peace spell which al- upon a pattern of elements or inani- elements. Inanimate forces can affect
lowed the user to project an aura of mate forces, magic is almost always kindred. Inanimate forces cannot be
peace and calm onto a target could have the best mechanism. used to transform or change kindred,
a pattern of alteration/folk, a living forces even if the changes are illusory.
Examples: The strength spell has a Inanimate forces are the forces
mechanism, and a result of light.
mechanism of living forces, and so which affect elements, and are associ-
A protective shield of light could uses a power push to increase the
have a pattern of alteration/living forces, ated with elements: heat, electricity,
strength of its target. If the mechanism magnetism, forces which bind ele-
a mechanism of light, and a result of
was magic, the result points would be ments together, forces which make
light. directly added to the targets strength. them appear as they do. Only those
The altered fireball has magic as its forces which are specifically covered
mechanism, so result points of dam-
Magic age are read directly on the combat
by another knowledge, such as light
or living forces, are excluded from the
As befits a mixture of the life es- chart, i.e. nine result points of damage range of inanimate forces.
sence and the essence of time, magic is gives an Ord a Wound K/O 9. If the
mechanism were inanimate forces, the Pattern
the knowledge of change, both living Inanimate forces are used in a pat-
and unliving. Magic is the energy and nine result points would have to be
put through the Power Push Table to tern when a mage wants to convert
mutability which pervades the super-
yield a +4; the Ord would take four one inanimate force to another.
natural. While all patterns are derived
from the supernatural, only some keep result points in wounds, an O 3 from Example: Alteration/inanimate forces
the full efficacy of the supernatural that fireball. Magic is clearly the supe- is the pattern of a convert gravity to
when they are observed by a mage rior mechanism. heat spell, magic is the mechanism,
and placed in the real world. When a Result and inanimate forces are the result.
mage uses the knowledge of the su- Magic as a result is used when a Mechanism
pernatural to its full effect in a pattern, mage wishes to control magic in a
mechanism or result, then she is using Inanimate forces are used as the
being, object or area. mechanism for a variety of less costly
the magic knowledge.
Examples: The anti-magic bubble spells using the elements. Inanimate
Pattern given above. forces can apport any physical object,
A conjuration/magic pattern can be Also, a hide enchanted weapon spell including kindred.
used to create illusions of inanimate could have a pattern of metal, and a Inanimate forces can be used as the
forces or elements. mechanism and result of magic. When mechanism for results of light or magic,
Divination/magic is the pattern for scanned with a detect magic, the spell mixed forces, or elements.
detecting magic in an element, kin- would give a false reading. For elements, they may be used as
dred, living or inanimate force. the mechanism for divination, alter-
Apportation/magic can be used to ation, or illusory conjuration.
drive magic away from an area. Mixed Forces Example: The fools gold spell has a
Examples: Detect magic has the pattern of alteration/metal, a mecha-
pattern of divination/magic, the mecha- Each mixed force is a combination, nism of inanimate forces, and a result
nism of inanimate force, and a result directly or indirectly, of all four es- of metal. The resulting metal may look
of plant (assuming the pages of the sences. While less effective than the and feel enough like gold to fool the
grimoire are made of plant material). principles, they are as difficult to con- magically unprepared, but Ayslish
An anti-magic bubble has the pat- trol. Most theoretical magicians be- merchants have long since bought
tern of apportation/magic, the mecha- lieve this is because the mixed forces enchanted coin scales from the mage
nism of magic, and the result of magic. contain opposed essences within them; guild to remedy this problem.
living forces are under the direct influ-
Mechanism ences of life and death, while inani- Result
Magic is the most effective mecha- mate forces are under the direct influ- If you want a lightning bolt, you
nism for any spell. It is the only knowl- ences of time and true knowledge. need inanimate forces as the result of
edge where the result points of a spell Mixed forces form a vital link be- your spell; same with magnetism,
are translated directly into game ef- tween the essences and principles above, gravity, or other force which is not an
fects. All other mechanisms have their and the kindred and elements below. embodiment of an element, living
result points read through the Power Illusions formed from a pattern of forces or light.

61
Chapter Five

S cope of the Knowledges

The Seven Kindred earthly. Folk are not considered ments, perhaps because the ele-
to be earthly creatures because ments are so easily manipulated
The Ayslish have classified all their natures have transcended by magic.
living beings as belonging to one the elemental urges of the earthly Some scholars argue that gi-
of the seven kindred. As Core creatures. After bitter debate, ants and elves should be classi-
Earth classification systems dif- chimpanzees and gorillas have fied as enchanted creatures
fer, we thought a little clarifica- been included in the earthly cat- rather than as folk. The argu-
tion might be helpful. egory, and since their inclusion ment has more basis in prejudice
Aquatic. Includes all marine that is the knowledge which has than fact. The fact is elves and
life, fish, dolphins, whales, sea worked upon them. giants do rely heavily on magic.
snakes, crabs, lobsters, octopi Elemental. These are beings They get the wasting disease
everything which lives in the constituted directly of elements. when disconnected from magic,
ocean. It also includes frogs and Earthly, avian and aquatic exist but there is still a core of elf or
other amphibians. Aquatics also in the elements, but elementals giant underneath. And folk
covers bacteria, but as of yet bac- are living elements. Each of the knowledge works just fine on
teria have not been observed in elements air, earth, fire, metal, elves and giants, a fact which
Aysle. plant and water have annoys some of the snobbier
Avian. Includes all flying elementals. Normal trees and elves.
creatures, including insects. shrubs are not plant elementals, Entity. The world of folk is
Birds, flying reptiles (but not fly- for elementals have an intelli- the natural world, a world into
ing fish, which are more aligned gence and spirit (perhaps small) which the supernatural regularly
with water, and hence aquatic), which normal plants seem to lack intervenes. Enchanted beings
and bats are all avians. Dragons entirely. even have magic at the very cen-
are the most notable exceptions; Enchanted. All creatures who ter of their being. But they do not
they have been identified with subsist on or weave magic into violate the natural world. Enti-
the elements, but are enchanted the core of their being; they can- ties do. Demons, ghosts, undead,
creatures. Ayslish natural phi- not exist long without magic to golems, all have been observed
losophers are annoyed that drag- sustain them. Part of their being to have one thing in common;
ons overlap classifications in is a pattern which is constantly their existence is somehow at
their clean scheme, but pragmatic drawing power from the super- odds with nature. Entities are
ones are perfectly willing to leave natural. Dragons, manticores, not meant to exist in the natural
dragons and their peculiarities unicorns, and faeries are all ex- world. They may be meant to
alone. amples of enchanted creatures. exist elsewhere but not here.
Earthly. All creatures which Many enchanted creatures have Folk. Folk are intelligent be-
live on, or in, the ground are an affinity for one of the ele- ings whose defining relationship

Examples: The lightning bolt spell Dexterity, Strength, Perception, and the and a result of living forces would, in
has a pattern of alteration/inanimate rest of the attributes are powered by addition to being very difficult, be able
forces, a mechanism of magic, and a living forces. Living forces are respon- to affect all kindred.
result of inanimate forces. sible for the health and vitality of a
Mechanism
The general purpose telekinesis kindred.
The only affect living forces may Living forces are used as the mecha-
spell has a pattern of apportation/air, a
mechanism of magic, and a result of have on elements is apportation. nism for a host of basic spells, including
strength, haste and increase charisma.
inanimate forces.
Pattern Living forces can be used as the
Living forces are used in a pattern mechanisms for results of mixed forces,
when a mage wants a generalized spell kindred and elements, as well as re-
Living Forces which will work equally well on any sults of light or darkness.
Living forces are the link between kindred.
Result
the kindred knowledges and the prin- Example: A haste spell which was A result of living forces is needed
ciples and essences. Living forces en- built with a pattern of alteration/living when the result is to apply equally to
ergize the attributes of living things, forces, a mechanism of living forces, all kindred.

62
The Theory of Magic

is with others of their kind, rather primarily from earthen compo- intelligence it is considered
than with any of the elements or nents. Earth is considered to be to be strong willed, loyal if
the supernatural. They are an temperature neutral, absorbing treated well, treacherous if
integral part of the natural world. the temperature quality of the treated poorly.
Dwarves, elves, giants and hu- element with which it comes in Plant. Aysle defines the
mans are all folk. Prejudice may contact, cooling in contact with plant element to be that
still refer to harpies, minotaurs air or water, warming in fire. which grows on earth, sun
and others as half-folk, or to When earth has aspects of in- and water alone, or which is
trolls and goblins as lesser folk, telligence it is considered to be derived from such elements.
but magically they are all folk. slow, patient, and considerably This means plant covers veg-
thick headed. etable oil as well as oak trees.
The Elements Fire. Fire includes any form of Ayslish mages have recently
The Ayslish have classified combustion. A nuclear reaction finished classifying petro-
everything which they consider would not be considered a fire leum and its products (such
unliving or spiritless as belong- element, but an example of in- as plastic) as being plant ele-
ing to one of the six elements. animate forces unleashed. ments with a strong procliv-
Not all of their classifications are When fire has aspects of intel- ity toward earth.
obvious to Core Earth observers. ligence it is considered to be de- When plant has aspects of
structive, hungry, with a willful intelligence it is considered
Air. Includes all substances desire to consume everything it to be patient, often pleasure
which are gases at room tem- possibly can. Fire resents being seeking, sometimes wise.
perature (except water vapor, contained in any shape for long, Water. The water element
which is still considered to be and will always try to free itself. is water. All other liquids are
water influenced into air). Air Metal. Metals are substances considered to be mixtures or
may be liquefied or turned solid found in the earth which, unlike other elements with water,
with the right sort of spell. Air is earth, are pliable when flame is or else elements with a strong
considered a cold element, and applied. Some substances which proclivity toward water.
is often used for cooling or in Core Earh science considers met- When water has aspects of
cold spells. als (such as arsenic) are consid- intelligence it is considered
When air has aspects of intel- ered earths by Ayslish science. to be playful and gentle un-
ligence it is considered to be quick Mercury is considered to be a less enraged, in which case
tempered, fickle, with little pa- metal, albeit a peculiar one with its vindictive destructiveness
tience. a strong proclivity toward water is unmatched by any other
Earth. Includes glass, ceram- (i.e., a low melting point). element.
ics, and other materials made When metal has aspects of

Example: A detect good spell might edge is a kindred knowledge, living kindred, use kindred as the result
have a pattern of divination/light, a forces, darkness or light. knowledge.
mechanism of light, and a result of
living forces. Such a spell could detect Example: A create light spell could Examples: The increase charisma
have a pattern of conjuration/folk, a spell has a pattern of alteration/folk,
the good in any kindred.
mechanism of living forces, and a re- living forces as the mechanism, and
sult of light. However, such light folk as the result.
would be illusory, and would be more Linfirs little frog spell has alter-
Seven Kindred easily dispelled than the same spell ation/folk as the pattern, life as the
The seven kindred knowledges with conjuration/light as its pattern. mechanism, and aquatic as the result
knowledge.
cover all living things. Easy to config- Mechanism
ure into a spell, they are important Kindred knowledges cannot be
knowledges for any earnest mage. used as mechanisms.
Elements
Pattern Result
Kindred knowledges can be used Other result knowledges can affect The element knowledges cover all
in any spell in which the result knowl- kindred, but if to alter or transform a unliving things, and a few of the sim-

63
Chapter Five

pler living ones, such as ordinary clairvoyance, telepathy; many spells


plants. The Ayslish consider the spiri- which sense or communicate have divi-
tual to be an important defining as-
pect of a living being, and so things
nation magic as part of their pattern.
Apportation is used to produce a T he Spell Laboratory
which are living according to the stan- movement pattern which, when Sheet
dards of Core Earth science do not brought into the natural world, allows
count as living beings in the Ayslish the mage to move something. Spells The spell lab sheet is used to
accounting of the natural world. Plants involving the attraction or repulsion record the steps in designing a
and viruses (should viruses ever be of the target are also apportation spells. spell. Being able to look at the
observed in Aysle) are two examples. This includes the obvious uses, such spell lab sheet while reading the
Elements are the easiest knowledges as lifting, moving or hurling objects. following sections would be
to configure into a spell. There are less obvious uses such as helpful. So go photocopy the
attracting light or darkness to an area, spell lab sheet on page 75, or
Pattern make a copy by hand so you
or apportation as a form of banish-
Element knowledges can be used in dont have to flip back and forth.
ment spell to prevent the affected
any spell in which the result knowl- knowledge from entering an area.
edge is an element knowledge, inani-
Alteration produces a pattern of
mate forces, magic or light.
change which, when brought into the
Example: A create light spell could natural world, allows the mage to in- tions of the spell process: effect, range
have a pattern of conjuration/metal, a crease, decrease, or even change the or duration. The mage is free to assign
mechanism of inanimate forces, and a nature of something. Alteration has the bonus number to whichever he
result of light. However, such light been described as the mages ham- chooses.
would be illusory, and would be more mer; extremely useful but occasion-
easily dispelled than the same spell ally misused to pound a spell into Axiom Level
with conjuration/inanimate forces or shape. Alteration is used to increase a
conjuration/light as its pattern. creatures charisma, shrink a chair, con- Using existing spells and the axiom
vert lead into gold, or increase a tiny benchmarks on page 93 of the Torg
Mechanism flame to a raging conflagration. The Rulebook, the player and gamemaster
Element knowledges may not be limitation on alteration is the pattern should decide on the axiom level of
used as mechanisms. must begin its work on something real, the spell. The gamemaster has the fi-
Result something which already exists in the nal decision.
Other result knowledges can affect natural world. An alteration water
elements, but transforming or altering spell needs water to alter; it will not
an element requires an element as the work without it. Pattern
result knowledge. Conjuration can be used to create
or destroy a pattern. Using nothing Designing the pattern of the spell
Examples: The fools gold spell has a more than the supernatural pattern, a requires the mage to decide on the
pattern of alteration/metal, inanimate mage can bring an object, being, or effect and the area or volume of effect.
forces as the mechanism, and metal as condition into the world. She can also
the result. This spell is used to appar- reduce a part of the natural world to its Effect
ently transform a common metal to gold. supernatural pattern, then undo the
Earth shield has apportation/earth as pattern, utterly destroying it. Conju- In Torg terms, the effect of the spell
its pattern, magic as its mechanism, ration is part of the pattern of illusions, is the value which is used to determine
and earth as its result. conjuring objects, beings or conditions any game effects other than the spells
which are semi-real. range or duration.
Example: The conjured fireball has
Defining the Pattern Casting an effect value of 18, which is the
and the Process Once the pattern knowledge and skill
amount of damage it does.

The mage selects a pattern by choos- have been chosen, the mage decides A spells effect value may have more
ing the appropriate magical skill and how he wants the spell to be cast. As than one game effect. These values
pattern knowledge.The knowledges mentioned in Matheas lecture, the mage summed together are the spells effect
are discussed above; below is a brief has four choices: the spell may be cast value.
description of the four magical skills. directly, focused on another being or
Divination is the easiest of the magi- object, impressed, or put into a ward. Example: Floater can lift a mass of
cal skills to use and learn. Divination is 100 kilos (value 10) at a speed value of
used to produce a pattern of knowledge Assigning the Bonus Number three. The effect value is 13.
which, when brought into the natural
world, gives the mage information. Divi- The bonus number must be as- If a spell is transforming one object
nation is used for spells of detection, signed to one of the following por- or being into another, the result points

64
The Theory of Magic

of the spell must be enough to account factored through the Power Push Table. The only time a spell can have an
for the greatest attribute difference area or volume of effect greater than
Example: A spell with an effect
between the original and the trans- its range is when the range is touch.
form. The effect value of the spell is value of 30 could have at most 11 as a In this case the mage has purchased
result modifier. The mage could choose
compared with the the originals at- the range and recorded it on the spell
any result modifier she wished, from
tribute which created the difference. laboratory sheet, but it only provides
one to 11. the necessary dimension for the area
Example: A giant with a Dexterity 8,
or volume of effect.
Strength 17 and Toughness 19 is being Area and Volume
turned into a frog with DEX 4, STR 0 Example: Weather control has a
and TOU 1. The greatest attribute dif- A spell effect usually only effects range of touch, but on the apporta-
ference is between the giants TOU one target. A spell may affect an area tion line of its spell laboratory sheet
and the frogs TOU, a difference of 18. or a volume, in which case it affects has the range value 19. It also has the
A spell which would turn the giant every eligible target as it comes in area dimension value of 19, and a vol-
into a frog would require 18 result contact with that area or volume. ume dimension value of 19, in order to
points, against the giants TOU of 19, Ayslish geometers long ago noted control the weather within a six kilo-
which would require an effect total of that space has three dimensions. The meter radius.
37 if magic is the mechanism (making range of a spell is one dimension of
the effect illusory), 69 if any other space (the length) over which the spell On the pattern line of the spell labo-
knowledge is the mechanism, as it can take effect. An area affect spell has ratory sheet record the following: the
would have to be filtered through the two dimensions over which the spell result modifier in the Rmod space,
Power Push Table. may take effect, affecting everything the volume dimension value in the
within a radius of effect; the result is a Vol space, the area dimension value
Result Point Modifiers circle of effect. A spell with volume in the Area space, and the effect
takes effect within a sphere. If the spell value of the spell in the Eff space.
As the above example shows, build- has a range, then the spell effect al- The sum of these four values is the
ing transformation spells which can ready has one dimension. All the mage pattern value of the spell, and is re-
produce great changes can be ex- must do is build the second dimension corded in the pattern space.
tremely difficult if magic is not the of effect into his spell. The smaller of
mechanism. Fortunately, a mage the two dimensions determines the
named Colvinax discovered an im- area of effect. State
portant principle. Spells which have
Example: A spell has a range value The pattern, mechanism and result
a mechanism other than magic may
buy a Power Push result for the spell, of eight. If the mage builds in a second knowledges have already been cho-
dimension of value five, the spell will sen for the spell. All that remains is to
and put this result point modifier
have an area of effect which has a choose the state path. Write the pat-
into the spell. This result point bonus
is added to any earned through the radius value of five. The circle would tern, mechanism and result
have a radius of 10 meters, a diameter knowledges on the spell laboratory
casting of the spell, although the spell
of 20 meters. This circle of effect could sheet. Then start with the pattern
must earn at least one result point
before the modifier is added. be placed anywhere within the spells knowledge on the diagram. The num-
40 meter range. ber printed next to the knowledge
Example: A strength spell has an name is the cost for using that knowl-
Example: A spell with a range value
effect value of 14. A mage could build edge as a pattern knowledge; write it
an enhanced strength spell with an ef- of eight has a second dimension of
nine added to it. The circle of effect is down on the spell lab sheet.
fect value of 14, but with a result point Move from the pattern knowledge
the full range of eight. The extra point
modifier of +5. When using the spell, a to the mechanism knowledge along
mage rolls 15 for a bonus of +2, for an would be lost, as it lies beyond the
range of the spell. the state path diagram. There are two
effect total of 16. Against a person with rules for figuring the cost of each step
Strength nine, the result points are eight along the way.
(three from the Power Push, and five Volume adds a third dimension.
Now the spell effect is a sphere with 1. If moving along the path in the
from the result point modifier). The direction of the arrow (moving up the
radius or volume equal to the smallest
targets Strength is increased to 17. connection), the cost of the move is
However, note that if the target had dimension of effect.
written in the circle near the arrow.
already had a Strength of 17, the effect Example: An altered fireball has a Moving from a knowledge to itself
total 16 would have generated no re- range of eight, an area dimension of always costs the amount listed in the
sult points, so the modifier would not three, and a volume dimension of circle, on the self-connecting path.
be applied. three. The fireball fills a sphere with a Going from a pattern of inanimate
radius value of three (four meters). If forces to a mechanism of inanimate
The maximum number of result the volume dimension had been two, forces has a cost of five; you cannot
modifiers which may be put into a spell the sphere would only have a radius avoid the cost by claiming to be going
is equal to the effect value of the spell value of two (2.5 meters). in the direction opposite the arrow.

65
Chapter Five

Aysle Diagram
Magic State Paths

10 10

TRUE
LIFE KNOWLEDGE
10 25 25 10

DEATH TIME
25 7 7 25

7 7
3 3
DARKNESS 7 7 MAGIC
15 15
8 LIGHT 8
8 8
15
3 3
3
3 3

LIVING FORCES INANIMATE FORCES


15 15 2
7 7
5 5
AQUATIC

WATER

7 7
7
AVIAN

PLANT

2 7
7
7
EARTHLY

7
METAL

7 7
ELEMENTAL

7 7
FIRE
ENCHANTED

EARTH
ENTITY

AIR
FOLK

KINDRED ELEMENTS

66
The Theory of Magic

2. If moving down a connection the wooden wand requires that the state spell, which without this aspect could
cost is two. path go from fire to living forces (a only latch onto one target.
path cost of seven), then from living
Example: A spell has a pattern of forces to folk (a path cost of two), then Effect
alteration/folk, and a mechanism of back to plant (another nine) for an
magic. Going from folk to living forces additional 18 added on to the casting If a magic is made permanent (see
is a cost of two, from living forces to cost of impression (three), for a total Permanent Magic below), then the
light is three, from light to inanimate casting cost of 21. effect can be turned on and off by
forces is two, then from light to magic controlling the effect aspect of the spell.
is three. The total cost of the state path Objects may be prepared in advance The effect may also be lessened by
to the mechanism of magic is 10. This to hold spells of a certain result knowl- controlling the effect aspect, but it can-
number is recorded on the spell labo- edge, which can be more cost efficient not be made greater through control.
ratory sheet. then designing a spell which can be
cast into an object, particularly if more Form
The same rules are followed to go than one type of spell is to be cast. See (elements, mixed forces,
from the mechanism knowledge to Permanent Magic below.
the result knowledge. Once impressed into an object, the principles only)
spell remains in an object until cast. Sometimes a mage might want to
Example: For the spell in the above
example, going from a mechanism of control the form of a spell, the actual
magic to a result of folk has a path cost shape of the effect. If the form is not
of nine: two from magic to inanimate
Control controlled, the spell effect takes its
forces, three to light, two to living Control is based primarily on the
forces, and two to folk. The path cost difficulty controlling the magic skill
is written on the spell laboratory sheet used in the pattern: divination eight,
next to the result knowledge. apportation 10, alteration 13, conjura-
tion 16. This is the skill control cost,
T riggering Wards
and is recorded in the space labelled
Casting Skl on the control line.
When a ward is set to detect a
condition, the difficulty number
If the spell is an illusion, the mage for detecting that condition is
A spell can be cast in one of four
may make it more difficult to disbe- eight. A character may try to
ways. Casting directly has a path cost lieve the illusions. For each point the
of zero. A focused spell has a path cost avoid detection by generating a
disbelief difficulty is increased, the con- divination magic total. This is akin
of two.
trol value for the spell is increased. to an active dodge, and so the
An impressed spell has a path cost
of three if impressed into the caster. If Example: An illusion with a pat- minimum bonus is always +1.
the mage wishes to create a version of tern of conjuration/folk is disbelieved This total becomes the difficulty
the spell which could be impressed on a Mind total of eight. A mage wants for detecting the character or con-
into another living being (who does to increase the disbelief difficulty to dition. If the character is trying
not have the necessary magic skill to 15, an increase of seven. These seven to disguise more than one object
cast the spell, as it is already pre- points are the disbelief modifier. The or person, the ward gets the ap-
cast), he must allow the state path to seven is recorded in the space next to propriate Many-on-One bonus
include another being. This is done by Disb on the control line. for the number of characters or
extending the state path from the pat- objects disguised.
tern knowledge back down to folk. If Controlling Aspects Example: A ward is set to de-
the pattern knowledge is folk, then the tect metal weapons. A wizard
state path goes up to living forces and A mage can control aspects of the
tries to cover for his whole group.
back down to folk, a path cost of four. spell. For some spells, control of as-
They are carrying 15 metal weap-
To build a spell which can be placed pects is vital. In others it is just a
ons. The ward gets a +6 bonus
in an object is even more difficult. The convenience.
modifier to detect at least one
state path must be extended from the The cost of controlling aspects is the
weapon.
pattern knowledge to living forces (to One-on-Many difficulty modifier for
be impressed), then to folk (to connect the number of aspects controlled.
A character may generate a
the state path to the character casting total against a ward even if he
the spell), then to the element knowl- Change Target does not know what the ward is
edge which best describes the mate- set to discover, although in this
rial of the object (to be stored in the Unless the mage controls this as-
pect, the first target of the spell is the case the ward gets an additional
object.) +3 bonus modifier to detect the
only target of the spell. This may be
Example: To build a fireball spell fine for a fireball or a heal spell, but condition.
which could be impressed into a could be annoying for a telekinesis

67
Chapter Five

most natural shape. Light, darkness, which transforms a man into a frog, necessary for the job. There are two
magic, living forces, inanimate forces, then the control must be increased. reasons for this:
air and fire will all try to expand to fill The cost of affecting attributes is the 1. The principle of definition states
the available space. Metal, plant and One-on-Many difficulty modifier for that a character or object cannot be sub-
earth all retain whatever shape they the number of attributes controlled. ject to two active spells at the same time
first appear in. Water tends to seek its if both spells have the same pattern
own level. To create a rolling ball of Example: A mage wishes to create a knowledge. This can be bothersome if a
prowess spell which increases Dexter-
water, or to be able to alter the form of mage has a selection of beneficial or
ity and Strength. For affecting two at-
a metal wall after the mage has con- defensive spells. The mage must either
jured it, requires the form of the spell tributes, the multi-attribute modifier be very precise with his duration, or
is four; if the mage had also wanted to
to be controlled. else control this aspect of the spell.
affect Toughness, the multi-attribute
2. To build effective spells, some-
modifier would be six. thing has to give, and mages tend to
Apportation
keep durations low to help offset high
If the mage does not control the The control value of the spell is the
state path costs and high effect values.
apportation of the spell, it travels in a sum of the multi-attribute modifier,
straight line from the mage to the tar- aspects value, the disbelief modifier,
and the skill control cost.
get. If apportation is controlled, the Generating
mage can have the spell travel any
path he wishes (up to the range of the Knowledge Totals
spell); this is often crucial for wizards Apportation
The mage must generate five totals:
eye type spells.
The range of a spell is the maximum the pattern skill total, the conjuration
distance over which the spell can have total, the divination total, the apporta-
Duration an effect. The speed of a spell is the tion total and the alteration total. Each
If the duration of a spell is not con- speed with which the effect travels to total is generated using the appropri-
its target, given in meters per round. ate skill value plus the adds in the
trolled, the mage cannot turn it off.
In most spells the mage finds it advan- pattern knowledge.
tageous to have the speed equal to the
Accuracy range; when they are equal, the spell Example: Krugar the Melancholy is
effect arrives in one round. If the speed designing a healing light spell. The
If the mage wishes a ranged spell to pattern is alteration/light. Krugar has
have extra accuracy when finding its is too low, the effect will not travel out
to the maximum range of the spell. four adds in light, alteration magic 15,
target, extra accuracy may be pur- conjuration magic 16, apportation
chased through control. A bullet spell The minimum speed to reach maxi-
mum range is given by the formula: magic 12, and divination magic 12.
which has a +5 bonus to hit requires His pattern skill and alteration value
five extra points of control. are 19, conjuration value 20, apporta-
Range - Duration +5 = Speed
tion and divination value 16.
Wards Example: Tracker has a range of 13
and a duration of 20. The minimum The totals are generated and re-
Wards require another divination speed is 13-20+5=-2. The actual speed is corded in the appropriate spaces on
component, which increases the con- 5 (10 meters a round), plenty fast. But the spell laboratory sheet. When gen-
trol cost by eight. Also, the adds of the the bonus is added to range, and at a erating the totals a character may spend
knowledge which is to be detected range of 21, the spell would end before possibilities on the rolls, but no cards
through the divination are added to the tracker reached maximum range. may be played.
the control cost.
Example: A ward is supposed to be The apportation value of a spell is
triggered by humans. The mage has the sum of the range and speed values The Spell Sum
divination magic at 15 and folk at +5. of the spell, and is recorded in the
For the divination component she pays apportation space on the spell labora- A spell is derived from the observa-
eight; for her five adds she pays an- tory sheet. tion of a pattern, which is modified by
other five. This gives her a total con- the state path, aspects controlled by
trol increase of 13. As a result, the the mage, and finally the apportation
ward has divination/folk 20, which is Duration and duration of the effect. But the en-
used to detect humans who come tire process is woven into the pattern
The duration value of a spell is cho- which it modifies, and each part of the
within range of the ward.
sen by the mage, and recorded in the process has an affect on the other. If a
duration space of the spell laboratory portion of the pattern or the process is
Multi-Attribute Effect sheet. beyond the capabilities of the mage (as
If a spell is going to affect more than Mages are usually careful to choose represented by the total she gener-
on attribute of a target, such as a spell the minimum duration they consider ated), that portion can be offset by

68
The Theory of Magic

other parts of the spell. If a mage can- of the spell lab sheet, then the basic ral pattern is beyond the control of the
not muster enough control for the spell, complexity is calculated and recorded. magician. What happens happens, and
excess ability in the apportation and the observed result is then a real part
duration aspects can make up for the of the spell.
lack of control. This balance is repre- Applying Theorems Theorems build upon one another.
sented by the spell sum. Once observed, the theorem results
As indicated by the spell laboratory Theorems are applied to a spell to are part of the spell, and all theorems
sheet, the skill/knowledge totals are sub- make the spell easier to cast. Observ- applied are linked to any theorems
tracted from the pattern and process ing the pattern of a spell is relatively applied previously.
values, and recorded in the column to easy, the art of applying ones own If a mage dislikes the result of a
the right of the skill/knowledge totals. vision and will to the supernatural. theorem, he must throw out all ap-
These are then added together to be- Theorems are the observations of hun- plied theorems in order to reapply the
come the spell sum. If the sum is posi- dreds and thousands of magicians, one theorem, starting again with the
tive, the mage cannot quite balance all codified so they be applied to spells. raw process and pattern.
portions of the pattern and the pro- But this application requires a mage to Once all the theorem totals have
cess. Write the sum in the appropriate figure out how to best apply the obser- been generated and recorded on the
space. If the sum is zero or negative, vations of all those magicians to his spell laboratory sheet, they are added
write zero as the spell sum. A mage spell. Applying theorems is the most together to form the theorem sum, and
can never do better than having all time consuming part of spell design, recorded in the proper space.
parts of a spell balance, which is indi- requiring at least one game week to If a mage does not wish to apply
cated by a spell sum of zero. apply a theorem. The mage is assumed any theorems, it still takes a week to
to be working eight hours a day, seven polish the pattern, to settle it down
days a week during this time. During to the point where it becomes a
Basic Complexity this time, he is applying the theorem grimoire spell.
to parts of the pattern or process and
A spells complexity is a measure of judging the results, finally deciding
how difficult it is to bring the spell into upon one way to apply the theorem to Final Complexity
the natural world. Complexity is in- the whole spell. A mage may apply as
creased by three variables: the type of many or as few theorems as he wishes. The final complexity of the spell is
magic skill used, the maximum pat- The mage applies the theorems one at equal to the basic complexity minus
tern or process value of the spell, and a time, and may decide not to apply the theorem sum. Through the years,
the amount by which the spell is out of any further theorems, completing the Ayslish magicians found that there is
balance, represented by the spell sum. spell at that point. minimum final complexity possible
The complexity of a spell contributes The value for applying a theorem is which is based on the magic skill used
directly to the backlash and difficulty the value of the number of weeks spent in the pattern.
of a spell. applying the theorem. Process theo- Of course, most magicians load their
The magic skill used adds to the rems each have a theory knowledge spells up with enough range, effect
complexity. The easiest is divination, which grants the mage a bonus when and other useful tidbits that the mini-
which adds 17; apportation 19, alter- generating the theorem total; the cast mums rarely come into play. A mage
ation 22, and conjuration increases the time theory knowledge gives a bonus who bumps up against the minimums
complexity by 25. to the theorem of cast time total. The is usually a very lucky mage.
The greatest process or pattern bonus is equal to the adds of the theory
value increases the complexity of the knowledge.
spell. The effect upon the complexity
Example: Krugar the Melancholy
Recording the Spell
of process or pattern values other than
spends seven weeks (value five) ap- The backlash and difficulty of a
the maximum value is negligible, and
can be ignored. plying the theorem of duration. He spell, when added together, equal a
has three adds in the duration theory
If the spell sum is positive, the
knowledge. He rolls a 14; the bonus of
lack of balance increases the spells
complexity. one is increased to four. The theorem
total is nine.
The more time a mage spends cast-
ing the spell, the more careful she can
be. This care reduces the effects of the
When rolling the theorem total, all
characters roll again on a 10 or 20.
F inal Complexity
complexity upon the caster, which is
Minimums
However, no Possibilities or cards
reflected in the game by reducing the may be spent on the roll. Divination 14
basic complexity of the spell. While the mage contributes his ef- Apportation 16
The magic type, process or pattern fort (reflected in the value of the weeks Alteration 19
maximum, spell sum, and cast time are spent) and his theory knowledge, the Conjuration 22
all recorded in the appropriate spaces interaction of theorem and supernatu-

69
Chapter Five

spells final complexity. The player tory sheet handy. Fill it out as you tion; controlling one aspect costs two.
divides the final complexity into back- follow the example. The alteration skill costs 13; the con-
lash and difficulty in any way he sees Linfir is an accomplished mage, trol value is 21.
fit. The player also records the effect played by Dave. Linfir has alteration Apportation: Dave chooses a range
value, the bonus number to, range, magic 17, divination magic 17, apporta- of 8 and a speed of 8. He figures he
duration, and cast time on the spell tion magic 16, and conjuration magic 17. needs to help his spell sum a little. The
laboratory sheet. He has folk +5, cast time +5, state +4, apportation value is 16.
Under Manipulation the player range +4, all of which may be appli- Duration: Dave wants the spell to
lists any process theorems applied to cable to the spell. Adding in his folk last a long time; he can always turn it
the spell. The player must also pro- knowledge to each of the skills, he has off as long as the frog is in range. He
vide a written description of the spell, the following values for spell design: chooses a duration of one week (value
its effects, and how any applied pat- 29). The duration value is 29.
tern theorems are used. pattern skill 22 Next he generates his knowledge
Recording the spell on the spell labo- conjuration 22 totals: pattern skill 22, conjuration 20,
ratory sheet symbolizes placing the divination 22 divination 25 and alteration 26, spend-
spell in a grimoire. Any magician who apportation 21 ing a Possibility on the alteration total.
has designed a spell, having applied alteration 22 Dave decided to spend the Possibility
any theorems he will ever apply to the rather than wait a week and try the
spell, is considered to have designed a With these in mind, he sets out to observation again.
grimoire spell. design his spell. The spell will have a Dave calculates the differences be-
pattern of folk. Dave wants the trans- tween the spell values and the knowl-
formation to be real, so it has a mecha- edge totals, arriving at a spell sum of 11.
Example of Spell nism of life. The result knowledge for
frogs is aquatic. After looking at some
The basic complexity is 22 for alter-
ation, plus 33 for the maximum pro-
Design of the values involved, Dave decides cess or pattern value, plus the spell
to have the spell be an impressed spell, sum of nine, minus the cast time. Dave
Note: When going through this ex- so he can have a decent cast time to decides on a cast time of 18. The basic
ample, have a copy of the spell labora- make the spell easier and still use the complexity is 48.
spell in combat. He decides to add the Dave decides he could apply four
bonus to duration. The magic axiom pattern theorems: contagion, similar-
level of turning living things into dif- ity, exclusion, and voice; see the spell
ferent living things is 11; but this spell description below to see how these theo-
D esigning Simple is going to be impressed, so a 17 is put
in brackets by the spell.
rems affected the casting of the spell.
He first spends one week applying
Spells Pattern Value: he wants to turn contagion, rolling an 18 for a total of
A mage may wish to design a large men (DEX, STR or TOU 14) into five. Good start! But the next week he
spell which does not use his full frogs. He decides the frog will have a rolls a two when applying similarity,
skill, in order to design a spell DEX 1, STR 1, and a TOU 1. He will let which is a total of -10. So Dave scraps
which can be learned by mages the victim keep his own mental and all the applied theorems, and the two
of lesser skill. The following re- spiritual stats. He chooses an effect weeks work, and begins again. It takes
strictions apply: value of 24, and then buys a result 12 weeks to arrive at the following
1. He may reduce the number point modifier of 9. Comparing 24 pattern totals: contagion three, simi-
of knowledge adds used to gen- against 14, he gets 10 points on the larity five, exclusion two, and voice
erate the pattern skill value. If he Power Push Table (yields +4). Adding one. He decides to push his luck by
does so, he must also use this his result point modifier to the +4 gives applying the cast time process theory;
reduced number for the conjura- 13 result points; just enough to con- the base value is five (his cast time
tion, divination, apportation and vert a man with an attribute of 14. It theory adds plus zero for one week
alteration values. will work on most people. The pattern spent), his roll is 15 for a total of seven.
2. He may reduce the number value is 33. Dave decides not to push any further.
of skill adds used to generate the State Value: Starting with folk is If he got a negative total for another
pattern skill value. All other skills worth seven. Dave decides to take the theorem, he would either have to scrap
used must be reduced by the state path through light in order to all the theorems and try again, or else
same amount. create a nice sparkling effect, the bet- have a less effective spell. The theo-
The one advantage to design- ter to impress the natives; the mecha- rem sum is 18.
ing simple spells is that the theory nism path costs 12. Then its back down The final complexity is the basic
knowledges are applied at full. to aquatic, a cost of four. Impressing a complexity minus the theorem sum:
This allows highly skilled mages spell costs three. The state value is 26. 48 - 18 = 30. Dave decides on a back-
to design better simple spells than Control: the spell is affecting three lash of 21 and a difficulty of 9. He
their lower leveled compatriots. attributes, a cost of six. Dave wants writes up the following spell.
Linfir to be able to control the dura-

70
The Theory of Magic

Linfirs Little Frog Spell


Axiom Level: 13 (17)
Skill: Alteration/folk 22
Backlash: 21
Difficulty: 9
Effect Value: 24
Bonus Number to: duration
Range: 8
Duration: 29 (one week)
Cast Time: 18 (one hour)
Manipulation: cast time

This is an impressed spell. The magi-


cian is required to make a frog doll and
cover it with patches of folk skin (his
own will do). While impressing this
spell, the mage begins by talking about
anything he wishes, but as the spell
continues his posture slumps and his
voice becomes hoarse, until he is on all
fours, mimicking a croaking frog.
To release the spell, the magician
points the frog at the target, who is
bathed in shimmering green sparks as
the spell takes effect. If the targets
largest physical attribute is 14 or less,
then he is turned into a frog.
The frog has the mental and spiri-
tual attributes of the original charac-
ter. The frog has DEX 1, STR 1, and
TOU 1.

Time Required for


Spell Design
The initial observation of a spell
usually takes an hour. However, if the
mage dislikes the results of his first
observation, he must wait at least a
week before trying again to allow the
pattern to thoroughly fade from his
mind.
always used to determine backlash.
The observation may be reduced to
below an hour, but the pattern value is
Casting on the Fly This distinguishes it from a grimoire
increased by one for every point less of The War of Crowns was an example of spell, where the Mind of the caster is
observation time. senseless slaughter of wizards inflicted by used to resist backlash if the spell total
the nobility. Casting spells on the fly is an is less than the Mind (Torg Rulebook
Example: A mage attempts to ob- page 113). A low roll can prove devas-
serve a pattern in one minute (time example of senseless slaughter of wizards
upon themselves. tating when casting a spell on the fly.
value nine). An hour has a time value The simpler case is where the spell
of 18. The pattern value of the spell is Krugar the Melancholy after los-
ing his ninth apprentice is a grimoire spell, but the mage has
increased by nine (18 - 9 = 9). not yet learned the spell. When a
Casting on the fly is a term which learned grimoire spell is cast, the three
When designing a spell there is magic skills other than the pattern skill
rarely a time constraint. Reducing the covers the casting of spells which the
mage has not learned for himself. are already woven into the pattern.
time is a factor when casting a spell on When an unlearned grimoire spell is
the fly. The greatest drawback to casting
on the fly is that the spell skill total is cast, the mage must provide all four

71
Chapter Five

skills to fill out the pattern, as the spell of the Law of Observation, merging has a speed component, and so each
does not do it for him. the observed pattern with the mage. point of range gained or lost is a trans-
The mage has to quickly replicate As the mage is obviously part of the fer of two points. If range is decreased,
the pattern and the process, meaning real world, so should the supernatural speed is automatically decreased the
he must generate a pattern, plus the pattern. The only problem is that un- same amount; if range is increased, so
state, control, apportation and dura- der extreme conditions the opposite is is speed. Note that this is not true for
tion of the process. Fortunately for the equally true; as the supernatural pat- when the bonus number is added to
magician, a grimoire spell has all of tern is not part of the natural world, range, which does not increase the
the process linked to the pattern, so perhaps the mage is not either. speed. Theoretical mages hypothesize
the necessary skills are used subcon- When using the invitation to mad- that their common link to apportation
sciously. The mage casts the spell as a ness, the observing mage gets a +3 magic is the cause, but no proof has yet
normal grimoire spell, except the back- bonus to all totals generated when he been given.
lash and difficulty of the spell are casts a spell on the fly by creating a
Example: A mage wishes to give
each increased by four. The increase is pattern, rather than by casting an un-
his fireball more bang. He shortens the
derived from the One-on-Many diffi- learned grimoire spell. This bonus
culty modifier for five, for the five applies to all six totals generated; pat- range to 15 meters (from a value of
eight to six), increasing the effect by
parts of the spell (pattern, state, con- tern, state, control, apportation, dura-
four points. If he wanted to increase
trol, apportation, duration) replicated tion, and the spell skill total. The draw-
by the mage. This increase is eight, back is that the spell must be cast, the range to a value of nine, he would
have to decrease the effect by two.
and it is split evenly between diffi- regardless of the basic complexity,
culty and backlash, despite what the and the backlash must be greater than
mage may wish. or equal to the difficulty of the spell. 3. A mage may increase the cast
time, adding these points one-for-one
If the mage wishes to cast a spell It is a relatively easy matter for magi-
to duration or effect, or two points of
from a pattern he has just observed, cian using the invitation to madness to
the situation is worse. Now the skills injure himself, drive himself crazy, kill cast time to buy one point of range.
He may decrease the cast time, de-
can no longer be used subconsciously, himself, or according to Muadabi, sim-
creasing either the effect or duration
and each value (pattern, state, control, ply cease to exist.
apportation and duration) must be one-for-one, or else decreasing the
range one point for each two points
generated by the magician. Also, the
the cast time is decreased. Each such
pattern must be observed. If the mage
manipulation takes one round.
needs to cast the spell on the fly, this
usually means he cannot spend the
Manipulating
Example: A mage needs to cast a
full hour observing the pattern, and so Spells slow spell upon a guard who is 40
the pattern value will be increased. meters away. The first round he in-
Observing the pattern and then cast- A mage must know all the theory creases the cast time from three to five,
ing the spell is essentially rapid-fire knowledges listed on the manipula- increasing the range to eight (40
spell design. The mage must assign the tion line in order to manipulate a spell. meters); the next round he spends cast-
pattern and process values, then gener- A mage may do one of four things ing the spell.
ate each of the five skill totals, arrive at when manipulating a spell. 4. A mage may increase the back-
the spell sum, and calculate the basic 1. He may re-allocate the final com- lash of a spell to increase its effect,
complexity. As no theorem may be ap- plexity, shifting it between backlash range or duration. The mage may also
plied in less then a week, the basic and difficulty, as long as the total stays increase backlash to decrease the cast
complexity is the final complexity. The the same. It takes one round to ma- time. The backlash increase is read on
mage divides the complexity into the nipulate the final complexity. the power-push table, to find out what
difficulty and backlash of the spell. He Example: A mage has been hurt, but the value is increased by. This increase
must then either cast the spell the next needs to attempt a fly spell (backlash 19, may be done as the spell is being cast,
round, or lose the pattern. difficulty 12). He would rather risk spell but before the die is rolled.
Casting a spell on the fly may not be failure than take more damage. He
interrupted for any other action, in- Example: A skilled mage needs to
spends a round to manipulate the diffi- cast a tracker spell quickly, to track a
cluding simple actions, or the pattern culty to 18 and the backlash to 13.
is lost. being before they are out of range. The
first round he decreases the cast time
2. The mage may re-allocate points from 18 to five, decreasing the duration
from effect to either range or duration, to seven (25 seconds). The second round
Invitation to Madness points from range to either effect or he re-allocates the final complexity,
So named by Muadabi, a mage who duration, or points from duration to making the backlash 10 and the diffi-
either effect or range. Each such ma- culty 18. Third round, during the cast-
chronicled its extensive use in the
nipulation takes a round. ing of the spell, he increases the back-
Green Island Cult, the invitation to
madness is actually a dangerous use Effect and duration points are trans- lash by 12 to 22, adding +5 to the dura-
ferred on a one-for-one basis. Range tion, raising it to 12 (4 minutes).

72
The Theory of Magic

Permanent Magic
Creating a permanent conjuration
is first possible at magic axiom level
G amemaster Note
13. At axiom level 33 all conjurations
First, let your players know for their turn. What do you do?
are permanent, as the act of conjura-
that this casting on the fly stuff is You let the magician take all
tion is enough to forge a lasting link dangerous, meant for highly the time he wants. You just skip
between the natural world and the
skilled or desperate magicians, over him until he is ready to cast
supernatural pattern. The energy of
or times when spells of limited the spell. Dont answer any ques-
the supernatural sustains the spell ef- effect are useful. If your mage tions, dont spend any time on
fect in the natural world. Below 33,
characters try to cast the same him until he is ready to generate
there is a negative bonus modifier to
sort of spells they are used to the spell. A magician who is cast-
the conjuration spell equal to 33 minus casting from their grimoires, you ing on the fly had best know the
the magic axiom level of the cosm. In
will have crispy casters on your spell design system backward
Aysles case, the modifier is -15.
hands in no time. and forward before trying to cast
When creating permanent magic Casting a spell on the fly di- a spell from scratch.
all backlash is compared to the spell
rectly from a pattern is rapid-fire Each round when he gener-
skill total, never the Mind of the caster.
spell design. The problem is spell ates one of his totals, check the
Each creation of permanent magic is design is a process during which players spell lab sheet to make
in some way unique, enough so that it
a mage is apt to be careful, mak- sure he has calculated that por-
is not possible to refine the process as
ing sure that he is not designing tion correctly. If he has, great. If
one can a grimoire spell. a spell which is uncastable. A not, correct it and slap on a +3
A magician must state that he is
magician who is casting a spell penalty to the complexity when
attempting a permanent conjuration,
on the fly is likely to want to take it is all over, to represent his
and then the spell is cast with a -15 excessive amounts of time at the marred perception of the pattern
bonus modifier. If successful, the spell
table, while other players wait or the process.
is real when conjured and will not fade
after the duration expires. A lasting
link has been created.
Types of magic other than conjura- If the pattern is made permanent, the fails, then the spell is not permanently
tion may be also made permanent; potential to cast the spell permanently impressed; there is no effect.
they to have a -15 bonus modifier. exists. The caster must still provide the If successful, the spell recasts itself
Regardless of the type of magic em- appropriate magic skill to cast the spell. over the cast time of the spell, then sits
ployed, the link between the natural The primary advantage of making a suspended until triggered by the user
world and the pattern must be cre- pattern permanent is that the pattern of the item. As process is built into the
ated, i.e. conjured, for the effect to be need not be observed by the caster, as it pattern, a permanently impressed
permanent. As with conjuration, the is already there. The second advantage spell is not destroyed if dispelled, al-
mage must state he is making the spell is that as permanent pattern is not yet though the effect of that casting of the
permanent before he casts the spell. part of the natural world, is cannot be spell is gone.
When making permanent magic, a dispelled by a spell effect of the same As wards are impressed spells, it is
mage has a basic choice. He can either knowledge. Any effects of the spell may possible to make permanent wards
make the pattern or the process perma- be dispelled, but the pattern itself could which periodically recharge.
nent. If he makes the process perma- not be dispelled. Any theorem restric-
nent, the spell effect is permanent, at tions still apply to the spell; an altered
least until dispelled by a stronger magic.
A fireball would burn forever, a man
fireball wand with a permanent pattern Enchanting Items
still requires the component of pitch
would stay a frog, a disguise self would and coal. Enchanting an item generally in-
last until dispelled (see page 112 of the An impressed spell is a partially volves the use of permanent magic.
Torg Rulebook). The casting mage has cast spell, one which is suspended in The easiest sort of magic item is a spell
whatever control over the spell is built the process. An impressed spell does with a permanent effect which is fo-
into the spell, and no more. not require a magic skill to cast once cused upon an item.
Example: A permanent altered fire- impressed (but see Casting above). Example: A flame sword could be
ball may only be controlled by the An impressed spell which could be constructed with permanent effect of
casting magician while he is in range cast over and over again requires per- a burning blade, in which the effect
of the spell. An altered fireball made manent pattern and process, making were controlled by a word, such as the
permanent could not be turned off, as the process part of the pattern. The swords name. The user could turn the
control over the effect is not part of the spell must be cast twice, making it effect on and off by speaking the name
altered fireball spell. permanent each time. If either casting of the sword. Manipulating the effect

73
Chapter Five

nent pattern within them. These re- Enchant Fire Staff


quire the user to provide the magic
T hrorvalds
skill. The spell may be cast by anyone
with that skill, regardless of skill value. Axiom Level: 13
Observation Example: A light wand could be Skill: Conjuration/plant 23
An odd effect of enchanting constructed which had a permanent
pattern of mage light. Any character Backlash: 10
items was first observed by the Difficulty: 12
famous theoretical mage with alteration magic could cast the
spell, although they would still need a Effect Value: 18
Throrvald. The act of making a Bonus Number to: duration
pattern permanent, somehow mirror.
making the pattern real, low- Range: Touch
ered the natural worlds resis- Constructing items which require
no skill to use are difficult, as the spells Duration: 29 (one week)
tance to the pattern. Enchanting Cast Time: 18 (one hour)
items is therefore possible at a must be impressed. The first step to
building such an item is creating a Manipulation: state, control
magic axiom of 13, which is not
coincidentally the lowest level at permanent effect that allows spells
with the result knowledge of fire to be This spell works only on staves.
which permanent conjuration is The magician must hold the staff while
possible. This is despite the fact impressed into an object. Assume we
are building a staff of fire magic. The casting the spell, blackening the staff
that impressing spells into a ma- in the smoke from a fire which is burn-
gician requires an axiom level of pattern is plant, the material of the
staff. The mechanism is life, to imbue ing the same sort of wood as of which
17. Throrvald theorized that the staff is made. The mage concen-
higher magic level is neccessary the staff with real living forces, allow-
ing spells to be impressed. The result trates on images of the staff absorbing
because the observer becomes the flames, not being burned by them.
part of the pattern when impress- knowledge is fire, the pattern knowl-
edge of any fire spell stored in the This spell allows up to 14 spells to
ing a spell in himself, and re- be impressed into one object at one
mains outside it when placing it object. However, as discussed above
(see Casting ), the state path is pretty time. This number is derived from
into an object. result points of the effect value against
convoluted: plant to inanimate forces
to magic to life to living forces to folk the value of the living forces already in
(to allow folk to cast the spell) to living the staff (usually 0) read on the power
forces to light to inanimate forces to push table, plus a result point modi-
would require the user to have the fier of seven purchased for the spell.
magic skill used to cast the spell. fire. The spell is cast directly. One
possible spell looks like this: If this spell is cast to make a perma-
nent enchanted item, there is a -15
Wands, amulets, or whatever may bonus modifier to the cast.
be constructed which have a perma-

74
Spell Laboratory Sheet Skill and
pattern total

Rmod Vol Area Eff

+ + + = - =
(Pattern) (Pattern Skill)
12345678
12345678
12345678
12345678
12345678
12345678
12345678
Pattern
12345678
12345678
12345678
12345678 Mechanism
12345678
12345678
12345678
12345678
12345678
12345678
12345678 Result
12345678
12345678
12345678
12345678
12345678 Casting
12345678

Total = - =
(State) (Conjuration)

Attr Aspc Disb Skl

+ + + = - =
(Control) (Divination)

Spd Rng

+ = - =
(Apportation) (Apportation)

- =
(Duration) (Alteration)

Magic Type Process Max Spell Sum Cast Time

+ + = Basic Complexity

(>=0)

Weeks Theorem Sum


Theorem (value)

Spell:

Final
Complexity Axiom level:
Skill:
Backlash:
Difficulty:
Effect Value:
Bonus Num. to:
Range:
Duration:
Cast Time:
Manipulation:
Theorem Sum

Permission is granted to photocopy this page for personal use.


Chapter Five

S pell Design Tables


Control
Divination 8
Apportation 10
Alteration 13
Conjuration 16
+ Illusion disbelief modifier
+ One-on-Many DN modifier for each factor
controlled
Change Target
Effect
Form
Apportation
Duration Final Complexity
+ Accuracy modifier Minimums
+ One-on-Many DN modifier (distinct from
above)
For each attribute of result (if more than one) Divination 14
Apportation 16
Wards Alteration 19
+ Divination (8) Conjuration 22
+ Adds for knowledge used in ward divination

Knowledge Interaction Chart


As Pattern for As a Mechanism for
a Result of... a Result of...
Knowledge
Essence any knowledge except an essence any knowledge except an essence
Darkness living forces, kindred, death, darkness living forces, kindred, darkness
Light living forces, inanimate forces, living forces, kindred, elements,
kindred, elements, life, light, inanimate forces, light
Magic time, life, inanimate forces, elements, any knowledge
magic
Inanimate Forces inanimate forces, light, magic, elements inanimate forces, light, magic,
elements
Living Forces living forces, light, darkness, kindred living forces, light, darkness, kindred
Kindred kindred, living forces, darkness, light not usable as mechanism
Elements elements, inanimate forces, magic, light not usable as mechanism

76
The Theory of Magic

Extended Power Push Table


Result Result Result
Points Power Points Power Points Power
S(0) +1 18 +7 36 +13
1 +1 19 +7 37 +13
2 +1 20 +7 38 +13
3 +2 21 +8 39 +14
4 +2 22 +8 40 +14
5 +2 23 +8 41 +14
6 +3 24 +9 42 +15
7 +3 25 +9 43 +15
8 +3 26 +9 44 +15
9 +4 27 +10 45 +16
10 +4 28 +10 46 +16
11 +4 29 +10 47 +16
12 +5 30 +11 48 +17
13 +5 31 +11 49 +17
14 +5 32 +11 50 +17
15 +6 33 +12 Every three points
16 +6 34 +12 above 48 yields
17 +6 35 +12 an additional +1

Spell Complexity Theorems


Magic Type
PROCESS THEOREMS
Divination 17
Cast Time
Apportation 19
Control
Alteration 22
Duration
Conjuration 25
Range
Speed
State State

PATTERN THEOREMS
Casting is... Cost
Concentration
Cast direct 0
Focused 2 Contagion
Impressed 3 Specific Contagion
Ward 5 Exclusion
If Spell is to be Impressed into Another Folk... Uniqueness
+ path cost to folk knowledge from pattern knowledge Similarity
If Spell is to be Impressed into an Object... Touch
+ path cost to folk knowledge from pattern knowledge Self
+ path cost from folk knowledge to element knowledge which Voice
best describes the material of the object

77
Chapter Six Pixauds Practical
Grimoire
It is with tremendous pleasure that we completely engulfed. As the spell is Effect Value: 5
of the Academy of Four Towers present cast the rest of the ball leaps toward its Bonus Number to: duration
the following excerpts of Pixauds Practi- target. The magician controls its move-
cal Grimoire, perhaps the finest grimoire ment by mimicking its flight with the Range: 6 (15 meters)
Duration: 9 (one minute)
known to the kindred. While legends of piece he retained. He controls the ef-
Cast Time: 5 ( 10 seconds)
Pixaud vary considerably with the house fect, triggering the full effect by slam-
and class of the teller, most versions agree ming the piece into his hand when the Manipulation: duration, range
that Pixaud was the second dean of the ball arrives at its target, exploding the
The caster blows air underneath his
Academy of the Four Towers, and a con- ball to its full volume, a sphere with a
temporary of Throrvald. He began the radius of four meters. hand, moving each finger as he blows
air upon it. Out loud he then com-
grimoire while an adjunct conjuror with
mands arm of air to perform a task.
the academy. After his disappearance, such Altered Fireball (improved)
illustrious names as Throrvald, Voiny, The arm has a Strength equal to the
Axiom Level: 10 effect value of the spell. Only simple
Westermass, Eloininar and Coltershiv
Skill: alteration/ fire 18 physical tasks may be performed by
watched over subsequent editions of the
grimoire. My compatriot Kenipat and I the arm; if the task would normally
Backlash: 17 require a character to generate a Dex-
are honored to have been chosen to compile
Difficulty: 11 terity total to perform the action, it is
and annotate the current edition of the Effect Value: 18
Grimoire, and it is our fervent hope that beyond the capacity of the arm of air.
Bonus Number to: effect The mage must concentrate upon
this edition shall not tarnish the deserv-
this spell for the full duration of the
edly sterling reputation of these volumes. Range: 13
Zelephest of the Four Towers Duration: 9 spell; the spell effect ends as soon as
the mage performs an action other
Cast Time: 3
than directing the spell.
he mages of the Arcane Manipulation: speed, control
Academy of the Four This spell is a common spell among
apprentices. It has been designed to have
Towers have long had an Cast as the altered fireball above,
the minimum complexity for an apporta-
interest in the theory of with enhancements. The burning
magic, and the construc- sphere has a radius of ten meters. The tion spell, giving the magisters a perfectly
good excuse to have the apprentices do all
tion of spells. They keep what are prob- magician controls the movement and
the housework.
ably the finest grimoires in Aysle, con- the duration of the spell. For the dura-
tion, he may move the ball, either be- Zelephest
taining meticulously designed spells.
fore or after it explodes to its full vol-
ume. The sphere travels at 400 meters Brittle Walls
Altered Fireball per round (100 miles per hour). Once
Axiom Level: 9
Axiom Level: 10 exploded, the fireball does damage
Skill: alteration/earth 18
Skill: alteration/ fire 14 each round.
Fireballs were the obsessive specialty of Backlash: 19
Backlash: 18 Vascher Flametongue. He developed the Difficulty: 13
Difficulty: 10 two above, as well as his infamous Effect Value: 25
Effect Value: 14 Vaschers Colossal Fireball. It took weeks Bonus Number to: duration
Bonus Number to: effect to cast, and he launched it in the Gorunden
Range: 4 (five meters)
Range: 8 (40 meters) Hills, where it impacted at what is now
called the Black Glass Crater, a hole better Duration: 14 (10 minutes)
Duration: 5 (10 seconds) Cast Time: 4 (five minutes)
Cast Time: 3 (four seconds) than 8,000 meters across.
Manipulation: control, state
Manipulation: speed, control Zelephest
To cast this spell, the sorcerer places
Altered fireball requires a large Arm of Air a piece of stone on the ground and
flammable ball as a contagion. The smashes a piece of glass upon it. He
traditional ball is pitch and coal, weigh- Axiom Level: 5
Skill: apportation/ air 10 then lifts the rock and crushes any
ing a third of a pound. The magician remaining glass fragments with it.
lights the ball from a source of flame, Backlash: 10 After reciting the appropriate in-
grabbing a piece before the sphere is Difficulty: 6 cantation, the caster touches the stone

78
Pixauds Practical Grimoire

he wishes to transmute. All of the stone This spell increases the backlash of amount. If the target does not have a
of that type within a four meter radius an opponents spell castings. To cast the magic skill, then the targets Perception
of the point of contact becomes ex- spell the mage mimics the casting of is used (although the spells effect is
tremely brittle, its Toughness reduced another spell, one from which he usu- probably a moot point).
to by the result points of the spell. ally takes backlash. As he pantomimes The magician controls the duration
The spell has a divination compo- the effect of the backlash, the magician of cast lasher.
nent which allows it to separate each casts the spell. To be effective the magi-
component piece of rock in the wall, so cian must take some backlash when Change to Falcon
the effect is applied to each piece of the actually casting the spell, as this is the
wall rather than the wall as a whole. A spells contagion. The caster controls Axiom Level: 13
brick has a Toughness of 4, a brick sized the effect of the spell; if the casting total Skill: alteration/folk 22
piece of granite has a Toughness of 9, is high enough that he would take no Backlash: 14
while a one meter by one meter by half backlash, the mage may reduce the cast-
Difficulty: 5
a meter granite slab would have a ing total, and the effect, to a level where
Effect Value: 24
Toughness of 24. he takes backlash. The spell is impressed Bonus Number to: duration
Kenipat This spell was perfected until released by the caster.
Range: touch
some years ago by a group of dwarves When released the caster generates
Duration: 25 (one day)
being held in a House Vareth slave pen an alteration magic total which must Cast Time: 9 (one minute)
needless to say, they were not prisoners for exceed the target characters Dexterity
Manipulation: control, state, cast
long after mastering this bit of arcana. or dodge to hit him. As the effect value
time
has already been set, any bonus num-
Bullet ber from the targeting roll is not added
A relatively simple spell, and one of
to the effect value. The effect value is
Axiom Level: 7 great help when hopelessly lost in the
compared to the targets highest magic forests of Aysle. The caster takes a lock
Skill: apportation/ metal 13 skill value. The result points are fac-
of human hair (it does not need to be
tored through the Power Push table;
Backlash: 16 that of the target) and mixes it with
Difficulty: 10 any spell cast by the target character falcon feathers. He then touches the
has its backlash increased by this
Effect Value: 17 target, who will physically transform
Bonus Number to: effect
Range: 8 (40 meters)
Duration: 5 (10 seconds)
Cast Time: 3 (four seconds)
Manipulation: control
T he Grimoire and the Game

The bullet spell can sling a metal Pixauds practical grimoire is now in circulation in other pri-
mass about the size of a small sling a compilation of spells currently vate grimoires. A mage might be
bullet, or a quarter. The magician pan- in the custody of the Arcane willing let another character
tomimes the whirling of a sling with Academy of the Four Towers. study from the grimoire in ex-
the hand holding the metal, then re- Only students of the academy, change for similar knowledge, a
leases it toward his opponent. The or other accredited magicians, trade in service, or a valuable
apportation magic total of the cast must are allowed to learn spells from item otherwise unobtainable to
equal or exceed the Dexterity or dodge the grimoire. In game terms, to the mage.
of the target character in order to hit be accredited a character must No starting mage would know
him. have learned 14 or more arcane the spells in this grimoire, other
knowledges, at least two of which than those meant to be taught to
must be essence knowledges. an apprentice, such as Arm of Air
Cast Lasher While acquiring the knowledges although he might know a
Axiom Level: 12(17) is difficult, perhaps the trickier mage or two who have access to
Skill: alteration/ magic 20 part is actually finding the Ar- a few of the spells.
cane Academy of the Four Tow- If a magician character wants
Backlash: 22 ers. If anyone knows where the a spell in this grimoire, he is go-
Difficulty: 8 academy is, they are not telling. ing to have to obtain it through
Effect Value: 25 This does not mean that the adventure or interaction with
Bonus Number to: effect knowledge in the grimoire is gamemaster characters, rather
Range: 9 (60 meters) completely off limits to your than through simple expenditure
Duration: 18 (one hour) players. The grimoire has been of Possibilities.
Cast Time: 18 (one hour) around for centuries, and many
Manipulation: range of the spells inscribed therein are

79
Chapter Six

into a falcon, but retain his Perception, Backlash: 15 Create fear is, of course, an illusory
Mind, Charisma and Spirit attributes. Difficulty: 11 spell. Once the duration of the spell
Effect Value: 5 expires, the effect will wear off swiftly,
Falcon Bonus Number to: duration and the target is apt to be extremely
DEXTERITY 10
angry. But the memory of the soul-
Dodge 11, flight 13, maneuver 11, Range: 5 (10 meters)
numbing fear he felt may make him
stealth 11, unarmed combat 12 Duration: 18 (one hour) hesitant about attacking you. To dis-
STRENGTH 5 Cast Time: 5 (10 seconds)
believe the spell, the target must gen-
TOUGHNESS 6 Manipulation: duration
erate a successful Mind or willpower
Natural Tools: wings, speed value total of 19. Even if the target frees
10; beak, damage value STR+2/7; This spell requires the gills from a
himself from the illusion , he will still
claws, damage value STR+3/8 fish. The mage splashes water onto the
have a lingering memory of the fear it
Kenipat Beware of imitations of this gills and then breathes through them, produced.
spell, published in cheap commercial casting the spell on his third breath by
Kenipat I have found that this is a
grimoires. I have seen Ayslish humans pointing at the target character.
very good spell with which to introduce
sporting feathers, I have seen two-meter The effect value is the maximum students to the power of magic. Although
tall falcons standing on cliffs frantically number of liters of water (10 kilos)
the effect only lasts five minutes, the
flapping their arms before falling to their which are converted to air when the
memory of it can last years, and its use
deaths. Are such horrible results really recipient of the spell breathes under- helps prevent excessive talking in class as
worth the few trades you save with such water. This represents about eight full
well as doodling in the grimoires.
volumes? breaths, more than enough for a nor-
mal round. A panicked or strenu-
ously active character may breathe Detect Folk Evil
Communicate with Animals
more often than this, and water will Axiom Level: 8
Axiom Level: 7 bubble through to be inhaled, causing Skill: divination/ darkness
Skill: divination/earthly 16 damage. The gamemaster rolls a bo-
nus number, interpreting the bonus as Backlash: 13
Backlash: 14 Difficulty: 7
Difficulty: 10 result points of damage.
A character on land suffers no ill Effect Value: 19
Effect Value: 26
effect from this spell; water is not re- Bonus Number to: effect
Bonus Number to: effect
quired to breathe, but a character may Range: 8
Range: touch breathe water. The spell is focused
Duration: 14
Duration: 13 (five minutes) upon the recipient, who then controls
Cast Time: 6
Cast Time: 4 (five seconds) the duration and effect of the spell. Manipulation: control
Manipulation: control, duration
Create Fear The magician thinks dark thoughts
To successfully complete this spell, about himself or others about whom
the caster must have something from Axiom Level: 11
he cares, and then casts the spell with
the specific species of animal with which Skill: conjuration/darkness 16
a quick scowl in the direction of the
he wants to communicate (a lock from Backlash: 16 target character. The mage must con-
the mane of a horse, the claw of a
Difficulty: 15 centrate for the duration of the spell;
manticore). He places this on the ground
Effect Value: 20 the spell effect ends as soon as the
before him, and draws a line in the Bonus Number to: duration mage performs an action other than
ground leading from the object to him-
directing the spell. He may change the
self, and then a second line in the oppo- Range: 8 (40 meters)
target of the spell.
site direction. When he touches the ani- Duration: 15 (15 minutes) The effect value of the spell is com-
mal, it will become capable of speaking Cast Time: 5 (10 seconds)
pared to the targets Spirit or faith value.
and understanding the casters language Manipulation: control, duration
Minimal or average success lets the
for a brief period. state caster know if the target character har-
Kenipat Whether or not the animal
bors evil intentions which he plans to
will wish to answer the casters questions, Create fear is a powerful spell that
put into effect immediately (within
and its honesty if it does so, depends en- cannot be cast indiscriminately. It in- the duration of the spell). Good success
tirely on its temperament. In addition, a volves specific contagion, meaning you
allows the caster to know if the target
completely mindless animal probably will must have an item belonging to your
harbors any evil intentions toward the
not have very much to say. target for the spell to be effective. Then caster (or the character about whom
its simply a question of muttering
the magician thought dark thoughts
Corgains Gill Spell words of power and pointing at your
when casting the spell). Superior suc-
foe his mind will be filled with in- cess lets the caster know if the target
Axiom Level: 9 tense fear, an emotion which can virtu-
character harbors evil intentions to-
Skill: alteration/ water 15 ally paralyze him if he allows it to.
ward anyone and the degree of harm

80
Pixauds Practical Grimoire

planned; spectacular success lets the incantation, he pours the earth into the Range: touch
caster know who the target is plan- empty jug, allowing it to run through Duration: 32 (one month)
ning to get, if not the caster or the his fingers as he does so. When it Cast Time: 25 (one day)
character about whom the magician emerges from his hand, it will have Manipulation: control, duration,
thought dark thoughts. transformed to water. cast time
On a minimal or average success, the
Dispel Magic water will be dirty; on a good success or The enchant bow spell is based on
above, it will look and taste clean. the same pattern of magic as enchant
Axiom Level: 13 armor, and the effectiveness of the spell
Skill: alteration/ magic 20 Enchant Armor is determined in the same manner,
increasing the maximum damage
Backlash: 14 Axiom Level: 10
Difficulty: 8 value and the damage adds of the
Skill: alteration/inanimate forces 17 weapon.
Effect Value: 29
To cast this spell, the mage should
Bonus Number to: effect Backlash: 14
Difficulty: 9 take a piece of armor and heat it until
Range: 9 (60 meters) it begins to grow soft. He then puts an
Effect Value: 25
Duration: 5 (10 seconds) arrow into the bow and fires it at the
Bonus Number to: effect
Cast Time: 3 (four seconds) armor, which it will easily pierce. He
Manipulation: state, duration Range: touch must repeat this action several times,
Duration: 32 (one month) while reciting the proper incantation.
The magician must concentrate Cast Time: 25 (one day) When he is done, the bow will fire
when casting this spell, envisioning Manipulation: control, duration, straight and true and cause great dam-
the pattern which he plans to disrupt cast time age to the enemy.
with this spell. If he does not know the Kenipat Again, wizards should be-
pattern skill and knowledge of the The caster takes each piece of armor ware of copies of this spell. If the stave of
target spell effect, the caster suffers a - to be enchanted and holds it before the bow absorbs the enchantment, but the
10 bonus modifier when casting this him. With his other hand he takes string does not, it may snap at a crucial
spell. He must gesture to draw the arrows, daggers and other weapons moment. In addition, some versions of this
pattern he envisions, and then out loud and touches them to the metal, then spell increase the strength wonderfully
he commands the pattern to break. shatters them, to simulate the effect well, but destroy the weapons accuracy to
Dispel magic works through the prin- the magically toughened armor will the point where even the best archer can-
ciple of definition. The casting mage is have for the duration of the spell. not hit the broad side of a Fomorian.
copying the pattern of the spell effect The result points of the spell are
closely enough so that the principle of added to the maximum value of the Fighting Whirlwind
definition is invoked, allowing only one targeted armor. The result points are
pattern to exist. The gamemaster gener- then checked against the Power Push Axiom Level: 8
ates a magic skill total, using the skill Table to determine the increase to the Skill: apportation/ air 16
value of the magician whose spell is armors adds prompted by the spell.
Backlash: 14
being dispelled. If the effect value of Kenipat A poor sorcerer using a Difficulty: 9
dispel magic is greater than the defensive cheap version of this rite can find himself
Effect Value: 21
total, then the spell is dispelled. If not, with a suit of armor that cannot stand up
Bonus Number to: effect
the spell remains in effect. to a stiff breeze off the Trade Sea. I once
heard a Draconis Teutonica laugh heartily Range: 9 (60 meters)
Dust to Water when faced with a paladin wearing armor Duration: 9 (one minute)
with a flawed enchanted armor spell fo- Cast Time: 3 (four seconds)
Axiom Level: 9 cused into it. That is a sound I do not wish Manipulation: speed, range, con-
Skill: alteration/earth 18 to hear again, and the best reason I can trol
Backlash: 14 produce for why I am teaching and writ-
ing texts rather than on the continent of The magician spins himself around
Difficulty: 10
Aysle, making twice the trades I do here. once while exhaling to make an ever
Effect Value: 13
Bonus Number to: duration louder whooshing noise. The spell
Enchant Bow causes a whirlwind to form, 2.5 meters
Range: touch tall and 2.5 meters wide at the top. The
Duration: 29 (one week) Axiom Level: 10 magician controls the movement of
Cast Time: 9 (one minute) Skill: alteration/inanimate forces 17 the whirlwind, which travels up to 60
Manipulation: control, duration, meters each round. The magician also
Backlash: 19
state Difficulty: 10 controls the duration and the form of
To cast this spell, the sorcerer needs the spell. To target a character the
Effect Value: 22
two one-liter jugs, one empty and one magician generates an apportation
Bonus Number to: effect
filled with earth. While repeating the magic total; if the total equals or ex-

81
Chapter Six

ceeds the target characters Dexterity greater than or equal the defenders ing the spell. At the end of the hour he
or dodge, the whirlwind hits. Anyone Dexterity or dodge. The spell is focused touches the head of the recipient to
caught within 2.5 meters of the target on the target, but its duration and focus the spell into that character. The
character is also hit by the full force of effect continue to be controlled by the characters eyes look a little dull, flat-
the whirlwind. caster. Whenever the target casts a ter, while protected by this spell. The
spell, the effect value of flowers of frus- spell resists the effects of all folk spells
Flickering Fire Shield tration is compared to the casting total with a casting total less than the effect
of the target spell. If the effect value is value of the folk repelspell. The spells
Axiom Level: 11 greater, the effect value of is compared duration is controlled by the recipient.
Skill:alteration/ fire 18 to the casting value on the Power Push
table. To this result, 10 is added. The Fools Gold
Backlash: 12
Difficulty: 15 final number is the amount by which
the effect value of the target spell is Axiom Level: 10 (17)
Effect Value: 25
reduced. The energy which has been Skill: alteration/ metal 13
Bonus Number to: effect
drawn off from the target spell is con- Backlash: 14
Range: touch verted into flowers which shower
Difficulty: 12
Duration: 25 (one day) down from the spell.
Effect Value: 12
Cast Time: 9 (one minute) Bonus Number to: duration
Manipulation: state, control Example: Flowers of frustration is cast
with an effect value of 31. Subse- Range: touch
The caster passes his hand through quently, the caster successfully tar- Duration: 23 (10 hours)
a flame while casting the spell, touch- gets a mage. The target character then Cast Time: 17 (40 minutes)
ing the hand of the recipient to focus attempts to cast an altered fireball spell, Manipulation: duration
the spell into that character. That hand generating an alteration magic total of
now has a barely visible flicker of 19. 31-19 = 12. 12 on the Power Push The caster must have a sample of
flame which outlines the shape of a table is +5. The result modifier of 10 the precious metal he wishes to fake.
shield. The spell resists the effects of brings to total to 15. The fireballs ef- He rubs a little of the metal onto the
all fire spells with a casting total less fect value is reduced by 15. The caster metal he intends to transform, then
than the effect value of the flickering would cast the fireball, and watch it performs the spell. The spell is im-
shield. The spells duration is con- approach its target streaming flowers, pressed. The spell converts one kilo-
trolled by the recipient. to pfft ineffectually upon impact. gram of metal or coins into an illusion
of the precious metal used during the
Flowers of Frustration If a spell does not have an effect spell casting. The effect value, includ-
value, the reduction affects the volume ing the bonus number, must be at least
Axiom Level: 13(17) and area of the spell. Each two full five to convert the metal. The spell is
Skill: conjuration/ time 28 points of reduction equals one point of released by tapping the metal with the
reduced volume. If the spell only has sample, and generating an alteration
Backlash: 21
area, each point reduces the area by one magic total of zero or greater. The
Difficulty: 17
Effect Value: 27 point. If the above spell had been a mage gold may be disbelieved on Mind
light spell, which has a volume of 10 total of 13 or better.
Bonus Number to: effect
meters (value five), the volume would It is interesting to note that this spell is
Range: 9 (60 meters) have been reduced by seven. an impressive effort by a young student,
Duration: 18 (one hour) Jovalio Consen, who was studying under
Cast Time: 18 (one hour) Folk Repelspell Magister Ulgul of the Six Towers. His
Manipulation: state, range, speed choice of effect was inspired, optimizing
Axiom Level: 25 his chances of successfully overcoming the
To cast the spell the magician re- Skill: alteration/ folk 18 toughness of gold, it greatest attribute, for
quires at least a dozen flowers. Dried Backlash: 18 the illusory tranformation. His use of the
flowers will do, but live flowers give a theorem of exclusion to have the effect
Difficulty: 12
+3 bonus modifier. The mage sits with work solely on a kilogram of the target
Effect Value: 25
the flowers in his lap, envisioning the Bonus Number to: effect metal was equally perceptive; not only did
pattern of the spell, then imagining it increase the likelihood that the spell
the pattern into a shape similar to the Range: touch could be cast, but it limited the amount of
flowers in his lap. Out loud, he quietly Duration: 25 (one day) illusory metal which could flood the mar-
and firmly describes the pattern of Cast Time: 18 (one hour) ket at any one time, reducing the probabil-
flowers, finishing the casting as he Manipulation: state, duration ity of discovery. And all this in nine short
finishes the description. Once cast, weeks. Quite impressive. As we shall see,
the spell is impressed. The caster mimics the casting of most authorities consider the work to be
To release the spell, the caster must another folk spell (which he must too impressive.
generate a conjuration magic total know) over and over again while cast- Zelephest

82
Pixauds Practical Grimoire

Freeze Time Effect Value: 20


Most mages, even minor ones, have Bonus Number to: effect
Axiom Level: 17 access to a tracker or pathfinder spell,
Skill: alteration/time 22 which they will use to hunt down and Range: 7 (25 meters)
Duration: 18 (one hour)
Backlash: 17 finish off a foe. Hide from magic allows
Cast Time: 9 (one minute)
Difficulty: 12 the caster to create a bubble of mystic
energy around himself which will con- Manipulation: control, duration
Effect Value: 9
Bonus Number to: effect ceal his presence from divination
The rite of imprisonment traps a foe
spells. An important point to remem-
Range: 8 (40 meters) ber, however, is that the caster will within bars made of mystic energy. To
Duration: 18 (one hour) cast this, a mage must beckon with his
still be visible to the naked eye, and
Cast Time: 18 (one hour) hands as if exhorting something to rise
will still be vulnerable to conjuration,
Manipulation: control, duration, alteration, and apportation-based from the ground, and then mimic the
state struggle to escape from a narrow cell.
spells.
He then points at his target, and if the
To bring the sphere into being, the
Freeze time is an impressed spell. mage must close his eyes and mimic casting total of the spell is greater than
To cast it, the mage must spend an the targets Dexterity or dodge, it effec-
the sculpting of the field around him,
hour sitting perfectly still any vol- tively traps its quarry.
as if it were being made from clay.
untary movement will shatter the spell, When he is finished, divination spells The effect value of the spell is the
and the caster must begin again. Strength of the bars, which can be shat-
will have been rendered blind to his
Once it is impressed, it can be put to tered by a spell or enchanted weapons
existence.
use in countless situations. When cast, The effect value is the ability of the capable of inflicting damage greater
it forms a sphere within which time is than that value (physical strength will
sphere to counteract divination spells
frozen. All of those inside of it, save avail you naught against these magi-
which have casting totals that are less
the caster, will be trapped in between than the effect value of hide from magic. cal constructs). In addition, the target
moments, and the caster can take ad- can free himself by generating a suc-
vantage of their paralysis to escape cessful Mind or willpower total against
Houndscent a difficulty number of the spells effect
from a situation, or search the victims
for trades or information. Axiom Level: 9 value.
Anyone entering the sphere may Skill: alteration/ folk 15 The rite confines the target to a 2.5
also fall victim to the time-lock, but no meter area, and cannot be used on
Backlash: 15 creatures larger than that figure.
more than 10 people can be affected by
the spell at once. If more than 10 people Difficulty: 12
Effect Value: 15 Increase Weight
are within range when the spell is cast,
Bonus Number to: duration
or an 11th person should enter the
sphere, the spell will collapse and time Axiom Level: 9
Range: touch Skill: alteration/inanimate forces 19
will return to its normal flow. Duration: 21 (four hours)
Kenipat A rite that tampers with the Cast Time: 9 (one minute) Backlash: 13
flow of time itself, freeze time is not to be Manipulation: state Difficulty: 6
used lightly. Although nothing has ever Effect Value: 24
been proven, there have always been mem- The mage must sniff the ground in Bonus Number to: duration
bers of the sorcerous community who op- an imitation of a hound, ending the
pose all essence spells, and particularly spell by touching the recipients nose Range: 10 (100 meters)
this one, claiming that damage may be Duration: 14 (10 minutes)
with his own. The spell effect is fo-
done to one of the prime forces of the cosm Cast Time: 18 (one hour)
cused into the recipient, who then has
by repeated use. control of the duration and effect of Manipulation: control, duration,
state, cast time
the spell. The effect value of the spell
Hide from Magic is compared to the recipients Percep-
tion on the Power Push table. To this By manipulating the inanimate
Axiom Level: 12 forces knowledge, this spell makes it
result, six is added. The total is the
Skill: conjuration/magic 19 possible for a sorcerer to apparently
increase in the recipients Perception
when using his sense of smell. increase the weight of an opponent,
Backlash: 14 sending him crashing to the ground.
Difficulty: 11 The effect value of this spell is equal
Effect Value: 20 Imprisonment to the force which is pulling the target
Bonus Number to: duration to the ground. To move, a creature
Axiom Level: 12
Range: touch Skill: conjuration/magic 19 must generate a Strength total greater
Duration: 25 (one day) than the effect value of the spell. A
Backlash: 20 flying creature which fails its Strength
Cast Time: 9 (one minute)
Manipulation: control, duration Difficulty: 10 action will plummet to the ground,

83
Chapter Six

taking a damage value equal to the cleans the figurine throughout the cast- Cast Time: 3 (four seconds)
effect value plus the value of the dis- ing of the spell, checking its transpar- Manipulation: control, range
tance fallen. ency several times during the casting.
It is an impressed spell, and is cast The spell is impressed upon casting. The magician casts the spell by
by holding a pebble in the palm of The spell is released by touching the quickly reciting the first word she
your hand and then letting it drop to recipient or object with the figurine. intends to write while spelling it out
the ground, as if it had grown too The effect value is compared to the with movements of her hand. The spell
heavy to support. In battle, the spell recipients Toughness on the Power effects a 2.5 meter circle within the
requires only a gesture in the direction Push table. To this result nine is added. range of the spell. The caster controls
of the target to be released. If the cast- If the final result equals or exceeds the the target aspect, effect, duration and
ing total is greater than the Dexterity or targets Toughness, then he is ren- form of the spell.
dodge value of the target, the spell will dered completely transparent to light. As the mage thinks the words in her
be effective. An character trying to spot an invis- mind, the light within the area of effect
Note that this spell is of limited use ible character must generate a Percep- gathers to form the letters. The rest of
against dragons, whose great Strength tion total equal to the effect value of the area darkens as the light leaves it,
and high Toughness render the spell a the spell in order to see him. Note that making the letters more legible.
nuisance. In addition, their connec- hearing, or otherwise sensing the char-
tions with elemental magic may have acter, might be easier than seeing him. Multiple Images
unforeseen effects upon the spell. Even after he is perceived, an invis-
Kenipat Flying creatures have long ible character still has his defense in- Axiom Level: 12 (17)
been a problem for travelers in Aysle. creased by +5 against all visually tar- Skill: conjuration/light 19
Dragons, griffins, harpies and various geted attacks.
Backlash: 15
other beasts have an annoying habit of
Difficulty: 11
swooping down, wounding, and then soar- Keen Blade Effect Value: 0
ing out of reach of a melee weapons, and
Bonus Number to: duration
doing so too quickly to accurately aim a Axiom Level: 10
missile weapon. (Naturally, this rite can Skill: alteration/ metal 15 Range: 12 (250 meters)
be used against non-flying foes with equal Duration: 18 (one hour)
Backlash: 15
effect, but doubling the weight of a griffin Cast Time: 18 (one hour)
Difficulty: 11
and then admiring the crater it makes Effect Value: 25 Manipulation: control, duration,
leaves one with a true sense of accomplish- cast time
Bonus Number to: effect
ment.)
This spell suffers from an undeservedly Range: touch This is a useful spell, particularly if
poor reputation, owing to the appearance Duration: 18 (one hour) all the rest of your impressed magic
of a flawed version in the popular Cast Time: 9 (one minute) has failed you and you need time to
Rothenlynns Grimoire for Beginners. Manipulation: duration, state cast something directly. Multiple im-
That increase weight spell had a tendency ages allows you to create unliving
to backfire, causing the casters arm to The magician must have a bladed simulacrums of yourself within a ra-
grow heavier while the rest of his body weapon which he keeps extremely dius of 250 meters of the spot in which
remained the same, usually with unpleas- sharp. He quickly hones this blade you are standing when you cast the
ant consequences for the limb in question. with a whetstone while casting the spell. These can confuse and distract
spell, and the touches the ritual blade your foe while you have time to plan.
Invisibility to the blade which receives the spell. The first part of the casting of this
The effect value of the spell is com- spell involves reciting the incantation
Axiom Level: 12 (17) pared to the maximum damage value in a room filled with mirrors. Once the
Skill: alteration/ true knowledge 23 on the Power Push table, and the maxi- spell is impressed, it can be used in
mum damage value and the damage battle by the caster standing in each
Backlash: 17
Difficulty: 12 bonus are each increased by the result. spot he wishes a double to appear in
while mentally repeating the incanta-
Effect Value: 24
Light Writing tion. No elaborate hand gestures are
Bonus Number to: effect
needed that might warn an opponent
Range: touch Axiom Level: 12 of your plan.
Duration: 25 (ten hours) Skill: apportation/ light 15 Kenipat Keep in mind that your
Cast Time: 18 (one hour) Backlash: 10 doubles will have no physical mass, and be
Manipulation: control, duration, prepared to cast your next spell in a hurry.
Difficulty: 9
state Most mages, when faced with a score of
Effect Value: 0
Bonus Number to: duration identical foes, will blast all of them in an
The mage must have a small figu- exceedingly nasty manner, feeling that is
rine of glass to perform this spell. He Range: 5 (10 meters) the surest way to slay the true sorcerer. If
begins with the figurine dirty. He Duration: 20 (2.5 hours) you are enough of a fool to let that happen,

84
Pixauds Practical Grimoire

you have wasted the time I spent writing as well as ones self necessitates casting object being sought is within range
this volume and the trades you spent pur- the spell three times. and connected to earth or stone, the
chasing it. As I said above, there are cheap and spell will find it. However, if the range
sloppy versions of this incantation avail- of the spell is greater than 18, its dura-
Mystic Shield able, but they are not to be relied upon. tion will expire before it arrives at its
During my youth in the Land Between, I destination.
Axiom Level: 12 once saw a mage toss up a hasty shield in
Skill: conjuration/magic 19 battle, only to see it collapse when his Persuasion
Backlash: 19 opponent cast a detect magic spell against
him. Axiom Level: 11
Difficulty: 11
Skill: conjuration/ living forces 16
Effect Value: 25
Bonus Number to: effect Open Lock Backlash: 19
Difficulty: 12
Range: touch Axiom Level: 6
Skill: apportation/metal 14 Effect Value: 20
Duration: 25 (one day) Bonus Number to: effect
Cast Time: 9 (one minute)
Backlash: 11
Manipulation: control, duration Range: 7 (25 meters)
Difficulty: 5
Effect Value: 16 Duration: 14 (one minute)
To cast this spell, the mage stands Cast Time: 5 (ten seconds)
Bonus Number to: effect
with his hands held out before him, Manipulation: control, duration,
and acts as if an invisible barrier stands Range: touch state
before him. He pushes against the bar- Duration: 15 (15 minutes)
rier with his hands, discovering as he Cast Time: 6 (15 seconds) The mage casts the spell by nod-
does so that the barrier completely Manipulation: control, duration ding in agreement with the proposi-
surrounds him. As he finishes this ac- tion he intends to offer, and then he
tion, he mouths the words of the rite, To cast this simple spell, the mage speaks the proposition to finish the
and a cone of magical force forms touches the lock with one hand and spell. It is necessary to speak the entire
around him. takes a key in the other, miming the proposition out loud within the cast
The effect value of the spell is the opening of the lock. After reciting the time of the spell, so complicated sug-
strength of the shield, and for as long incantation, he takes the key, places it gestions are usually out of the ques-
as it is in place, it will absorb the en- as near to the lock as possible, and tion.
ergy of spells directed against the turns it. If the effect value of the spell The effect value of the spell is sub-
caster, providing their effect values exceeds the difficulty of the lock, it stituted for the casters persuasion skill.
are less than or equal to that of the will open. Persuasion only works on beings who
shield. A spell which is stronger than can understand the proposition being
the shield will cause it to shatter, and Pathfinder offered. The spell is illusory, and even
the now vulnerable mage will take the after the proposition is accepted, a
full damage of the spell. The shield Axiom Level: 7 Mind total of 12 or more negates the
spell will then have to be recast the Skill: divination/earth 14 effect of the spell. After the duration
next round. expires the character is no longer per-
Backlash: 12
Kenipat This rite is the original and suaded, although unless the character
Difficulty: 5
one of the most effective means of magical Effect Value: 16 has a pressing reason to re-examine
defense, and has been copied (poorly) by the his acceptance of the offer, or has
Bonus Number to: range
hundreds of Ayslish magicians and sold an attitude of hostile or enemy toward
under such names as Colnars Cone and Range: 13 (400 meters) the caster, he will continue with the
Dalerons Defense. Duration: 18 (one meter) terms of the agreement.
Like any powerful spell, the mystic Cast Time: 9 (one minute)
shield has its drawbacks. For example, Manipulation: control, duration, Plant Shackles
when encased in the magic-absorbing bar- speed
rier, a mage cannot cast a spell against an Axiom Level: 8
enemy. Going on the attack means drop- To cast this spell the sorcerer draws Skill: alteration/plant 15
ping the shield, and a wise wizard will a simple design in the earth over and
Backlash: 15
watch carefully to see when his opponent over again, making it deeper each time.
Difficulty: 11
drops his guard, and will usually lash out At the same time, he pictures the place Effect Value: 18
with an impressed spell or two. In addi- or object he seeks in his mind.
Bonus Number to: effect
tion, the shield cannot be used to protect When the spell is completed, the
an entire group of folk, but a sorcerer can design will move through the earth Range: 8 (40 meters)
cast it around other individuals. This can toward the place or object specified in Duration: 18 (one hour)
cause the backlash to increase at a fright- as direct a manner as possible, at a Cast Time: 9 (one minute)
ening rate, as protecting, say, two others speed of 10 meters per round. If the Manipulation: control

85
Chapter Six

To put this incantation to use, the Effect Value: 32 Cast Time: 18 (one hour)
caster takes five blades of grass (or Bonus Number to: effect Manipulation: control, duration
whatever plants are nearby) and
drapes one across both wrists, both Range: touch The method of casting is simple.
Duration: 32 (one month)
ankles, and his neck. When he mutters The sorcerer draws three concentric
Cast Time: 14 (ten minutes)
the correct words and specifies the circles, the smallest large enough for
target with a hand gesture, the plants Manipulation: duration, range, him to sit in, the others about a hand
speed
within range will begin to writhe and span farther out. He then seats himself
wrap themselves about the opponent. and examines each circle in turn, seek-
They will hold the target in their leafy The mage enchants a plate by plac- ing imperfections. He touches each
ing dozens of pieces of iron pyrite or
embrace for up to one hour, with a circle in the spot where it is furthest
illusory gold (or other illusory pre-
strength equal to the effect value of the from a true circle.
spell. cious metal) onto a plate along with The effect value of the spell is com-
one small real piece of each precious
Kenipat This spell was discovered pared to the targets Perception on the
metal the plate is to detect. He re-
by dwarf magicians in Upper Aysle, shortly Power Push Table. The resulting value
after the establishment of House Vareth. It moves the false metals one at a time, modifier is added to the targets Percep-
until only the true precious metals are
has proved to be of limited use to Land tion for the duration of the spell. The
left. He then casts the spell. To test the
Between dwarves, as the plant life in that shock effects of the push are ignored.
area consists largely of mushrooms and plate, he drops the pieces of metal, Kenipat As I grow older although
one at a time onto the plate. If the spell
mosses, which are not effective in the con- make no mistake, I am not old, simply very
was successful, each produces a dis-
text of this spell. wise I find that I grow forgetful. It
tinct pitch when the metal touches the becomes more difficult to find things I am
plate.
Possession seeking, carry out my studies, or perform
The user activates the plate by plac-
some simple magics. The ritual of percep-
Axiom Level: 17 ing the metal onto it. The effect value, tion preparation has helped me solve this
Skill: alteration/folk 21 of the plate, plus a bonus, is compared
problem, as well as giving me something
to the disbelief value of the metal
Backlash: 12 to cast during Mage Island faculty teas.
sampled ( if the metal is illusory), or
Difficulty: 8 the casting total used to create any
Effect Value: 21 truly transformed metal. Precious Sense Undead
Bonus Number to: duration metals to which the plate has not been Axiom Level: 6
attuned will still sometimes register Skill: divination/ entity 16
Range: touch
with a funny, hollow sound.
Duration: 38 (one year) Backlash: 13
Cast Time: 18 (one hour) As mentioned earlier, it seemed odd
that a young student, Jovalio Consen, Difficulty: 11
Manipulation: control
would develop a spell as effective as fools Effect Value: 24
gold. Things become clearer, or at least Bonus Number to: range
A companion spell to sunder spirit,
more plausible, once it is known the Mag-
the latter must be used before posses- Range: 10 (100 meters)
ister Ulgul, Jovalios instructor, devel-
sion can be effective. An object belong- Duration: 9 (one minute)
ing to the target form is required, over oped the precious metal plate spell Cast Time: 5 (ten seconds)
before Jovalios version of fools gold ap-
which the incantation is recited. When Manipulation: range, speed
peared. Now, what demand is there for a
the target is touched, the casters spirit
will move to occupy that body. remedy where there is no malady? Voila! To cast this spell requires an item
Less than three months after Ulgul fin-
This spell is relatively simple, prima- worn, used or part of an undead en-
ished his spell, false gold first hit Aysle in
rily because a body to be possessed will tity. The item is kept wrapped in a
already be empty of spirit. If occupying significant quantities. dark cloth. As the spell is cast, the
Zelephest
a form other than his own, the mage magician stares intently at the cloth,
must recast the rite every year. If this unwrapping the item and revealing it
spell is used by a disembodied spirit to Ritual of Perception to his sight. The magician must con-
enter a form, it will need a corporeal ally Preparation centrate on the spell to keep it active.
to obtain the item needed as part of the The effect value of the spell is com-
specific contagion theorem. Axiom Level: 9 pared to the lowest Spirit of any entity
Skill: alteration/folk 15 in range (using the one-on-many table
Precious Metal Plate Backlash: 16 if there is more than one undead in
Difficulty: 7 range) on the Power Push table. These
Axiom Level: 6 Effect Value: 18 points are then read on the General
Skill: divination/ metal 18 Bonus Number to: effect Results table. On a minimal or average
success, the caster knows there are
Backlash: 16 Range: self indeed undead in the area. On a good
Difficulty: 11 Duration: 25 (one day) success the caster knows how far away

86
Pixauds Practical Grimoire

and in what direction(s) the undead is right side, to the left side, and then Effect Value: 30
(are). On a superior success the caster behind you. You then cast the bone Bonus Number to: effect
can know how active the undead is upon the ground before you, repeat-
whether is is moving, at rest, asleep. ing the words of the incantation. If you Range: 10 (100 meters)
Duration: 9 (one minute)
On a spectacular success the caster gets have done it correctly, the bone will
Cast Time: 3 (four seconds)
a gauge of the creatures spiritual multiply into many, and they will rise
strength; its Spirit value becomes up and begin to whirl about you at Manipulation: control, range,
speed
known to the caster. dizzying speed. The effect value of the
The magician makes a sweeping
spell is the strength of this shield, and
the damage an attacker will take if he gesture from the target character to his
Silence head, while encanting the opening
unsuccessfully attempts to penetrate
Axiom Level: 9 words to the theory of state. This spell
it. The shield will move as the caster
Skill: alteration/folk 15 moves, allowing him to leave the scene targets the mind of the victim in order
to steal an impressed spell away from
of battle if he so chooses.
Backlash: 13 him. The spell is immediately
Difficulty: 9 Kenipat If I leave you with nothing
else at the end of this text, let me give you reimpressed in the mind of the caster,
Effect Value: 20 but must be cast before the end of the
Kenipats Three Laws of Aysle Survival:
Bonus Number to: duration duration of spell snatcher or the im-
1) never surrender the freedom magical
Range: 7 (25 meters) skill affords you to sit on a dreary island pressed spell fades away.
The effect value is compared with
Duration: 18 (one hour) and edit musty textbooks; 2) beware of
the targets conjuration magic value (his
Cast Time: 5 (10 seconds) giants bearing gifts; 3) if you are truly
Manipulation: control, duration interested in learning the skeletal shield Mind if he does not have conjuration
magic). The result points are read on
spell, give some thought to the fine line
the General Results table. On a mini-
To cast silence, the mage speaks the between honor and corruption.
first half of the incantation aloud, then This rite, you see, is one favored by mal, average, or good success the victim
chooses which impressed spell he loses
passes a hand over his mouth. At that necromancers (generally unpleasant folk,
(assuming he has more than one im-
point, he stops speaking and finishes in my experience), and requires a fair
the incantation in his mind. amount of death knowledge. It is certainly pressed). On a superior success the
gamemaster randomly determines
If successful, the target of the spell effective, but can be the first step on a long
which spell is to be gained, and a
will be unable to utter a sound for an road that ends in utter darkness.
hour. Since this spell does not restruc- spectacular success allows the caster to
choose the spell he gains.
ture the target physically, but rather Snail Wit
affects the ability of his mind to com-
mand his voice, it can be resisted with Axiom Level: 9 Stealth Walk
a successful Mind or willpower total Skill: alteration/folk 16
Axiom Level: 9
against a difficulty number of the Backlash: 14 Skill: alteration/folk 17
spells effect value.
Difficulty: 10
Kenipat A spell I have been known to Backlash: 16
Effect Value: 15
use on classes of unruly students, which not Bonus Number to: effect Difficulty: 9
only allows me to proceed with my lectures Effect Value: 21
uninterrupted, but leaves them with a won- Range: 7 (25 meters) Bonus Number to: effect
derful look of panic in their eyes. Duration: 15 (15 minutes)
Cast Time: 3 (four seconds) Range: touch
Duration: 20 (2.5 hours)
Skeletal Shield Manipulation: duration
Cast Time: 5 (10 seconds)
The mage casts the spell by saying
Axiom Level: 12 (17) two plus two is, um, uhhh..., or its Manipulation: control, duration
Skill: alteration/death 23 equivalent, while pointing towards the
To successfully bring this pattern
Backlash: 16 target. The effect value is compared
against the Perception of the target on into being, the mage must stand three
Difficulty: 11 paces from his target and hold his
the Power Push table. To this result,
Effect Value: 26 hand out, palm up. As he chants the
Bonus Number to: effect three is added. The total is the de-
crease in the recipients Perception for spell, the target takes three steps to-
ward the mage and places a personal
Range: 2 (2.5 meters) the duration of the spell.
possession in the upturned hand. The
Duration: 25 (one day)
Cast Time: 13 (five minutes) mage must hold the item for the dura-
Spell Snatcher tion of the spell, or its effects will van-
Manipulation: control
Axiom Level: 13 ish. Note that this spell cannot be used
To cast this spell you must have a Skill: apportation/ magic 19 on beings larger than man-sized (a
safeguard introduced to prevent the
bone, preferably a human bone. You
Backlash: 19 creation of stealthy werin).
hold the bone out in front of you, to the Difficulty: 14

87
Chapter Six

Stealth walk increase the targets With the spell thus impressed, the mage he must have a lock of hair or
stealth value. The effect value of the sorcerer need only touch his target item which has been used by the caster
spell is compared to the targets Dex- while carrying the possession on his for a year. The mage must concentrate
terity on the Power Push Table. The person. The effect value of the spell is while the spell is in effect, and per-
resulting modifier is added to the then compared to the targets Spirit on forming any other actions breaks the
targets stealth (giving him the skill if the Power Push Table, and the result concentration and ends the spell. The
he does not have it) for the duration of points then read on the Combat table. mage starts the spell by imagining he
the spell. The shock effects of the push If the spirit is killed or mortally is speaking to the target while holding
are ignored. wounded, the spell has torn it free the targets item.
Kenipat A vastly easier version of from its body, leaving an empty shell At ranges of less than 60 meters
the spell first published in Spell-Casting behind. Some sorcerers will then pos- telepathy is almost like talking to the
Made Simple, which was written in a sess that form, and destroy their own, target character ( the message trans-
month by two drunken wizards employed others will simply slay the body of mits at a speed of 1,000 meters a round,
by House Daleron. Granted, this cast will their foe. a value of 15). Beyond that range the
require a bit more skill, but it leaves you The spirit will be barred from its lag time begins to be noticeable. At a
with stealth much like that of an elf, whereas own body for the duration of the spell, kilometer it takes a full round (10 sec-
the original version made one sound like a and though still possessed of magic, onds) for the message to be received,
giant shod in very large boots. will be unable to cast those spells that and at a range of six kilometers it takes
require complex physical rituals. Its a full minute to receive a message.
Sunder Spirit only hope of returning to a physical The mage controls the duration and
shell will be to sunder anothers spirit effect of the spell.
Axiom Level: 12 (17) and take their body, something abhor- Accomplished divination mages have
Skill: alteration/folk 29 rent to most followers of the Light. adjusted to the lag time, and have devel-
Backlash: 22 oped a private code to make the sending of
Telepathy messages more convenient and efficient. I
Difficulty: 24
am afraid I cannot count myself among
Effect Value: 50 Axiom Level: 5
Bonus Number to: effect their ranks, and the last time I used this
Skill: divination/ folk 17 spell over a significant distance, I man-
Range: touch aged to overthink portions of the mes-
Backlash: 13
Duration: 52 (500 years) Difficulty: 6 sage, to the point where I became confused
Cast Time: 29 (five days) as to which thoughts originated with me,
Effect Value: 0
Manipulation: control and which I had received. My confusion, of
Bonus Number to: range
course was reflected in my thoughts, which
The casting itself does not require Range: 15 (one kilometer) were sent to my comrade. This self-rein-
the sort of complicated actions some Duration: 18 (one hour) forcing loop of confusion forced us to aban-
spells do. It is imperative, however, Cast Time: 5 (10 seconds) don the spell not long after we had gotten
that the mage have an object belong- Manipulation: range, speed past the mandatory pleasantries.
ing to the target this was built into Zelephest
the spell to prevent the indiscriminate The magician must have a lock of
sundering of spirits. The sorcerer hair, or an item used for at least a year,
speaks words of power over that ob- given to him by the character with
ject for five days, remaining in seclu- whom he wishes to send thoughts. For
sion and fasting all that time. the character to send thoughts to the

88
Chapter Seven Miracles of Faith
long with magic, religion Banish Cloud Minds
plays an extremely impor-
tant part in the day-to-day Spiritual Rating: 11 Spiritual Rating: 14
affairs of Aysle. With three Community Rating: 9 Community Rating: 12
distinct pantheons of gods Difficulty: faith value of enemy Difficulty: targets willpower or
being worshipped by the various folk Range: 7 (20 meters) Mind
of the cosm, a vast number of miracles Duration: 18 (one hour) Range: sight
can be invoked by clerics. Some of Effect: forces enemy to flee Duration: 15 (15 minutes)
these can be used by the priests and Effect: causes target character to
priestesses of any Aysle religion, oth- This miracle can only be used believe that caster has turned invis-
ers are restricted to the followers of a against opponents of a different reli- ible
particular pantheon (honor, corrup- gion. If successfully cast, compare
tion, or balance). clerics faith value to targets faith value. Invoking this miracle, the cleric is
Being with the lower faith feels com- able to make an enemy believe he has
pelled to flee. vanished. On a minimal or average suc-
Animal Speech
cess, the cleric will appear unsolid, but
Spiritual Rating: 14 Beauty will still be largely visible. On a good
Community Rating: 9 success, the cleric will be invisible, but
Difficulty: 12 Spiritual Rating: 10 if he moves, the target will be able to
Range: voice Community Rating: 8 detect a rippling effect. On a superior
Duration: 18 (one hour) Difficulty: 11 or spectacular success, the cleric will be
Effect: allows cleric to speak and Range: touch completely invisible.
understand the language of animals Duration: 18 (one hour)
Effect: increase targets Charisma Curse of Arthuk
With this miracle in effect, the cleric
can understand the language of all This miracle temporarily provides Spiritual Rating: 15
animals within range, and speak to a +3 increase to the targets Charisma Community Rating: 12
them if he chooses to do so. There is, when interacting with members of the Difficulty: 15
however, no guarantee that the ani- opposite sex of his race. At the same Range: sight
mals will wish to speak with him, and time, the base attitudes of members of Duration: 39 (year and a day) or
efforts at persuasion may be necessary the same sex of his race is automati- until dispelled
to get a conversation started. cally lowered by one level for the du- Effect: brings ill luck
Mindless animals are not affected ration of the miracle i.e., from friendly
by this miracle. to neutral, from neutral to hostile, etc. The target of a successful curse of
Arthuk suffers tremendous ill fortune in
Armor of Dunad Bless Weapon all things. The curse imposes a -2 pen-
alty on all Dexterity and Strength-based
Spiritual Rating: 16 Spiritual Rating: 9 skills, and -1 on all Perception, Mind,
Community Rating: 12 Community Rating: 8 Charisma and Spirit-based skills. The
Difficulty: 13 Difficulty: 9 attributes themselves are not affected.
Range: self Range: touch The curse lasts a year and a day,
Duration: 24 (12 hours) Duration: 25 (one day) unless the cleric who cast it is killed or
Effect: increases Toughness of Effect: strengthens any weapon the target can find a priest to dispel it.
clerics garments For purposes of dispelling, a cleric must
The bless weapon miracle can be used beat the faith total generated by the
Calling upon Dunad, the priest on any weapon to increase its damage cleric when casting the curse. Only cler-
touches his vestments. If the miracle is value. The cleric must lay his hands ics of corruption can invoke this miracle.
successful, the garments provide upon the weapon and call upon either
TOU+4 protection for the duration of Asten, Kalim or Minthod (depending Death-Sleep
the miracle. The cleric suffers no fa- on his belief system) and pray that the
tigue penalty as a result, nor is his armament will be as strong as the Spiritual Rating: 14
Dexterity affected. warriors heart is brave. Success will Community Rating: 11
This ritual can be used only by those result in a +1 to the weapons damage Difficulty: 15
who worship the gods of honor. value. Range: Touch

89
Chapter Seven

Duration: 18 (one hour) Elmiirs Ring effect, all soil within a kilometer ra-
Effect: allows target character to dius becomes fertile and crops are able
simulate death Spiritual Rating: 12 to grow. On a superior or spectacular
Community Rating: 9 success, this miracle can enable the
The beneficiary of this miracle must Difficulty: 11 soil to resist the damaging effects of
be a willing target. If successfully cast, Range: 5 (10 meter radius) the world flux. On a good result or
he will fall into a death-like sleep in Duration: 18 (one hour) below, the land will turn dark and
which all metabolic processes will slow Effect: creates wall of mystic ice barren along with the flux.
to the point where they are virtually around cleric, protecting him from
undetectable, save by wizards who supernatural entities Harm
have undergone the ritual of perception
preparation and priests with the detect When this miracle is cast, the cleric Spiritual Rating: 10
miracle rite. The target will be able to calls upon Elmiir to protect him from Community Rating: 11
see and hear, but will be unable to the ravages of demons, undead, and Difficulty: 15
move, as well as being insensitive to supernatural entities. A ring of ice, Range: touch
pain. This can be an extremely danger- visible only to those with supernatu- Duration: na
ous miracle more than one cleric ral abilities, with a Strength equal to Effect: inflicts damage and wounds
has awakened after an hour to find the priests faith total, is created. When- by number of success levels
himself in a box deep underground. ever a supernatural entity crosses the
ring or at the beginning of any round Essentially the opposite of the heal-
in which it is within the ring, it suffers ing miracle, a cleric casts this by touch-
Detect Miracle an automatic intimidation attack at the ing his target and, if successful, inflicts
Spiritual Rating: 14 rings potency. damage upon him. On a minimal suc-
Community Rating: 9 The ring has no affect on non-su- cess, the target takes one shock point;
Difficulty: 9 pernatural beings. This miracle can be on an average success, the target takes
Range: 10 (100 meters) invoked only by clerics of honor. three shock points; on a good result, the
Duration: 9 (one minute) target takes five shock points; on a
Effect: allows cleric to determine if Endurance superior result, the target is wounded,
a miracle has been invoked within and on a spectacular result, the target is
the radius of effect in the past day Spiritual Rating: 11 heavily wounded.
Community Rating: 9
The cleric recites a prayer, and then Difficulty: 10
Healing
turns to face the north, south, east and Range: touch
west (in the realm), or their rimward Duration: 18 (one hour) Spiritual Rating: 10
and sunward equivalents in the cosm. Effect: increases targets resistance Community Rating: 11
If a miracle has been called down to heat and cold Difficulty: 15
within the last 24 hours anywhere in a Range: touch
100 meter radius of the spot upon By the laying on of hands and the Duration: na
which the cleric is standing, the site of recitation of prayer, the cleric can in- Effect: reduces damage and wounds
the invocation will begin to glow crease the ability of the target character by number of success levels
brightly. to endure extremes of heat and cold. A
minimal or average success boosts the Much like the Core Earth miracle, a
targets Toughness by +1, good or superior minimal success will remove all KO-
Dispel Curse
by +2, and spectacular by +3. conditions and shock. Each success
Spiritual Rating: 15 level thereafter reduces the targets
Community Rating: 12 Fertility wound level by one.
Difficulty: if cleric is of same faith
as afflicted, 12; if not, faith total used Spiritual Rating: 11
Hearth Blessing
to cast curse (see below) Community Rating: 10
Range: touch Difficulty: 11 Spiritual Rating: 14
Duration: permanent Range: 15 (one kilometer) Community Rating: 12
Effect: removes curse Duration: permanent Difficulty: 10
Effect: to make the soil grow rich, Range: 9 (50 meters)
When a curse is cast, the faith total allowing plants to grow Duration: 25 (one day)
of the cleric should be noted. If this has Effect: enhances ability of charac-
not been done, assume the cleric had To perform this miracle, the cleric ters to defend a particular dwelling
faith of 12 and generate a bonus num- picks up a handful of soil and allows it place
ber any bonus less than zero is to run through his hands while recit-
considered to be zero. ing a prayer to the gods of earth and When invoked successfully, a home
living forces. When the miracle takes comes under the protection of the gods

90
Miracles of Faith

of the clerics faith. The home can be


a cave, rude shelter, or building any
dwelling with dimensions smaller than
50 meters in any direction.
All of those defending the building
against assault gain the favor of the
gods, manifested as a +1 to their Tough-
ness for the duration of the miracle.
The invocation will have no effect on a
character who leaves the building, but
he can regain its benefits if he goes
within once more.

Heroes Feast
Spiritual Rating: 9
Community Rating: 9
Difficulty: 13
Range: 5 (10 meters)
Duration: permanent
Effect: creates food

Using this miracle, the cleric can


transform any inanimate object into
food. The faithful stack the goods to be
transformed in front of the priest, who
recites a prayer and turns it all into
food. The amount of food created is
equal to the measure of the value of
the difference between the faith total
used to generate the miracle and the
difficulty number. For example, a to-
tal of 15 would result in a difference of
two. The value of two on the Torg illusion, the dragon will be unable to
Value Table is 2.5, so the miracle would Language
inflict damage, but the illusion has an
have resulted in the creation of food intimidation value equal to that of the Spiritual Rating: 10
sufficient for 2.5 meals. cleric plus the result points generated Community Rating: 8
by a successful invocation. Difficulty: 10
Illusory Dragon Range: self
Duration: 18 (one hour)
Spiritual Rating: 10 Inferno Effect: grants the cleric knowledge
Community Rating: 10 Spiritual Rating: 13 of a foreign language
Difficulty: 11 Community Rating: 11 While this miracle is in effect, the
Range: self Difficulty: 12 cleric can understand and speak any
Duration: performance Range: sight one language he is physically capable
Effect: creates illusion of dragon Duration: 9 (one minute) of hearing and speaking. When invok-
around cleric Effect: causes elemental flame to ing the miracle, the cleric does not
consume enemy have to know the proper name of the
To cast this miracle, the priest must language he wishes to understand.
have the image of a dragon in his mind. With inferno, the cleric calls upon Compare the clerics faith total
By concentrating upon it, he can create elemental fire to erupt from the ground against a difficulty number of 10. Mini-
the illusion that he is a fierce dragon. To and incinerate an enemy. This miracle mal success means only a pidgin ver-
anyone without the divination magic skill can only be used upon a single oppo- sion of the language is understood
or knowledge of the detect miracle rite, it nent at a time, upon whom it acts with and spoken; average success gives a
will appear that the dragon is real and a damage value of 23. rudimentary grasp of the language;
substantial, and the cleric will be un- Although this miracle can be used good or superior success gives complete
seen. The dragon will mirror the by those of any faith in Aysle, priests understanding, and spectacular success
clerics actions: when he moves, the of the gods of corruption subtract one allows fluency the cleric speaks the
dragon will move; when he lashes out, from the difficulty number when per- tongue like a native,
the dragon lashes out, etc. Being only an forming it.

91
Chapter Seven

Mental Link particular site. The priest will be un- power of the target. On a minimal, aver-
able to communicate with the figures, age or good result, the target suffers a -
Spiritual Rating: 15 nor will they take notice of him. 2 to all Dexterity-based skills; on a
Community Rating: 12 For example, a cleric wants to deter- superior success, -4; on a spectacular
Difficulty: 12 mine if a murder took place on Water- success, target is paralyzed for the
Range: 25 (100 kilometers) loo Bridge in London. By invoking the duration of the miracle.
Duration: performance passing shadows miracle, with the spe-
Effect: enables cleric to make men- cific event in mind, he will see ghostly Plague
tal contact with another being figures of the murderer and the victim,
as the former goes about his gruesome Spiritual Rating: 9
To cast this miracle, the cleric must business. As these images are but im- Community Rating: 15
have a specific target in mind, though pressions on the aura of the place, the Difficulty: 14
he does not need to know that beings actual people involved in the incident Range: touch
location. In addition, the target must do not need to be nearby for the miracle Duration: permanent (unless dis-
be able to understand and speak the to work. The figures the cleric sees are pelled)
language of the cleric, or the miracle reflections of the past, not the ghosts of Effect: causes target character to be
will not achieve the desired results. the people involved. afflicted with deadly disease
When mentally linked, the cleric On a minimal or average result, the
and target can communicate telepathi- cleric can see one day into the past; on This miracle causes the target char-
cally, and both will be able to see a good result, three days; on a superior acter to suffer from a severe case of
through the others eyes. However, result, five days; and on a spectacular bubonic plague. This illness will do
they cannot achieve control of each result, a full week. damage value 12 each round until the
others mind or body through the use character dies or the miracle is dis-
of this miracle. pelled. The caster of the miracle will
Penance
be immune to the contagion, but other
Mists of Areel Spiritual Rating: 10 characters who are in close proximity
Community Rating: 12 to the target must generate Toughness
Spiritual Rating: 15 Difficulty: 13 totals every two rounds against a dif-
Community Rating: 10 Range: na ficulty number of 8 or come down
Difficulty: 11 Duration: instantaneous with the disease.
Range: sight Effect: allows cleric to speak with This curse can be counteracted in
Duration: 14 (10 minutes) his gods and learn how he must one of three ways: the use of a dispel
Effect: causes a black fog to rise atone for actions curse miracle; the use of the cure disease
around target character miracle, with a difficulty number of
This miracle allows the cleric to 12; or the generation of a faith total on
Used exclusively by followers of communicate with the gods of his faith, the part of the target which is higher
Areel to outmaneuver their opponents, and is commonly invoked when the than that used to cast the miracle. In
this miracle results in an inky black priest has taken an action his deities addition, the healing miracle can be
fog which surrounds the target char- disapprove of and gained either an used, but only to delay death, not to
acter, cutting off his vision and often honor or corruption point. The cleric dispel the effects of the plague.
causing disorientation. This fog can- must ask how he can redeem himself, This miracle can be invoked only
not be dissipated by rain or wind for and the gods will assign a task he must by followers of the gods of corruption.
the duration of the miracle. It extends do to achieve this. If he fails at the task,
for five meters in every direction from he gains another negative point. This Plant Protection
the target character, and will move will continue until he is able to rees-
with him as he moves. tablish contact with them and success- Spiritual Rating: 11
fully complete a task of atonement. Community Rating: 10
Passing Shadows Difficulty: 9
Petrify Range: voice
Spiritual Rating: 15 Duration: 16 (30 minutes)
Community Rating: 10 Spiritual Rating: 11 Effect: animates plant life to pro-
Difficulty: 9 Community Rating: 11 tect target character
Range: 5 (10 meters) Difficulty: targets willpower or
Duration: 13 (five minutes) Mind When this miracle is in effect, all
Effect: shows the cleric images of Range: sight plant life within range will act to pro-
the past Duration: 18 (one hour) tect the target character specified in
Effect: paralyzes enemy the ritual. Roots will erupt from the
Successfully casting this miracle ground and wrap themselves about
enables the cleric to see phantom im- When the cleric invokes this miracle, the legs of enemies (Strength of 11),
ages that reveal the past history of a compare his faith to the Mind or will- tree branches will strike out at them

92
Miracles of Faith

(damage value 12), flowers and grasses


will act as shackles for their feet
(Strength of 8).
L earning Miracles from Other Cosms
Read Aura It is possible for characters 127 of the Torg Rulebook is in ef-
Spiritual Rating: 10 with the focus skill to acquire fect.
Community Rating: 8 miracles from other cosms. Three If this invocation is success-
Difficulty: 8 conditions must be met before it ful, the miracle is granted. The
Range: 7 (25 meters) is even possible to acquire a character may now pray for this
Duration: 18 (one hour) miracle. miracle as he would any other
Effect: cleric is able to determine 1. The religious beliefs of the miracle with which he is famil-
the attitude of those he meets faith from which the miracle iar. If the invocation is unsuc-
originates must be compatible cessful, the character is denied
While a read aura is in effect, a cleric with the beliefs of the religion of that miracle, now and forever.
can see a visible glow about the head the character acquiring the When attempting to acquire a
and shoulders of those he meets. The miracle. miracle, a player may play cards
illumination can be black, gray, blue, Example: The faith of the Cy- for his character, but may not
yellow or white in color, representing berpope explicitly denies the va- trade or receive cards from any
the attitudes of enemy, hostile, neutral, lidity of other religions. A char- other player. Acquiring a miracle
friendly and loyal, respectively. acter with Cyberpapist faith and is a private affair between a char-
focus could not learn the miracles acter of faith and his deity.
from any other cosm. The particulars of the miracle
Reanimate Dead 2. The character acquiring the remain the same, except for its
Spiritual Rating: 15 miracle must be able to explain spiritual rating, which is raised
Community Rating: 11 the miracle as a function of his to the spiritual axiom level of its
Difficulty: 13 own religion. If the player can- cosm if it is lower than the level
Range: touch not explain to the gamemaster of the cosm. The axiom level of
Duration: permanent how the miracle could be a mani- the cosm was integral in acquir-
Effect: restores a semblance of life festation of his characters faith, ing the miracle, and the invoca-
to a corpse the character cannot acquire the tion makes that axiom level the
miracle. minimum for the miracle. If the
To work this miracle, the cleric must 3. The character must have spiritual rating is already higher
lay his hands upon the forehead of a witnessed the miracle. than the cosm level, it remains
corpse, dead for no longer than one To acquire the miracle, the unchanged.
week. After reciting the proper prayer, character must invoke his deity Miracles from the Living Land
the corpse will return to something (page 127 of the Torg Rulebook) are easier to acquire than those
akin to life. Its Strength will increase by using the spiritual axiom of the from Core Earth, but are likely to
+1, it will be incapable of feeling pain, cosm to which the miracle be- cause four-case contradictions
and only by destroying it (inflicting longs. Gaining Living Land anywhere but the Living Land.
seven wounds) can it be stopped. miracles is done using the spiri- Core Earth miracles are more
However, unlike the Orroshan tual axiom of the Living Land. difficult to obtain, but cause
zuvembie, the Perception and Mind lev- When making the invocation the fewer contradictions.
els remain the same as they were in Condition Modifier chart on page
life. The undead will, however, hold a
loyal attitude toward the necroman-
cer, and will react to his attempts at
persuasion accordingly. Effect: sanctifies ground around protected by the miracle, but can re-
This miracle can be performed by target character, providing protec- gain its beneficial effects by stepping
worshippers of Corbaal, the entity tion against attack back into the radius of effect.
god, or by other corrupt priests (at +3
difficulty). When this miracle is invoked, all Storm
the terrain for 20 meters around the
target becomes ground sacred to the Spiritual Rating: 13
Sanctum Community Rating: 9
clerics religion. Anyone of the same
Spiritual Rating: 10 faith who attempts to attack the target Difficulty: 9
Community Rating: 9 character within that area will find all Range: 15 (one kilometer)
Difficulty: 10 difficulty numbers increased by their Duration: performance
Range: 7 (20 meters) faith adds. If the target character leaves Effect: cleric can call down a storm
Duration: 25 (one day) the sanctified area, he is no longer on an enemy

93
Chapter Seven

The cleric raises his hands into the air Cobra (from staff) ascend. The air will normally seem
and implores the god or goddess of his DEXTERITY 11 like a level plane under his feet, but
pantheon with control of inanimate forces Maneuver 12, stealth 13, unarmed wind currents can make it possible for
to hurl the fury of the storm down upon combat 13 the target to ascend or descend, as if he
his enemy. This miracle is commonly STRENGTH 3 were on a staircase.
invoked during battles at sea. TOUGHNESS 2
On a minimal success, the wind grows PERCEPTION 1 Ward Arcana
more gusty, possibly blowing the en- Trick (10)
emy vessel off course; on an average or MIND 1 Spiritual Rating: 12
good success, it begins to rain heavily, Test (10) Community Rating: 7
reducing the target vessels speed value CHARISMA 1 Difficulty: 13
by -2; on a superior success, the rain Taunt (8) Range: voice
becomes a raging thunderstorm, with SPIRIT 3 Duration: performance
jagged bolts of lightning, doing dam- Intimidation 12 Effect: increases difficulty of using
age of 15 to the target vessel; on a spec- Possibilities: 3 magic to harm target character
tacular success, it begins to sleet, doing Natural Tools: fangs, damage value
damage of 20 to the target vessel. STR+8; venom, damage value 11 Ward arcana allows the cleric to draw
Once introduced into the blood- on the spiritual energy of the faithful
Sword of Dunad stream, the venom will do damage and use it to form a mystic barrier
each round unless it is neutralized. To through which magic cannot pass. As
Spiritual Rating: 10 counteract the venom, the target must long as the ward is in place, spells from
Community Rating: 10 generate a faith total higher than that outside the barrier cannot penetrate to
Difficulty: 10 used to invoke the miracle. those under its protection, nor can spells
Range: touch leave the barrier from within.
Duration: 18 (one hour) Trap The ward has no effect on physical
Effect: increases strength of sword attacks. The difficulty number of us-
Spiritual Rating: 12 ing magic to harm a character pro-
Sword of Dunad is a form of blessing Community Rating: 13 tected by this rite is increased by +4 for
that is effective only on swords. The Difficulty: 12 each success level of the miracle.
bearer of the sword must cut his left Range: touch
hand with it and allow the blood to Duration: permanent until trig- Ward Being
drip on to the blade, thus representing gered
the blood the sword will draw from Effect: forms an undetectable trap Spiritual Rating: 12
his enemies. The cleric then lays a Community Rating: 13
hand upon the blade and beseeches To use this miracle, the cleric must Difficulty: 13
Dunad to make the sword strong and first prepare some kind of concealed Range: 5 (10 meters)
proof against all opponents. snare (a covered pit, a looped rope Duration: performance
A minimal or average success in- attached to a tree, etc). After he has Effect: prevents specific being from
creases the damage value of the sword completed the construction of the trap, approaching target character
by one; a good or superior result by two; he invokes the miracle, making the
and a spectacular result by three. trap completely undetectable to any- To enact this miracle, the cleric must
This miracle can be invoked only one without magical ability or knowl- have a specific being or creature in
by priests of Dunad. edge of the detect miracle rite. mind. If he successfully casts the ward,
that particular being will be unable to
Transmute Staff Walk on Air mount any sort of attack on the target
character for the duration of the spell.
Spiritual Rating: 10 Spiritual Rating: 13 For instance, a priest could set up a
Community Rating: 11 Community Rating: 12 ward against the dreaded ogre, Olant,
Difficulty: 10 Difficulty: 14 and it would prevent him from caus-
Range: touch Range: touch ing damage. It would not, however,
Duration: performance Duration: 18 (one hour) prevent his brother or any other ogre
Effect: transforms staff into serpent Effect: target can walk on air as if it from attacking.
were dry land
The cleric places a hand upon his Warrior Madness
staff and calls for it to become as the The beneficiary of this miracle will
serpent in the dust. If successfully cast, be able to walk on a cushion of air. Spiritual Rating: 11
the wooden stick will transform into a However, he will still suffer from oxy- Community Rating: 9
cobra. When the cleric ceases to con- gen deprivation at high altitudes, and Difficulty: targets willpower or
centrate on the miracle, the snake will thus there are limits to how far he can Mind
become a staff again.

94
Miracles of Faith

Range: touch Once someone has been so Wrath of the Gods


Duration: variable; see below blessed, there is a risk of him suc-
Effect: turns warriors into frenzied cumbing to the madness any time he Spiritual Rating: 15
killers goes into battle. In combat, he must Community Rating: 13
generate a successful willpower or Mind Difficulty: 12
The cleric may cast this miracle upon total against a difficulty number of 8 to Range: sight
a willing or unwilling subject. If the avoid going mad (+1 modifier for each Duration: 8 (10 seconds)
priests faith total is greater than the previous incident of warrior madness Effect: calls down the fury of the
targets willpower or Mind, the target is experienced by the target). The target clerics pantheon upon the target
overwhelmed by warrior madness character can, if he wishes, voluntarily
his Strength and Toughness attributes call upon the miracle in battle. To invoke this miracle, the cleric point
receive a +3 boost, as do his melee and Although Vikings have been known his finger at the target and calls for the
unarmed skills. This miracle does not to make use of this miracle, it is not the gods to smite him. If the clerics faith
actually cause muscles to grow larger, same as the berserker fury outlined total fails to beat the difficulty number,
but simply allows the target character in Chapter Eight. the gods have deemed him unworthy
to operate at peak ability. It is possible and will vent their anger on him, in-
for a characters attributes to exceed stead cleric should roll for damage.
Wisdom
the cosm limit while under the influ- But if he is successful, his opponent is
ence of this miracle. The target charac- Spiritual Rating: 12 struck by a bolt of lightning, taking
ter will keep fighting until he is un- Community Rating: 7 damage equal to the clerics faith value
conscious, dead, or runs out of oppo- Difficulty: 13 (not total) plus the roll of a die, rolling
nents. A being afflicted with warrior Range: touch again on 10s and 20s.
madness cannot maneuver, trick, taunt, Duration: 18 (one hour)
intimidate, or test his actions are lim- Effect: increases subjects wisdom
ited to melee and unarmed attacks. To
snap out of his madness, the target When successfully cast, the targets
character must generate a successful Mind value and related skills are in-
willpower or Mind total against a diffi- creased by +3. This miracle does allow
culty number of 12. a character to exceed cosm limits.

95
Chapter Eight The Folk
he folk of Aysle are a mix- based largely on magic. It is difficult for Standard Corsair
ture of the familiar and the the Ayslish to understand how humans DEXTERITY 9
fantastic: humans who in the realm have managed to survive Melee weapons 12, unarmed com-
seem very much like the so long without any sorcerous skills, bat 10
people of Core Earth, mon- and many of them have expressed pity STRENGTH 8
strous giants, clever and industrious or scorn for the non-magical masses. TOUGHNESS 8
dwarves, mysterious elves, and the Some agree with Ardinays unspoken PERCEPTION 9
frightening, often tragic figures of the opinion that the Ayslish are doing Core Find 10, scholar (navigation) 10,
half-folk and the lesser folk. All of these Earth a favor by imposing their reality trick 10, water vehicles 11
have migrated from the cosm to the upon the chaotic mess that existed be- MIND 8
realm, and taken their place with the fore the bridges dropped. Test 9
forces of Light or those of Darkness. Like virtually any race, there are CHARISMA 7
The following are descriptions and good and bad among the Ayslish. SPIRIT 7
standard statistics for the Aysle folk. There are some who continue to em- Intimidation 9
brace the ways of Uthorion, and oth- Additional Skills: three at +1 adds,
ers who have welcomed Ardinays including one magical skill
Ayslish conversion and the ways of Light. Possibility Potential: some (55)

The largest group to travel down Standard Ayslish Warrior


DEXTERITY 9
the maelstrom bridges, Ayslish hu-
Beast riding 10, maneuver 10, me- Freetraders
mans make up the troops for five of
the six Houses. Having the greatest lee weapons 11, missile weapons The group known as Freetraders
12, unarmed combat 10
population of any of the races in the runs the gamut from salty ex-Corsairs
STRENGTH 9
cosm, they naturally comprise the looking to make an honest living to
majority of the wizards, warriors, TOUGHNESS 9 businessmen hoping to turn a profit
PERCEPTION 7
priests and thieves currently operat- without having to turn a percentage of
Find 8, tracking 8, trick 8
ing in the Aysle realm. it over to a House. They are always
Humanity evolved in much the MIND 7 looking for a deal, but tend to be sus-
Survival 8, test 8
same way in Aysle as it did in our picious of outsiders, since both the
CHARISMA 7
cosm, and so Ayslish physically re- Vikings and the Corsairs threaten their
semble their Core Earth counterparts. SPIRIT 8 operations. The Freetraders have re-
Additional Skills: three at +1 adds,
They average roughly one and a half fused to take sides in the conflict be-
including one magical skill (see
to two meters in height, and speak a tween Uthorion and Ardinay, but have
language with slight similarities to Chapter 10, Character Creation ) thus far found aiding the forces of
Possibility Potential: some (55)
Celtic, also called Ayslish. Those Light to be more profitable.
who have learned the languages of the
realm tend to speak them in a stilted Standard Freetrader
manner, and will converse among Corsairs DEXTERITY 8
Melee weapons 9, unarmed combat
themselves in Ayslish (but it is consid-
ered impolite to do so when Core The piratical brotherhood of Aysle 9
consists of Ayslish men and women STRENGTH 8
Earthers are present).
happily pursuing profit on the high TOUGHNESS 7
The average Ayslish will tend to be
slightly stronger than a resident of seas. Active Corsairs tend to be fairly PERCEPTION 9
young, and favor bright, distinctive Evidence analysis 10, scholar (navi-
Earths cosm of similar age, primarily
clothing to set them apart from the gation) 11, water vehicles 11
due to the magical nature of the cosm,
which allows humans to attain greater more staid Freetraders. There are Cor- MIND 8
sairs serving Uthorion and Ardinay, Test 9
physical abilities. Thus, where a Core
but first and foremost, they serve them- CHARISMA 9
Earth human can attain a maximum
attribute value of 13 in Dexterity and selves. Corsairs are willing to provide Charm 11, persuasion 12
aid or passage, for a price, but beware: SPIRIT 7
Strength, an Ayslish in peak condition
if you make your sympathies in the Additional Skills: three at +1 adds,
can post a 14 and 15, respectively.
Ayslish society resembles that of feu- civil war known, and they do not coin- including one magical skill
cide with the pirate crew you are Possibility Potential: some (55)
dal Europe in Core Earths past, but
among, you may find yourself swim-
their economy and class structure is
ming among the Draconis Aquatica.

96
The Folk

Standard Ice Nomad STRENGTH 10


Barbarians DEXTERITY 8 TOUGHNESS 10
The barbarians of Aysle, much like Maneuver 9, missile weapons 10, PERCEPTION 6
the Vikings, have been toughened by unarmed combat 10 Scholar (navigation) 7, trick 7, wa-
the harsh conditions in which they STRENGTH 9 ter vehicles 7
live. For them, the realm seems almost TOUGHNESS 9 MIND 6
like paradise abundant food (if only PERCEPTION 8 CHARISMA 7
by cosm standards), relatively gentle Tracking 10, trick 9 SPIRIT 7
weather, and the opportunity to ex- MIND 9 Intimidation 8
plore a new land. Barbarians tend to Survival 12, test 10 Additional Skills: three at +1 adds,
be larger and stronger than standard CHARISMA 6 including one magical skill
Ayslish, with greater endurance and SPIRIT 7 Possibility Potential: some (65)
resistance to extreme climates. They Intimidation 8
clothe themselves in animal hides, Additional Skills: three at +1 adds,
preferring the fur of the griffin or the including one magical skill Elves
manticore. Many of those who serve Possibility Potential: some (55)
Uthorion have done so because of Vi- The most mysterious race in Aysle,
king threats to their homeland, and the elves keep their silence about their
more are defecting to Ardinay now Vikings origins at all times, and if pressed on
that she has returned to the path of the subject, will abruptly depart with-
honor. Though technically a branch of the out providing any information. They
Ayslish human family, the Vikings are known in Aysle for the fine mail
Standard Barbarian have lived apart for so long that they they forge and the elven silk they spin,
DEXTERITY 10 are, for all practical purposes, consid- the likes of which cannot be found
Maneuver 11, melee weapons 13 ered a separate race. Next to the gi- anywhere else in the cosm.
stealth 11 unarmed combat 12 ants, the Vikings are the most militant The elves are the only race to have
STRENGTH 9 of all the cosm residents, taking plea- successfully resisted Uthorions offers
Climbing 10 sure violence and brutality. They are of alliance, and his subsequent threats.
TOUGHNESS 9 the group that has evinced the most For unknown reasons, they have cho-
PERCEPTION 7 loyalty to Uthorion, now in the guise sen to become involved in the battle
Tracking 9 of a Viking chieftain, and that have for the cosm of Earth, some on the side
MIND 7 become his elite fighting force. of Ardinay, others on the side of the
Survival 8, test 8 Vikings tend to be tall, burly men, Dark High Lord. Their skills in com-
CHARISMA 7 with long beards and clothing made bat, both physical and magical, have
SPIRIT 7 from hides. They usually wear iron made a vast difference in the outcome
Intimidation 8 helmets, occasionally with minotaur of certain early battles.
Additional Skills: three at +1 adds, horns affixed to the sides. They are The elves average two meters in
including one magical skill expert seamen and well-versed in the height, with pointed ears and skin of a
Possibility Potential: some (60) use of melee weapons, but have only a dark hue. They move with catlike grace
rudimentary knowledge of strategy and almost complete silence, even
and tactics. when in full elfmail. Most are skilled
Ice Nomads Vikings have been known to lapse at the use of both melee and missile
into berserker furies during battle. weapons, as well as being adept at
The Ice Nomads of Aysle are known In this state, they will continue to fight unarmed combat. When not in battle,
for their ability to survive the brutal until unconscious or dead, and though they wear clothing made of a durable
weather of the Frozen Land, and they they suffer shock damage, do not feel material, a fabric they refuse to sell to
are rumored to be tenacious fighters. pain. Once they receive shock dam- traders. Their native tongue, Elverise,
Having been dismissed as economi- age equal to their Toughness or take bears no relationship linguistically to
cally powerless by most other races, four wounds, they collapse. They can- any spoken in the cosm, leading to
however, few have bothered trying to not be affected by fatigue results on speculation among some that they are
gauge the capabilities of the tribes. the drama cards. A berserker fury has not natives of Aysle.
Great feats have been ascribed to them, a duration of 12 rounds, at which point The elves are also renowned for
but how much of this is wild specula- the Viking automatically becomes their astounding ability to ride drag-
tion and how much truth is unknown. fatigued. ons, and most begin adventuring at
The Ice Nomads are, physically, the age of 100. They can live to be as
very similar to the barbarians, and Standard Viking Warrior
old as 600.
they tend to dress in layers of fur. They DEXTERITY 10
Of the Ayslish, only the Freetraders
are the most primitive of any of the Dodge 11, maneuver 11, melee have had any contact with the elves,
Aysle races, relying on simple tools weapons 13, missile weapons 11,
and most other groups regard the
and weapons to accomplish their ends. swimming 12, unarmed combat 11
strange beings as cold and unfriendly.

97
Chapter Eight

Dwarves, in particular, have shown a


reluctance to work with the elves, al-
though that may be the result of re-
sentment of a race whose talents in
engineering and magic rival their own.
One thing that is known about the
elves is that, along with the giants,
they suffer from a wasting disease
known as the silent death. It strikes
suddenly and without warning, and it
is believed to be connected to the magic
axiom. In realms with little magic, dis-
connecting causes the illness to take
hold, and it slowly weakens the af-
flicted. Giants have long been known
to carry this ailment, but it has only
recently been discovered that elves
share the problem. Whether this means
there is some other connection between
the elves and the giants is not known.
Diplomatic efforts are underway
between Ardinays court at Oxford
and the apparent leaders of the elves
to ensure their future cooperation.
Ardinay feels that the elves aid is
crucial to the outcome of the war, and
if they will not be allies, they must be
convinced to remain neutral. A mass
elven shift to the side of Uthorion could
mean disaster.
Standard Elf Dragon Rider
DEXTERITY 12 (9)
Beast riding 15, maneuver 13, me-
lee weapons 13 missile weapons 13,
stealth 13 it is a difficult time to be a dwarf, and themselves on their self-sufficiency and
STRENGTH 8 virtually impossible to remain neutral their history of getting along without
TOUGHNESS 8 in the Uthorion/Ardinay war. any help, mortal or divine. Over the
PERCEPTION 9 The dwarves tend to be extremely centuries, some have turned to the wor-
Find 10, tracking 10, trick 10 cynical about both government and ship of Dunad, particularly among the
MIND 11 (8) religion. While they were pleased slaves, but that is not yet widespread.
Test 12 when Ardinay first became Speaker of Dwarves are skilled metallurgists,
CHARISMA 7 the People, they remember all too well engineers, and miners, and since the
Taunt 9 the changes she instituted following coming of Dunad, have enjoyed great
SPIRIT 7 Uthorions invasion, and her assent to magical gifts as well. They have found
Intimidation 8 House Vareths plan to turn the Land relatively easy acceptance in the realm,
Additional Skills: three at +1 adds, Between dwarves into a slave labor many taking up their former occupa-
including one magical skill force. Many Land Between dwarves tions in this new land. Dwarven engi-
Possibility Potential: some (45) have taken on the dangerous occupa- neers and mechanics are particularly in
tion of tunnel fighter to resist these demand to work on the various gadgets
incursions into their home. Unaware currently malfunctioning in the realm.
Dwarves of Uthorions usurpation of her body, Dwarven merchants have gone into the
some dwarves are resolved never to business of buying and selling magical
A race rich in history and tradition, forgive Ardinay for the changes in the items and other things of use to Core
the dwarves of Aysle are in the midst cosm over the last 500 years. Earth natives under the Aysle axioms.
of a tremendous upheaval. With the The dwarven attitude toward reli- Dwarven wizards are making a good
House Vareth dwarves enslaving their gion is nothing new, however, since living performing their standard magi-
brothers in the cosm and the realm, their theology claims that the Creators cal services, and are petitioning
and Gutterby leading a desperate re- of Aysle abandoned the world to seek Ardinays court to elevate them to equal
bellion against this brutal oppression, other places to build. The dwarves pride status with human mages.

98
The Folk

The dwarven troops of House PERCEPTION 8 Giants live throughout Lower


Vareth are still nominally under the Find 9, trick 9 Aysle, usually in caves or on bleak
rule of Uthorion, now in the guise of MIND 8 mountaintops, since they do not re-
Thorfinn Bjanni. But some units have Test 9 quire shelter against the elements.
split off and begun to plunder on their CHARISMA 7 Their social structure revolves around
own, usually sending captured Taunt 8 loosely-knit tribes, separated by natu-
dwarves and half-folk back up the SPIRIT 7 ral boundaries (mountain ranges and
bridges to the slave camps on Vareth. Intimidation 8 the like). There is no single governing
Gutterbys raiders spend much of their Additional Skills: three at +1 adds, body in giant society each tribe takes
time harassing the guards supervis- one a magical skill care of itself, and wars between or
ing these forced marches. Possibility Potential: some (45) within groups are not uncommon.
Dwarves are generally about 1.5 Their credo is a simple one, stating
meters high, stockily built, with pow- that anyone who wants to tell a giant
erful upper bodies from years of work-
ing in the earth. They favor long beards
Giants what to do had best be prepared to
knock him down first.
and dark, coarse clothing, and gener- Aysles giant population is renowned The vast majority of the giants joined
ally travel in small groups for added for one thing and one thing only: the with Uthorions forces in the invasion
protection against their enemies. ability to begin fighting over virtually of Earths cosm. Those few tribes that
Dwarves start adventuring at the age any subject, eventually forgetting the wished to remain at home were
of 75, and can live well past 500. reason for the battle but continuing the branded cowards and threatened with
carnage just the same. They are prob- extermination at the hands of their
Standard Dwarf Tunnel Fighter ably the most widely disliked race in neighbors if they continued to abstain.
DEXTERITY 8
the cosm, detested by the dwarves and There are some giants who are work-
Maneuver 9, melee weapons 9, mis-
the humans, and dismissed as stupid ing with Ardinays troops, or simply
sile weapons 10, stealth 9, unarmed brawlers by the Vikings. They, in turn, looking after their own interests in the
combat 11
have little regard for anyone else, in- realm, but most see a greater chance
STRENGTH 9
cluding each other. for bloodshed and plunder in the ranks
TOUGHNESS 9 of the Dark Forces.
Those giants who are operating in-
dependently have drifted into violent
pursuits. Many have become enforc-
ers for local mobs, bodyguards for
controversial figures, and a few have
even taken on jobs as goalkeepers in
English football matches. Without ex-
ception, they grumble that this new
world is too small for them, since they
are unable to fit their bulk comfort-
ably through most doorways.
Giants, depending on the innate
magic of Aysle to maintain their exist-
ence, are subject to the wasting disease
called the silent death if they ever be-
come disconnected. See the entry on
elves and chapter eleven for more in-
formation.
Few giants can claim to be geniuses,
but those who have attained at least an
average humans level of intelligence
put it to good use. Though the stron-
gest rule in giant society, the more
intelligent often manipulate those in
power. Lately, the giant intellectu-
als have been coming more to the
forefront as their tribes struggle to
adjust to this strange new cosm.
Giants reach a maximum height of
slightly over three meters, although
Fomorians have been known to grow

99
Chapter Eight

larger. Their appearances range from


fairly handsome to freakish, and their
clothing is usually made from animal
hides. Those giants who have had par-
ticularly good fortune in finding work
in the realm have taken to hiring tai-
lors to design suits for them.
Giants can be expected to be a fixture
in the realm for the duration of the
Possibility Wars, and the ability of
Ardinays forces to recruit them or de-
vise effective countermeasures will have
an impact on the conflicts outcome.
Standard Giant
DEXTERITY 8
Melee weapons 9, unarmed combat
10
STRENGTH 14 (10)
Lifting 16
TOUGHNESS 15 (10)
PERCEPTION 7
Find 8, language 8, trick 8
MIND 7
Test 8, willpower 8
CHARISMA 7
Charm 8, persuasion 8, taunt 8
SPIRIT 7
Faith 8, intimidation 12
Additional Skills: two at +1 adds,
one a magic skill
Possibility Potential: some (60)
There are half-folk on both sides of Standard Harpy
Half-Folk the Ardinay-Uthorion war, but nei-
ther side is actively recruiting them at
DEXTERITY 10
Flight 13, melee weapons 12, stealth
Half-folk are hybrids of human and the moment (they are considered to be 11, unarmed combat 11
creature created as a result of an axiom untrustworthy). In general, most half- STRENGTH 8
wash. When Uthorion led his troops folk try to avoid conflicts with other TOUGHNESS 9
from Orrorsh to Aysle centuries ago, races, while striving for acceptance PERCEPTION 8
that wash created the first half-folk. despite their condition. Find 9, tracking 9, trick 10
When Aysle attacked Earths cosm, MIND 7
half-folk were again created, and they Standard Minotaur Test 8
mingled with those who came down DEXTERITY 8 CHARISMA 7
the maelstrom bridge. First genera- Melee weapons 10, unarmed com- Taunt 9
tion half-folk cannot be possibility bat 11 SPIRIT 7
rated, so those created when the axiom STRENGTH 12 Intimidation 8
wash covered Earth do not have pos- TOUGHNESS 7 Possibility Potential: some (60)
sibilities, but those who came from the PERCEPTION 7 Natural Tools: hide, TOU+2/11;
Aysle cosm do. Find 8, tracking 9, trick 8 wings, speed value 16; claws, dam-
The term half-folk encompasses a MIND 8 age value STR+3/11; fangs, dam-
great many creatures, including Test 9 age value STR+3/11
minotaurs, centaurs, satyrs, and har- CHARISMA 7
Taunt 8 Standard Centaur
pies. The half-folk are the second-class DEXTERITY 10
citizens of Aysle society, denied any SPIRIT 7
Intimidation 9 Dodge 11, long jumping 11 maneu-
rights and treated as slave labor and ver 11, missile weapons 11, run-
worse. Some, like the centaurs and sa- Natural Tools: teeth, damage value
STR+3/15; horns, damage value ning 13
tyrs, have learned to adapt; others, like STRENGTH 8
the minotaurs, have responded to this STR+4/16; hide, armor value
TOU+7/14 Climbing 9
treatment with unreasoning savagery. TOUGHNESS 8

100
The Folk

PERCEPTION 8 they are malicious, hiding under the Standard Goblin


Find 9, language 9, tracking 9, trick floorboards and in the walls of houses DEXTERITY 11
9 and coming out only to demand food. Dodge 12, lockpicking 12, ma-
MIND 7 If they are refused, they will set the neuver 12, melee weapons 14,
Test 8 house ablaze. stealth 12
CHARISMA 8 Gnomes exhibit similar behavior, STRENGTH 6
Charm 10, persuasion 9, taunt 9 often breaking pottery or stealing ob- TOUGHNESS 7
SPIRIT 7 jects from houses. Although only about PERCEPTION 8
Intimidation 8 one meter tall, they can be fierce fight- Find 9, trick 9
Possibility Potential: some (60) ers when pressed. MIND 8
Natural Tools: hooves, damage Virtually all of the lesser folk are Test 9
value STR+2/10 represented to some extent in the Dark CHARISMA 8
Equipment: short bow, damage Forces, and as yet none have appeared Taunt 9
value STR+5/13, range 3-10/40/ in any number among Ardinays SPIRIT 8
100 troops. Intimidation 9
Additional Skills: three at +1 adds
Standard Troll
Possibility Potential: none
DEXTERITY 8
Lesser Folk Dodge 10, melee weapons 11, un- Standard Gnome
armed combat 10
The lesser folk fall somewhere be- DEXTERITY 10
STRENGTH 11
tween the half-folk and the creatures Dodge 11, melee weapons 11, pres-
of Aysle. These are the most mon- TOUGHNESS 11 tidigitation 12, stealth 13
PERCEPTION 7
strous of the cosms races, the trolls, STRENGTH 7
Trick 8
gnomes, ogres, and kobolds. The in- TOUGHNESS 8
vasion of Earths cosm resulted in the MIND 7 PERCEPTION 8
Test 8, willpower 8
creation of another species of lesser Find 9, trick 9
CHARISMA 7
folk, the goblin, transformed humans MIND 8
with oversized heads, slender bodies, Taunt 8 Test 9
SPIRIT 5
and a penchant for evil. CHARISMA 8
Intimidation 7
Lesser folk are, without exception, Taunt 9
dangerous to the unarmed and unpro- Possibility Potential: some (85) SPIRIT 7
Natural Tools: claws, damage value
tected, as they consider the weak to be Intimidate 9
STR+3/14
nothing more than victims. Some lesser Additional Skills: three at +1 adds
folk, like the goblins, will be content to Additional Skills: two at +1 Possibility Potential: some (60)
adds, including one magical skill
rob an unwary traveler, while ogres
and trolls will take his gold and then
devour him.
Trolls make up the majority of the
lesser folk, and along with goblins,
are the most likely to band together of
any of the various monsters. Ogres,
orcs, and kobolds tend to be solitary
beings, carving out their own little
territories in the hills of the realm
and woe be unto anyone who ven-
tures into the area.
Trolls are large creatures, roughly
2.5 meters high, covered with a coarse
orange fur. They prefer caves, and
their unpleasant smell and brutal na-
tures make them difficult companions.
Ogres are a bit smaller, at two
meters, with red eyes, sharp teeth and
claws. Avowed man-eaters, they have
been known to consume whole fami-
lies of Ayslish at one sitting.
Kobolds, roughly half a meter in
height, look as if they should be be-
nevolent folk, with cherubic faces and
bright red hair and beards. In truth,

101
Chapter Nine Creatures
he creatures of Aysle STRENGTH 27 Draconis Aysle
range from mighty drag- TOUGHNESS 23/35 DEXTERITY 14
ons to fearsome ghosts, PERCEPTION 19 Flight 15, unarmed combat 17
from benevolent faeries to Alteration magic 22, divination STRENGTH 21
corrupt and evil giants. magic 22, evidence analysis 21, find TOUGHNESS 19/27
Many of these have crossed the bridge 23, trick 22 PERCEPTION 15
from cosm to realm and now stalk the MIND 15 Evidence analysis 19, find 19, trick
lands of Great Britain and Scandinavia. Test 21, willpower 18 24
CHARISMA 7 MIND 19
Charm 9, persuasion 11, taunt 11 Apportation magic 22, conjuration
Draconis Teutonica SPIRIT 7
Intimidation (15), reality 9
magic 22, test 21, willpower 21
CHARISMA 9
The evil airdragons from the fro- Additional Skills: three at +2 adds Charm 12, persuasion 10, taunt (12)
zen seas of Aysle are vicious and Possibility Potential: all SPIRIT 8
deadly beasts, their name synonymous Arcane Knowledges: air 6, dark- Intimidation (12), reality 10,
with terror. Many of these participated ness 4 Additional Skills: three at +2 adds
in Uthorions initial conquest of Aysle, Natural Tools: armor TOU+12/35; Possibility Potential: all
and they have wrought terrible devas- wings, speed value 11; claws, dam- Arcane Knowledges: light 3, fire 5
tation during the invasion of Earth as age value STR+3/30; arctic air Natural Tools: armor TOU+8/27;
well. In the realm, they seem to prefer breath, damage value 36, range 3- wings, speed 15; claws, damage
to nest on mountain peaks. 50/51-250/251-600 value STR+3/24; fire breath, dam-
The Draconis Teutonica are long, age value 28, range 3-30/31-100/
serpentlike monsters with two power- 101-250
ful clawed appendages and two great
wings. Armor covers their coils, and
Draconis Aysle
they are among the largest of the Aysle
dragons at roughly 40 meters in length.
These benevolent dragons of Aysle Draconis Aquatica
are lizardlike, with four clawed ap-
A teutonic dragon continues to grow pendages and large wings. They thrive The water dragon is one of the few
until it dies, and ancient specimens in the tropical zone of the cosm and are beasts capable of surviving in the Boil-
have been known to reach a length of most often found in the Trade Sea. ing Sea of the Aysle cosm. Like the
55 meters. The Draconis Aysle have an affin- Draconis Teutonica, the Aquatica is
The Draconis Teutonica has an af- ity for elemental fire, known for using evil in nature, and relishes the de-
finity with elemental air, using an arc- their fiery breath weapon to reduce struction it has been allowed to cause
tic blast as a breath weapon capable of opponents to ash. They can store fire under Uthorions rule. In the realm,
freezing an enemy in his tracks. The in three internal sacs, and can expend the Aquatica have taken to the lochs,
dragon stores arctic air within three three blasts in quick succession (one rivers and channels and pose a con-
internal sacs, and thus can fire three per combat round). The sacs refill at stant threat to mariners.
blasts in quick succession (one per the rate of one every three rounds. The The Draconis Aquatica resembles a
round of combat). The sacs refill at a breath weapon is magical in nature, long snake with a massive tail that it
rate of one every three rounds. The and can be defended against using uses as a natural rudder when swim-
breath weapon is magical in nature, elemental fire magic. ming and as a weapon in battle. A
and can be defended against using The Aysle dragon grows to an aver- water dragon can grow to a maximum
elemental air magic. age length of 15 meters. Although not of 25 meters in length.
The teutonic dragons are intelligent, as huge or strong as their teutonic The Aquatica has an affinity for
egotistical, and possessed of impres- cousins, they are faster and better able elemental water. It uses steam as a
sive magical skills. They have been to maneuver in battle, traits which breath weapon, and stores it in a single
known to battle beside Vikings, and have often provided a life-saving edge. internal sac. After it fires a blast, it
there are rumors that elves have been They hated wearing the yoke of takes two combat rounds for the sac to
seen using them as mounts, but these Ardinay during the time Uthorion refill. Being magical in nature, it is
have not been confirmed. possessed her, and are pleased that possible to defend against the steam
Ardinays change of heart is allow- attack using elemental water magic.
Draconis Teutonica ing them to do good and honorable
DEXTERITY 9 deeds again.
Flight 12, unarmed combat 11

102
Creatures

Dragon Key
1. Draconis Aysle (fire) 2. Draconis
Teutonica (air) 3. Draconis
Metallica (metal) 4. Draconis
Terra (earth) 5. Draconis
Crotalaria (plant) 6. Draconis 2
Aquatica (water)

Draconis Aquatica
DEXTERITY 12
Swimming 14, unarmed combat 14
STRENGTH 24
TOUGHNESS 21
PERCEPTION 14
Find 15, trick 16 1 3
MIND 19
Conjuration magic 22, test 20, will-
power 21
CHARISMA 8
Charm 9, persuasion 11, taunt (10)
SPIRIT 8
Intimidation (13), reality 9 5
Additional Skills: three at +2 adds
Possibility Potential: all
Arcane Knowledges: water 5, liv-
ing forces 2
Natural Tools: armor, TOU+10/31;
tail, swimming speed value 11, dam- 4
age value STR+3/27; steam breath,
damage value 26, range 50/100/
250

Draconis Metallica
The metallic dragon is so called 6
because of its grayish scales, which
resemble armor and are extremely
tough. They live underground, pre-
ferring tunnels and mineshafts, and
share the Land Between with the
dwarves. Their nests are often close to
gold and silver deposits. Every Either by nature or choice, the Metallica Draconis Metallica
dwarven mining crew has a member are land-bound dragons. DEXTERITY 9
charged with luring the dragon away The Metallica are creatures with an Flight 10, unarmed combat 11
long enough for the others to gather affinity for elemental metal, and they STRENGTH 25
some of the valuable ore. use apportation/magic to gather metal TOUGHNESS 25/40
The size of the Draconis Metallica to them. When facing an armored foe, PERCEPTION 14
varies, with the largest recorded at 20 they will often use their magic to draw Divination magic 16, find 15, track-
meters in length, and the smallest at their opponent close enough to be ing 15, trick 16
eight meters. They have four clawed devoured. MIND 13
appendages, walking on their power- The Metallica are neither good nor Apportation magic 16, test 14, will-
ful rear legs and using their weaker evil in nature, but are quick to attack if power 15
forelegs to dig in the earth for the metals their nests are disturbed. They do not CHARISMA 8
they feed upon. They are born with feed on humans per se, but will treat Charm 11, persuasion 9, taunt (12)
vestigial wings, but these wither and anyone clad in armor as a potential SPIRIT 7
fall off by the time they reach maturity. meal. Intimidation (12), reality 9,

103
Chapter Nine

Additional Skills: three at +2 adds STRENGTH 22 ered, rather than membraneous, wings.
Possibility Potential: all Climbing 23 Its scales are a deep jade in color.
Arcane Knowledges: metal 6 TOUGHNESS 18/23
Natural Tools: armor, TOU+15/40; PERCEPTION 17 Draconis Crotalaria
wings, speed value 10; claws, dam- Find 18, tracking 19, trick 19 DEXTERITY 13
age value 18 MIND 20 Flight 14, unarmed combat 14
Apportation magic 23, survival 21, STRENGTH 20
test 21 TOUGHNESS 20/26
Draconis Terra CHARISMA 8 PERCEPTION 15
Charm 10, persuasion 12, taunt (13) Alteration magic 16, divination
Dubbed the earth dragon, the SPIRIT 8 magic 16, find 16, scholar (plant
Draconis Terra make up the majority Intimidation (15), reality 9 lore) 17, trick 17
of the great serpent population in the Additional Skills: three at +2 adds MIND 20
cosm. They can be found all over Up- Possibility Potential: all Apportation magic 21, conjuration
per Aysle, and in slightly smaller num- Arcane Knowledges: earth 5, in- magic 21, test 22, willpower 21
bers on Lower Aysle. They have also animate forces 2 CHARISMA 9
prospered in the realm, as they are Natural Tools: armor, TOU+5/23; Charm 11, persuasion 11, taunt (14)
essentially peaceful in nature, but more claws, damage value STR+2/24; SPIRIT 7
than capable of defending themselves earth control, damage value 28, Intimidation (12), reality 9
against attack. range 75/150/300 Additional Skills: three at +2 adds
The Draconis Terra are bound to Possibility Potential: all
their namesake, being unable to fly or Arcane Knowledges: plant 6, liv-
swim. They grow to an average of 15 Draconis Crotalaria ing forces 4
meters in length, and walk on four Natural Tools: armor, TOU+6/26;
clawed appendages. In a cosm and realm where food is wings, speed value 13; claws, dam-
Due to their unique abilities, the scarce, the Draconis Crotalaria are trea- age value STR+3/23
Draconis Terra are also known as the sures beyond price. Their affinity with
Uiulisa Siutlk, or Unapproachable elemental plant life allows them to
Ones, by the Ayslish. When threat- spur vegetation to growth, and they Faeries
ened, the dragon can cause the earth commonly live surrounded by lush
around it to shake violently, often trig- grasses and trees. Even in the darkest The faeries of Aysle realm existed
gering avalanches or causing crevices areas of Aysle there are patches of on Earth centuries ago, but gradually
to appear. How well developed this verdant greenery, and they invariably disappeared as the Tech axiom grew
power is depends on the age of the signal the presence of a Crotalaria. and the Magic axiom declined. When
dragon: a young beast can cause only The Crotalaria is the smallest of the the bridge dropped from the Aysle
minor tremors, while an ancient Terra six Aysle dragons, averaging between cosm and hordes of magical beings
can create an earthquake strong enough 10 and 15 meters in length. But do not poured into this world, the accompa-
to flatten a small city. Its claws are used be fooled by his size many a hungry nying axiom wash brought the faeries
less as offensive weapons than as a Ayslish has found himself in dire dan- back to life.
means to anchor the dragon to the ger when caught foraging through the Six different types of faerie currently
ground during shocks and aftershocks. Crotalarias dragonhaunt without per- exist in the realm, each one affiliated
The Draconis Terra constitute the mission. While the dragon will occa- with a different element (fire, air, earth,
closest thing to a natural enemy pos- sionally give food away, more often water, metal, and plant). All look basi-
sessed by the Draconis Teutonica. The he will demand a boon in return for his cally the same: small humanoid crea-
teutonic dragons love for rocky peaks bounty. tures, roughly 30 centimeters in height,
makes it vulnerable to the attack of the Plant dragons have no fierce breath with membraneous wings on their
Terra, which has been known to bring weapon, but their ability to influence backs. They are far more luminous,
half a mountainside down on a all growing things has proven an ef- and have less physical mass, than their
Teutonica that waited too long to take fective defense against attack. Hunt- Aysle cosm counterparts, the fey. Each
to the air. Once in the sky, however, ing parties seeking the dragon must faerie possesses the power to perform
the Teutonica can attack with impu- hack their way through vines and certain spells connected to his or her
nity, unable to be harmed by the earth creepers that attempt to entangle them, particular element, although it is pos-
dragons power. avoid slashing thorns and the on- sible for particularly long-lived faerie
The following stats are those of a slaughts of tree limbs. By the time they to learn others. These powers can make
mature Draconis Terra. reach the nest, the Crotalaria has van- them dangerous to others, but also
ished in favor of another, more secure extremely useful: cypriums are often
Draconis Terra haven. asked to provide the power to start
DEXTERITY 10 The Crotalaria has four clawed ap- machinery, and cinlums can be found
Maneuver 11, running 13, unarmed pendages, a snake-like tail and feath- on sailing ships helping to fill the can-
combat 11

104
Creatures

vas with wind. Very few faeries are Infernas fog on storm-tossed seas. Aqueates do
capable of casting a spell of any great have their positive uses, though
strength on their own, but their power The infernas are the fire faeries, who they can easily be persuaded to put
increases exponentially when joined are responsible for providing light and out a fire, since they will do this purely
with their fellows. For example, if 10 heat to travelers when night falls. for the pleasure of angering the
faeries cooperate on a spell, +10 can be Infernas are invaluable to have nearby infernas. Aqueates live at the bottom
added to the bonus number. when on an expedition, for they will of ponds and lakes, and can be sum-
Faeries of different elements often keep torches lit in dark places and moned by dropping pebbles into the
do not get along, and wars have been their fireballs will keep most enemies water (they will eventually come to
known to start between two or more at bay. They prefer to live under- the surface to investigate the distur-
troops. Despite their small size, faerie ground, far away from the wind and bance). If the request made of them is
wars can cause tremendous damage: a the water. Entrances to their tunnels not politely phrased, or simply does
battle between air faeries and fire faeries can usually be found hidden under not interest them, their visitor will
in 1666 resulted in a huge firestorm that the ashes of a cook fire or behind the leave drenched.
incinerated the city of London. bricks of a fireplace. Although they Sailors who wish a swift trip can
The following are brief descriptions dislike the cinlum, their worst enemies ask the help of both the aqueates and
of the faeries of the realm are the aqueates, the water faeries the cinlums, who do not mind work-
due to the nature of their respective ing together, but the price for their
powers, a decisive battle between the cooperation will be high.
Cinlums two has never been fought.
Aqueates
Faeries with an affinity for elemen- Infernas DEXTERITY 13
tal air, the cinlums live in trees where DEXTERITY 12 Dodge 16, fish riding 14, flight 14,
they can hear the wind blow. Mali- Dodge 15, flight 13, maneuver 14, melee weapons 14, missile weap-
cious in nature, they have been known melee weapons 13, missile weap- ons 14, swimming 15
to use their magic to blast crops, cause ons 13, prestidigitation 13, stealth STRENGTH 4
droughts and floods, and create vio- 14 TOUGHNESS 4
lent windstorms. The friendship of the STRENGTH 4 PERCEPTION 11
cinlums is cultivated by sailors, who TOUGHNESS 6 Alteration magic 14, first aid 12,
ask their help in stormy weather. The PERCEPTION 10 trick 12, scholar (sailing) 12
cinlums detest faeries of fire and earth, Language 11, trick 11 MIND 11
and will attack either instantly. MIND 12 Apportation magic 13, test 12, will-
Conjuration magic 15, test 14, will- power 12
Cinlum power 13 CHARISMA 8
DEXTERITY 13 CHARISMA 7 Charm 9, persuasion 9, taunt 9
Dodge 16, flight 15, maneuver 15, Charm 8, persuasion 8, taunt 8 SPIRIT 8
melee weapons 14, missile weap- SPIRIT 6 Faith 9, intimidation 9, reality 9
ons 15, stealth 15 Faith 8, intimidation 7, reality 7 Additional Skills: one at +2 adds
STRENGTH 4 Additional Skills: one at +2 adds Possibility Potential: all
TOUGHNESS 5 Possibility Potential: all Spells: fog, water spray
PERCEPTION 12 Spells: conjured fireball Arcane Knowledges: water 9
Alteration magic 15, find 13, trick Arcane Knowledges: fire 9 Natural Tools: wings, speed value 10
13, scholar (sailing) 14 Natural Tools: wings, speed value 10 Equipment: water armor, TOU+2/
MIND 11 Equipment: fire armor, TOU+2/8; 6; aqueate sword, enchanted, dam-
Test 13, willpower 12 infernas sword, enchanted, dam- age value STR+6/10; aqueate spear,
CHARISMA 9 age value STR+6/10; infernas bow, enchanted, damage value STR+5/
Charm 10, persuasion 10, taunt 12 enchanted, damage value STR+8/ 10, range 3-5/25/40
SPIRIT 7 12, range 3-10/40/100
Faith 9, intimidation 9, reality 8
Additional Skills: one at +2 adds Soliums
Possibility Potential: all Aqueates
Spells: weather control, floater The soliums are the most common
Arcane Knowledges: air 9 Along with the cinlums, the faeries, both in the realm and in Earth
Natural Tools: wings, speed value 12 aqueates are the faeries most feared by legend. The last to disappear when the
Equipment: cloud armor, TOU+2/ mariners, for it is they who call up axioms shifted centuries ago, their
7; cinlum sword, enchanted, dam- blankets of fog or cause great waves to barrows still exist throughout Great
age value STR+6/10; cinlum bow, crash against the bows. Sailors who do Britain and Scandinavia, and they re-
enchanted, damage value STR+8/ not show these sprites the proper re- claimed them upon their return.
12, range 3-10/40/100 spect often find themselves lost in the Soliums are benevolent faeries, al-

105
Chapter Nine

though they are not above a prank or ers. Often they will take up residence for that reason, they have shown some
two (occasionally, one will throw a in teapots or jewelry boxes, and ven- willingness to forego their traditional
small earth shield up in the path of a ture out at night to polish the silver- neutrality and aid the Storm Knights.
wanderer and laugh heartily when he ware. The boldest cypriums will make The celosia are beautiful creatures, and
trips over it). At one time, soliums and homes in the treasure troves of can enchant others into revealing use-
aqueates were allies, with the infernas Draconis Metallica, but they are in ful information or providing aid. They
the common enemy. This lasted until dire peril if the dragon catches them. are, however, relatively fragile beings,
the soliums realized that the aqueates Attempting to steal from a cyprium is and must be protected in combat.
were washing their domain away, little unwise, as their magic allows them to
by little, and a great war ensued. Now electrify their horde. Cypriums have Celosia
the soliums consider only the plant found a niche in the realm, often being DEXTERITY 11
faeries their friends, although they will asked to send a jolt of energy into a Dodge 12, flight 13, stealth 12
cooperate with humans if asked nicely. battery or engine to get it started. STRENGTH 3
With their vast network of tunnels, Cypriums and aqueates do not get TOUGHNESS 4
they are able to carry messages rap- along, as water rusts metal and elec- PERCEPTION 10
idly from one place to another, as well tricity is easily carried through water. Find 11, first aid 11, trick 11
as report on the conversations and MIND 11
movements of enemies. With their Cyprium Artist (flower arrangement) 12, con-
magic to aid them, they are highly DEXTERITY 11 juration magic 13, test 12, willpower
efficient trackers. When attacked, they Dodge 14, flight 12, lock-picking 12
will form earthen forts and hurl stones 12, maneuver 12, melee weapons CHARISMA 11
at their opponents. 12, missile weapons 12, stealth 12 Charm 14, persuasion 13, taunt 12
STRENGTH 6 SPIRIT 9
Soliums TOUGHNESS 6 Faith 10, reality 10
DEXTERITY 11 PERCEPTION 11 Additional Skills: one at +2 adds
Beast riding 12, dodge 14, flight 12, Alteration magic 13, find 12, trick Possibility Potential: all
maneuver 12, melee weapons 12, 12 Spells: charm person
missile weapons 13, stealth 12 MIND 11 Arcane Knowledges: living forces 9
STRENGTH 6 Apportation magic 14, artist (met- Natural Tools: wings, speed value 13
TOUGHNESS 6 alwork) 12, test 12, willpower 12 Equipment: plant armor, TOU+2/
PERCEPTION 11 CHARISMA 7 6; celosia sling, enchanted, damage
Divination magic 12, find 12, track- Charm 8, persuasion 8, taunt 9 value STR+4/7, range 3-10/40/100
ing 12, trick 12 SPIRIT 7
MIND 11 Faith 8, intimidation 8, reality 8
Apportation magic 14, survival 12,
test 12
Additional Skills: one at +2 adds
Possibility Potential: all
Fey
CHARISMA 7 Spells: bullet, lightning, open lock The fey are the Aysle cosm counter-
Charm 8, persuasion 8, taunt 8 Arcane Knowledges: inanimate parts of the Earth faeries. Unlike the
SPIRIT 7 forces 5, metal 4 sprites who have only recently re-
Faith 8, intimidation 8, reality 8 Natural Tools: wings, speed value turned to the realm, the fey have
Additional Skills: one at +2 adds 10 thrived in the cosm for hundreds of
Possibility Potential: all Equipment: metal armor, TOU+2/ years without interruption. The strong
Spells: earth shield, tracker 8, cyprium sword, enchanted, dam- Magic axiom in the cosm has allowed
Arcane Knowledges: earth 9 age value STR+6/12; cyprium bow, them to attain greater physical mass
Natural Tools: wings, speed value enchanted, damage value STR+8/ than the faeries, although evolution
10 14, range 3-10/40/100 has deprived them of their wings, nor
Equipment: earth armor, TOU+2/ do they have the luminosity of their
8; solium sword, enchanted, dam- Earth cousins.
age value STR+6/12; solium sling, Celosia Like the faeries, the fey are tied to
enchanted, damage value STR+7/ the elements. The brownies are affili-
13, range 3-10/40/100 The celosia, or plant faeries, are the ated with elemental fire, the boggarts
gentlest and most peaceful of all the with earth, the boggles with metal, the
realm sprites. They live within flower pixies with air, the pookas with plants
Cypriums blossoms, and their primary role is to and the nixies with water. They, too,
charm the soliums into letting all the rely heavily on magic, although they
The metal faeries are considered growing things emerge from the soil are slightly more adept at the use of
pests by many households, because and into the sunlight. The celosia have weapons than are the faerie.
no lock can keep them out and they been very frustrated since their return Only a small number of fey have
will steal metal objects, especially those by the number of dark places in the migrated down the bridges to Earth,
they feel are neglected by their own- realm where nothing will bloom, and primarily because they favor the same

106
Creatures

habitats as do the faerie, and fierce giants, the Fomorians have made no Natural Tools: fangs, damage value
battles have erupted between the two effort to adapt to this new realm, rely- STR+2/14
groups. Whether the fey cross the ing on their old ways brutality and Note: Immune to KO conditions. If
bridges in force in the future remains bloodshed to carry them through. Hero Setback card comes up, charac-
to be seen. ters flee in fear if intimidated
Fomorian
Brownie DEXTERITY 16
DEXTERITY 10
Dodge 11, maneuver 11, melee
Melee weapons 19, unarmed com-
bat 18
Gorgon
weapons 11, missile weapons 14 STRENGTH 18 The gorgons are creatures with the
STRENGTH 8 Lifting 20 ability to turn their victims to stone
Climbing 9 TOUGHNESS 18 merely by looking into their eyes. The
TOUGHNESS 8 PERCEPTION 6 gorgons commonly travel in threes,
PERCEPTION 10 Trick 7 and much of the statuary that adorns
Language 11, trick 11 MIND 6 portions of Lower Aysle are actually
MIND 12 Survival 7, test 8, willpower (7) dwarves and humans who fell victim
Conjuration magic 15, test 14, will- CHARISMA 5 to these foul beings.
power 13 Charm (7), persuasion (9), taunt 7 The telltale characteristics of a
CHARISMA 7 SPIRIT 7 gorgon are red eyes, a greenish tinge
Charm 8, persuasion 9, taunt 8 Faith (Arthuk) 9, intimidation 13 to the skin, and a nest of writhing
SPIRIT 6 Additional Skills: one at +2 adds snakes in place of hair. Though they
Faith 7, intimidation 9, reality 7 Possibility Potential: some (65) are physically powerful, they are not
Additional Skills: one at +2 adds Equipment: spiked club, damage adept at physical combat, relying on
Possibility Potential: all value STR+4/22 their gaze to destroy their enemies.
Spells: conjured fireball Gorgons congregate in dark places,
Arcane Knowledges: fire 10 and prefer to stay away from bodies of
Equipment: brownie armor, en-
chanted, TOU+2/10; brownie
Ghouls water (should they see their own re-
flection, they suffer the same fate as
sword, damage value STR+6/14; Horrid creatures of the night, ghouls their victims). Some have found work
brownie bow, damage value traveled across the maelstrom bridge of a sort since crossing over into the
STR+8/16, range 3-10/40/100 from Orrorsh during Uthorions inva- realm a Scottish sculptor was
sion of Aysle. Ghouls feed on corpses, recently exposed as a fiend who hired
and have no compunctions about cre- gorgons to stare at his enemies and
Fomorians ating a few to make a meal. turn them into stone, which he then
Ghouls have gray, jelly-like flesh sold as works of art.
The Fomorians are a race of giants and fangs with which to rend their
who live on an island near Ugorland prey. They are strong enough to tear Gorgon
in Lower Aysle. Shunned by even the apart a tomb in search of food, and are DEXTERITY 8
other giants, the Fomorians have been noted for the complete silence in which Dodge 9, stealth 9, unarmed com-
corrupted by centuries of Arthuk-wor- they move. Ghouls normally attack in bat 9
ship and interbreeding. The giants of a group, and will then fight among STRENGTH 12
Rakholm claim that the Fomorians themselves over the kill. TOUGHNESS 11
practice cannibalism and other dark PERCEPTION 12
rites, and refuse to have any dealings Ghoul Languages 13, trick 15
with them. So hated are they that the DEXTERITY 7 MIND 11
consensus of opinion in Lower Aysle Dodge 9, lock-picking 8, stealth 9, Test 14, willpower 13
is that the giant who betrayed his race unarmed combat 10 CHARISMA 7
to the humans so long ago must have STRENGTH 12 Charm 11, persuasion (12), taunt
been a Fomorian. Lifting 14 (9)
The Fomorians are slightly larger, TOUGHNESS 12 SPIRIT 5
at about five meters, and less intelli- PERCEPTION 7 Intimidation 12
gent, than the average giant. Due to Find 9, tracking 8, trick (9) Possibility Potential: none
their inability to follow orders and MIND 6 Natural Tools: the gorgons attack
work with other races, they were Test 9, willpower 20 uses his or her willpower as the effect
judged by Uthorion to be unfit for CHARISMA 6 value, with a difficulty number of the
participation in the invasion force. The Charm (8) persuasion (11), taunt (9) target characters Perception. If the tar-
Fomorians came anyway, and were SPIRIT 7 get is actively avoiding the gorgons
one of the instigators of the brawl be- Intimidation 9, reality 8 gaze, he or she must get a setback or
tween dwarves and giants now taking Possibility Potential: some (60) a players call result on a trick to make
place in Belfast. Unlike some other the attack. The attack is consider a one-

107
Chapter Nine

on-many, adding +2 to the difficulty


of the trick attempt and +4 to the diffi-
culty of the actual attack. (See the Multi-
Action Chart on page 45 of the Torg
Rulebook.) Each wound level causes the
victims body to solidify further, and
reduces all Dexterity-related skills by
two. After three wounds have been
taken, the victim is completely turned
to stone, and can be returned to flesh
only if the gorgon is slain. This can be
done by severing the head of the crea-
ture, or reflecting their gaze back at
them. If less than three wounds, the
victims DEX returns in 24 hours

Gospog
Uthorion has gotten tremendous
use out of his gospog, using them to
track down pockets of resistance
throughout Norway and Finland, and
as an instrument of pure terror in the
other countries that make up the realm
of Aysle. The sight of these nightmar-
ish creatures often breaks the spirits of
opponents long before a drop of blood
has been spilled.
Second, third and fourth planting
gospog are plentiful, but there are very
few fifth plantings, Uthorion having Second planting gospog are par- STR+3/14; thorns, damage value
lost a number of the precious seeds ticularly fond of half-folk meat, and so STR+3/14
when Ardinays forces took control of a team of Vikings or humans are com-
much of southern England. monly sent to keep the pack moving
Gospog of the first planting are toward its goal. The average gospog is Gospog of the
four meters in length.
identical in every realm, and their sta-
tistics can be found in the Torg Rule- Many of the moors England and Third Planting
book, page 90. Scotland have been used as gospog Third planting gospogs are slightly
fields, and the baying of the larger versions of their predecessors,
wolves upon them these days is a with an average length of six meters.
Gospog of the sinister sound, indeed. In addition to the skills of the second
planting gospogs, this version has
Second Planting Gospog of the Second Planting more pronounced claws, larger and
DEXTERITY 13 sharper teeth, and its hide is a mixture
Aysle gospog of the second planting Dodge 14, maneuver 15, running
resemble huge wolves, with vicious of fur and scales. Less plantlike, its
15, stealth 14, unarmed combat 15 thorns are gone, replaced by two ten-
fangs and heavy fur which enables them STRENGTH 11
to function in the cold northern reaches tacles emerging from its backs. While
TOUGHNESS 11 their tracking abilities remain un-
of the realm without difficulty. Parts of PERCEPTION 9
their hide are composed of plant mat- changed between generations, these
Find 12, tracking 12, trick (11) gospog are far tougher and able to do
ter, and as a result, sharp thorns line MIND 7
their fur. They are gifted with an un- more damage in battle.
Test (11), willpower 9
canny ability to track, and have been CHARISMA 4
known to accurately trace fleeing vil- Gospog of the Third Planting
Taunt (8) DEXTERITY 14
lagers across snowfields and through SPIRIT 4
icy rivers. When they find their quarry, Dodge 15, maneuver 16, running
Intimidation (9) 16, stealth 15, unarmed combat 16
the gospog waste no time in tearing it Possibility Potential: none
apart. They generally operate in a pack, STRENGTH 13
Natural Tools: claws, damage value Climbing 15
much like genuine wolves. STR+2/13; teeth, damage value TOUGHNESS 12/17

108
Creatures

PERCEPTION 9 Gospog of the eler. It will then slash at the victim


Find 12, tracking 12, trick (11) with its fingers and then crush him to
MIND 7 Fifth Planting death in its arms. It is believed the
Test (11), willpower 9 Green Man feeds on the blood of his
CHARISMA 4 With the final planting, the trans- victims, and it is this which keeps him
Taunt (10) formation into a hybrid wolf-dragon animated.
SPIRIT 4 is complete with the addition of a
breath weapon capable of causing Green Man
Intimidation (10)
metallic objects to crumble. The acidic DEXTERITY 9
Possibility Potential: none
Natural Tools: armor, TOU+5/17; elements which make this possible are Stealth 20, unarmed combat 12
stored in two internal sacs, and the STRENGTH 15
claws, damage value STR+3/16;
gospog can fire two blasts in succes- Lifting 16
teeth, damage value STR+4, 17; ten-
tacles, damage value STR+2/15 sion (one per round), but each sac TOUGHNESS 12
takes two rounds to refill. PERCEPTION 10
Note: When using tentacles, gospog
The breath weapon will not affect Find 11, tracking 12
can make two attacks per round
any element other than metal, but it MIND 8
eats away at this with astonishing ra- Test (9)
CHARISMA 5
Gospog of the pidity. Armor and metallic weapons
Taunt (10)
quickly become useless when em-
Fourth Planting ployed against a fifth planting gospog. SPIRIT 6
In its fifth incarnation, the gospog Reality 7
In the fourth planting, the gospog reaches its maximum size of 10 meters. Additional Skills: one at +1 add
begin to take on more dragon-like char- Possibility Potential: some (50)
acteristics, the most obvious being the Gospog of the Fifth Planting Natural Tools: thorny branches,
transformation of their tentacles into DEXTERITY 12 damage value STR+2/17
membraneous wings. Their size and Dodge 15, maneuver 14, light 14,
strength also increase, although they unarmed combat 17
make less use of their tracking abili-
ties, since they are now able to spot
STRENGTH 22
TOUGHNESS 20/25
Griffin
their quarry from the air. Fourth plant- PERCEPTION 11 A bizarre hybrid of the eagle and
ing gospog average eight meters in Find 14, tracking 14, trick 13 the lion, the griffin has the body of the
length. MIND 9 great cat and the head, wings and
From the fourth generation on, the Test 12, willpower 13 claws of the airborne hunter. Griffins
gospog tend to spend less time in a CHARISMA 4 grow to an average length of eight
pack, often hunting independently. Taunt (14) meters, with wing spans of nine meters.
There is also no longer a need for SPIRIT 4 Griffins prefer to live on high moun-
Viking herders, as their intelligence Intimidation 17 tain peaks, but will gravitate to any
has increased to the point that they are Possibility Potential: None lofty spot, church spires and castle
not easily distracted from their goal. Natural Tools: armor, TOU+5/25; towers being particular favorites.
claws, damage value STR+3/25; In the cosm, griffins commonly fed
Gospog of the Fourth Planting teeth, damage value STR+4/26; on other animals, with unicorn meat
DEXTERITY 10 wings, speed value 12; acidic breath, and the entrails of small dragons con-
Dodge 14, maneuver 13, flight 12, damage value 25 (applied against sidered delicacies. On Earth, the grif-
unarmed combat 16 Toughness of object) fin has developed a taste for human
STRENGTH 20 flesh, a great roar and the beating of
TOUGHNESS 14/19 wings being the last sounds heard by
PERCEPTION 10 The Green Men a number of unwary travelers.
Find 12, tracking 12, trick 11 The griffins preferred method of
MIND 9 The Green Men are malign creatures hunting is to swoop down and rake its
Test 11, willpower 11 who live in the forests of England, hav- prey with its claws, then use its bulk to
CHARISMA 4 ing migrated across the bridge from force the victim to the ground. Once it
Taunt (12) Aysle. Not strictly men at all, they are has its target pinned, the griffin will
SPIRIT 4 a hybrid of human being and tree, use its powerful beak to tear off pieces
Intimidation 15 their bodies made of wood with bark and fly with them back to its nest.
Possibility Potential: none for skin and thorny branches for fin- Although griffins rarely associate
Natural Tools: armor, TOU+5/19; gers. Their features resemble that of a with other species, the strangeness of
wings, speed value 12; claws, dam- mans carved into a tree trunk, and the realm has led many to team with
age value STR+3/19; teeth, dam- they have leaves for hair. sorcerers for mutual benefit. The grif-
age value STR+4, 20 A Green Man will stay hidden in a fin is capable of understanding simple
forest glade until it spots a lone trav- commands, but cannot converse.

109
Chapter Nine

Griffin Kraken STRENGTH 1


DEXTERITY 14 DEXTERITY 12 TOUGHNESS 11
Dodge 15, flight 16, stealth 15, un- Swimming 13, unarmed combat 15 PERCEPTION 11
armed combat 17 STRENGTH 21 Find 19, tracking 14, trick 12
STRENGTH 18 Lifting 23 MIND 11
TOUGHNESS 16 TOUGHNESS 20 CHARISMA 15
PERCEPTION 9 PERCEPTION 9 Persuasion 17, taunt 15
Tracking 11, trick 10 Tracking 10 SPIRIT 15
MIND 8 MIND 5 Intimidation 24
Test 10 Test (10)
CHARISMA 5 CHARISMA 3
Taunt (8) Taunt (25) Manes
SPIRIT 5 SPIRIT 3
Intimidation 10 Intimidation (15) Subterranean tunnel-dwellers who
Additional Skills: two at +1 adds Possibility Potential: some (60) share the Land Between with the
Possibility Potential: some (60) Natural Tools: tentacles, damage dwarves, no one is quite sure if the
Natural Tools: wings, speed value value STR+1/22 manes are merely creatures, or might
12; claws, damage value STR+2/ Note: The kraken can make three qualify as lesser folk. Certainly they
20; beak, damage value STR+3/21 attacks per combat round seem to have some rudimentary intel-
ligence, and are capable of working
with simple tools. But they are seem-
Kraken Legend Apparition ingly incapable of communication with
other species, or even each other, and
The monstrous giant octopus known A legend apparition closely re- how they manage to coordinate their
as the kraken haunts northern waters, sembles a ghost, both in appearance efforts toward a common goal remains
particularly the shipping lanes around and behavior. But unlike the classic a mystery.
Norway, feeding off unfortunate sail- restless spirit, the legend apparition is Manes are small, humanoid crea-
ors it plucks from vessels with its mighty not an independent entity, but rather tures, usually about one meter in
tentacles. Lately, with Viking longships an illusion formed from the energy of height, with pale reddish skin and no
sailing about the area, the kraken have the beliefs and superstitions and oth- hair on their bodies. They are adept at
been eating well, and the warriors of ers. working with their hands, and show
Aysle have learned to watch for the An apparition will usually form in remarkable balance when climbing
frothing waters that signal the approach an area where a particularly hated and through the tunnels. Their eyesight is
of one of the great beasts. malevolent individual has recently extremely limited because of the low
Kraken do not exist in Aysle cosm, died. The fears of local residents that light levels in their domain, but their
but are native to Earth. The advent of the deceased will return as a ghost hearing is very acute. They prefer to
motorized ships with greater speed cause a legend apparition to take shape. leave other species alone, but will at-
had forced the kraken to find prey It will possess the memories and char- tack in a mob if someone encroaches
among the fish on the sea bottom, but acteristics of the person it resembles, on areas they claim as their own.
the dropping of Tech axioms with the which are impressed upon it by the
Manes
Aysle invasion has brought slow sail- minds of the people who caused it to
DEXTERITY 11
ing ships back into vogue, and the appear, and will genuinely believe it is
kraken has responded. the ghost of a dead individual. Unable Dodge 13, melee weapons 12, stealth
14, unarmed combat 12
A kraken has a large head with two to attack physically, the legend appa-
STRENGTH 6
eyes and a beak-like mouth. It has a rition operates by frightening those
dozen tentacles, each about 70 meters around it using its intimidation as the Climbing 13
TOUGHNESS 7
long, and its total length is roughly 100 effect value against a difficulty num-
PERCEPTION 8
meters. It has been known to snatch a ber of the targets Mind.
sailor out of the crows nest of a ship Since it is not, destroying the body Trick (9)
MIND 7
and gulp it down, then squeeze a ship or the building it is haunting will prove
Survival 10, test (9)
in its tentacles until it splinters, at ineffective in dispelling it. However, if
which point it feeds on any crewmen proof of such an action can be shown CHARISMA 8
Charm (11), persuasion (11), taunt
who were belowdecks. to the apparition and the people it is
(11)
The most vulnerable point on a tormenting, their belief that the ghost
kraken is its eyes. If blinded, it will has been destroyed will cause the ap- SPIRIT 5
Intimidation (7)
break off an attack and submerge, and parition to vanish.
Possibility Potential: none
eventually be slain by one of its own
kind. Legend Apparition Equipment: club, damage value
DEXTERITY 3 STR+3/9
Stealth 22

110
Creatures

Possibility Potential: none STRENGTH 4


Manticore Natural Tools: stingers, damage Climbing 8
The manticore is a strange creature value 23, range 3-10/100/300; TOUGHNESS 4
that stalks the mountains of Barann claws, damage value STR+2/17; PERCEPTION 8
and the ice fields of Holm and Skani in teeth, damage value STR+3/18 Find 10, trick 9
the cosm, exciting dread in the hearts MIND 8
of even the bravest of barbarians and Test 9
Vikings. The manticore has the body Mimis CHARISMA 7
Taunt (9)
of a lion, the tail of a scorpion, and
features identical to a mans, save for The mimis are small creatures who SPIRIT 6
the rows of razor-sharp teeth in its live in the cracks between rocks, emerg- Intimidation (9)
mouth. ing only to hunt for food. Mimis are Possibility Potential: none
According to legend, the manticore humanoid in appearance, but their skin Natural Tools: claws, damage value
was originally a plant-eater, subsisting is translucent, light blue in color, and STR+2/6; teeth, damage value
on the leafy vegetation that grew along horribly shrivelled. These beings are STR+3/7
the mountainsides. Then a Viking hunt- allies by necessity with the cinlums,
ing party took to the hills, slaughtering since in bad weather an entire tribe of
many manticore and forcing others to mimis could be blown away or Revenants
flee. Cornered, one of the creatures drowned.
lashed out at its pursuers, and so tasted Mimis have claws and teeth, but Restless spirits of the dead,
flesh for the first time. Since that day, generally they are content to subsist revenants have come back in force
manticore have been man-killers, pre- on plants. If a human ventures too since the Aysle axioms washed over
ferring to stalk at night and resisting all close to their lair, they will attack and the realm. Revenants tend to be the
efforts to exterminate them. attempt to devour him. Singly, mimis ghosts of murderers who haunt the
Manticore have traveled to every are no match for a large creature, but scenes of their crimes, unable to find
cosm Aysle has invaded, and a great they attack in packs of up to 100, final peace. Many of these creatures
number of them came down the swarming over their prey before he hate the living, and so can be very
bridges into Oulu and Oslo. Unlike has time to react. dangerous even in their ghostly form.
many of the creatures in the realm, the Mimis have settled in the Slieve Revenants have been known to ap-
manticore are not affiliated with the Bloom Mountains in Ireland and other pear in the middle of a roadway, fright-
Dark or the Light. With their fierce rocky areas throughout the realm. ening a driver into thinking he is about
nature and voracious appetites, the to hit someone. The driver will try to
Mimis
manticore pose as great a threat to avoid the obstacle and often crash as a
DEXTERITY 12 result, at which point the revenant
Uthorions forces as they do to Storm Dodge 13, stealth 15, unarmed com-
Knights. will disappear.
bat 13
Manticore prefer to hunt alone
rather than in packs. Their usual
method of attack is to fire a poisoned
stinger from its tail into its victim, and
then feast on the corpse. The
manticores teeth and claws do, how- G hostly Combat
ever, make it a formidable foe in close-
range combat. Battling non-corporeal entities ghosts are considered to be en-
is one of the hazards of operat- tities. Thus magic which arises
Manticore
ing in Aysle. Revenants, ghosts from the knowledges of light,
DEXTERITY 10
and other beings of the darkness, life, death, or entity can
Maneuver 12, missile weapons (tail
spirit have no physical mass to do damage to them. In addi-
stingers) 14, running 11, unarmed
speak of, and thus cannot be tion, enchanted weapons which
combat 13
harmed by melee, missile or un- have been imbued with those
STRENGTH 15
armed attacks. They cannot ini- knowledges are also effective.
Climbing 16
tiate any such attacks, either, but Finally, those Ayslish who
TOUGHNESS 14
can harass and terrify, and often have attained the third level un-
PERCEPTION 9
those activities are the raison detre der the Laws of Honor and Cor-
Tracking 11, trick 10
of their existence. ruption are capable of making
MIND 7
However, like any other crea- standard melee, missile and
Test 9
ture, these beings have their vul- unarmed attacks again non-cor-
CHARISMA 4
nerabilities. In magical terms, poreal foes.
Taunt (9)
SPIRIT 6
Intimidation 10

111
Chapter Nine

Revenants commonly appear in a STRENGTH 10 SPIRIT 7


glowing form that resembles their TOUGHNESS 10 Corruption 8, intimidation 11, real-
physical incarnation. Often, they will PERCEPTION 6 ity 9
carry a ghostly version of the weapon MIND 4 Possibilities: 5
with which they killed in life. CHARISMA 4 Spells: conjured fireball, detect magic,
Revenants can pass through solid ob- Taunt (8) mage dark
jects, and cannot initiate or suffer from SPIRIT 3 Arcane Knowledges: fire 4, magic 4,
a physical attack they are, however, Intimidation (7) dark 4
vulnerable to magic and enchanted Possibility Potential: None Equipment: plate-mail, TOU+5, an
weapons which are connected to the Equipment: armor, TOU+2/12; additional +2 when defending
arcane knowledges of light, darkness, sword, damage value STR+4/14 against magical attacks; two-
death and life (see sidebar). Their sud- Note: Immune to shock and KO handed sword (enchanted), dam-
den appearances and disappearances conditions age value STR+9/23
can be very unnerving, and they exist
to strike terror into others as revenge
for their suffering after death. The Spectral Wendigo
Revenants
DEXTERITY 3
Knights The beasts known as wendigos live
in caverns throughout Lower Aysle.
Stealth 18 The Spectral Knights are the corpses They range from three to four meters
STRENGTH 1 of Ardinays Knight Protectors, their high, and are covered in white fur,
TOUGHNESS 12 bodies possessed by demons under with sharp teeth and claws. Giant leg-
PERCEPTION 10 Uthorions control. There are five of end says that they are Ayslish who
Tracking 12, trick 12 these dreadful creatures, their origi- angered the gods by feasting on the
MIND 9 nal spirits trapped within their shells flesh of their comrades, and were pun-
CHARISMA 16 and forced to watch the evil their bod- ished by being transformed into mon-
Persuasion 17, taunt 18 ies commit. Often in such cases, the sters. Whether there is any truth to the
SPIRIT 16 spirit itself becomes corrupted by the tale is unknown, but wendigos are
Intimidation 24 proximity of the dark being that has highly dangerous, and confirmed
Possibility Potential: none reanimated the body. meat-eaters. They seem to have no
Originally, the form of Tolwyn of preference when it comes to prey, eat-
House Tancred led the Spectral ing humans and dwarves from the
Skeletons Knights, although the spirit of Tolwyn Lands Above and Between, and the
was in another body. The living occasional giant. Numerous attempts
Among the most common creatures Tolwyn slew the walking corpse and have been made to exterminate the
of Aysle, animated skeletons have reclaimed her armor and sword. beasts, but they know the land too
been used by Uthorion as shock troops The five remaining Spectral Knights well and go into hiding while hunting
in a number of places in the realm. were, in life, the bravest warriors of parties are searching for them.
Their inability to feel pain and their Houses Gerrik, Liandar, Daleron, Something resembling a wendigo
mindless obedience of orders makes Vareth, and Bendes. Having all been was recently sighted in Norway, but
them ideal for frontal assaults, while brought back in the same manner, they the accounts have been dismissed by
more intelligent soldiers take advan- all have basically the same attributes the Vikings as the ravings of a mad-
tage the diversion to pursue their own and skills. The Spectral Knights are par- man. If wendigos has come down the
objectives. ticularly adept users of magic, and their maelstrom bridge, it means additional
Skeletons can be raised by sorcer- armor has been transformed so as to be problems for both sides of the war.
ers, through a ritual that involves slic- greater proof against magical attack.
ing open the chest of a corpse and Wendigo
pulling the bones free of the body. Spectral Knight DEXTERITY 14
Once animated, the skeleton retains DEXTERITY 13 Dodge 15, long jumping 15, stealth
no memory of its former identity, Maneuver 14, melee weapons 15, 15, unarmed combat 17
and Uthorion has often used the unarmed combat 15 STRENGTH 17
bones of fallen enemies for his dark STRENGTH 14 Climbing 18
purposes. TOUGHNESS 12 TOUGHNESS 15/16
Skeletons are normally armored, PERCEPTION 15 PERCEPTION 9
and can use a variety of weapons. Divination magic 17, find 16, trick Find 10, tracking 10, trick 11
16 MIND 7
Skeleton MIND 14 Test 9
DEXTERITY 8 Conjuration magic 17, test 15 CHARISMA 8
Dodge 9, melee weapons 11, un- CHARISMA 10 Charm (10), taunt (11)
armed combat 10 Persuasion 13, taunt 12

112
Creatures

SPIRIT 5 swoop down from out of the sky, lay- SPIRIT 9


Intimidation 10 ing waste to towns and villages, the Intimidation 15, reality 12
Possibility Potential: some (65) squires collecting the souls of slain Possibilities: 20
Natural Tools: claws, damage value mortals for later incorporation into Spells: lightning, polymorphism (see
STR+2/19; teeth, damage value STR the Hunt. The Forever City).
+3/20; hide, armor value TOU+1/ Wotan himself is a massive crea- Arcane Knowledges: folk 8, inani-
16 ture that wears the shape of a man, mate forces 5
with an antlered helmet and a naked, Equipment: horn, Toughness 35,
muscular chest. The lightning of the range 3-100/400/1k; two-handed
Wyvern storm forms a mantle about his shoul-
ders, but the bolts reveal his true form:
sword (enchanted), damage value
STR+10/31; helmet (enchanted)
Wyvern are huge, segmented a rotting skeleton, riding atop a black TOU+3/28, with an additional +2
worm-like creatures, said to reach and misshapen demon. He carries an against magical attacks; armor value
lengths of up to 10 meters. Their skin is enchanted horn and sword, and main- TOU+6/31, with an additional +2
tranlucent, and their meat is consid- tains absolute control of the creatures when defending against magical at-
ered a delicacy by the dwarves of the that make up the Hunt. tacks
Land Between. Wyvern reside in the Wotan lives for blood and death,
The Wild Hunt
tunnels of the cosm, sleeping for much and gladly served Uthorion for as long
of the time and only rousing to feed as the Dark High Lord provided him DEXTERITY 15
Beast riding 16, dodge 16, flight 16
once every two months. They are meat with barbaric tasks to perform.
(speed value 18), maneuver 16,
eaters, and will roll over and crush Uthorions defeat at the hands of the
prey before swallowing it whole. This Storm Knights and subsequent pos- melee weapons 17, unarmed com-
bat 18
is infinitely preferable to being eaten session of a Viking chieftain has forced
STRENGTH 13
alive by the wyvern, since it is said it him to lose touch with Wotan, and the
takes years to be fully digested. Horn Master is now operating inde- TOUGHNESS 16
PERCEPTION 12
pendently, attacking those areas con-
Wyvern Alteration magic 14, find 14, track-
trolled by Ardinays forces when not
DEXTERITY 8 residing in Ardinay Castle. ing 13, trick 13
Unarmed combat 11 MIND 8
Despite the variety of appearances
STRENGTH 20 Test 10, willpower 11
they assume, the members of the Hunt
TOUGHNESS 14 are all the same type of demon. They CHARISMA 8
PERCEPTION 8 Charm (10), persuasion (11), Taunt
exist by binding their essence to that of
Tracking 10, trick (13) 14
a disembodied soul, and using the
MIND 4 polymorphism spell to assume the shape SPIRIT 7
Test (13) Intimidation 11, reality 8
of raven, hound, etc. Wotan strictly
CHARISMA 4 Note: When in the form of horses,
monitors what forms they take, new
Taunt (14) members of the Hunt confined to the ravens, hounds, or stags add +2 to
SPIRIT 4 maneuver skill
shape of a raven, until they prove them-
Intimidation (25) Possibility Potential: all
selves in battle and can ascend through
Possibility Potential: none the ranks to hunter. Spells: polymorphism
Arcane Knowledges: folk 6
Wotan the Horn Master Natural Tools: as raven, beak, dam-
Wotan and DEXTERITY 18
Beast riding 19, dodge 20, flight 19
age value STR+2/15; as hound,
teeth, STR+3/16; as horse, hooves,
the Wild Hunt (speed value 18), melee weapons STR+2/15; as stag, antlers, STR+3/
20, unarmed combat 20 16
The dreaded Horn Master and his STRENGTH 21 Equipment: as squire, short sword
Wild Hunt has been one of Uthorions TOUGHNESS 25 (enchanted), damage value STR+6/
most potent weapons, even being PERCEPTION 16 19; as hunter, broadsword (en-
loaned to Living Land High Lord Alteration magic 19, divination chanted), damage value STR+8/21;
Baruk Kaah at one point. The Hunt is magic 17, find 17, language 17, track- chain-mail (enchanted), armor
first seen as a huge storm on the hori- ing 18, trick 18 value TOU+5/21, an additional +2
zon, and then a blast of Wotans horn MIND 12 when defending against magical
causes the black clouds to split apart Survival 14, test 14, willpower 14 attacks
and change to the shapes of ravens, CHARISMA 9
hounds, horses, stags, hunters and Charm 10, persuasion 12, taunt 11
squires. These demonic creatures then

113
Chapter Ten Equipment
esidents of both the Aysle are also widely used as eating utensils opponents sword, the sword-breaker
cosm and realm are throughout Aysle, and virtually ev- is commonly held in the left hand. Its
equipped with a variety eryone carries one. blade has a heavily serrated edge, al-
of melee and missile Short Sword: The weapon most lowing it to catch an attackers weapon.
weapons, along with very favored by shield-bearing Ayslish is The defender can then twist the
primitive firearms. In general, the the short or one-handed sword. Used weapon and snap the opposing blade
melee arms swords, maces, axes, by most knights and some Vikings, free from its hilt.
and the like are the most common the most effective is the double-blade Club: The first and simplest
and least expensive of the weapons sword with a small hand-grip. The weapon, the club is nothing more than
available. Missile weapons often re- short sword can be more difficult to a weighted stick, which increases the
quire more practice before they can be handle than the rapier, and will not momentum and thus the force of a
used effectively. The Wheel lock Dag cause as much damage per attack as blow. Clubs are commonly made of
pistol has slowly come into favor, par- that weapon, but is more durable. wood, although Ice Nomads have been
ticularly among the Corsairs, but is Rapier: A one-handed sword with known to use dragon bones for the
not yet in widespread use. a long, thin blade, the rapier is light same purpose. Clubs are also seen in
The other two major types of Aysle and allows for faster maneuvers. While the hands of barbarians.
equipment are armor, which enjoys it cannot cause as much damage as a Staff: A wooden stick, thinner than
great popularity, and enchanted items, broadsword or two-handed sword, it the average club, a staff is usually
which are often quite expensive but is easier to penetrate an opponents about two meters in length. Extremely
can be extremely useful in battle as defenses with the quick stroke of the inexpensive, staffs are carried by peas-
well as daily life. rapier. Favored by Corsairs and ant farmers throughout the cosm as
Due to the fact that they were con- Freetraders, the major drawback of well as some Dunadian priests. In the
structed under Aysle axioms, many of the rapier is that it is fragile, and will hands of a trained user, the staff can be
the weapons brought from the cosm tend to break in battle, especially if a very effective weapon, both on of-
or now being produced in the realm matched against a heavier blade. fense and defense.
are slightly stronger than their Core Broadsword: The ancestor of the Giant War-Club: A huge wooden
Earth counterparts. This allows them two-handed sword, the broadsword club with iron spikes driven through it
to be used by the Ayslish, who are features a wide, heavy blade. It is com- and a band of metal wrapped around
often more powerful than Earth hu- monly used by those who wish to the head to give it added weight. This
mans, and inflict more damage upon forego the use of a shield, and can do is the favored weapon of the priests of
opponents. great damage, although its weight less- Arthuk, and requires a minimun of
ens maneuverability. Broadswords are STR 14 to use.
used by Ayslish paladins and some Battle-Ax: Another implement of
Melee Weapons Vikings.
Two-handed Sword: The preferred
destruction that can be either melee or
missile weapon, the battle-ax has been
The hand-held weapon has a long weapons of the Vikings, two-handed made famous by the dwarves, barbar-
history in both the Aysle and Core swords are essentially broadswords ians, Vikings and trolls. A sharp metal
Earth cosms. From the primitive stone with greater heft. They are capable of head attached to a wooden shaft, the
club to the morning star and pole-arm, the most damage (a maximum value battle-ax can be either single-edged or
from the hiss of a rapier to the sicken- of 22) of any unenchanted melee double-edged. Currently, the latter is
ing sound of a broadsword striking weapon in the realm, but their suc- more popular.
home, there are few combatants in cessful use requires that the attack be War-Hammer: A wooden handle
Aysle willing to go without one. Even an intense and ferocious one. It is dif- with a metal hammerhead attached,
those who favor missile weapons will ficult to parry strokes with the weighty with a dagger emerging from the head,
keep a dagger or sword handy in the sword, and a shield cannot be used the war-hammer was invented by the
event it is needed. along with it. dwarves during the War of the
Here are some of the more popular Dwarf Spike: A small, pointed piece Crowns, and remains in use today.
melee weapons. of metal bearing some resemblance to The hammerhead is used to stun an
a chisel, the dwarf spike can be used as opponent, and the dagger used to
Dagger: A small knife, no more than a weapon or as a tool for digging in the pierce his armor.
a third of a meter in length, which can mines. It is used almost exclusively by Mace: The mace is a club made of
be easily concealed on the person and dwarves. metal, with spikes or sharp ridges on
drawn no matter how close of a Sword-breaker: A dagger designed the head. Maces range in length from
struggle one is engaged in. Daggers for parrying and shattering an a third of a meter to a meter, and are

114
Equipment

intended as one-handed weapons, al- Easy to conceal, the throwing dagger drawn back as far as the ear, and has a
though they can be swung with both has become synonymous with treach- greater range and can shoot arrows at
hands. Maces are extremely effective ery, as they are usually found emerg- a greater velocity than the short bow.
at unseating mounted attackers. ing from someones back. Since it requires a certain amount of
Morning Star: A variation of the Sling: A piece of rope with a pouch training to become proficient at the
mace, the handle and head of a morn- in the middle. A stone or lead pellet is use of the longbow, it is most often
ing star are connected by joints or placed in the pouch; both ends of the found in the hands of Ayslish troops
chains which increase the force of the rope are grasped in one hand. The representing one of the Houses.
blow. Morning stars are favored by rope is twirled rapidly around the Composite Bow: A more powerful
the dwarves, who have discovered that head, and then, at the proper moment, version of the long bow, the stave of
just spinning one is often enough to one end of the rope is released, send- the composite bow is made up of three
keep a larger opponent at bay. ing the stone flying rapidly toward its different materials, combined so as to
Ball and Chain: A more powerful target. A very inexpensive weapon, enhance the elastic properties of each.
version of the morning star, the ball slings can be disguised as belts or neck- Thus the composite bow, while closer
and chain is precisely that: a length of laces. Their accuracy and silence make to the size of the short bow, can fire
chain with a round iron ball at the end. them the weapon of choice for thieves arrows at greater velocity and do
It usually functions as a melee weapon, and assassins, and they are often used greater damage than a long bow. Com-
but can also be thrown at an approach- by House Vareth dwarves on their posite bows are the most expensive
ing opponent. The ball and chain is a forays into the Land Between. available, and only expert archers will
favorite of the giants. Spear: A long wooden stick with a spend the money to purchase one.
Pole-Arms: Long wooden shafts, pointed metal head on the end, the Light Crossbow: A crossbow con-
often in excess of three meters, topped spear can be used as a missile weapon sists of a bow attached to a wooden
with sharp points, ax-heads, claws, or a melee weapon. It is at its most stock, which allows the weapon to be
and so on. Pole-arms are most fre- effective during sieges, when it can be kept cocked without effort by the firer.
quently used by foot soldiers to unseat thrown from the walls at attackers Many crossbows are mechanically bent
cavalry, or for grappling between surrounding a city or fortress. Spears (or spanned), allowing for much
ships. These have been used by the thrown en masse are extremely diffi- stronger pulls and thus much greater
Vikings as a means of pulling elves off cult to evade. Spears are most fre- power. The main advantage of a cross-
of their dragon steeds. quently used by barbarians, although bow over a long bow is that they can be
Ayslish troops, Vikings and dwarves used effectively by less powerful ar-
have also been known to put them to chers. However, they lack the range
Missile Weapons use.
Dwarven Bomb: Designed for use
and ability to inflict damage that the
long bow possesses. The light cross-
Missile weapons have had a great in dwarven tunnel fighting, these bow must be braced against some-
deal to do with the survival of the bombs consist of an iron ball filled thing for the archer to successfully
Ayslish humans and the dwarves with black powder. A fuse protrudes cock it. Crossbows are carried by
against such threats as the giants, the from the ball, and when it is lit, the ball Ayslish troops and some elves, and
trolls and the Vikings. Usually over- explodes, usually bringing down a are available from Freetraders at rea-
powered and outnumbered, the large section of the tunnel on ones sonable rates.
Ayslish learned quickly to take ad- attackers. These explosives barely Heavy Crossbow: The heavy cross-
vantage of their edge in physical coor- qualify as a missile weapon being bow is able to inflict more damage at a
dination and fight with missile weap- too heavy to lift, they must be rolled greater range than the light crossbow,
ons from long range. Although such into the midst of the enemy, hopefully and is also considerably more durable.
weapons as the crossbow cannot do without extinguishing the fuse in the To cock it, the archer must place a foot
the damage that a melee weapon can, process. in the stirrup at the end of the bow and
they do not require that an attacker Short Bow: A simple wooden bow, use a small winch on the stock.
close with an opponent who may have less than 1.5 meters in length. It fires
height, reach and strength advantage. wooden shafts with metallic heads,
In addition, coating arrows with pitch and requires the least amount of skill Shields and Armor
and setting them ablaze has proven a to use of any bow-and-arrow incarna-
very effective method of taking forts tion. The string of the short bow is In a place full of monsters, warring
or driving off naval attacks. drawn back to the breast, and thus Houses, and various and sundry other
The following are the most fre- does not require the strength of its threats to life and limb, the difference
quently-used missile weapons. descendant, the long bow. The short between living another day and fall-
bow is used by dwarves, centaurs, and ing before an enemy is often no more
Throwing Dagger: A specialized elves. than the strength of ones shield and
knife balanced so it can be thrown Long Bow: A wooden bow, greater armor.
with accuracy at a target (a standard than 1.5 meters in length, which de- For that reason, such things are
dagger cannot be relied upon to bury mands both strength and skill to be among a warriors most prized posses-
its blade in an opponent when tossed). used. The string of the long bow is sions, for the purchase of which no

115
Chapter Ten

expense is spared. A talented armorer Ice Nomads and some giants in Aysle. available in Aysle, but it is heavy and
can command a high fee in Aysle, and The hides are cured, but not tanned, hot. It reduces the dodge skill by one,
even a mediocre one can be assured of and overall, provide very little pro- and unless worked by a top armorer,
eating regularly. tection to the wearer. They can, how- will result in four shock points from
Use of a shield increases the diffi- ever, provide warmth in cold cli- fatigue for a character wearing it on
culty number to hit, providing the mates, which makes them ideal for torso, head and limbs, and three for
shielded character is actively defend- the nomads. anyone wearing any plate at all. A
ing and his opponent is making a fron- Bone and Hide: A great deal more master armorer can work out these
tal attack. The difficulty modifier for sophisticated than simple hides and defects, meaning the fatigue penalty
each type of shield is noted in the furs, bone and hide armor is used by can be treated normally (three shock
individual entries below. barbarians and the best Ice Nomad points for an armored character).
Optional Rule: The sum of the warriors. Pieces of bone (from a Giant Armor: Special protective
shields difficulty modifier and the dragon, if available) are sewn into the gear used exclusively by giant war-
value of the skill used to defend (most hide. This type of armor must be cus- riors, giant armor is fashioned by black-
likely melee weapons) is the shield value. tom-made, for if the bone layer does smiths on Rakholm. Supporting its
If the result of an opponents attack not conform to the shape of the user, it weight requires a Strength of at least
falls between the defensive skill value will break easily in combat. If used by 12, which makes it dangerous to the
and the shield value, the blow is consid- anyone other than the person it was wearer when in another realm. Giants
ered to have hit the shield. Use the created for, it breaks on a wound result, have been known to disconnect and
shields Toughness to determine the reducing its add to +1. been unable to rise due to the heavi-
effect of the strike when the shield Leather: Cured and tanned hides, ness of the armor.
takes four wounds, it has shattered. leather armor is relatively light, and
Here are the shields and armor most slightly stronger than hides and furs.
commonly found in cosm and realm. The primary appeal of leather armor is
its flexibility, which allows a fighter
Firearms
Buckler: A small round shield, with a melee weapon to maneuver Aysle firearm technology has not
roughly the size of a dinner plate, that with ease. progressed very far, with only one
can be worn on the left wrist. The Bronze: For the protection it gives, personal weapon currently available.
advantage of a buckler is that it allows bronze mail is not worth the weight The Ayslish have steered away from
the left hand to be used without the the warrior must carry when wearing the musket, which is too cumbersome
shield having to be dropped. The dis- it. A relatively soft alloy, bronze will for the sort of close-in fighting com-
advantage is that, being so small in not deflect the attacks that steel armor mon in the cosm, preferring to focus
size, it does not provide a great deal of will. When wearing bronze armor, a on pistols. There are some artillery
protection. Use of a buckler adds +2 to character takes four shock points from pieces available for use in the cosm,
the defensive skill value. fatigue rather than three. His dodge skill but owing to the rough terrain on the
Shield: The standard shield is a is also reduced by one. continent of Aysle, they are used
disc of metal held in one hand or Cuir Bouilli: Boiled, treated leather mainly for defensive purposes.
strapped on to an arm. There are three which is stronger, but less flexible,
common sizes: than standard leather armor. Anyone Wheel Lock Pistol: The only fire-
The small shield is no more than one wearing cuir bouilli has their Dexter- arm in use in Aysle, the wheel lock
meter in length, easy to carry, and ity-based skills reduced by one. involves iron pyrites scraping against
preferred by dwarves, Corsairs, and Chain Mail: Made of linked chains a wheel which turns when the trigger
others who prefer to travel light. The of worked metal, chain mail is usually is pulled, igniting a spark which sets
small shield adds +4 to the defensive worn under some other form of pad- off the primer. Wheel lock pistols are
skill value. ding. It is moderately heavy, reducing commonly carried in a brace of two,
The medium shield is about 1.5 meters the dodge skill by one and increasing alongside the sword, and are of great
in length, and is the kind most often shock points from fatigue to three. use against armored foes. Pistols are
used by Ayslish knights. It adds +5 to Ring Mail: Metal rings are sewn on carried primarily by dwarves, al-
the defensive skill value, and is not so to leather backing to form this armor, though they are favored by Ayslish
heavy it cannot be handled with rela- but which is lighter than chain mail, Freetraders and Corsairs as well.
tive ease. but also less effective.
The large shield is two meters in Silk Lining: One of the first ex-
length and adds +6 to the defensive skill
value, but it is awkward and difficult
amples of composite armor, silk lining
increases any other armors effective-
Enchanted Items
to carry and results in one additional ness by giving with blows, but not With magic so much a part of daily
shock point when taking a fatigue pen- tearing. It is proof against all missile life in both the Aysle cosm and realm,
alty. It tends to be used more in cer- and melee weapons, but of no use it stands to reason that enchanted items
emonial jousts than actual battles. against firearms at Tech 19 or better. would be a fixture as well. This desig-
Hides and Furs: The oldest form of Plate Mail: This is the best, and nation encompasses both arms and
armor, hides and furs are used by the most expensive, non-enchanted armor armor, including that of the faeries

116
Equipment

and fey, as well as more commonplace sess a faerie sword is a mark of great pendent upon the effect value of the
items. prestige in Aysle. spell cast into them (if the cinlums do
Here is a sample of the magical Another important thing to keep in the rite, the speed value is commonly
articles available in Aysle. mind when purchasing faerie armor is 13; it can vary with other wizards).
that when the enchantment used to Infernas Bow: On the order of a
Enchanted Armor and Shields: create it wears off, the armor will van- short bow, the infernas bow fires burn-
Virtually any kind of armor, from hides ish. If this happens in the middle of a ing shafts. Much like the infernas
and furs to plate mail, and any size battle, it can easily prove fatal. sword, the arrows can damage en-
shield can receive the benefits of magic. Cinlum Sword: The blade of the chanted armor and creatures.
A spell can increase the Toughness of elemental air faeries, the cinlum sword Aqueate Spears: These are rarely
armor against physical attacks (add is noted for being lightweight yet du- used as weapons of war. Constructed
+1 to standard armor value), as well as rable, and capable of extremely quick of reeds known only to the faerie, the
provide protection against magical strokes. The cinlum sword makes the aqueates use them to pierce fish and
attacks. There are a few armorers ca- rapier look cumbersome and bulky, other small creatures that might
pable of focusing spells into armor and often it has a weather control spell threaten their domain. In battle, the
after it is forged, but it is more com- focused into it, allowing the bearer to aqueates prefer to use their swords.
mon for a suit of armor to be taken to call up a windstorm to buffet his op- Solium Sling: This is the earth
a mage after the smith is finished with ponent during the fray. faeries siege weapon. Made from roots
it. For enchanted armor, add +2 to the Infernas Sword: Wreathed in fire, that are tied together, the soliums hurl
armor value when defending against the infernas sword makes for a fright- stones from behind their earth shield
magical attacks. Normal fatigue penal- ening sight. Striking an object with walls at intruders. While it would be
ties associated with that armor will sufficient force can cause it to burst possible to enchant such a weapon to
stay in effect. into flame, and conjured fireballs can allow it to hurl the rocks at greater
The cost of getting magic added be shot from the tip of the blade. The velocity and cause greater damage,
to ones armor varies, depending on major disadvantage to the infernas is the faeries have been content up to
the skill level of the wizard and the that its enchanted flames reveal ones now to use it without benefit of magi-
duration of the spell. Higher levels position during night battles. cal enhancement.
of protection are possible, but wiz- Aqueate Sword: Aqueate faeries Cyprium Bow: A metallic long bow,
ards with the talent to provide them bearing their blades and marching the cypriums use this to fire electri-
are relatively rare, and the service is to war are very difficult to spot, for cally-charged iron arrows. This was
expensive. their swords can be used to create a the main weapon in their war with the
Enchanted Weapons: The spells blanket of fog around them. Aqueate aqueates, and resulted in a resound-
used to enhance the power of weap- swords tend to be very light and the ing victory for the metal faeries, as the
ons are very close to those used on blades quite thin, to lessen the natu- water sprites weapons conducted the
shields and armor. A magical weapon ral resistance when swinging them electricity and the faeries absorbed a
will be able to strike with more force in underwater. powerful jolt.
a melee or missile attack against a non- Solium Sword: A wide, heavy blade, Celosia Sling: Being essentially
magical opponent (add +1 to the stan- almost the equivalent of a faerie broad- peaceful creatures, the celosia have
dard damage value of the weapon). In sword, the weapon of the earth faeries never put a great deal of energy into
addition, the weapon will be able to can not only slay opponents, but lead the design of weapons. Their major
damage magical creatures, and affect one to them as well. With the tracker concession to the threat of faerie war
enchanted shields and armor. The spell focused into it, the sword can lead has been the celosia sling, Made from
damage value remains the same its bearer to the hiding place of an en- plant stems with their buds hollowed
whether attacking a magical or non- emy (providing the conditions of the out, the celosia use the slings to hurl
magical opponent. It is possible to spell, which include possession of an small pebbles, rose thorns, and burrs.
strengthen weapons beyond the +1 object used by the quarry, are met). While they are effective weapons up
add, but as with armor, it is difficult to Cyprium Sword: The metal faeries to a point, they are relatively fragile
find someone to do it and expensive sword is the most durable of all, as and break after only a few uses.
when it is done. they are extremely proficient at metal- Cinlum Cloud Armor: This protec-
Faerie Weapons and Armor: When work. It is also among the most valu- tive covering resembles a dense white
considering the properties of faerie able, because it can be used to fire cloud wrapped around the faeries
objects, it must be remembered that it lightning bolts into stubborn machines bodies. While at first glance it seems to
is very rarely anyone other than the to get them started. have no real substance, in fact it is as
faeries is allowed to possess such an Cinlum Bow: Resembling a cross- strong as any faerie armor. Enchanted,
item. A hefty amount of persuasion, bow, the cinlum bow can fire tiny shafts it is proof against physical and magi-
and some bribery, is usually required at great velocity. These arrows can cal attacks, weakest against the shafts
to convince the elemental beings to ride the air currents, hover, swoop and swords of the infernas.
forge a weapon, shield, or breastplate down and turn around in mid-flight, Infernas Fire Armor: The armor of
large enough to be of any use. They are thanks to the floater spell focused into the fire faeries looks like metal that is
usually reluctant to do so, and to pos- them. The speed of the arrows is de- glowing red hot, and tongues of flame

117
Chapter Ten

emerge from the shoulders and other proach to the armorers art. Celosia plorers, trackers and trading parties.
joints. The oldest known protective armor is made up of plants, grasses, The needle of the enchanted object
gear in the faerie world, fire armor roots, and vines, entangled together points in the direction of the water
resists attacks by all but the aqueates. so as to form an almost impenetrable star, which helps travelers avoid be-
If converted into a suit for a non- garment. Not only it is difficult to coming lost. Although the water star
infernas, the wearer absorbs five shock pierce, but melee weapons have been will always exert the more powerful
points for fatigue due to the extreme known to become trapped in the web pull, if used on or near a large body of
heat generated by the armor. of plant life, while their wielders try water, the compass readings may not
Aqueate Water Armor: Literally a desperately to free them. be accurate.
battle-suit made of solidified water, Like most faerie armor, this suit has Earth Compass: A variation of the
aqueate armor is constructed using a weakness, namely its extreme vul- water compass, this device uses a divi-
both the water faeries water spray spell nerability to infernas fire shafts, which nation/earth spell and points toward
and the cinlum weather control spell. have been known to roast celosia alive, the earth star. It is often used by
The aqueates provide the liquid, and and explains in part why the plant Freetraders, Corsairs, and others who
the cinlums manipulate the air pres- faeries try so hard to stay on the good work the seas to find not only the star,
sure and temperature so as to contain side of the fire faeries. but the direction of the nearest land
it around the wearers body. Each suit Fey Weapons and Armor: The en- mass. Again, if used on a large body of
must be built around a specific chanted objects of war used by the fey land, the compass will be of less use.
warriors body, and can only be used of Aysle are virtually identical to those Strength Potion: The strength po-
once, falling back to the ground as used by the faeries. However, due to tion is essentially a chemical version
water once it is removed. While worn, their long experience with humans, of the strength spell. Favored particu-
the water circulates, actively deflect- and well aware of the bellicose na- larly by giants, successful use of the
ing any melee or missile weapon it is tures of most other races, the fey often potion will result in at least a +1 bonus
attacked with. It is, however, vulner- keep their caches of weapons and ar- to Strength. The effect value of the
able to attack by cyprium weapons, mor hidden. They are notoriously potion is 18, and this should be com-
which contain electric charges. The reluctant to part with anything they pared to the characters Strength on
other drawback is that the suit is heavy have made, and it takes far longer to the Power Push Table. The resulting
and causes the wearer to move more cultivate a relationship of trust with value modifier is added to the
slowly, so reduce all Dexterity-related the fey than it does with the faerie. characters Strength for the duration of
skills by one when wearing it. There Elfmail: A thin yet sturdy variety the potions effects, which is 24 hours.
has also been one recorded incident of of plate mail developed by the elves of Strength potions are usually sold by
a Draconis Teutonica using its arctic Aysle, elfmail imparts TOU+6 protec- wizards, but the price for them is high.
air weapon to freeze the armor solid. tion, with an additional +2 when de- Climate Cloak: For Ayslish vaga-
It is extremely expensive to pur- fending against magic attacks. It re- bonds who must wander from the icy
chase a suit of aqueate armor, because ceived an endorsement of sorts when reaches of the Frozen Land to the tropi-
it is difficult to get the two races to Ardinay, while still possessed by cal temperatures of the Living Sea, the
cooperate on its construction. Uthorion, began to wear it regularly. climate cloak is an essential garment.
Solium Earth Armor: The earth Light enough that it does not result in Imbued with an alteration/folk spell,
faeries rely on layers of dirt and rock a fatigue penalty, elfmail is available the black cloak can provide TOU+6
to serve as their armor, with mixed only from the smiths of Elveim, who protection from extremes of heat and
success. While it works well against occasionally sell a suit to the cold to the wearer. It is the only known
many conventional and enchanted Freetraders. They are often prohibi- way to safely penetrate the waters of
weapons, it has proven less than per- tively expensive, however. the Boiling Sea. A standard cloak can
fect against the powers of the aqueate Dwarfmail: More bulky than be used for up to two months, at which
and cinlum faeries, whose control of elfmail, dwarfmail is used by tunnel point the spell will fade. For trips that
water can cause the armor to wash fighters in the cosm and by dwarves will last longer than the spells dura-
away. and Ayslish in the realm. It provides a tion, it is wise to have a mage on hand
Cyprium Metal Armor: A suit that TOU+4 protection against physical to recast the spell.
closely resembles the armor of human attack, and an additional +2 against Tancred Torch: Created by wiz-
knights, the metal gear of the cypriums magical attack. It does cause a fatigue ards in the service of Gareth Tancred,
is extremely effective at repelling mis- penalty, but is also cheaper and more the Tancred Torch is made using
sile and melee weapons. It is least readily available than elfmail. It must brownie fire and bottled boggles light-
effective infernas and aqueate weap- be bought directly from the dwarves, ning. Its flame is capable of dispelling
ons, which can melt and rust it, respec- though, preferably residents of the the blackness brought on by a mage
tively. Cyprium armor is, however, Land Between, as the workmanship of dark spell. It has been used as a weapon
lightweight, surprisingly so consider- House Vareth mail is often sloppy. against creatures and lesser folk who
ing its strength. Water Compass: The water com- thrive on the darkness.
Celosia Plant Armor: Despite their pass is an item originally created on Eye of Shali: An extremely valu-
disdain for martial pursuits, the celosia the Mage Isles using a divination/water able artifact, this amulet has both the
have taken a unique and effective ap- spell, and now in general use by ex- detect magic and the possibility shadows

118
Equipment

spells focused into it. It was brought and although wheelwrights, cart- Wagons are essentially boxes with
across the maelstrom bridge into wrights and blacksmith shops have wheels, most often used to carry goods,
Glasgow, but was reportedly lost sprung up, they are few and far be- although passengers can ride in them
sometime after that, and is presumed tween on the less traveled roads. (though not very comfortably).
to be somewhere in Scotland. Most beast-riding in the cosm and When pulling a wagon or carriage,
Scathala Scroll: Penned by an realm involves horses, although elves subtract one from the horses speed
Orrorshan demon shortly after have shown the ability to ride the great value to determine the speed of horse
Uthorions invasion of Aysle, the dragons, but how they do this is not and vehicle combined.
Scathala Scroll contains the text of a known.
powerful extradimensional gate spell Here are some of the most common Dwarf Mine Cart: This was an in-
vention of the Land Between dwarves
that opens the way to the demon realm. forms of transportation in Aysle.
who make their living in the mines.
The spell is activated by being read,
and once the portal is opened, the Horse: Before the advent of steam The cart, essentially a small metal box,
power, and in some cases even well is attached by chains to an infant
demons draw the caster within. He
beyond, horses were the predominant Draconis Metallica. The Metallicas
will then have to persuade or bribe the
demons to give him the spell that will form of land transportation in Core instinctive knowledge of where valu-
Earth. With the lower tech axioms able ores are buried allows it to guide
allow him to leave, or be trapped there
imposed by Aysle, this is once more the miners to potentially profitable
forever.
Enchanted Knowledge Objects: the case. areas. A mature Metallica will refuse
to do this, so the dwarves must cap-
There are many Ayslish folk who are DEXTERITY 10
ture and domesticate newborns, a
born with a magic skill and knowl- Long jumping 11, maneuver 11,
edge which do not work well together. risky business at best. Eventually, even
running 13, unarmed combat 11 the small dragons will begin to covet
Enchanted knowledge objects come STRENGTH 12
the ores for themselves, and the
with the arcane knowledge focused Climbing 13
into them, and act as storage batteries dwarves will have to abandon crea-
TOUGHNESS 10 ture and cart.
of a sort. For example, a person with PERCEPTION 4
Due to the cramped conditions in
the alteration magic skill can use the MIND 4
knowledge contained within a fire- the tunnels, the average speed value of
Test (8), willpower (8) a mine cart is 7.
stone to cast an altered fireball spell. CHARISMA 5
Each enchanted knowledge object is Charm (8), persuasion (9), taunt (10) Viking Longships: Virtual dupli-
able to be used a limited number of SPIRIT 5 cates of ships which dominated the
times, and then the knowledge must Intimidation (7) northern and eastern coastlines of
be refocused into the object. Their Possibility Potential: none Europe for centuries, longships are
prices vary from the cheapest (the water Natural Tools: hooves, damage not particularly well-suited to deep-
knowledge) to the most expensive (the value STR+2/14; speed value 12 sea travel. They average 30 meters in
essence, death). length, and are driven by a combina-
Carriages and Wagons: Carriages
tion of human and wind power.
and wagons serve much the same func- Crewed by 30 men, longships have a
tion transporting people and goods
Transportation but with some differences. Car-
maximum speed value of 7. They are
often equipped with a ram, with a
The primary mode of transporta- riages are designed for use on fairly damage value of 24.
tion in the cosm of Aysle is beast- good roads, and are virtually useless
drawn wagon or carriage. With so on long, cross-country trips. Carriages Merchant Ships: These vessels tend
much modern technology inoperative range in size from the one-person sulky to be of the galleon class. Big, bulky,
in the realm, this means of getting to the six- or eight- person coach. Car- and not very maneuverable, galleons
around has taken hold there as well, riages larger than this are rarely made, are noted for their ability to take a
although with considerably more dif- because they require too many horses great deal of damage (Toughness of 25)
ficulty. Many areas simply do not have to pull, making them slow, difficult to before sinking.
the support services for that industry, control and not cost-effective.

119
Chapter Ten

E quipment

All prices are in Ayslish trades.

NORMAL MELEE WEAPONS

Plus to Maximum
Tech Damage Value Damage Price
Value (Value)
Dagger 7 +3 18 100 (9)
Short Sword 8 +4 19 300 (11)
Rapier 15 +5 20 600 (13)
Dwarf Spike 8 +4 19 700 (13)
Broadsword 9 +6 21 800 (13)
Two-Handed Sword 10 +7 22 1500 (15)
Sword-breaker 14 +6 21 1800 (15)
Baseball Bat/Club 6 +3 18 40 (7)
Staff 7 +2 17 50 (7)
Giant War-Club 8 +4 28 60 (8)
Battle-Ax 8 +5 20 150 (10)
Mace 8 +4 19 200 (10)
War-Hammer 8 +5 20 250 (11)
Morning Star 11 +6 21 400 (12)
Ball and Chain 10 +6 30 800 (13)
Pole-Arms 8 +4 19 120 (9)

ENCHANTED MELEE WEAPONS

Plus to Maximum Price


Tech Damage Value Damage Value (Value)
Elf Longsword 11 +8 23 5000 (17)
Infernas Sword 10 +6 21 6000 (18)
Solium Sword 10 +6 21 7000 (18)
Cyprium Sword 10 +6 21 7750 (18)
Aqueate Sword 10 +6 21 8500 (19)
Cinlum Sword 10 +6 21 10,000 (19)
Brownie Sword 10 +6 21 15,000 (20)

NORMAL MISSILE WEAPONS

Damage/ Range (meters)


Tech Max.Value Short Medium Long Price
(Value)
Throwing Dagger 7 +3/18 3-5 10 15 200 (10)
Spear 5 +4/19 3-5 25 40 50 (7)
Sling 7 +4/19 3-10 40 100 60 (8)
Short Bow 8 +5/20 3-10 40 100 140 (10)
Long Bow 12 +6/21 3-10 100 250 600 (13)
Composite Bow 13 +7/22 3-10 60 250 800 (13)
Lt. Crossbow 10 21 3-10 100 200 300 (11)
Hvy. Crossbow 11 22 3-10 100 300 500 (12)
Dwarven Bomb 14 19 0-3 8 15 200 (10)
Wheel Lock Dag 15 13 3-5 10 25 3000 (16)

120
Equipment

ENCHANTED MISSILE WEAPONS

Damage/ Range (meters) Price


Tech Max. Value Short Medium Long (Value)

Aqueate Spears 8 +5/20 3-5 25 40 500 (12)


Celosia Sling 8 +4/19 3-10 40 100 750 (13)
Solium Sling 8 +7/22 3-10 40 100 1000 (14)
Infernas Bow 10 +8/23 3-10 40 100 1500 (15)
Cyprium Bow 10 +8/23 3-10 40 100 2000 (15)
Cinlum Bow 10 +8/23 3-10 40 100 3000 (16)
Brownie Bow 10 +8/23 3-10 40 100 5500 (18)

NORMAL SHIELDS

Tech Value/Tough.* Fatigue? Price (Value)


Buckler 8 +2/16 no 900 (14)
Small Shield 12 +4/18 no 1000 (14)
Medium Shield 12 +5/19 no 1500 (15)
Large Shield 12 +6/20 yes* 2000 (15)

NORMAL ARMOR

Tech Value/Max. Fatigue? Price (Value)


Hides and Furs 3 +1/20 no 400 (12)
Bone and Hide 3 +3*/20 no 6000 (18)
Leather 5 +2/20 no 800 (13)
Bronze 8 +4/25 yes* 7000 (18)
Cuir Bouilli 8 +3/20 no* 900 (14)
Chain Mail 12 +4/25 yes 15,000 (20)
Ring Mail 12 +3/20 no 12,000 (19)
Silk Lining 12 +2*/21 no 1000 (14)
Plate Mail 13 +5/25 yes* 16,000 (20)
Giant Armor 12 +4/28 yes* 10,000 (19)

ENCHANTED ARMOR

Tech Value/Max. Fatigue? Price (Value)


Dwarfmail 12 +4/19 yes 18,000 (20)
Elfmail 13 +6/21 no 20,000 (20)
Celosia Armor 12 +2/17 no 15,000 (20)
Cyprium Armor 12 +2/17 no 18,000 (20)
Solium Armor 12 +2/17 no 20,000 (20)
Cinlum Armor 12 +2/17 no 20,000 (20)
Infernas Armor 12 +2/17 yes* 23,000 (21)
Aqueate Armor 12 +2/17 yes* 30,000 (21)

*See special note in text

121
Chapter Ten

E quipment (continued)

GENERAL GEAR CHART

Tech Price (Value)


Hemp Rope (100) 8 30 (6)
Silken Cord (100) 12 300 (13)
Torch 5 10 (4)
Oil Lamp 7 50 (7)
Candles 10 10 (4)
Sundial 9 10 (4)
Glass mirror 10 20 (5)
Canoe 3 1200 (14)
Coach 12 20,000 (20)
Wagon 8 10,000 (19)
Dwarf Mine Cart 8 5000* (17)
Longship 9 40,000 (22)
Galleon 10 100,000 (24)
Iron Spikes 10 10 (4)
Belt Pouch 12 20 (5)
Sleeping Mat 9 50 (7)
Map Case 12 60 (8)
Water Compass 12 400 (12)
Earth Compass 12 400 (12)
Climate Cloak 10 600 (13)
Tancred Torch 7 900 (14)
Strength Potion 8 6000 (18)
Cloak, cloth 7 100 (9)
Cloak, fur 7 500 (12)
Sword scabbard 8 1000 (14)
Knowledge Stones
Kindred 5 1000 (14)
Elements 5 1500 (15)
Mixed Forces 5 2000 (15)
Principles 5 3000 (16)
Essences 5 10,000 (19)
*Dragon not included

122
Chapter Eleven Character Creation
ust as the Aysle realm is plate which you deem appropriate for points with which to buy spells and
quite different from the your character or which you believe arcane knowledges. Each spell costs
others currently overlay- your character might have had access one of these points, and arcane
ing Earth, so designing an to. At least one skill must be assigned knowledges are purchased in the
Ayslish character is a three points (the tag skill), and no skill same manner as are skill adds. The
unique experience. In the back of this may receive more than three. Every character may also spend any or all
book you will find a number of tem- character must have at least one add in of his starting Possibilities in order
plates you can use, but with the rules the reality skill, and some characters to purchase spells (each spell costs
that follow, you can try your hand at (such as the Human Knight and Giant one Possibility).
building your own. Bruiser in the predesigned templates)
Some templates list the characters are required to assign one point to the
home cosm as Aysle, others as honor or corruption skills. (See World Giants and Elves
Aysle transformed. A character Laws, Chapter Four.)
whose home cosm is Aysle is from the If your character is a native of the Giants and elves are, by nature,
disk-world, and crossed to Earths Aysle cosm, not a Core Earther trans- more magical than other creatures, and
cosm over the maelstrom bridges. A formed by the Aysle axioms, roll on thus are capable of attaining higher
character listed as Aysle trans- the Determining Magic by Birth attribute levels. Giant and elf charac-
formed is someone with high hero chart in Chapter Two to learn your ters must purchase additional attribute
potential who was present when the characters innate magic skill and ar- points, called enhancement points at the
Aysle axiom wash occurred. The wash cane knowledge. The character re- start, but must pay an adventure cost
realized the characters potential, and ceives one skill point in each, which for this ability.
then transformed him, which caused are not deducted from his starting pool Enchancement points are available
him to become a hero. Unlike ords, of 16, as possessing some form of magic in packages of three. Both giant and elf
transformed Storm Knights can regain is a natural part of life in Aysle. These characters must purchase at least one
possibility energy, and retain skills points can be added to those already package, with elves allowed a maxi-
and memories from their time as Core assigned on the template. mum of two packages (for six addi-
Earth citizens. Their reality is that of tional points) and giants three (for nine
the Aysle realm. Example: Your character has three additional points). Giants may add
points assigned to apportation magic these points to their Strength and/or
for a total skill value of 13. Rolling on Toughness attributes only, while elves
Attributes and the Determining Magic by Birth
chart results in the character receiving
can add them to any attribute except
Toughness.
Skills an additional point in apportation magic,
which must be used to raise the total Purchasing Enhancements
A character has 66 attribute points value to 14.
to assign, and the total of a characters There are two ways to purchase
attributes cannot exceed 66. In addi- Each character starts with 10 Pos- these enhancement points. One
tion no attribute can exceed the sibilities. method is to pay an adventure cost of
characters home cosm limits. Running, swimming and other one Possibility per package at the end
limit values are listed in Gamemaster of each adventure, an action which
Aysle Cosm Limits Chapter Two of the Torg Rulebook. To can obviously be taken only by Possi-
DEXTERITY 14 determine the characters movement bility-rated characters. The second
STRENGTH 15 rates, compare his Dexterity and method is to place a limit on one of the
TOUGHNESS 15 Strength as modified by the Character characters attributes per package
PERCEPTION 14 Limit Chart to the Torg Value Chart bought, and this can be done by both
MIND 14 (Rulebook, pages 42-43). If the Dexterity Possibility-rated characters and ords.
CHARISMA 13 or Strength attribute exceeds the limit,
SPIRIT 13 use the limit value instead. Example: An elven character pur-
chases two packages and adds the six
The only exceptions to the above additional points to his Dexterity and
rules are elf and giant characters, and Magicians Mind attributes. Reluctant to part with
two Possibilities at the end of each
these will be explained in detail below.
You begin with 16 skill points to In addition to the skill points listed adventure, the character instead ac-
add to the template. These should be above, those characters which take a cepts limitations on his Toughness and
assigned to those skills on the tem- magic tag skill receive 12 additional Spirit attributes.

123
Chapter Eleven

Elves who choose to limit attributes to twice his Toughness, he dies. Aysle, which House is she a part of, if
must accept values of seven. Giants To be healed, an ord must return to any? How does she feel about the other
who use this option will have a value Elveim or Lower Aysle (depending Houses and other races of Aysle?
of seven for the first attribute limited, on his race) and find a cleric to cure Another important aspect of de-
and sixes for any others after that. him. A Possibility-rated character can signing an Ayslish character is an-
Limited attributes cannot be increased. do the same, or can attempt to earn swering the question, why did she
Possibility-rated characters can enough Possibilities over the course come down the maelstrom bridge?
choose to mix-and-match, purchas- of the next adventure to pay the ad- Was she part of the invading army, or
ing one package with a Possibility and venture cost and thus dispel the dis- did she have another reason, a goal
accepting an attribute limitation to ease and the shock damage and re- she wanted to pursue on Earth or a
obtain the second package. gain his enhancements. personal stake in the defeat of the Dark
Payment must be of the cumulative Forces?
Losing Enhancements adventure cost. In other words, if an Another point to be considered is
elven character with two packages has whether your character is a worshiper
There are two ways to lose the ben- been without their benefits for two of an Ayslish god. Does she follow the
efits provided by these enhancement adventures, he must pay four Possi- teachings of the gods of order, corrup-
points, disconnecting or failing to pay bilities to regain them rather than sim- tion, or balance? An Aysle transformed
the adventure cost at the end of the ply two. character would be less likely to be-
adventure. In both cases, the Losing enhancement points is par- long to an Ayslish sect, but it is still
characters attributes will immediately ticularly devastating for giant charac- possible.
drop to what they were prior to the ters. Due to their size and weight, gi- Next, consider possible connections
addition of the extra points (these are ants require a certain level of Strength your character could have with the
the numbers in parentheses on the to move. If a giants Strength should other characters. Perhaps they crossed
templates). fall below 10, he will need to roll suc- paths in Aysle, or both are acquainted
To reconnect, giants and elves must cessfully against the Power Push Table with someone in need of rescue in the
make separate rolls for each package simply to walk. It is for this reason that realm.
as well as themselves. Thus, a giant giants journeying to other realms of- Turn to Chapter Ten and begin to
with three packages must successfully ten carry strength potions (see Chap- equip your character. Assume she has
reconnect all three and himself before ter Ten, Equipment). enough equipment to have survived
his attribute levels can be again en- this long, which means weapons and
hanced. A character who fails to re- possibly armor, either normal or en-
connect all his packages is still consid-
ered disconnected, and his attributes
Background chanted. In general, equipment which
cannot be easily carried is impractical
will remain at their original levels. Once you have determined your for a character, and there are some
A character who is disconnected characters attribute and skill levels, it areas of the Aysle realm where little
for more than a day, or who fails to pay is time to create a background for her. modern technology is available.
the adventure cost, will fall prey to the The first question to be answered is, is If the player wishes to give the char-
dreaded wasting disease, called the the character native to Aysle, or is she acter equipment not listed on the
silent death. The character will imme- a transformed Core Earther? If the lat- equipment chart, he must provide the
diately take one shock point which ter, she did not receive any magical gamemaster with information about
cannot be eliminated by the expendi- knowledge at birth how does that the item. This allows the gamemaster
ture of a Possibility. The character takes affect her perceptions of the strange to make up his mind about whether
an additional such shock point each new world around her? the piece of equipment in question
week until his Toughness is exceeded If the character is an Ayslish hu- will upset the balance of the adven-
and he becomes comatose, or he re- man, what is her profession? Is she a ture or simply be unlikely for that
gains his packages and is healed of the Freetrader or Corsair, a barbarian or character to have.
disease. If he takes shock damage equal Viking? If she is from the continent of

124
Dwarf Player Name: Player Name:
Dwarf
TM
Engineer TM
Engineer
Character Home Possibilities
Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: You were but a lad
Wound 18 18 when the slavers from House Vareth
Height Hvy Wound came and took you from your home in
Spiritual Tech
Mortal the Land Between. You were judged to
Weight K O
Dead 16 15 have an aptitude for engineering, and
Skill Add Attribute Value were put to work repairing the simple
Reality SPI farm machinery used on the continent
Fire Combat DEX of Aysle.
Lockpicking DEX Your life was a hard one, for the
Maneuver DEX Vareth dwarves were harsh masters.
Melee Weapons DEX
But soon after the invasion of Earth,
Prestidigitation DEX
Unarmed Combat DEX
you began to hear rumors of a rebel-
Climbing STR lion against the slavers, led by
Evidence Analysis PER Gutterby, an elder of your clan. You
Scholar PER longed to join in this noble fight, but
Trick PER could think of no way. Then one day
Science 3 MIN 15 you saw a wagon filled with supplies
Test MIN starting its journey to the Valley of the
Charm CHA Sword, and you knew what you had to
Persuasion CHA do. You stowed away upon it and made
Taunt CHA
it to the maelstrom bridge at Castle
Ardinay, mingling with the Vareth
Approved
Attributes troops as they went downbridge.
Actions
Dexterity 9 Maneuver
This new cosm has brought many
Strength 8 surprises. You are not sure whether to
Toughness 9 believe in Ardinays miraculous anyone who aids them, to free the
Perception 11 Trick change of heart, but are willing to ac- dwarves of Aysle.
Axiom Range Mind 12 Test cept the situation for now. You are Equipment: overalls, hard hat,
Equipment Value Level S M L Charisma 9 Taunt determined to contact Gutterby and safety goggles, tool box with tools,
Armor Spirit 8 Intimidate do whatever you can to aid your digital watch, .44 S&W Magnum
Movement Rates Limit Values
dwarven brothers in the cosm, but (damage value 17).
Running
meanwhile you are making a few extra
Weapons Swimming Quote: Wont explode? Probably
.44 S & W Magnum 17 22 3-10 15 40 Jumping
trades taking apart and putting to- just needs a bit of adjustment
Climbing gether all this fascinating machinery. there!
Lifting Personality: Your captivity has Skill Notes: See the Determining
made you a bit cynical, and you trust Magic by Birth chart on page 23 for
machines far more than you do other recording your innate magical skill
Bonus Chart folk as a result. But the dwarf rebellion and knowledge. Your tag skill is sci-
Die 3 5 7 9 11 13 21 26 31 36 41 46 has given you a purpose in life, and
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5 ence.
you will fight Vareths troops, and
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Dwarf Player Name: Player Name:
Dwarf Tunnel
TM
Tunnel Fighter TM
Fighter
Character Home Possibilities
Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: Your clan has a long
Wound 18 18 and proud martial history. Your an-
Height Hvy Wound cestors fought in the War of the Giants
Spiritual Tech
Mortal and the War of the Crowns, and took
Weight K O
Dead 16 15 the lead in devising defensive mea-
Skill Add Attribute Value sures to protect the Land Between from
Reality SPI invasion. Unfortunately, they did not
Dodge DEX think to guard against betrayal from
Fire Combat 3 DEX 13 within, and thus House Vareth troops
Maneuver DEX
were able to carry off the strongest and
Melee Weapons DEX
healthiest of the young dwarves for
Missile Weapons DEX
Stealth DEX
their slave pens.
Unarmed Combat DEX You managed to stay out of their
Find PER clutches through cunning, skill, and
First Aid PER knowledge of the tunnels. You then
Tracking PER organized a group of tunnel fighters,
Trick PER warriors who would fight to defend
Survival MIN their homes and families from those
Persuasion CHA who would harm them. You won some
Intimidation SPI
small victories and suffered your share
of defeats, and then you began to hear
stories of a rebellion brewing against
Approved
Attributes the Vareths in the realm on Earth. You
Actions
Dexterity 10 Maneuver
decided to join in this fight, and led a
Strength 10 raid on the maelstrom bridge. You
Toughness 10 alone, of all your comrades, survived nailed boots, kevlar vest (armor value
Perception 10 Trick the battle and made it safely to Oxford. TOU+5/15), helmet (armor value
Axiom Range Mind 9 Test Now, with the new allies and weap- TOU+3/13), battle-ax (damage value
Equipment Value Level S M L Charisma 9 Taunt STR+5/15), brass knuckles (damage
ons you have gathered in the realm,
Armor Spirit 8 Intimidate you continue the struggle against the value STR+2/12), Uzi (damage value
Kevlar Vest+5 15 22 Movement Rates Limit Values 17), can of mace (damage value 11),
black-hearted dwarves who have en-
Helmet +3 13 20 Running digital watch, binoculars.
Weapons
slaved their own people. You do not
Swimming
Uzi 17 22 3-15 40 100 Jumping
thoroughly believe that Ardinay has Quote: House Vareth has put a
Battle-ax +5 15 8 Climbing gone back to the Old Ways, but you see price on my head, but the cost shall
Brass Knuckles +2 12 8 Lifting that the Vareths oppose her, and so be paid by those who try to collect it.
Can of Mace 11 21 0-1 2 3 you are willing to fight on her side. Skill Notes: See the Determining
Personality: You are an expert at Magic by Birth chart on page 23 for
Bonus Chart guerrilla warfare, and do not believe recording your innate magical skill
Die 3 5 7 9 11 13 21 26 31 36 41 46 in showing mercy to your enemies. and knowledge. Your tag skill is fire
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5 combat.
Equipment: leather jacket, hob-
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Elf Player Name: Player Name:
Elf
TM
Mage TM
Mage
Character Home Possibilities
Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: You spent the last few
Wound 18 18 decades in your tower on Elveim,
Height Hvy Wound
Spiritual Tech studying elven occult lore and becom-
Mortal
Weight K O
ing acquainted with the arcane beliefs
Dead 16 15 of other folk, as well. It is your belief
Skill Add Attribute Value that one cannot be a complete sorcerer
Reality SPI without first learning all there is to
Maneuver DEX know about the mystic arts, and shortly
Melee Weapons DEX before Aysle invaded Earth, you had
Missile Weapons DEX
decided that the disk-world had noth-
Prestidigitation DEX
Stealth DEX
ing more to teach you.
Unarmed Combat DEX Thus you slipped away from the
Divination Magic PER Forbidden Continent and traveled
Find PER to the Valley of the Sword, making use
Language PER of the maelstrom bridge and finding a
Scholar PER realm rich in superstition and only
Conjuration Magic 3 MIN 15 (12) now rediscovering magic under Aysle
Willpower MIN axioms. It seemed as if this cosm would
Charm CHA
be an endless fount of information for
Persuasion CHA
you, if only your fellow Ayslish would
Intimidation SPI
stop killing the natives before you had
a chance to talk to them.
Approved
Attributes Naturally, you would not be much
Actions
Dexterity 12 (9) Maneuver a mage if you could not keep secrets,
Strength 9 and the one you guard most jealously
Toughness 9 is where and how the elves existed plosion looks much better using my
Perception 11 Trick method.
Axiom Range Mind 12 (9) Test
Personality: You are highly inquisi-
tive, and always willing to enter into a Skill Notes: See the Determining
Equipment Value Level S M L Charisma 10 Taunt
conversation with another practicioner Magic by Birth chart on page 23 for
Armor Spirit 9 Intimidate
of magic. However, you try to avoid recording your innate magical skill
Movement Rates Limit Values
Weapons Running divulging any secrets yourself, so the and knowledge. Your tag skill is con-
Staff +2 11 6 Swimming discussions tend to be a bit one-sided. juration magic. You have six enhance-
Long Sword +8 17 11 Jumping ment points which have been added
Equipment: elven mage robe, staff to your Dexterity and Mind, with an
Climbing
Lifting
(damage value STR+2/11), elven adventure cost of two.
longsword, enchanted, (damage value
STR+8/17), grimoire. Arcane Knowledges:
Bonus Chart Quote: No, no! You point your
Die 3 5 7 9 11 13 21 26 31 36 41 46 fingers this way and yes, I know its
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5 basically the same result, but the ex- Spells:
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Elf Player Name: Player Name:
Elf
TM
Monk TM
Monk
Character Home Possibilities
Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: You hold the distinc-
Wound 18 18 tion of being one of the first monks of
Height Hvy Wound Elmiir to propose traveling to the realm
Spiritual Tech
Mortal to take part in the battle between Light
Weight K O
Dead 16 15 and Dark. In truth, you were reluctant,
Skill Add Attribute Value for elves have always prized their neu-
Reality SPI tral status in the cosm. But when the
Dodge DEX priests of Estar began to migrate down
Maneuver DEX the bridge to use their powers on be-
Melee Weapons DEX
half of the invaders of Earth, the aco-
Missile Weapons DEX
lytes of Elmiir realized they had a re-
Stealth DEX
Unarmed Combat DEX
sponsibility to stop their brothers be-
Find PER fore they did great harm.
Language PER You and a party of Elmiirians trav-
Scholar PER eled to the realm and scattered upon
Medicine MIN arriving there, to seek out Estarians
Test MIN and stop their rampages, by force if
Willpower MIN necessary, and above, all to reveal noth-
Charm CHA ing of your origins. That is a stricture
Persuasion CHA
you still adhere to, but during your
Faith 3 SPI 17 (14)
time on Earth, you have seen great
Focus SPI
nobility of spirit in this cosms defend-
Approved
Attributes ers. You finally came to the conclusion
Actions
Dexterity 14 (11) Maneuver
that the elves committed a grievous
Strength 8 error by doing nothing all these centu-
Toughness 8 ries while evil took hold in Aysle, and names with vile deeds beyond your
Perception 11 Trick you are determined to seize this op- comprehension.
Axiom Range Mind 9 Test portunity to right that wrong. Skill Notes:: See the Determin-
Equipment Value Level S M L Charisma 9 Taunt
Personality: You are tall, and more ing Magic by Birth chart on page 23
Armor Spirit 13 (10) Intimidate
athletic than one would think. You for recording your innate magical
Movement Rates Limit Values
Weapons Running learned long ago that many a religious skill and knowledge. Your tag skill is
Staff +2 12 5 Swimming argument can be settled with a well- faith. You receive a +3 bonus when
Sling +4 14 7 3-10 40 100 Jumping placed blow from a staff. using arcane knowledges influenced
Climbing Equipment: Elmiirian stars, monks by Elmiir. You have six enhancement
Lifting points, which have been added to
robes, staff (damage value STR+2/12),
sling (damage value STR+4/14), belt your Dexterity and Spirit, with an ad-
pouch with focus stone. venture cost of two.
Bonus Chart Disciplines:
Die 3 5 7 9 11 13 21 26 31 36 41 46 Quote: There can be no peace with
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5 Estarians. They have blackened their
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Giant Player Name: Player Name:
Giant
TM
Bruiser TM
Bruiser
Character Home Possibilities
Name Cosm Aysle Cosm: Aysle
10 Background: You were among a
Age Wound Level Shock Damage Magic Social
Wound 18 18 tribe of Chamkatt giants contacted by
Height Hvy Wound Lady Ardinay just prior to the inva-
Spiritual Tech
Mortal sion of Earth. The thought of a new
Weight K O
Dead 16 15 cosm ripe for conquest appealed to all,
Skill Add Attribute Value and shortly after that meeting, you
Reality SPI and your comrades traveled down the
Fire Combat DEX maelstrom bridge to Glasgow.
Melee Weapons DEX During the initial battle you got
Unarmed Combat 3 DEX 12 separated from the rest of the giants,
Lifting STR and were befriended by a Core Earth
Find PER human named McDermott. He offered
Tracking PER you food and a place to sleep in return
Trick PER
for your beating up various people he
Test MIN
Willpower MIN
pointed out. You spent many happy
Charm CHA days with him, breaking arms, and
Persuasion CHA feasting on valuable food (it was en-
Taunt CHA cased in little suits of armor).
Corruption 1 SPI 9 Then one day a group of giants
Intimidation SPI (youre convinced they were from
Polja) broke in, beat you severely, and
killed McDermott. When they left, you
Approved followed, and discovered they were a
Attributes
Actions
part of the invasion force from Aysle.
Dexterity 9 Maneuver
Right then, you decided you didnt
Strength 18 (13)
Toughness 15 (11)
like the idea of attacking other cosms, Quote: Youre going to tell me
Perception 9 Trick
and you especially didnt like those what I want to know, or Im going to
Axiom Range Mind 8 Test giants and anyone who took their side. break you into little pieces, and even
Equipment Value Level S M L Charisma 8 Taunt You took the club you had made and a dwarf wont be able to fix you.
Armor Spirit 8 Intimidate the special gun McDermott had given Skill Notes: See the Determing
Movement Rates Limit Values you as a present and set out to teach
Running
Magic by Birth chart on page 23 for
the Dark Forces the meaning of pain. recording your innate magical skill
Weapons Swimming
M-16 (auto.) 20 22 3-40 250 400 Jumping
Personality: You are ill-tempered and knowledge. Your tag skill is un-
Bat +3 21 6 Climbing and violent, but fiercely loyal to those armed combat. You have nine enhance-
Lifting who befriend you. You have great con- ment points which have been added
fidence in your ability to best anyone to your Strength and Toughness, with
or anything in combat. an adventure cost of three.You must
Bonus Chart Equipment: M-16 auto (damage take one add in corruption.
Die 3 5 7 9 11 13 21 26 31 36 41 46 value 20), bat (damage value STR+3/
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5 21), racing form, double-breasted suit.
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Giant Player Name: Player Name:
Giant
TM
Priestess TM
Priestess
Character Home Possibilities
Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: All your life, you
Wound 18 18 heard stories about Upper Aysle and
Height Hvy Wound the strange creatures who lived there.
Spiritual Tech
Mortal But when you tried to visit the other
Weight K O
Dead 16 15 side of the disk, you were attacked and
Skill Add Attribute Value driven off. You soon learned that the
Reality SPI violent natures of giants frightened
Maneuver DEX others, and your only hope of meeting
Melee Weapons DEX and talking with folk smaller than you
Missile Weapons DEX was to learn to control your destruc-
Unarmed Combat DEX
tive urges. Thus you embraced the
Find PER
Scholar PER
ways of Ugorl, one of the gods of bal-
Trick PER ance, and eventually became a cleric.
Test MIN Though there were now places in
Willpower MIN Lower Aysle where you were not wel-
Charm CHA come, you found many interesting
Persuasion CHA places up above. When the invasion of
Faith SPI Earths cosm began, you saw it as an
Focus 3 SPI 14 opportunity to meet new folk and
Intimidation SPI spread the word of blessed balance.
But when you reached the end of the
maelstrom bridge, you found to your
Approved
Attributes disgust that the armies of Aysle were
Actions
Dexterity 7 Maneuver
surrendering completely to their
Strength 15 (10) darker natures, burning and killing.
Toughness 15 (11) You considered returning to the cosm, mace (damage value STR+4/19).
Perception 9 Trick but realized that letting such uncon- Quote: When you wake up
Axiom Range Mind 9 Test trolled violence go on would be a be- maybe youll remember to keep your
Equipment Value Level S M L Charisma 9 Taunt trayal of Ugorl and her teachings. You sword sheathed in the presence of a
Armor Spirit 11 Intimidate armed yourself, and are determined to
Chainmail +4 19 12
priestess of Ugorl.
Movement Rates Limit Values
teach the soldiers of the Dark the value Skill Notes: See the Determining
Running
Weapons
of moderation if you have to crack all
Swimming Magic by Birth chart on page 23 for
Mace +4 19 8 Jumping
their skulls open and personally put
recording your innate magical skill
Climbing the knowledge into their brains. and knowledge. Your tag skill is fo-
Lifting Personality: You are fascinated by cus. You receive a +1 bonus when
the new and the unusual, and cannot using arcane knowledges influenced
abide the wanton destruction of po- by Ugorl. You receive nine enhance-
Bonus Chart tential sources of knowledge. ment points which have been added
Die 3 5 7 9 11 13 21 26 31 36 41 46 to your Strength and Toughness, with
Equipment: Ugorlian fire-bird,
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5
chainmail (armor value TOU+4/19), an adventure cost of three.
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Human Player Name: Player Name:
Knight
TM
Knight TM

Character Home Possibilities


Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: You are a knight of
Wound 18 18 House Tancred, like six generations of
Height Hvy Wound your family before you. One of your
Spiritual Tech
Mortal ancestors was slain battling the invad-
Weight K O
Dead 16 15 ers who attacked Aysle 500 years ago,
Skill Add Attribute Value and your name has always been one
Reality SPI looked upon with respect by your fel-
Dodge DEX low knights. Alas, the House has
Fire Combat DEX changed much over the years, and it
Maneuver DEX
often difficult to adhere to the ways of
Melee Weapons 3 DEX 12
honor and still sustain ones loyalty to
Missile Weapons DEX
Unarmed Combat DEX
Gareth Tancred. You have done your
Evidence Analysis PER best to walk that line, doing your duty
First aid PER and no more and watching with dis-
Trick PER taste as other knights embraced with
Survival MIN relish the ways of corruption.
Test MIN You joined in the invasion of Earth
Charm CHA because you were ordered to do so, but
Persuasion CHA when you reached the realm, you dis-
Taunt CHA covered to your delight that the proph-
Faith SPI
ecy of Tolwyn Neverdeath had come
Honor 1 SPI 11
Intimidation SPI
true. It was to her that you owed your
Approved
Attributes loyalty, and you pledged your life and
Actions
Dexterity 9 Maneuver
fortune to her. Privately, you vowed to
Strength 9 cut the throat of the usurper Gareth
Toughness 9 with your own blade. STR+6/15), wheel lock pistols (dam-
Perception 10 Trick Personality: Honor is not merely an age value 13).
Axiom Range Mind 10 Test Quote: Truly, that is a monster
Equipment Value Level S M L
ideal for you, but a way of life. You
Charisma 9 Taunt worth killing! Let us see if it enjoys
Armor
believe the potential for nobility lives
Spirit 10 Intimidate the bitter taste of my steel.
Plate Mail +5 14 13 Movement Rates Limit Values
in every human breast, and have no
Running hesitation in visiting just vengeance Skill Notes: See the Determining
Weapons Swimming upon those who have turned away Magic by Birth chart on page 23 for
Broadsword +6 15 9 Jumping from the Light and would harm inno- recording your innate magical skill
Wheel Lock Pistols 13 15 3-5 10 25 Climbing cents. and knowledge. Your tag skill is me-
Longbow +6 15 12 3-10 100 250 Lifting lee weapons. You must take one add in
Equipment: plate mail (armor value
TOU+5/14), broadsword (damage honor.
value +6/15), longbow (damage value
Bonus Chart
Die 3 5 7 9 11 13 21 26 31 36 41 46
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Priest Player Name: Player Name:
Priest
TM
of Dunad TM
of Dunad
Character Home Possibilities
Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: As a devotee of
Wound 18 18 Dunad, you have watched with great
Height Hvy Wound sorrow as the laws of the Ayslish sav-
Spiritual Tech
Mortal ior have been twisted, perverted, or
Weight K O
Dead 16 15 simply discarded by Lady Ardinay.
Skill Add Attribute Value You have seen evil overtake the land
Reality SPI and the people, and more and more
Dodge DEX have turned from the path of honor to
Fire Combat DEX follow that of corruption. Up to now,
Maneuver DEX there has been little you or your fellow
Melee Weapons DEX
clerics could do save stay in hiding
Unarmed Combat DEX
Evidence Analysis PER
and pray for deliverance, as the pow-
Find PER erful houses in the cosm have little use
Scholar PER for Dunad or his teachings.
Test MIN Through it all, you retained your
Willpower MIN belief that the hero of Aysle would
Charm CHA send a sign to the faithful to signify
Persuasion CHA that the dark days were over. That sign
Faith SPI came, you feel, when Ardinay set foot
Focus 3 SPI 14 in the realm and announced that all
Intimidation SPI
fighting must cease, and the evil that
has ruled Aysle for so long would be
Approved
Attributes undone. Overjoyed, the priests of
Actions
Dexterity 9 Maneuver
Dunad emerged to usher in this new
Strength 9 order, only to find that the Houses in
Toughness 9 the cosm were locked in their own Equipment: Dunad cross,
Perception 10 Trick private struggles and did not realize chainmail (armor value TOU+4/13),
Axiom Range Mind 9 Test the full ramifications of recent events. broadsword (damage value STR+6/
Equipment Value Level S M L Charisma 9 Taunt 15), wheel lock pistol (damage value
The true battle for Aysle, you realized,
Armor Spirit 11 Intimidate was in the realm, and prayer would 13).
Chainmail +4 13 12 Movement Rates Limit Values
not be enough to win it it would Quote: In Aysles name, I strike.
Running
Weapons
take the strength of your body as well In Dunads name, I will prevail.
Swimming
Wheel Lock Pistol 13 15 3-5 10 25 Jumping
as your soul, and you knew that Dunad Skill Notes: See the Determing
Broadsword +6 15 9 Climbing would guide your weapons in his holy Magic by Birth chart on page 23 for
Lifting cause. recording your innate magical skill
Personality: You tend to be quiet and knowledge. Your tag skill is fo-
and contemplative, and believe in us- cus. You receive a +3 bonus when
Bonus Chart ing violence only when necessary. using arcane knowledges influenced
Die 3 5 7 9 11 13 21 26 31 36 41 46 by Dunad.
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Street Player Name: Player Name:
Street
TM
Thief TM
Thief
Character Home Possibilities
Name Cosm Aysle (transformed) Cosm: Aysle (transformed)
10
Age Wound Level Shock Damage Magic Social Background: Prior to the invasion
Wound 18 18 of Earth, you led a very profitable life
Height Hvy Wound as a thief in various English cities,
Spiritual Tech
Mortal moving from one to the other when
Weight K O
Dead 16 15 things got hot. Suddenly, things turned
Skill Add Attribute Value upside down strange little crea-
Reality SPI tures picked locks by waving their fin-
Acrobatics DEX gers and chanting, others showed no
Dodge DEX finesse and just smashed doors in, and
Fire Combat DEX money was based on magic, of all
Lockpicking DEX
things. It was a whole new world, with
Melee Weapons DEX
Stealth 3 DEX 13
a great deal more competition and
Unarmed Combat DEX vastly different goods to be stolen.
Find PER You stayed as an independent for a
Land Vehicles PER while, learning to use a sword to pro-
Trick PER tect yourself. Then you heard about
Test MIN Pella Ardinay, and how she wanted to
Charm CHA drive all these weird creatures out and
Persuasion CHA get things back to normal. Youre all
Taunt CHA for that, and skills like yours are in
Corruption 1 SPI 9
demand these days. You may not be
living as high as you once did, but
Approved
Attributes youre certain that when all this is
Actions
Dexterity 10 Maneuver
over, youll be back on top. And if
Strength 9 Ardinay drags her feet about leaving
Toughness 9 when the war is over, well you can sword (damage value STR+4/14).
Perception 11 Trick handle her. Quote: Cor! Its a Lockrite! Didnt
Axiom Range Mind 10 Test think no one used those anymore.
Equipment Value Level S M L
Personality: You spent a good part
Charisma 9 Taunt Give me room, Ill have it open in a
Armor
of your early life on the streets of Lon-
Spirit 8 Intimidate tick.
Movement Rates Limit Values
don, and youll do anything to avoid
Running being poor again. Burglary is an excit- Skill Notes: A native of Core
Weapons Swimming ing challenge to you, a game between Earth, you do not have any inherent
Short Sword +4 14 8 Jumping you, the locksmith, and the police. The magical ability, but living under
Climbing sooner the war is over and you can get Aysle axioms, you are able to learn
Lifting back to your profession without wor- magic if you choose. Your tag skill is
rying about blokes pinching things stealth. You must take one add in
with magic, the happier youll be. corruption.
Bonus Chart Equipment: black turtleneck, dark
Die 3 5 7 9 11 13 21 26 31 36 41 46
jeans, leather jacket, flashlight, shoul-
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5
der bag full of thieves tools, short
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
Viking Player Name: Player Name:
Viking
TM TM

Character Home Possibilities


Name Cosm Aysle Cosm: Aysle
10
Age Wound Level Shock Damage Magic Social Background: You had no hesitation
Wound 18 18 about joining in the invasion of Earths
Height Hvy Wound cosm, especially as you would be serv-
Spiritual Tech
Mortal ing as lieutenant to your close com-
Weight K O
Dead 16 15 rade, Thorfinn Bjanni. He promised
Skill Add Attribute Value plunder for all, and you had never
Reality SPI known him to mislead the Viking na-
Dodge DEX tion on so important a matter.
Maneuver DEX But when you reached Norway,
Melee Weapons 3 DEX 13 things began to change. First came the
Missile Weapons DEX
report that Pella Ardinay had called
Swimming DEX
Unarmed Combat DEX
off the war, which left many Vikings
Climbing STR torn, reluctant to give up on what
Lifting STR looked to be an easy conquest and yet
Find PER loyal to Ardinay. Suddenly, Thorfinn
Scholar PER had stood and branded Ardinay a trai-
Trick PER tor and coward, and called on the Vi-
Water Vehicles PER kings and all other Aysle folk to unite
Survival MIN under his banner to take this cosm.
Test MIN Most of the Vikings greeted this
Willpower MIN
with great cheering, but you were dis-
Persuasion CHA
Taunt CHA
turbed. This was not the Thorfinn you
Approved
Intimidation SPI Attributes had known you had heard enough
Actions
Dexterity 10 Maneuver
tales of sorcery to wonder if, some-
Strength 10 how, your friend had been the victim
Toughness 10 of a dark enchantment, and if perhaps to the return of the real Thorfinn.
Perception 9 Trick this had some connection to the change Equipment: Hides and furs (ar-
Axiom Range Mind 9 Test in Ardinays attitudes. You knew you mor value TOU+1/11), helmet (ar-
Equipment Value Level S M L Charisma 9 Taunt could not approach Thorfinn directly, mor value TOU+2/12), battle-ax
Armor Spirit 9 Intimidate there were too many who stood with (damage value STR+5/15).
Hides & Furs +1 11 3 Movement Rates Limit Values
him, so that night you stole away from Quote: Our foes flee before us
Helmet +2 12 8 Running
camp and set out to find allies who or mayhap they wish us to follow, for
Weapons Swimming
Battle-ax +5 15 8 Jumping
could help you get your old friend some dark purpose.
Climbing back.
Skill Notes: See the Determining
Lifting Personality: You are a true Viking, Magic by Birth chart on page 23 for
seeing a grand battle as the solution to recording your innate magical skill
most problems. But the fate of your and knowledge. Your tag skill is me-
Bonus Chart friend preys upon your mind always, lee weapons.
Die 3 5 7 9 11 13 21 26 31 36 41 46 and makes you more willing to go
Roll 1 2 4 6 8 10 12 14 15 16 17 18 19 20 25 30 35 40 45 50 +5 along with others plans if it will lead
Bonus # -12 -10 -8 -5 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1

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