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C

ONTENTS

Chapter 1 Introduction. . . 2

The Age Of Strife. . . 2

The Age Of Shadow. . . 3

The Shadow Lengthens. . . 3

The People. . . 5 The Enemy. . . 6 Chapter 2 Gazetteer. . . 8 Adarnoss. . . 8 Annas Eriath. . . 8 Aramdol. . . 8 Athrand. . . 9 Brond Mindas. . . 9 Calundath. . . 9 Eastwatch. . . 9 Eglarth Tower. . . 9 Erad Thrand. . . 9 Eyries, The. . . 9 Gorgast. . . 10 Hadothron. . . 10 Hathalad. . . 10 Lundiriath. . . 10 Malathad. . . 10 Menan Mindas. . . 10 Rast-Ecthir. . . 11 Rengast. . . 11 Rith-Amdol. . . 11 Tel Ringal. . . 11 Telrast. . . 11 Map. . . 12

Chapter 3 Special Items. . . 14

Superior Materials. . . 14

Notable Items. . . 14

Chapter 4 Alternate Rules. . . 16

Point-buy System. . . 16

Epic Characters. . . 16

Combat Order. . . 16

Variable Armour Ratings. . . 17

Non Player Characters. . . 18

Improvised NPCs. . . 18

NPC Sheets. . . 18

Open Game Licence. . . 26

Author: Kristian Richards Cover Art: Kristian Richards Interior Art: Kristian Richards The Age Of Shadow Campaign Guide

Version 1 - August 2011 Copyright © Kristian Richards 2011

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C

HAPTER

1

I

NTRODUCTION

This campaign guide is intended for use with The Age of Shadow role-playing game, and may be thought of as the default setting for The Age of Shadow system.

The setting itself is largely concerned with lands currently ruled by the elves and their allies - and one where the elvish folk are very much at the height of their power (and not a failing people that hide themselves away in shadows). For these elves are a proud and noble people, with many great lords and loremasters - an immortal folk with a fondness for great towers and lofty citadels, and a people to whom the younger race of men have often looked to for guidance.

Into their lands traffic the dwarves, a short and secretive folk whose skill in metalwork and mining surpasses that of all but the most talented of the elves, and as such their work is much sought after and highly prized (especially in times of war).

Indeed, throughout their long history the hands of the elves have just as often been upon their swords as the harpstring, and even now the land sleeps in an uneasy peace while the dark forces of the Enemy are contained in the north - for no setting of this kind would be complete without an ominous dark lord or power who threatens the very existence of all the free people of the land.

In The Age Of Shadow this power is represented by three mighty Demon Lords (though once there were four), whose domain has been confined to the cold north of the world for around five centuries. Ragroth is the name that the elves give to these terrors (and many names besides), though little is known of their origins or their true purpose.

What follows is a brief overview of some of the major events that have brought about the current state of affairs within the elven lands. However, the Game Master should feel free to use as much or as little of the information that has been set out here, depending upon the feel of the game that he or she wishes to run.

The Age of Strife

A Prelude To The Shadow

-It has been close to seven hundred years since the fall of Hathron (he who was the first high-king of the elves), and though he was mighty in power and majesty, bitter was his end. It was in the greatest of all battles that he fell, he and his proud knights about him, though not before he had himself dealt the death blow to one of the great terrors of the north - and as such he is renowned.

It is told in The Fall of Hathron how he stood before the gates of Gorgast (or Garadorn as it was named in those days), in the fell winter of the Year of Carnoss, and of that place, and what befell there, many tales and songs still tell. Yet the strength of the Enemy was greater than any had dared guess, and another fell host came up out of the cold wastes about Rengast so that many a fair elven lord perished that day. Yet in the end neither side could claim victory, for though the elves were beaten back and their king lay dead, the Enemy had suffered no less.

Now Mathran, the only surviving son of Hathron, was by rights the High King of the Elves, and for nigh on two hundred years he continued to wage war against the dark forces of the north, and into his service he took not a few of the valiant men of the southlands to bolster his strength. The greatest of these was Alaric, a chieftain of a numerous people, and such aid and friendship he lent to Mathran that he would later become known as Lord Alaric Elrathdon - and a great princedom would be his.

So it came to pass that the forces of the Enemy were eventually contained beyond the Eriathon Mountains - though neither elf nor man dared the terrible march north to the gates of Gorgast (as it was newly named), for fear of what had befallen there years before. So it was that great fortresses and watchtowers were built (or rebuilt) to keep watch upon the enemy’s movements and to guard the passes. And though there were still occasional skirmishes in the lowlands beyond the mountains or minor affrays upon the borders, the Age of Strife was said to have come to an end with the completion of the tower of Annas Eriath in the west.

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-Thus began the Age of Shadow, and it was so named for although the might of the Enemy was restrained in the north, the fear of what may yet come to pass was ever present in the minds and counsels of the wise.

An excerpt from the Fall of Hathron -As winter waxed the woodland waned, and o’er the wold the wolf-things wailed.

When shadows filled the solemn sky, and the silent stars were yet to shine. There Hathron stood, his head held high,

in silver helm and hauberk bright. Before the gates of Ragroth-home, where rorgrim lurk and gorgoth roam. About those halls the walls climb high, and ‘neath their shadow horrors hide. There dread things feast on dark despair

in dungeons deep or darkling lair. Thence came forth the first of four, and in its train a fearsome horde, with banners black and sable shields, and many spears of hell-wrought steel. Loud their brazen trumpets brayed, and with them beastly voices bayed, like thunder filling field and fen, or frightful roar from dragon’s den.

Amid that storm the high king sang with shield on arm and sword in hand.

While at his side, gilted it seemed, his gallant knights about him gleamed.

The Age of Shadow

The Dawn Of A New Age

-For over five centuries the elves and their allies have kept watch upon the northern borders of their lands so that the power and the terror of the Enemy might be constrained. As such, an uneasy peace has existed in the land south of the Eriathon Mountains for many generations of men. Indeed, were it not for the strength and valour of those men that allied themselves with the elves during the Age of Strife, then this might have never come to pass. However, in those days, the men of the southlands had been poorly equipped to deal with such foes as the Enemy sent forth, and

many perished or were grievously hurt (for they were but lightly armed). In token of their loss the elves bid them remove north and gifted Lord Alaric and his people all the fertile land east of the Lunuin River. There the people of Alaric learned much of the elves, and were instructed in matters of lore. Thereafter, in the houses of their lords the elven tongue was chiefly spoken, and many a young man entered the service of the king -thus strengthening the garrisons of the north.

And so it has been ever since, though nowadays men are less willing to leave their homes to serve upon the borders (save perhaps for the sons of their lords and chieftains, or those houses with close ties to the elves -where it is still customary to do so). In truth, little has been the need - for there has been naught but minor clashes with the Enemy (except perhaps for the wildmen incursion some seventy years ago) in all that time.

Of the Eyries

-(as spoken by Valamir - Lord of Oldcroft) “They are great stone fortresses with mighty ramparts that seem to rise up out of the very mountains themselves. Beyond the iron gates, whose likeness is that of two immense trees with vast interwoven branches, lie many lofty towers and fair halls - above which fly a multitude of bright banners that dance merrily in the cold wind that comes down from the north.

In the valley below a great number of cavalry are housed, and a host of men and elves with long spears and broad shields. There it was that I spent many a long year -and would that I were there now, with the wind in my hair and the sound of fair elven voices raised in song all about me.

Long ago and all too brief it now seems to me, and yet in memory it is as if it were but yesterday.”

The Shadow Lengthens

The Adventure Begins

-As stated previously, the suggested setting for The Age Of Shadow is one where the land has enjoyed an uneasy peace for around five INTRODUCTION

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-hundred years. However, the shadow in the north has been secretly growing - patiently biding its time and breeding a mighty host in the cold, dark places of the world.

Yet the elves and their allies have not been idle, and High King Mathran has designs of his own - whereby he hopes to put an end to the shadow once and for all. However, not all of his people are eager to begin a war where many must surely perish, and trust still to the protection of the mountains and the great watchtowers that lie between. So it is that Mathran’s plans take shape slowly while the power in the north grows stronger and bolder day by day.

Be that as it may, more elves march north yearly, and the forges of the dwarves are rarely idle. Indeed the king himself has removed to The Eyries, leaving the governance of lesser matters to his eldest son (Arohath) at Telrast. Sadly most men (save Lord Evoric of Brond Mindas and a few other chieftains), are slow to heed his words - and as such little of their strength has been sent to his aid.

In truth, all is not well within the kingdom, and of late the roads have become prone to banditry and less safe for unwary travellers. Rumours there are of strange beasts roaming the woodlands (which themselves seem quieter are more watchful), and old ruins are said to be the haunt of unquiet spirits.

To make matters worse the winters grow steadily longer and colder, and each year

spring is ever later in its coming. Some there are that say that it is but the way of things, and others murmur that their life might be better if they were to remove south. Yet there are some among the wise that fear that this is some contrivance of the Enemy, and that already some of their servants are abroad.

Othmar looked out from beneath the cover of the tall pines where he and his cousin had often hunted, and down into the valley below. Down there, away in the distance, a cloud of smoke rose up and crept slowly eastward with the prevailing wind as though a great fire had been kindled, and he feared what that may portend for old Berig’s house lay that way.

Behind him Lothar rummaged through the gear of the thing that they had just slain - a thing more beast than man, the stench of which nearly made him sick. Dranroth was the name that the elves gave to such creatures, though neither Othmar or his kinsman had ever seen one before - nor had any of their people, not for many a long year. Indeed there were some among them that had begun to say that such creatures had never existed, and that it was but a tale contrived by the elves to ensure that men were sent to strengthen the northern garrisons rather than till their own fields.

However, that was not the opinion of the lore masters - yet even if it were, the hard truth of the matter lay clearly at their feet, its dark blood still fresh upon their steel.

INTRODUCTION

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-The People

What follows is a brief overview of the three different races that are available as player characters in The Age Of Shadow. For further details regarding their game related statistics and abilities consult the main rule book.

The Elves

Elvish folk are, for the most part, taller than their human counterparts - though perhaps more slender (but no less strong). In appearance they are typically pale skinned and fair of face, possessing an air of nobility and a gracefulness that surpasses that of mortal folk. Indeed the elves are an immortal people (though they may still perish from great hurt or sorrow), seemingly ageless in their countenance, unless it be in the depths of their eyes.

Of all the races the elves produce the wisest loremasters, the finest minstrels, and the greatest craftsmen - though all too often have their hands been upon the hilts of their swords.

The Dwarves

Dwarves are, as their name suggests, a short and stocky people that stand less than one and a half metres tall. Unlike the elves (who consider the dwarves ‘unlovely’ in appearance), they are a bearded folk with a ruddy complexion and dark, deep-set eyes. They are also a mortal race (though they may live for several centuries), and age in a similar fashion as do men - though less swiftly.

As a general rule, dwarven skill in mining and smithcraft is unrivalled, and the secret of the making of ‘dwarf-steel’ is known to them alone, for the dwarves are slow to share their secrets, being wary and distrustful of outsiders.

The Race Of Men

In The Age Of Shadow the race of men can be divided into two very specific groups -those who have allied themselves with the

elves, and those who have not. So it is that over the centuries the former have been instructed much by the elder race, becoming more ‘civilised’ as it were, with noble lords and chieftains of their own. The latter, on the other hand, are in some cases little more than savages or primitive barbarians by comparison - many of whom have been lured into the service of the Enemy by false promises or threat of torment.

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-The Enemy

While the main rule book provides statistics for traditional fantasy creatures such as orcs and trolls (for GMs that prefer to use them), in The Age Of Shadow the soldiers of the Enemy will consist almost entirely of beastlings, fellgrim, and wildlings (or dranroth, delrim, and balgroth, to give them their elvish names). As such, the hosts of the north are a terrible sight to behold (hence the Fearsome nature of the more bestial creatures) - though it has been long since they have come forth in any great number to trouble the world.

Beastlings

Beastlings vary greatly in size and appearance (standing anywhere between one and two meters tall), though all are equally foul to look upon. They are, for the most part, a bipedal race (though some appear to be just as at home on all fours) that can be best described as a kind of hideous animal-human crossbreed (if such a thing were possible).

Of their origins little is known for sure, though there are some that believe that the demonic blood of their cruel masters runs within their veins (though much diminished), while others deem that the invoking of dark magics and centuries of vile experimentation to be closer to the truth.

In either case, the fact remains that beastlings have long been the scourge of the world, and are without doubt the most common type of creature in the service of the Enemy.

Fellgrim

Like beastlings, fellgrim are quite diverse in their appearance, though they are usually larger and more bestial. It is also not uncommon for such creatures to possess four legs (like the centaur of Greek myth), vestigial wings, immense horns, or some other characteristic that sets them apart from their lesser cousins.

Due to their size (and perhaps their ruthless nature) they can sometimes be found as leaders and chieftains amongst other groups of beastlings - though in the great wars of the north, they were more often seen in elite units of their own (or as bodyguards to the trusted lieutenants of the Enemy).

Darothan reached for another arrow and fitted it to his bow as the last of the creatures made off into the woods. All around lay the corpses of more of their foul kind - mingled with the bodies of the dwarven tradesmen they must have ambushed only a little time before. One such creature was sprawled out only two or three paces before him - its dead eyes gazing skyward, a heavy dwarven axe still embedded in its chest.

Arothel, his companion, was already off her horse and passing from dwarf to dwarf as swiftly as ever she could. “This one yet lives,” came the sound of her gentle voice, “Though I fear he is the only one, and still he may perish, so grievous are his wounds.” With that she knelt and placed her slender hand upon the breast of the fallen warrior, whispering softly over him while Darothan made sure that the same could not be said for any of their foes.

Slowly the dwarf’s eyes began to open, and then, lurching suddenly forward, they burned so fiercely that the slender elf maid staggered back - feeling the hatred in that gaze as an actual blow. Yet it was swift in passing, and realising that he was no longer surrounded by a sea of foes, the dwarf set his head back down and let out a long groan. “Rest master dwarf, for you are with friends now, or at least folk that mean you no harm,” said Darothan as he helped Arothel back to her feet. “Were it not for the art of my kinswoman here, then you would have surely perished this day, as many of your own folk already have.”

“Forgive me,” stammered the dwarf. “I thought… I thought that…”

“They are gone now,” said Arothel in a more friendly manner. “I am Arothel, and my companion here is Darothan. You still have many hurts that will need tending, and tend them I will if you will allow it - but first will you not tell me your own name?”

“Berezan… Berezan, son of Firikan,” answered the dwarf.

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-Other Creatures

While beastlings, fellgrim, and (more recently) wildlings fulfil the role of soldiers within the ranks of the northern hosts, other creatures, such as werewolves (gorgoth*) or vampires (egaroth*), can also be found in the service of the enemy (though not in any great number).

However, contrary to popular belief, these monstrosities are neither shape-changers nor wielders of dark magic, but rather large unwholesome beasts (lupine and bat-like respectively) inhabited by fell spirits and tormented souls.

* the elvish term for such creatures

Tears rolled down Amalia’s face as she cradled her grandfather’s head in her lap. His shield lay a little way off to the left, though almost cloven in two, and in his hand he still grasped the hilt of his old sword.

Behind them a column of smoke continued to rise into the air, and was soon accompanied by a loud crash, as the roof of their burning home succumbed to the flames. “There were too many of them.” he muttered slowly, though it pained him grievously to do so, “There was …there was nothing I could do.”

“Shhh,” she whispered back, wiping the blood and dirt from his cheek. “Do not try to speak …save your strength.”

He smiled a little at that, though it brought about a tremendous coughing bout that sent a shiver through his whole body. “It is a little too late for that don’t you think?” he answered with blood on his lips, when the fit finally passed. “Listen to me Amalia, you …you must go …go and tell them what happened here.”

“I cannot leave you here like this!” she replied, more than a little confused. “And what about mother?”

“They…” he answered weakly after a long pause and a longer intake of breath, “…they took her.”

“Who?”

“Dran…” he began, or so she thought, though the word died upon his lips as one last spasm took him - after which he spoke no more.

Special Abilities

Since beastlings come in all manner of shapes and sizes, the Primal Rage ability described in the main rule book might not be appropriate for certain (more specialist) types of creature (those bred to be scouts/trackers for example). In such instances the GM should feel free to substitute that ability for one of those detailed below.

Dark Sight: The creature is so well adapted to hunting at night that it gains the dark sight ability (see page 56 of the main rule book). Diseased: This flee-ridden creature is a carrier of the disease ‘the shakes’ as detailed on page 60 of the main rule book.

Fleet: The creature’s movement rate increases by 2m.

Foul Stench: Approximately once every hour the creature can emit a sickening odour (as a free action) that forces anyone standing nearby (i.e. within close combat range) to make a Resilience roll or become so nauseated that they suffer a -25% penalty to all actions on their next turn.

Hideous: The creature is so hideous that even those characters that have become immune to the Fearsome nature of other beastlings are still required to make a Fearsome I test for this particular creature.

Lithe: The creature gains a +25% bonus to its Unarmed skill when making defensive grapple tests.

Scent: In favourable conditions (i.e. tracking a fresh sent, standing downwind of an approaching enemy) the creature gains a +25% bonus to the relevant skill.

Thick Skinned: Whether it be covered in thick fur or scaly skin, the hide of this creature offers an additional one point of armour.

It is worth noting that one or more of these abilities may also be applied to a particularly nasty fellgrim or beastling chieftain (should the GM desire), in order to make the creature a little more interesting (or challenging). INTRODUCTION

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-C

HAPTER

2

G

AZETTEER

Within this chapter you will find brief descriptions of most of the major settlements and fortifications found within the elven kingdom and surrounding lands. It is not surprising then that most of these will be of elvish origin and, in the majority of cases, chiefly inhabited and ruled by the elder race.

Despite the focus being very much upon these settlements, it is worth noting that many smaller towns and villages (not marked on the accompanying map) might commonly be the abode of other races in a particular area or region. For example the race of men have, for the most part, made their homes about the shores of Nuin-Telath, upon the lowlands of Bor-Athal, and in the north-east of Fornan Tarnath - though most of these are not of a sufficient size to warrant a specific entry here, and are simply too numerous to describe in any detail.

Using The List

To denote which race is predominant in a particular settlement/fortification, each entry is accompanied by one of the following four emblems that each correspond to a particular race or faction:

Elves Humans Dwarves The Enemy

In addition, if there is a sizeable population (or garrison) of another race in that area, then a second (or even a third) smaller emblem will be depicted to indicate this.

(Note that if no emblem is depicted then the settlement/fortress is unoccupied or in ruins.)

Adarnoss

Region: Harnan Tarnath Current Ruler: Queen Lunelith

Located on the northern shore of Lake Gadril, Adarnoss is a wondrously fair city with many well tended gardens and groves. In happier days it was the king’s favourite winter retreat, and springtime there is a marvellous thing to behold.

Due to Adarnoss’ southerly location (i.e. far from the troubles in the north), it is currently the home of King Mathran’s younger children (Thordon and his twin sister Lorithia) and his queen (with whom he has become somewhat estranged).

Annas Eriath

Region: Fornan Tarnath Current Ruler: Nathallon

Annas Eriath is a stone fortress and fortified wall that spans a wide break in the western half of the Eriathon Mountain Range. The wall itself is over three leagues long with four additional towers (evenly spaced along its length) that look northward into the land of the Enemy.

Its current custodian is the ageing Lord Nathallon (a man of mixed human-elf heritage), who is accounted amongst the great of men and elves - for he is both forward in arms and wise of council. Indeed, Nathallon is himself distantly related to the royal house (his mother being Heneleth of Telrast) and as such he is deep in the counsels of the king.

Aramdol

Region: Enerath Current Ruler: N/A

Of what fate befell the ancient city of Aramdol few tales tell, though some there are who claim that a host of demons burst forth from the peaks of mighty Tarnaur, and descended upon the city with a great burning fire. Yet once it was a merry place with many resplendent archways and white walls adorned with rich friezes, but now its blackened stones are rumoured to have become the haunt of fell spirits and other unwholesome beasts.

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-Athrand

Region: Bor-Athal

Current Ruler: None (council)

So named because of the spear shaped spire of its great hall, Athrand was founded nearly four hundred years ago, and fashioned with the aid of the elves. Indeed there are elves that dwell there still, and due to the old dwarf road that runs through it (from Aronbor in the west) many dwarves can be found there also -though few of the bearded folk ever make it their permanent home.

Brond Mindas

Region: Fornan Tarnath Current Ruler: Lord Evoric

Brond Mindas was once an elven watchtower that looked both north towards the Eriathon Mountains, and south over the Bay of Gan-Elath. After the great war (and the coming of men into these lands) it was gifted to the men that served alongside the elves, and has since grown into a large walled settlement with the ancient tower at its heart.

Here dwells possibly the noblest of all the chieftains of men - Lord Evoric Amandon, and like his forefathers he is both friend and ally to the High King.

Calundath

Region: Enerath

Current Ruler: Garthim

Situated at the north-western tip of the Bay of Ithmal is the sheltered harbour and city of Calundath with its dark grey walls and stone piers. It is a place with many high terraces and broad colonnades, amid which the sound of fair voices raised in song mingles with the soft laughter of its fountains.

Eastwatch

Region: Harnan Tarnath Current Ruler: Lord Elravan

The fortress-city of Eastwatch sits atop a lonely, flat-topped hill, out upon the wide plains of Lathadon (where the westernmost Anrun Eriath part). It is a grim place with high

walls and battlements - through which the eastern road runs into the untamed lands beyond the mountains.

Eglarth Tower

Region: Harnan Tarnath Current Ruler: N/A

Perched atop a low spur thrust out from the Arasgar Mountains are the remains of Eglarth Tower - the like of which shall never be seen again in this world. Its towering walls were of finest alabaster, and its paved floors of darkest obsidian, and about it were clustered many fair dwellings.

But now all is in ruin, and nought but its foundations and a few crumbling walls remain - for long ago the tower fell to Balgauron the great wyrm - who (if tales be true) dwells there still.

Erad Thrand

Region: Enerath

Current Ruler: Aladron

Erad Thrand is home to the Erad-Elroth (though that name is sometimes given to any of the elves that dwell within the great forest) and Aladron, their lord. Of all the elves the Erad-Elroth produce the finest bowmen and hunters, though they are perhaps the least learned in matters of lore.

The city itself boasts many fair houses about the bases of tall oaks, and not a few amid the bows of the great trees themselves. Though the greatest building of them all, if building it be, is the magnificent hall from which the city takes its name - Elthrandon, with its walls of living wood, and high domed roof of intertwined branches and bright leaves of autumn gold.

Eyries, The

Region: Fornan Tarnath Current Ruler: King Mathran

The towers of West Eyrie and East Eyrie are great elven fortifications that have stood watch over the Vale of Lunuin for around five centuries. In appearance they are almost identical to each other - with many lesser GAZETTEER

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-towers, and a thick curtain wall upon which several men may walk abreast.

It is by their vigilance (and that of similar fortresses further west) that the dark forces of the north are held at bay.

Gorgast

Region: Fornan Raith Current Ruler: Unknown

The dread city of Gorgast is encircled on all sides, save in the north-east only, by the dark and ominous peaks of the Balgast Mountains. Yet at the point where the mountains part a mighty stone rampart has been raised - barring entry into the Plain of Gastlath beyond, unless it be via the great iron gates of that land. Of what lies upon the other side of those towering walls few tales tell, and of the hellish form of the city itself none but the loremasters may guess. Yet its name is known to all - though no rumour or nightmare vision could ever capture its true nature.

Hadothron

Region: Aronbor

Current Ruler: Targal the old.

Hadothron is the name that the elves give to the distant dwarven city that lies beneath the Dorngar Mountains in far off Aronbor. Yet in the dwarven tongue it is called Gandagethul, for it is also a mighty fortress with a great store of arms. Indeed the smithies and workshops of the dwarves are rarely idle - for the mines of Hadothron run deep and plentiful. It is here that the bearded folk first discovered the secret of dwarf-steel, and of it they have fashioned many fair and wondrous things.

Yet of all their works, the greatest is the city itself - with its vast lamp-lit halls and many pillared chambers carved deep into the heart of the mountain. There the old king pronounces his judgements on a seat of carven stone - far from the light of the outside world.

Hathalad

Region: Harnan Tarnath Current Ruler: Lagalad

Within the woodlands of Mallerad can be found the simple dwellings of Lagalad and his

people. Yet Hathalad is not a great town or city of itself and is rather a collection of many pleasant glades and groves connected by fair paths and walkways bordered with bright and fragrant flowers.

Lundiriath

Region: Harnan Tarnath Current Ruler: Lord Ricimar

Situated near the point where the Nath Nuin flows into Nuin-Telath is Lundiriath - the largest human settlement in all of the northern world. Though its lodgings and halls are, for the most part, simple wooden structures, the house of Lord Ricimar is a grand stone affair -built in a like manner to that of the elves (though with less skill).

Throughout the years Ricimar has proven himself to be a wise and kindly ruler (if somewhat proud), even though he inherited his title at an early age (after a hunting accident robbed him of his father). And so it is that his people are content for the most part - being slow to take up arms unless their own homes come under threat.

Malathad

Region: Harnan Tarnath Current Ruler: Lord Mallroth

Malathad lies in the green and pleasant land that is found between the forest of Mallerad and the northern foothills of Anrun Eriath. It is a place of sloping meadows and musical streams, and home to Lord Mallroth and his spouse, Nuinell.

Yet it is not for the fragrance of its flowers, nor the fairness of its children that Malathad is renowned - but rather its vineyards, for the wine of the Mallrim (as they call themselves) is the finest in all the land.

Menan Mindas

Region: Harnan Tarnath Current Ruler: Arenell

Amid the Arasgar Mountains are the white towers of Menan Mindas, its spires and tall steeples reaching skyward like mighty spear-tipped columns of ice. The tallest of these is the great tower of Ringist with its vast GAZETTEER

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-libraries and deep vaults - which few of the race of men have ever set eyes upon.

It is also the home of Lady Arenell and her five daughters, each of whom is a vision of surpassing loveliness - though Arenell herself appears almost as one of the aged amongst men (seeming thus since the death of her beloved husband in that dreadful battle before the gates of the Enemy centuries ago). As such, she fears greatly the sorrow that will befall the land should the king begin his war upon the powers of the north - being his chief opponent in such matters.

Rast-Ecthir

Region: Fornan Tarnath Current Ruler: Hiranar

Rast-Ecthir is a large fortified town about the source of the river Garnuin (which is itself but a tributary of the larger Tamnuin to the south). Here, where the walls of the Eriathon Mountains fail altogether, many horsemen are housed, along with some of the swiftest steeds in all of the northern kingdom - for they must often ride out westward across the wide plains of Methnuin in order to maintain their watch upon the northlands.

Rengast

Region: Fornan Raith Current Ruler: Unknown

Far to the north, in the cold wastes of Fornan Raith, lies the ancient citadel of Rengast. There many dark and unwholesome things are rumoured to dwell, and from its deep pits and dungeons no captive has ever escaped. Yet some there are that have descried that foul fortress from afar, and likened it to a vast, many pronged collar of iron, with towers reaching skyward like the immense blood stained claws of some strange and exotic beast.

But Rengast does not stand alone, and about it (and in the highlands beyond) are the deep caverns and darksome holes wherein lie many of its smithies and armouries, and also the crude dwellings of its cruel and loathsome people.

Rith-Amdol

Region: Enerath Current Ruler: Rothor

The fortress of Rith-Amdol sits atop a narrow promontory that looks out over the sea from a great height. At its heart is the dwelling of Rothor with its high domed roof of silver and gold, about which a circle of slender silver birch stand guard. Taller still, however, is the tower of Mallorgan, whose beacon fires shine out across dark Fornaron to the mariners that traverse those treacherous waters.

Tel Ringal

Region: Harnan Tarnath Current Ruler: Caldath

Of the exact location of Tel Ringal little can be said (other than it being found somewhere within the deep vale of Tam-Inath), for the building of the city was accomplished (less than a century ago) with such secrecy that few can find their way thither uninvited. Indeed the greater portion of the city lies beneath ground, and lacks the usual grandeur of elvish design in favour of a more utilitarian approach to its construction, for Tel Ringal is itself sparsely populated - being little more than a refuge to fly to should things go ill in the north.

Telrast

Region: Fornan Tarnath Current Ruler: Prince Arohath

Elven Telrast is the fabled city of the high king of the elves, and as such, the capital of all Fornan Tarnath. It is a great walled city with many gates, fountains, and lofty white towers -above which fly the blue and green banners of the king. At its highest point, upon the hill of Tar Amdol, is the towering citadel of Elithindas, with its many windowed halls. There Arohath sits upon his father’s throne, presiding over matters until the king’s return. GAZETTEER

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PECIAL

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TEMS

This chapter deals with some of the materials and items specific to the campaign world (rare or otherwise), and details any special rules that might apply to each.

Superior Materials

Dwarf-steel

Dwarf-steel is a lightweight metal alloy that is stronger than tempered steel. In appearance it is very much like silver, though it does not tarnish over time. Items made from dwarf-steel are typically worth at least ten times that of regular items, and require a minimum of ‘expert’ level in the appropriate craft skill to produce.

Armour crafted from dwarf-steel has an armour point rating of +1 above its normal value and an encumbrance penalty of one less. Weapons crafted from dwarf-steel give a +10% bonus to ‘to hit’ rolls and do one point of extra (non-magical) damage.

Andorn

Andorn is an extremely rare metal that scholars claim can only be found in the hearts of fallen stars. In appearance it is a shining black metal that can be polished like glass. Items made from andorn are priceless, and require a minimum of ‘master’ level in the appropriate craft skill to produce.

Armour crafted from andorn has an armour point rating of +3 above its normal value. Weapons crafted from andorn give a +20% bonus to ‘to hit’ rolls and do two points of extra (non-magical) damage.

Aroth Trees

Aroth trees are said to only grow upon the mounds of elves that have perished through weariness of the world, and as such are especially uncommon. In appearance they are akin to huge yew trees - though perhaps more regular in their shape, with broader leaves veined with silver or gold. These leaves (if

prepared correctly*) are bestowed with a great healing virtue that effectively doubles the amount of hit points regained through natural healing for a period of 24 hours.

In addition, bows crafted from the wood of the aroth tree bestow the user with a +10% bonus to ‘to hit’ rolls at normal range. An expert craftsman may also create a aroth bow with a sufficiently heavy pull (so that it can only be used by someone with a damage modifier of +1d4 or greater) resulting in an additional +1 bonus to damage rolls at normal range. A master craftsman may increase this bonus to +2 - though such a bow may only be used by someone with a damage modifier of at least +1d6.

*requiring either a normal Lore (Herbalist) test or a difficult (-25%) Nature Lore test.

Dornhath

Dornhath is a dark glasslike material, similar to obsidian in appearance, that is believed to be produced by the Enemy with the aid of dragon fire. If used as a magic point store it also has the unusual property of storing twice the magic points put into it - though accessing these additional points (once the usual ones have been exhausted) requires a successful Persistence test. Attempting such a thing is not without risk, and if this test is fumbled the user gains a corruption point.

In addition, arrowheads crafted from dornhath are so sharp that they do an additional 1 point of damage on a successful hit (or 2 points on a critical).

Notable Items

Dwarven Warhelms The warhelms of the dwarves are heavy steel helmets fashioned in the likeness of a bearded warrior. In game terms they are treated as armour upgrades with +2 AP and an ENC of 4. Additionally, all perception tests suffer a -25% penalty while the helmet is worn.

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-Elvish Lamps Elvish lamps are like to large shining blue crystals encased in a fine filigree net of silver. However, the art of their making has long been lost, and as such they are highly prized. In game terms they are treated as illuminating the same area as a torch.

Runes Of Power

Runes of power are sometimes inscribed (or woven) into objects so that the item in question acts in a similar fashion as one under the effect of a Create Charm spell. Typically only the innate spells Enhance Skill (x) and Protection, and the sorcery spells Damage Boosting and Enhance (Characteristic), may be used in this manner - and usually only ever at a magnitude of one (though the hinder or diminish versions may occur on some cursed items).

Unlike spells, runes of power function continuously - requiring no magic points to cast (though spells such as Dispel Magic or Neutralise Magic may temporary cancel their effect for one minute). However, in the case of innate runes, the user’s magic point total is temporary reduced by one point for every rune-inscribed item equipped (these return in the normal fashion once the item is put aside). For sorcerous runes, the user gains a temporary corruption point instead.

Needles to say, such items are exceedingly rare and powerful, and the secret art of their making is known to but a few.

An Example Item Name: Tar-Mithol.

Background: As its name suggests, this finely crafted sword is that of the high-king of the elves - borne first by Hathron, and then Mathran (his son). It is also known as the demon-bane due to it being the very sword that Hathron wielded when he fought (and slew) one of the great terrors of the north centuries ago.

Description: An ancient broadsword, with a simple blade of andorn and a dwarf-steel hilt adorned with a single sapphire. In game terms it is treated as granting a +20% bonus to the wielder’s close combat skill and a +2 bonus to damage rolls.

Creation: This item was created using the Create Charm and Create Magic Store innate magic spells.

Magic Powers: Weapon Enhancement III (for a total of +50% bonus to the wielder’s close combat skill and +5 to damage rolls) and Vigour V. The pommel is also inscribed with a rune of power that bestows a +1 POW bonus upon the wielder. Furthermore, the sword acts as a reusable magic point store which holds eight magic points (which may be regenerated by the user transferring their own into it). SPECIAL ITEMS

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LTERNATE

R

ULES

This chapter is concerned with optional rules or alternatives that allow for different play styles and preferences. If used, it is recommended that the specific rule be applied (or at least be available to) all player characters within that group.

Point-buy System

When generating a new PC, some players may already have a specific type of character in mind (a mighty warrior, or a learned scholar, for example), and as such would rather build upon that concept from the outset. If this is the case, the GM should consider allowing players to use the following pointbuy method to generate their characters -thus giving players more control over each characteristic, rather than having the player’s concept undermined by the whim of the dice.

When using the point-buy method, each characteristic starts at the base value stated in the table below. The player then distributes a number of points (38 if he is playing a human character or 30 if playing a dwarf or an elf) between those characteristics on a one for one basis.

30 30

38

Points

Note that the figure shown in parenthesis is the maximum starting score for that ability.

7 (15) 10 (18) 6 (18) CHA 6 (18) 10 (18) 6 (18) POW 10 (18) 10 (18) 10 (18) INT 8 (12) 10 (18) 10 (18) SIZ 7 (15) 10 (18) 6 (18) DEX 12 (24) 10 (18) 6 (18) CON 10 (18) 6 (18) 6 (18) STR Dwarf Elf Human Base Characteristics

For example, a player generating a human character might distribute his points thus if he had a large warrior-type in mind:

10 4 6 CHA 10 4 6 POW 10 0 10 INT 16 6 10 SIZ 14 8 6 DEX 14 8 6 CON 14 8 6 STR Final Value Points Allocated Starting Value

Epic Characters

For a more heroic style of play, where the adventures of the PCs are of a more epic nature (with the characters facing off against a whole host of foes, and perhaps becoming the great heroes of their time), the players and the GM might like to implement the following changes to character creation:

Epic Hit Points (HP): If this rule is implemented, a character’s total hit points will equal Size plus Constitution (note that this will also affect the character’s major wound level). Epic Skill Points: At the end of character generation each character gains an additional number of skill points equal to any one of their characteristics (player’s choice). These points may then be spent on any skill (or divided between several skills) with that characteristic as part of its base score.

Epic Bravery: All Fearsome I creatures lose their fearsome ability, and Fearsome II creatures are downgraded to Fearsome I.

Alternately, some games might start with PCs created in the normal fashion and then progress in such a manner that the GM rewards his/her players by implementing the epic rules at a later date (perhaps as the campaign nears its climax).

In either case, the GM might like to consider using similar rules for particularly powerful NPCs or monsters.

Combat Order

During combat, the order in which a character acts is usually determined by his DEX score - unless he is spellcasting, in which case INT is used instead. However, if this proves to be too awkward or inflexible for ALTERNATE RULES

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-your group, then you may like to consider one of the following variants instead.

Simplified Combat Order

If the standard method of determining combat order is too cumbersome for your liking, then you may like to include this variant rule - whereby every character uses DEX plus INT divided by two (rounded up) to determine the order in which they act (i.e. an average of the two characteristics).

Combat Order Rolls

If the standard method of determining combat order is too rigid for your liking, then you may like to include this variant rule -whereby every character rolls 1d10 and adds the result to their DEX score (or INT if spellcasting) to determine the order in which they act. Note that this roll is only ever made once per conflict, and not each combat round.

This rule may also be used in conjunction with the Simplified Combat Order variant above.

Variable Armour Ratings

If the fixed armour values given in the main rule book are not to your liking, then you may instead opt to use the following alternate rule whereby armour is allocated a die type rather than a fixed number. The rules for subtracting armour from incoming damage remains exactly the same, except that a die (or occasionally multiple dice) is rolled to determine the armour’s AP for that particular blow.

While this system has the drawback of introducing another roll into combat, it does have the benefit of better simulating attacks hitting areas that are less armoured or more vulnerable.

For example, let us assume that a character has shot an arrow at a great lumbering dragon as it crests the top of a hill. The player rolls an 8 for his damage and the dragon (whose armour is rated at 2d6) rolls a 3 for its armour. In this instance it might be assumed that the arrow pierces the dragon’s soft underbelly for 5 points of damage (i.e. 8 - 3 = 5).

500 +2 +1 Upgrades 3,000 7 2d4 Mail Hauberk 1,500 7 1d6 Scale Armour 1,000 5 1d4 Ring Armour 500 3 1d3 Leather BV ENC AP Armour Armour Types

Where three figures are given these represent the lesser, common, and greater varieties of that particular creature. N/A or 1d3 None or Crude Armour Wildlings 1d2 Leathery Hide Werewolves 1d2 Tattered Armour Walking Dead 1d2 Leathery Hide Vampires 1d4 Thick Hide Trolls N/A None Spirits N/A None Sorcerers 1d3 1d4 1d6 Leather Armour Ring Armour Scale Armour Orcs 1d2 Thick Feathers Great Eagles 1d3 / 1d4 / 1d6 Carapace Giant Spiders 1d4 Tough Hide Fellgrim 2d4 / 2d6 /2d8 Scaly Hide Dragons 1d2 / 1d3 /1d4 Tough Hide Dire Beasts 1d4+1 Armoured Hide Demons 1d3 Leather Armour Beastlings AP Armour Type Creature

Monster Armour Types

N/A None Wolf 1d2 Scales Viper 1d3 Thick Scales Giant Python 1d3 Rubbery Hide Giant Octopus 1d2 Hide Horse N/A None Hawk N/A None Dog 1d6 Thick Hide Crocodile 1d2 Hide Cattle 1d2 Hide Big Cat 1d3 Tough Hide Bear AP Armour Type Creature

Animal Armour Types

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HARACTERS

In this final chapter you will find a quick and easy method for determining the skills of NPCs ‘on the fly’ so to speak, along with a more in-depth look at some of the common NPC types that the PCs might find themselves interacting with during their adventures.

Improvised NPCs

While it would be nice to have an accurate statblock for every NPC that you (as the GM) expect the characters to meet during the course of their adventures, it is rarely going to be the case. More often than not, the PCs will interact with someone that you did not expect, and though in many cases simply role-playing out the encounter will suffice, sometimes skill tests will be unavoidable.

In such instances (where none of the NPCs listed in the following section will suffice), the GM should feel free to simply assign an appropriate value to the skills of the NPC in question (taking into consideration the age and experience of that particular NPC), using the guidelines set out in the table below.

99% 75% 66% 50% Specialist Skills 66% 50% 33% 25% Common Skills 33% 25% N/A N/A Poor Skills 16 14 12 10 Hit Points 16 14 12 10 Combat Order 4 3 2 1 Power Level Improvised NPCs

As you can see, when using this method, each NPC is assigned a power level that represents the skill and experience of that particular character. As a rough guide, a level 1 NPC could be used to represent a relatively

inexperienced or uneducated person, whereas a level 4 NPC would indicate someone who is a master in their field.

For example, the GM may judge that a simple herdsman would be a power level 1 NPC (with his specialist skills being Perception and Nature Lore), whereas an ageing scholar might be considered a power level 3 NPC (with several language and lore skills at 50% and one or two specialist subjects at 75%).

Obviously, the GM need not adhere to these guidelines too strictly, and should feel free to mix and match the values as he/she sees fit (for example, the ageing scholar mentioned above might be a level 3 NPC with regard to his skills, but only a level 1 NPC with regard to his hit points).

NPC Sheets

What follows is a collection of NPC reference sheets - ranging from that of an Elf Captain, to a Human Commoner. Each entry has been presented in such a way that the sheet upon which it appears may be printed out and cut in half - thus allowing GMs to build up a library of NPC sheets/cards for easy reference during play.

It is also worth noting that each of these NPCs may be used as a starting point from which to build more powerful adversaries and allies - in which case the GM should simply increase the values of certain skills and characteristics as he/she deems appropriate. The NPCs are as follows:

Elf Captain Elf Soldier Elf Scout Elf Sage Elf Courtier Elf Artisan Human Noble Human Warrior Human Scholar Human Craftsman Human Commoner Dwarf Lord Dwarf Warden Dwarf Artificer NON PLAYER CHARACTERS

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-Night sight Immune to diseases +25% vs. fearsome I tests Demoralise II Innate Casting 66 Special Abilities Spells Known Magic Skills Culture (own) 55 Language (own) 88 Language (mannish) 33 Lore (military tactics) 55

Nature Lore 33 Athletics 55 Deception 44 Healing 33 Influence 66 Perception 44 Performance 33 Riding 44 Knowledge Skills Practical Skills 50 Resilience 5 (8)* Armour Points 16

CHA *Chain Protection III enchantment.hauberk with a

†Longsword with a Weapon

Enhance II enchantment.

‡Shield with a Spirit Shield I enchantment.

All of the above are reusable enchantments, and each item also acts as a magic point store with sufficient points to cast the associated spell once.

75 Persistence Chain* Armour Worn 15 POW Notes 50 Dodge 14m Movement 15 INT Resistances 15 Magic Points 15 SIZ 50 Unarmed +1d4 Damage Mod. 15 DEX 50 Ranged 8 Major Wound 15 CON †Longsword / 1d8 (+2) / M ‡Shield / 1d6 / H Longbow / 1d10 / 150m 75 (95)† Close 15 Hit points 14 STR Weapons Combat Skills Attributes Characteristics

E

LF

C

APTAIN

Night sight Immune to diseases None Innate Casting 40 Special Abilities Spells Known Magic Skills Culture (own) 50 Language (own) 80 Language (mannish) 33 Nature Lore 33 Athletics 50 Deception 40 Healing 33 Influence 33 Perception 40 Riding 40 Knowledge Skills Practical Skills 40 Resilience 6 / 3 Armour Points 14 CHA

Elven infantrymen use the first set of figures quoted and will usually wear a chain hauberk and a helm.

Elven bowmen use the second set of figures and will usually wear leather armour and a helm. 40 Persistence Varies Armour Worn 13 POW Notes 40 Dodge 14m Movement 14 INT Resistances 13 Magic Points 14 SIZ 33 Unarmed +1d4 Damage Mod. 14 DEX 44 / 55 Ranged 7 Major Wound 14 CON Longspear / 1d8 / M Shield / 1d6 / H OR -Shortsword / 1d6 / M Longbow / 1d10 / 150m 55 / 44 Close 14 Hit points 13 STR Weapons Combat Skills Attributes Characteristics

E

LF

S

OLDIER

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Night sight Immune to diseases +25% vs. fearsome I tests Heal I Innate Casting 50 Special Abilities Spells Known Magic Skills Culture (own) 40 Language (own) 80 Nature Lore 60 Athletics 50 ‡Deception 50 (70) Healing 40 Perception 50 Knowledge Skills Practical Skills 50 Resilience 2 Armour Points 14 CHA

†Longsword must be used two-handed.

*1d4 arrows with a Speed Dart enchantment upon them. ‡Cloak with a reusable

Enhance Skill II (Deception)

enchantment upon it. 40 Persistence Leather Armour Worn 14 POW Notes 40 Dodge 14m Movement 14 INT Resistances 14 Magic Points 14 SIZ 40 Unarmed +1d4 Damage Mod. 14 DEX *50 (75) Ranged 7 Major Wound 14 CON †Longsword / 1d8+1 / M *Shortbow / 1d8 (+3) / 75m 50 Close 14 Hit points 12 STR Weapons Combat Skills Attributes Characteristics

E

LF

S

COUT

Night sight Immune to diseases +25% vs. fearsome I tests Countermagic III / Create Charms II

Enhance Skill (Persistence) I / Heal I Light / Mind Speech II / Protection III Innate Casting *75 Sorcery Casting 25 Special Abilities Spells Known Magic Skills Culture (own) 50 Language (own) 100 Language (high-elvish) 50 Language (mannish) 25 Lore (‡) 75 Athletics 30 Craft (†) 50 Deception 40 Healing 40 Influence 50 Perception 30 Knowledge Skills Practical Skills 40 Resilience 0 Armour Points 15

CHA *A staff with an Enhance Skill(Innate Casting) rune of power

upon it. It also acts as a (reusable) five point magic store.

†Most sages will have an appropriate craft skill (e.g. cartographer or scribe). ‡Most sages will be well versed in at least one area of lore (GM’s choice). 50 Persistence None Armour Worn 17 POW Notes 40 Dodge 14m Movement 17 INT Resistances 17 Magic Points 13 SIZ 33 Unarmed 0 Damage Mod. 13 DEX 55 Ranged 6 Major Wound 11 CON *Staff / 1d8 / M Dagger / 1d4 / L / 11m 33 Close 12 Hit points 11 STR Weapons Combat Skills Attributes Characteristics

E

LF

S

AGE

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Night sight Immune to diseases +25% vs. fearsome I tests One of the following: Countermagic,

Dispel Magic, Heal, Light, Mind Speech, or Second Sight.

Innate Casting 45 Special Abilities Spells Known Magic Skills Culture (own) 60 Language (own) 90 Language (high-elvish) 50 Lore (†) 40 Athletics 30 Deception 40 Driving 30 Influence 50 Perception 40 Performance 50 Riding 40 Knowledge Skills Practical Skills 40 Resilience *1 Armour Points 16 CHA

*Amulet (or similar) inscribed with a Protection rune of power.

†Most courtiers will be familiar with at least one area of lore (GM’s choice). 40 Persistence None Armour Worn 14 POW Notes 40 Dodge 14m Movement 15 INT Resistances 14 Magic Points 13 SIZ 30 Unarmed 0 Damage Mod. 14 DEX 35 Ranged 7 Major Wound 13 CON Dagger / 1d4 / L / 11m 40 Close 13 Hit points 11 STR Weapons Combat Skills Attributes Characteristics

E

LF

C

OURTIER

Night sight Immune to diseases None Innate Casting 45 Special Abilities Spells Known Magic Skills Culture (own) 50 Language (own) 90 Athletics 40 Craft (†) or Engineering 70 Mechanisms 40 Perception 40 Trade 50 Knowledge Skills Practical Skills 40 Resilience 2 Armour Points 14 CHA

†Every artisan will have an appropriate craft skill -OR- the engineering skill. 40 Persistence Leather Armour Worn 14 POW Notes 40 Dodge 14m Movement 15 INT Resistances 14 Magic Points 13 SIZ 30 Unarmed 0 Damage Mod. 15 DEX 30 Ranged 7 Major Wound 13 CON Dagger / 1d4 / L / 11m 30 Close 13 Hit points 12 STR Weapons Combat Skills Attributes Characteristics

E

LF

A

RTISAN

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None None Innate Casting 40 Special Abilities Spells Known Magic Skills Culture (own) 30 Culture (elvish) 30 Language (own) 60 Language (elvish) 80 Lore (military tactics) 40 Athletics 50 Deception 30 Healing 30 Influence 50 Perception 40 Riding 40 Trade 30 Knowledge Skills Practical Skills 50 Resilience 5 (6)‡ Armour Points 14 CHA

†Broadsword with a (reusable) Weapon Enhance I enchant-ment upon it.

‡Shield with a (reusable)

Protection I enchantment upon

it. 50 Persistence Chain Armour Worn 13 POW Notes 50 Dodge 14m Movement 15 INT Resistances 13 Magic Points 15 SIZ 50 Unarmed +1d4 Damage Mod. 13 DEX 50 Ranged 8 Major Wound 13 CON †Broadsword / 1d8 (+1) / M ‡Shield / 1d6 / H Longbow / 1d10 / 150m 70 (80)† Close 14 Hit points 14 STR Weapons Combat Skills Attributes Characteristics

H

UMAN

N

OBLE

None None Innate Casting 36 Special Abilities Spells Known Magic Skills Culture (own) 33 Language (own) 66 Language (elvish) 55 Nature Lore 33 Athletics 55 Deception 33 Healing 33 Influence 33 Perception 33 Riding 33 Knowledge Skills Practical Skills 40 Resilience 5 / 2 Armour Points 12 CHA

Human infantrymen use the first set of weapons listed and will usually wear scale armour and a helm.

Human bowmen use the second set of weapons listed and will usually wear leather armour. 40 Persistence Varies Armour Worn 12 POW Notes 40 Dodge 14m Movement 13 INT Resistances 12 Magic Points 14 SIZ 35 Unarmed +1d4 Damage Mod. 12 DEX 45 Ranged 7 Major Wound 12 CON Longspear / 1d8 / M Shield / 1d6 / H OR -Shortsword / 1d6 / M Longbow / 1d10 / 150m 45 Close 13 Hit points 13 STR Weapons Combat Skills Attributes Characteristics

H

UMAN

W

ARRIOR

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None None Innate Casting 44 Special Abilities Spells Known Magic Skills Culture (own) 40 Culture (elvish) 30 Language (own) 60 Language (elvish) 80 Language (high-elvish) 30 Lore (†) 60 Athletics 30 Deception 30 Engineering 30 Healing 40 Influence 50 Mechanisms 30 Perception 40 Knowledge Skills Practical Skills 25 Resilience 0 Armour Points 14 CHA

†Most scholars will be reasonably well versed in at least one area of lore (GM’s choice). 50 Persistence None Armour Worn 14 POW Notes 25 Dodge 14m Movement 16 INT Resistances 14 Magic Points 12 SIZ 22 Unarmed 0 Damage Mod. 10 DEX 33 Ranged 6 Major Wound 10 CON Dagger / 1d4 / L / 10m 22 Close 11 Hit points 10 STR Weapons Combat Skills Attributes Characteristics

H

UMAN

S

CHOLAR

None None Innate Casting 36 Special Abilities Spells Known Magic Skills Culture (own) 40 Language (own) 60 Language (elvish) 80 Athletics 33 *Craft (primary) 66 *Craft (secondary) 33 Deception 33 Mechanisms 33 Perception 33 Trade 33 Knowledge Skills Practical Skills 33 Resilience 2 Armour Points 12 CHA

*Craftsmen will usually have craft skills applicable to their profession. 44 Persistence Leather Armour Worn 12 POW Notes 33 Dodge 14m Movement 14 INT Resistances 12 Magic Points 13 SIZ 33 Unarmed 0 Damage Mod. 12 DEX 33 Ranged 6 Major Wound 11 CON Improvised / 1d6-1 / M Dagger / 1d4 / L / 10m 33 Close 12 Hit points 11 STR Weapons Combat Skills Attributes Characteristics

H

UMAN

C

RAFTSMAN

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None None Innate Casting 30 Special Abilities Spells Known Magic Skills Culture (own) 40 Language (own) 60 Language (elvish) 40 Nature Lore 50 Athletics 40 *Craft (primary) 40 *Craft (secondary) 30 Deception 30 Driving 30 Healing 30 Perception 30 Riding 30 Knowledge Skills Practical Skills 40 Resilience 0 Armour Points 10 CHA

*Commoners will usually have craft skills applicable to the tasks they perform.

30 Persistence None Armour Worn 10 POW Notes 40 Dodge 14m Movement 13 INT Resistances 13 Magic Points 13 SIZ 30 Unarmed 0 Damage Mod. 11 DEX 30 Ranged 6 Major Wound 11 CON Improvised / 1d6-1 / M 30 Close 12 Hit points 11 STR Weapons Combat Skills Attributes Characteristics

H

UMAN

C

OMMONER

Night sight

+25% bonus vs. fatigue tests Ignore overloading penalties None Innate Casting 40 Special Abilities Spells Known Magic Skills Culture (own) 50 Language (own) 80 Language (elvish) 50 Language (mannish) 20 Lore (military tactics) 40 Athletics 50 Deception 30 Engineering 40 Influence 60 Mechanisms 40 Perception 30 (5)‡ Trade 30 Knowledge Skills Practical Skills 60 Resilience 8 Armour Points 13 CHA

†Dwarf lords are equipped with warhelms and ‘dwarf-steel’ armour.

‡the perception skill is reduced by 25% when wearing a warhelm. 60 Persistence Chain† Armour Worn 13 POW Notes 30 Dodge 10m Movement 14 INT Resistances 13 Magic Points 11 SIZ 50 Unarmed +1d4 Damage Mod. 12 DEX 40 Ranged 8 Major Wound 19 CON Greataxe/ 2d8 / L Hatchet / 1d6 / L / 17m 70 Close 15 Hit points 17 STR Weapons Combat Skills Attributes Characteristics

D

WARF

L

ORD

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Night sight

+25% bonus vs. fatigue tests Ignore overloading penalties None Innate Casting 36 Special Abilities Spells Known Magic Skills Culture (own) 40 Language (own) 80 Language (elvish) 50 Athletics 50 Deception 30 Engineering 40 Influence 30 Mechanisms 40 Perception 30 Knowledge Skills Practical Skills 50 Resilience 5 Armour Points 11 CHA 50 Persistence Chain Armour Worn 12 POW Notes 25 Dodge 10m Movement 13 INT Resistances 12 Magic Points 10 SIZ 50 Unarmed +1d4 Damage Mod. 11 DEX 30 Ranged 7 Major Wound 18 CON Battle-axe/ 1d8 / M Shield / 1d4 / M Hatchet / 1d6 / L / 16m 50 Close 14 Hit points 16 STR Weapons Combat Skills Attributes Characteristics

D

WARF

W

ARDEN

Night sight

+25% bonus vs. fatigue tests None Innate Casting 36 Special Abilities Spells Known Magic Skills Culture (own) 40 Language (own) 80 Language (elvish) 50 Athletics 30 Craft (†) or Engineering 80 Deception 30 Driving 30 Influence 30 Mechanisms 50 Perception 30 Trade 40 Knowledge Skills Practical Skills 50 Resilience 2 Armour Points 11 CHA

†Every artificer will have an appropriate craft skill -OR- the engineering skill. 33 Persistence Leather Armour Worn 12 POW Notes 33 Dodge 10m Movement 15 INT Resistances 12 Magic Points 9 SIZ 33 Unarmed 0 Damage Mod. 12 DEX 33 Ranged 7 Major Wound 17 CON Dagger / 1d4 / L / 14m -OR-Hatchet / 1d6 / L / 14m 40 Close 13 Hit points 14 STR Weapons Combat Skills Attributes Characteristics

D

WARF

A

RTIFICER

References

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