TEXT: Mythosystem: The Stone of Souls 
  www.mythogames.150m.com   
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  The  
  Stone of  
  Souls 
   
  � 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © 2003 Christopher Johnstone. This copy of Mythosystem may be freely copied and distributed 
  without written permission from the Author as long no monetary gain is made from so doing. 
   
  Mythopoetic Games
  www.mythogames.150m.com
  
  Mythosystem: The Stone of Souls 
  www.mythogames.150m.com   
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  THE STONE OF SOULS 
  4 
  PART ONE: INTRODUCTION 
  4 
  WHAT YOU NEED TO PLAY 
  4 
  SETTING: THE SHATTERED LANDS 
  4 
  DESIGNER NOTES 
  4 
  LEGALESE 
  5 
  PART TWO: CHARACTERS 
  5 
  STEP ONE: CONCEPT 
  5 
  STEP TWO: KITH AND KIN 
  5 
  STEP THREE: BACKGROUNDS 
  9 
  STEP FOUR: SKILLS 
  11 
  STEP FIVE: PRESENCE, COURAGE AND STAMINA 
  11 
  STEP SIX: HEALTH AND TOUGHNESS 
  12 
  STEP SEVEN: SORCERY AND MAGIC 
  12 
  SORCEROUS MARKS 
  12 
  STEP EIGHT: PASSIONS 
  14 
  STEP NINE: BELONGINGS AND WEALTH 
  15 
  STEP EIGHT: ARMS AND ARMOUR 
  16 
  PART THREE: ACTION RESOLUTION 
  16 
  THE TEST OF SKILL 
  16 
  THE CONTEST OF SKILL 
  16 
  CROSS-PITTING SKILLS 
  19 
  WORKING TOGETHER 
  19 
  PART FOUR: HEALTH 
  19 
  HEALING 
  19 
  PART FIVE: SORCERY 
  19 
  SPELLS 
  19 
  ESSENCE 
  19 
  WEAVES 
  20 
  COUNTERSPELLS 
  22 
  STUDYING A SPELL 
  23 
  PART SIX: FATE AND ADVANCEMENT 
  23 
  CAPRICES OF FATE 
  24 
  PART SEVEN: THE SHATTERED LANDS 
  24 
  
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  THOSE WHO WOULD RULE… 
  26 
  PART EIGHT: PERILOUS THINGS 
  27 
  ATTRIBUTES 
  27 
  SPECIAL POWERS 
  28 
  CREATURES OF THE SHATTERED LANDS… 
  29 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Mythosystem: The Stone of Souls 
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  The Stone of Souls 
  It is said that the mountains and jungles of this world arose out of the ruins of another. In an age past the world that 
  was shattered and all was changed. Empires fell and the rulers of the world were cast to the earth, creatures were 
  changed, the forests were swept away and grew again and through all of this still there lay buried in the rock certain 
  relics of the ancient past. 
  But nothing that is buried remains buried forever. Not even a weapon that was so destructive, so dark and awful in its 
  power that perhaps, just perhaps it was not lost but entombed… 
   
  By Christopher Johnstone 
  ( Dean Suter, System Consultant ) 
   
  Part One: Introduction 
  Mythosystem is a free fantasy role-playing 
  system. The setting presented here, The 
  Shattered Lands, is an example of what can be 
  done with the basic Mythosystem mechanics. 
   
  What you need to play 
  Mythosystem is a self-contained game. You do 
  not need any other downloads to play. You will 
  need paper, pencils and ten sided dice (d10) - 
  preferably more than one per player - to play 
  the game. 
   
  Setting: The Shattered Lands 
  This version of Mythosystem includes a fantasy 
  setting, The Stone of Souls.  This fantasy 
  domain, The Shattered Lands, is an alien world, 
  lit by three suns and a great, red moon, filled 
  with weird creatures and eldritch jungles, 
  littered with the ruins of the world that was. It 
  is a place of wondrous magic, dark swamps, 
  deep shadows and ancient secrets. 
   
  Designer Notes 
  This, the fourth incarnation of Mythosystem, 
  represents a major rewrite of the rules, system 
  and 
  setting. 
  Unlike 
  previous 
  versions 
  Mythosystem now includes a basic setting to 
  illustrate the mechanics and provide something 
  more flavoursome than cut and dry details and 
  difficulties. 
   
  Originally envisioned as an under-thirty page, 
  generic fantasy version of the core-rules used in 
  Wayfarer’s Song, Mythosystem has grown to be 
  something a little different. 
   
  Mythosystem is now very much a field for 
  experimenting with mechanics and ideas. Some 
  ideas will work, some may not. Over time I aim 
  to replace the interesting ideas that never quite 
  pan out with new interesting ideas that might, 
  and in this way eventually create an elegant, 
  simple system for fantasy role-playing. 
   
  Changes in Version Four include a complete 
  revamp of the skill mechanic, an addition of 
  detailed setting information to provide better 
  examples to hang the system on, and a shift 
  away from subjective character creation. I’m 
  still very keen to work on a subjective game 
  system, but I no longer think that Mythosystem 
  is the system to do it. 
  I have also reworked magic and included and 
  new and more interesting system for sorcery 
  that is linked to the new setting. 
   
  On the Setting
  On the Setting
  On the Setting
  On the Setting    
  Although the Setting is not particularly 
  innovative it hopefully does more than just 
  rehash other people’s ideas. I’ve taken the 
  approach of creating something the same, but 
  different. 
  There 
  are 
  fantasy 
  tropes 
  and 
  archetypes but none of the traditional fantasy 
  races, those all-pervasive orcs, elves and 
  dwarves. The setting in many ways follows after 
  the trend of some modern fantasy fiction in 
  which the basic concept of a fantasy world - a 
  place rich with magic and strange peoples, 
  often representing distilled aspects of humanity 
  - is taken and twisted just slightly into 
  something a little bit new, a little bit different. 
   
  Terminology
  Terminology
  Terminology
  Terminology    
  D10:
  D10:
  D10:
  D10: A ten-sided die. Available from any games 
  and hobby store. 
   
  Player
  Player
  Player
  Player----Character
  Character
  Character
  Character: Each player takes on the role 
  of a single character in the game. These are 
  termed player-characters to differentiate them 
  from all other non-player characters.  
   
  
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  Storyteller
  Storyteller
  Storyteller
  Storyteller: The Storyteller is the only character 
  without a personal character. Instead she plans 
  adventures, and controls all the various non-
  player characters, natural elements, and act-of-
  god plot devices of a game. 
   
   
  � 
   
  Legalese 
  Mythosystem, and all supplements may be 
  copied, played and distributed freely so long 
  as… 
   
  1) Correct authorial credit is given 
  2) This legal note is retained every time 
  Mythosystem is copied. 
  3) No monetary gain is made from the 
  distribution of copies. 
   
  Mythosystem, however, remains always the 
  legal and moral property of the author: 
  Christopher Johnstone. He can be contacted by 
  e-mail at: chris.johnstone@ekno.com 
   
  Further Legalese Necessitated by Stupid 
  Further Legalese Necessitated by Stupid 
  Further Legalese Necessitated by Stupid 
  Further Legalese Necessitated by Stupid 
  People
  People
  People
  People    
  Now repeat after me: I am not an elf; I cannot 
  cast magic spells; there is in fact no such thing 
  as magic; there are no fairies in the bottom of 
  my garden; I do not have a unicorn in my room. 
  This entire book is fantasy. It is a game, it is not 
  real, it is a game, it is not real, it is a game etc. 
   
  Part Two: Characters 
  Step One
  Step One
  Step One
  Step One 
  Character Concept 
  Step Two
  Step Two
  Step Two
  Step Two 
  Choose Character Race 
  Step Three
  Step Three
  Step Three
  Step Three    
  Choose Backgrounds 
  Step Four
  Step Four
  Step Four
  Step Four 
  Determine Skill levels 
  Step Five
  Step Five
  Step Five
  Step Five    
  Presence, Courage, Stamina 
  Step Six
  Step Six
  Step Six
  Step Six        
  Health and Toughness 
  Step Seven
  Step Seven
  Step Seven
  Step Seven    
  Sorcery and Magic 
  Step Eight
  Step Eight
  Step Eight
  Step Eight 
  Choose Passions 
  Step Nine
  Step Nine
  Step Nine
  Step Nine  
  Belongings and Wealth 
   
  Step One: Concept 
  The first step in creating a character is the 
  invention of a concept. Do you want your 
  character to be a grizzled warrior, expert with 
  sword and axe? A naïve youth, unworldly but 
  gifted with the latent powers of a sorcerer? A 
  gold-hungry merchant, always ready to turn a 
  deal? 
   
  Step Two: Kith and Kin 
  You now need to choose a Race
  Race
  Race
  Race for your 
  character from among the free peoples of 
  Archaen. Do you want to be a willowy and 
  winged Glym, a shy giant Hurron of the forests, 
  a wizened Orgu, keeper of elder lore, or a lordly 
  human? 
   
  Glym
  Glym
  Glym
  Glym    
  The smallest and most elusive of the folk of 
  Archaen, the Glym seldom stand taller than 
  three feet and are slender and willowy of build. 
  Two silken dragonfly wings of varied and 
  lustrous colours sprout from the shoulders of 
  the Glym. But although they can hover in a 
  fluttering, clumsy way, the Glym are too heavy 
  to ascend high into the air with any ease and 
  their wings are more useful for gliding from 
  heights. 
   
   
  Glym 
   
  In colouring the Glym vary from ivory, through 
  to pale wood, silvery and ocean tones. Their 
  eyes are luminous, almond and utterly black 
  and their voices musical, high and full of the 
  sounds of wild, airy things. 
  The Glym once dwelled in great numbers and 
  wondrous cities throughout the vast hills and 
  hollows north and east of the Mystenwode. But 
  during the Great Sundering their homelands 
  were swept by war and flame. The Drakhul  saw 
  no usefulness in the fragile Glym, not even as 
  slaves or creatures ripe to be bred into new 
  servants. Many were slain and slaughtered. 
  Survivors of the great wars fled south, leaving 
  behind their artful cities of elegant stone to 
  make new homes in the south. Some settled in 
  the coves and bays of the south shores, others 
  
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  made 
  a 
  road 
  west 
  into 
  the 
  Greymurk 
  Mountains, there to make new cities in memory 
  of those that were lost to them. 
   
  Agile and Stealthy:
  Agile and Stealthy:
  Agile and Stealthy:
  Agile and Stealthy: Agile by nature, the Glym, 
  now a scattered and hunted folk, have had to 
  learn swiftly how to become just as stealthy. 
  Add one rank to your Daring and Subterfuge. 
  Expert Musicians:
  Expert Musicians:
  Expert Musicians:
  Expert Musicians: Glym have an ear for music 
  that borders on the supernatural, their voices 
  are sonorous, their instruments haunting. Add a 
  rank to your Trade skill and make a note that 
  this represents the musician trade. 
  Slight of Build:
  Slight of Build:
  Slight of Build:
  Slight of Build: Glym are generally of a willowy 
  and lithe build and are seldom very muscular. 
  No Glym can exceed a High Fortitude. 
  Winged:
  Winged:
  Winged:
  Winged: Glym are able to glide with great 
  competence, and can manage a slow, very 
  difficult ascent. Glym can glide fifty to a 
  hundred paces from the height of a small tree 
  or rooftop.  
   
  Gnorrel
  Gnorrel
  Gnorrel
  Gnorrel    
  A diminutive, stocky folk, squat and square of 
  features, grey or ruddy of skin, and always 
  friendly of face. The Gnorrel have ever been a 
  folk of the hills, plains, coasts and open places. 
  It is they who among the word-speakers first 
  ploughed the earth and fished the lakes, built 
  towns and hamlets. 
   
   
  Gnorrel 
   
  From their first age-old beginnings as nomadic 
  tribes scratching for grubs with their great 
  claws, the Gnorrel have risen to the place of 
  merchants, farmers and craftsmen. 
  But the Gnorrel have a skill for craft and 
  metallurgy and a back for labours that the 
  Drakhul  long ago perceived and set upon. For 
  the armies of the Drakhul  needed tools of war, 
  and swords are not made without swordsmiths. 
  So it was that the villages and towns of the 
  Gnorrel were set upon by soldiers of the 
  Drakhul , and many of the stout Gnorrel were 
  taken and chained to the forges of the north, 
  their minds wiped clean by the Stone of Souls. 
  Those who were taken became the Broken Folk, 
  the hunch-backed and char-skinned thralls of 
  the shadow - staring-eyed, mindless, witless, 
  and soulbound to the Stone of Souls. 
  But those who fought and fled found shelter in 
  the farthest south where the Drakhul  are yet to 
  reach their rule. 
  Going amongst the lands of the south, the 
  Gnorrel settled in many pockets, small hamlets 
  in the country and founded anew cities. Here 
  they have become wealthy, rich and a little 
  naïve, hoping perhaps that the gaze of the 
  Drakhul  has left them forever, but on nights 
  when the sky is dark and the great read moon 
  dim fearing that it has not. 
  The Gnorrel are thick of and sturdy, with bones 
  like rock and leathery, ruddy skin. They can 
  suffer the heat of the forge with no discomfort 
  and can work and till the fields of a farm 
  without rest. Their tail makes them surprising 
  well balanced and dextrous, and their great 
  claws are strong enough to dig up roots and 
  grubs when pressed to extremes. When pressed 
  to fight the Gnorrel are tenacious, unwilling to 
  give an inch of ground and as dangerous as any 
  servant of the Drakhul . But the Gnorrel are not 
  warlike by nature, their tempers are as calm 
  and stony as the earth and the adventurous 
  among them are viewed with more than a little 
  suspicion by their fellows. 
   
  Craftsmen:
  Craftsmen:
  Craftsmen:
  Craftsmen: Gnorrel pride themselves on their 
  talents with stone, wood and bone. Add one 
  rank to your Handcrafts skill. 
  Tough and Stout: 
  Tough and Stout: 
  Tough and Stout: 
  Tough and Stout: Gnorrel are thick of skin and 
  tough of sinew. Gain a bonus +2 to Stamina. 
  Thick Claws:
  Thick Claws:
  Thick Claws:
  Thick Claws: Gnorrel use their claws to dig 
  fields and trenches. When used to kick at an 
  
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  enemy a Gnorrel’s claws are treated as Menace 
  3 weapons. 
   
  Hurron
  Hurron
  Hurron
  Hurron    
  Long have the Hurron been denizens of the 
  Mystenwode forests, long have they guarded 
  the deep woods against the encroach of 
  outsiders. 
  And though the forest are now infested with 
  shadows and though now evil things lurk in the 
  glades and valleys, the Hurron still walk the 
  woods and guard their old realms. 
   
   
  Hurron 
   
  The Hurron are a folk whose appearance, 
  brutish and ponderous and huge of girth belies 
  wisdom and magic that runs deep in their souls. 
  The Hurron have so long dwelled in the lonely 
  places of the earth that their wild arts and 
  magics have become a part of their very souls. 
  All Hurron can speak the language of birds, it is 
  known to them the secrets of power of trees, 
  rocks and air and no Hurron is without friends 
  while feral things lurk nearby. 
  Hurron stand when full grown as tall as a young 
  tree, their bodies are hairy, thick and knotted 
  by muscles, their faces are heavy and frowning, 
  but though they are a fearsome looking folk, the 
  Hurron are ponderous, passive and shy. They 
  make poor warriors and during the great wars 
  and the Sundering most Hurron chose not to 
  fight but to retreat deep into their woods and 
  there to hide and wait in enclaves. 
  But though they hid themselves well the 
  shadows found the cities of the Hurron in time. 
  The forest of the Mystenwode is now a spirit 
  haunted and dangerous place and the Hurron 
  enclaves that still stand are beset nightly by 
  monstrous things. The magic of the Hurron may 
  be powerful, when fired to war their arms may 
  be strong, but the shadows grow every day in 
  strength and the councils of the wise grow 
  every day more desperate.  
      
  Earthsong:
  Earthsong:
  Earthsong:
  Earthsong: The Hurron know the magic of the 
  earth, wind, rains, woods and waters wild. You 
  can spend one or more Fate Points in the game 
  to sing an Earthsong and summon the elements 
  to your aid. Rocks will roll, branches will warp 
  and grow and twist and waters will part for 
  your music. Use the following guideline to 
  determine the power of your music. 
   
  One Fate
  One Fate
  One Fate
  One Fate 
  Subtle Effect 
  Two Fate
  Two Fate
  Two Fate
  Two Fate 
  Noticeable Effect 
  Three Fate
  Three Fate
  Three Fate
  Three Fate 
  Remarkable Effect 
  Four Fate
  Four Fate
  Four Fate
  Four Fate 
  Awe-Inspiring Effect 
  Five Fate
  Five Fate
  Five Fate
  Five Fate 
  God-Like Effect    
      
  Mountainous:
  Mountainous:
  Mountainous:
  Mountainous: Hurron are huge and square of 
  build. All Hurron gain a bonus +2 ranks to their 
  Fortitude. 
  Pacifist:
  Pacifist:
  Pacifist:
  Pacifist: It is not in the nature of the Hurron to 
  be violent. Courageous and forthright they may 
  be but to bring a weapon to bear upon another 
  sickens their hearts. No Hurron can have a 
  Combat
  Combat
  Combat
  Combat skill higher than Average
  Average
  Average
  Average. Also, before 
  inflicting injury on another a Hurron must 
  make a Test of Willpower against a Very High 
  difficulty. If the test fails the Hurron is unable 
  to bring himself to inflict hurt. 
  Thudding Fists:
  Thudding Fists:
  Thudding Fists:
  Thudding Fists: Most Hurron don’t know their 
  own strength and find it difficult to pull blows. 
  When a Hurron is forced to inflict injury in a 
  battle add +3 ranks to the Menace of the 
  Hurron’s weapon. 
  Wild Tongues:
  Wild Tongues:
  Wild Tongues:
  Wild Tongues: The ability to speak the secret 
  language of beasts is known to all Hurron. Treat 
  your character as being able to communicate in 
  a halting way with the more intelligent of wild 
  things. 
  Woven Blood:
  Woven Blood:
  Woven Blood:
  Woven Blood: The gift of Weavesight runs 
  strong in the blood of the Hurron. Although not 
  
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  all Hurron possess this gift a great many 
  families do. Any Hurron may purchase the 
  Weavesight background for zero points instead 
  of the usual one point. 
   
  Orgu
  Orgu
  Orgu
  Orgu    
  The Orgu are a strange, rare and much 
  mistrusted folk. Hunched and marked by 
  wrinkles, even when young, their faces full of 
  knowing and wear, their skin is a tangle of 
  midnight blue tattoos, their chattels hanging 
  from belt and cord, a clattering mixture of 
  weird and charmed curiosities. 
  the Orgu are a long-lived, scattered and 
  secretive kith. Few children are born to them 
  and those that are born into the world open 
  their eyes already full of sorrow and wisdom. 
  For the Orgu are a folk who long have steeped 
  themselves in the secrets of the world, in the 
  ways of the darker arts, in oracular charms, 
  prophecy, and potions. 
  The Orgu know how to listen to the voices of 
  the dead, they know how to cast the bones and 
  read the rise and fall of the short-lived and fiery 
  folk by the wheel of the stars. 
   
   
  Orgu 
   
  Orgu dwell in sparse and secret holds, built into 
  the bedrock of mountains, under the roots of 
  forests or even beneath the towers and walls of 
  human cities. Each hold may be home to several 
  Orgu, living and working together to further 
  their understanding of the universe and glean 
  secrets from the great arcane devices, tools and 
  instruments that have over the years been built 
  into the rambling rooms of each holding. 
   
  Doomed of Dreams:
  Doomed of Dreams:
  Doomed of Dreams:
  Doomed of Dreams: The Orgu are born knowing 
  their own deaths. Through their life they will 
  dream of the moment of death. This macarbe 
  lore is held as a deep and personal secret by the 
  Orgu, never spoken of, but always dwelling in 
  their minds. Because of this strange gift the 
  Orgu have spent much time and effort in trying 
  to deduce whether fate in inescapable. Are lives 
  really free? The understanding now is that fate 
  is flexible but that if an Orgu escapes her death, 
  eventually, in time the same death will come 
  looking for her again.  
  Powerful of Lore:
  Powerful of Lore:
  Powerful of Lore:
  Powerful of Lore: Orgu are profoundly well 
  learned. Gain ten points to spend on Learning 
  Skills when allocating ranks. 
  Oracular Arts: 
  Oracular Arts: 
  Oracular Arts: 
  Oracular Arts: All Orgu know the meaning in 
  the wheel of stars and the flight of birds. 
  Whenever you wish to consult the secret lore of 
  the world the Storyteller rolls a d10 in secret.  
  Result 1 - 2: Answer the player’s question with a 
  false prophecy. Result 3 - 8: Answer the player’s 
  question with a true but riddled and confused 
  prophecy. Result 9 - 10: Answer the player’s 
  question with a true, clear and detailed 
  prophecy. 
  It takes you three hours of game time to consult 
  your arts in this way. 
   
  Ratatikitanosk
  Ratatikitanosk
  Ratatikitanosk
  Ratatikitanosk    
  In the tongue of this folk of the forests the 
  name Ratatikitanosk means ‘Lordly Canopy 
  Leapers’, although they - and others - more 
  commonly call themselves by the shorter and 
  less chattering ‘Tanosk’ - meaning simply the 
  Lordly. 
  Boisterous, full of bravado, not a little 
  aggressive and twitchy, the hearts of the 
  Tanosk are as full of glorious courage and brave 
  songs as their pelts are full of lustrous hues of 
  red, gold and midnight. 
  The shadow of the Drakhul has not reached to 
  the Tanosk’s far south and western corner of 
  the world. So it is that this folk dwell still now, 
  
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  as they have for centuries, in suspended 
  arboreal hamlets in the great limbs of the 
  Copperleaf 
  trees 
  south 
  of 
  the 
  Greymist 
  Mountains. From their leafy homes the Tanosk 
  go about their lives, hunting the forests for 
  game, farming moss from the branches and 
  gathering spiceberries to make into ale. 
  Tanosk are about the same height as a Gnorrel, 
  although much more wiry beneath their plush 
  coats of fur. Each Tanosk clan has a distinctive 
  stripped coat, ranging in colour from white to 
  gold, through to red and sometimes black. Their 
  great tufted ears are always twitching and 
  swivelling picking up the smallest of sounds and 
  their eyes are ever watchful and blinking. 
   
  Tanosk 
   
  Sharp of Senses:
  Sharp of Senses:
  Sharp of Senses:
  Sharp of Senses: Tanosk are acute of vision, 
  smell and hearing. Gain two ranks of Wits. 
  Leapers and Climbers:
  Leapers and Climbers:
  Leapers and Climbers:
  Leapers and Climbers: The Tanosk can climb 
  vertical surfaces with ease that most creatures 
  walk upon the ground. They can also leap 
  several times their own body length in any 
  direction, even from standing still. 
  Courageous 
  and 
  Daring:
  Courageous 
  and 
  Daring:
  Courageous 
  and 
  Daring:
  Courageous 
  and 
  Daring: 
  Tanosk 
  pride 
  themselves on their adventurous spirit. Gain an 
  additional five points to spend on Adventure 
  Skills when allocating ranks to skills. Also add 
  +2 to your Courage. 
   
  Designer Notes
  Designer Notes
  Designer Notes
  Designer Notes    
  What I have tried to present with the player 
  races of the Shattered Lands are a group of 
  interesting, slightly strange creatures who may 
  individually have one or two particular powers 
  but alone are not much of a match for the 
  Drakhul and their armies. 
  The player races, however, can be accused of 
  being a little too narrow in scope, and as players 
  you should keep in mind that although the 
  descriptions are of typical members of a given 
  kith, your character can be, and possibly should 
  be, an atypical example of his or her folk. 
   
  Step Three: Backgrounds 
  Backgrounds 
  represent 
  a 
  little 
  of 
  your 
  character’s history, already learned skills, 
  experience and heritage. You have five points 
  to spend on Backgrounds.  Some Backgrounds 
  can be bought more than once, which then 
  multiplies the effect of the Background. This is 
  always mentioned in the text of the Background 
  if this is the case. If you purchase a Background 
  more than once add a rank to it on your 
  character sheet. If for instance you purchase 
  “Adventurous” three times, make the note Rank 
  Rank 
  Rank 
  Rank 
  Three
  Three
  Three
  Three next to it on your sheet. 
   
  Adventurous
  Adventurous
  Adventurous
  Adventurous    
  Ever since you were born, you have been a 
  magnet for trouble and adventure. Always your 
  elders shook their heads and wondered at you 
  scrapes and close calls. But you’ve managed to 
  survive childhood and the experiences you’ve 
  gained are already serving you well. Gain an 
  extra three points to spend on Adventure Skills
  Adventure Skills
  Adventure Skills
  Adventure Skills. 
  You may purchase Adventurous more than 
  once. 
   
  Crafter and Trader
  Crafter and Trader
  Crafter and Trader
  Crafter and Trader    
  Early in life you showed a flair for the creative 
  and crafters arts and the trade thereof. Gain an 
  extra three points to spend on Craft Skills
  Craft Skills
  Craft Skills
  Craft Skills. You 
  may purchase Artful in Crafts more than once. 
   
  Blood of Kings
  Blood of Kings
  Blood of Kings
  Blood of Kings    
  During the Sundering of the earth many 
  kingdoms were rent and ruined, many empires 
  were cast to the dust. You are the heir of a 
  once-great kingdom. Will you be able to remake 
  the old realm and restore it to old glories?  
   
  Clever of Mind
  Clever of Mind
  Clever of Mind
  Clever of Mind    
  You’ve always had a knack for outwitting others 
  and a natural understanding of cunning and 
  tactics. 
  Add One rank to either Wits, Charisma or 
  Persuasion. You may buy this background more 
  than once. 
   
  
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  10
  Friend of the Powerful
  Friend of the Powerful
  Friend of the Powerful
  Friend of the Powerful    
  You are a friend, councillor and close ally of a 
  powerful individual or group. Is it a king or 
  queen? A wandering wizard? A cabal of 
  knowing seers or rich merchant craftsmen? 
   
  Grim in War
  Grim in War
  Grim in War
  Grim in War    
  You have seen blood and war and have faced 
  down both flame and sword. In battle you stand 
  hard and fast, unflinching, unwavering. Add 
  two Ranks to your Courage
  Courage
  Courage
  Courage. Courage has a base 
  of ten ranks. You can purchase Grim in War 
  more than once. 
   
  Hale and Hearty
  Hale and Hearty
  Hale and Hearty
  Hale and Hearty    
  You are fit, hale and healthy, great of 
  endurance and tireless in toil. Add two Ranks to 
  your Stamina
  Stamina
  Stamina
  Stamina. Stamina has a base of ten ranks. 
  You can purchase Hale and Hearty more than 
  once. 
   
  Heir of Great Fortune
  Heir of Great Fortune
  Heir of Great Fortune
  Heir of Great Fortune    
  You are born heir to a great and vast fortune. 
  Perhaps the fortune is safe in the hands of your 
  parents, or perhaps it is the target of plots and 
  treason. Or is it lost or stolen, awaiting your 
  claim? 
   
  Heroic of Deeds
  Heroic of Deeds
  Heroic of Deeds
  Heroic of Deeds    
  You have already proved yourself by heroic 
  deeds on the field of battle. Add a Rank to your 
  Comba
  Comba
  Comba
  Combatttt skill. 
   
  Huge of Stature
  Huge of Stature
  Huge of Stature
  Huge of Stature    
  You are unusually massive of build and strong 
  of sinew. Add one rank to your Toughness. You 
  base Toughness
  Toughness
  Toughness
  Toughness depends on your Race. 
   
  Iron Will
  Iron Will
  Iron Will
  Iron Will    
  You are fiery, stubborn and wilful of nature. 
  Add two ranks to your Presence
  Presence
  Presence
  Presence. Presence has a 
  base of ten ranks. You can purchase Iron Will 
  more than once. 
   
  Learned of Lore
  Learned of Lore
  Learned of Lore
  Learned of Lore    
  Gain an extra three points to spend on Learning 
  Learning 
  Learning 
  Learning 
  Skills
  Skills
  Skills
  Skills. You may purchase Learned of Lore
  Learned of Lore
  Learned of Lore
  Learned of Lore more 
  than once. 
   
  Lithe of Body
  Lithe of Body
  Lithe of Body
  Lithe of Body    
  You are agile, artful and nimble of body. Add 
  one rank to either Wits or Daring. 
   
  Riches
  Riches
  Riches
  Riches    
  Perhaps you have been born into affluence, 
  perhaps you have been lucky in trading, or 
  fortunate with wins at gambling. Add two ranks 
  to your Wealth. You can buy this Background 
  more than once. 
  Wealth starts at Base Four without this 
  Background. Wealth cannot exceed ten ranks. 
   
  Silvered Tongue
  Silvered Tongue
  Silvered Tongue
  Silvered Tongue    
  You are cunning, charming, and manipulative, a 
  student of human nature and a master of social 
  guile. Gain an extra three points to spend on 
  Social Skills
  Social Skills
  Social Skills
  Social Skills. You may purchase Silvered Tongue 
  more than once. 
   
  Sorcerous Arts
  Sorcerous Arts
  Sorcerous Arts
  Sorcerous Arts    
  Born with the Weavesight (A prerequisite 
  Background, see below), you are trained in the 
  manipulation of the invisible threads of magic 
  that make up all enchantments. 
  Gain knowledge of twoWeaves of Sorcery
  Weaves of Sorcery
  Weaves of Sorcery
  Weaves of Sorcery of 
  your choice. You may purchase Sorcerous Arts 
  more than once. For each additional rank in 
  Sorcerous Arts past the first you gain the 
  knowledge of two Weaves of Sorcery of your 
  choice. 
   
  Weavesight
  Weavesight
  Weavesight
  Weavesight    
  You were born with the talent to see the 
  threads of magic that bind and swirl about all 
  enchanted things. In you is the latent power to 
  manipulate these threads and work your own 
  magic, but you have not necessarily been 
  schooled in the arts of sorcery. 
  If you do not take the Sorcerous Arts 
  background then you are considered a latent 
  and unschooled sorcerer and are restricted to 
  an Unskilled Sorcery skill until you find 
  training. 
   
  Colours in the Weave
  Colours in the Weave
  Colours in the Weave
  Colours in the Weave    
  Magical weaves have varying colours depending 
  on the intent of the enchantment. 
   
  Azure
  Azure
  Azure
  Azure 
  Healing magic 
  Dark Red
  Dark Red
  Dark Red
  Dark Red 
  Harmful or fiery 
  De
  De
  De
  Deep Green
  ep Green
  ep Green
  ep Green 
  Wild, earthy in nature 
  Flickering
  Flickering
  Flickering
  Flickering 
  Faded or unstable 
  Gold
  Gold
  Gold
  Gold 
  Protective or warding 
  Greenish Yellow
  Greenish Yellow
  Greenish Yellow
  Greenish Yellow 
  Sickly or diseasing 
  Grey
  Grey
  Grey
  Grey 
  Associated with the dead 
   
  
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  11
  Wise in the Wilds
  Wise in the Wilds
  Wise in the Wilds
  Wise in the Wilds    
  You are an experienced in the ways of the wilds, 
  hunting, tracking and survival. Add one rank to 
  your Wilderness
  Wilderness
  Wilderness
  Wilderness skill. 
   
  Step Four: Skills 
  Skills are learned talents ranked on a scale from 
  Unskilled through to Mythic. All skills start at 
  Unskilled unless you spend Skill Points on them 
  during character creation. If you look at your 
  character sheet you will find that Mythosystem 
  uses a set of twenty Skills with simple, flexible 
  definitions. 
   
  Skill Points
  Skill Points
  Skill Points
  Skill Points    
  Characters have thirty points to spend on Skills. 
  You can either choose to specialize in a few 
  skills or spread out your pool, gaining a broader 
  range of talents.  You cannot begin play with 
  skills higher in rank than Extraordinary. 
  Remember to add any bonuses gained from 
  Backgrounds. 
   
  Skill Level
  Skill Level
  Skill Level
  Skill Level    
  Unskilled 
  0 
  Minimal 
  0 
  Very Low 
  1 
  Low 
  2 
  Average 
  3 
  High 
  6 
  Very High 
  10 
  Extraordinary 
  12 
  Epic 
  --- 
  Legendary 
  --- 
  Mythic 
  --- 
   
  Example
  Example
  Example
  Example    
  Yarrow has thirty points to spend on her skills, 
  as well as an additional three points to spend on 
  Adventure skills because of her Adventurous 
  background. 
  Yarrow’s player decides to distribute the points 
  in the following way: Very High Daring (10 pts.), 
  Low Wits (4 pts.), Low Subterfuge (4 pts.), Very 
  Low Woodcraft (2 pts.), Average Perception (6 
  pts.), Average Persuasion (6 pts.), and Minimal 
  Charisma (1 pt.) 
  This totals 33 points. Yarrow’s player also took 
  the Background Lithe of Body, which adds a 
  rank either to Wits or Daring. Yarrow’s player 
  chooses to add the rank to Wits, bringing Wits 
  to Average. 
   
  Adventuring
  Adventuring
  Adventuring
  Adventuring    
  Combat
  Combat
  Combat
  Combat 
  Melee, Archery and Brawling 
  Daring
  Daring
  Daring
  Daring 
  Acrobatic and daring deeds 
  Fortitude
  Fortitude
  Fortitude
  Fortitude 
  Physical stamina and brute 
  strength 
  Subterfuge
  Subterfuge
  Subterfuge
  Subterfuge Stealth and thievery 
  Wits
  Wits
  Wits
  Wits 
  Quickness of reflexes, general 
  awareness 
   
  Craft
  Craft
  Craft
  Craft    
      
  Handcrafts
  Handcrafts
  Handcrafts
  Handcrafts Humble crafts, bone or 
  woodcarving, weaving, making 
  repairs 
  Healing
  Healing
  Healing
  Healing 
  The practical art of healing, 
  including the use of herbs 
  Mercantry
  Mercantry
  Mercantry
  Mercantry Appraising, haggling, buy and 
  selling at a profit 
  Trade
  Trade
  Trade
  Trade 
  A profession such as farmer, 
  tinker, or bard 
  Woodcraft
  Woodcraft
  Woodcraft
  Woodcraft Outdoor skills, hunting, tracking 
  and survival 
   
  Learning
  Learning
  Learning
  Learning    
  Council
  Council
  Council
  Council 
  Oratory, skill in persuasion 
  Language
  Language
  Language
  Language 
  Fluency and cunning of speech, as 
  well as languages spoken 
  LLLLore
  ore
  ore
  ore 
  General knowledge 
  Sorcery
  Sorcery
  Sorcery
  Sorcery 
  Knowledge of magic. Purely 
  academic unless you have the 
  background ‘Sorcerous Arts’ 
  Willpower
  Willpower
  Willpower
  Willpower 
  Discipline of mind 
   
  Social
  Social
  Social
  Social    
  Charisma
  Charisma
  Charisma
  Charisma 
  Charm, carousing and humour 
  Fellowship
  Fellowship
  Fellowship
  Fellowship    
  Network of friends and allies    
  Intimidation
  Intimidation
  Intimidation
  Intimidation Ability to pressure and threaten 
  Perception
  Perception
  Perception
  Perception 
  Empathy, understanding 
  motives and emotions 
  Persuasion
  Persuasion
  Persuasion
  Persuasion 
  Oratory, manipulation, trickery 
  and arguing skills (Haggling 
  comes under Mercantry) 
   
  Step Five: Presence, Courage and Stamina 
  Player characters have three Attrition Stats, 
  Presence, Courage and Stamina. All three begin 
  at rank 10 unless you have purchased 
  Backgrounds that specifically increase their 
  values. 
  Presence
  Presence
  Presence
  Presence is used in contests of mental powers, 
  social intrigue, insults or riddles. A loss of a 
  contest of mental skill results in a temporary 
  injury to your Presence. If your Presence 
  reaches zero then you are defeated. 
  
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  12
  Courage
  Courage
  Courage
  Courage is used in melee, brawling, battles of 
  sorcery and other pitted and dangerous 
  physical conflicts. As with Presence your 
  Courage is damaged if you lose a Contest of 
  Skill. If your Courage reaches zero then you are 
  defeated. 
  Stamina
  Stamina
  Stamina
  Stamina is similar to Presence and Courage 
  except that it is used in chases and other 
  contests of endurance.  
   
  Step Six: Health and Toughness 
  Especially in combat characters can suffer 
  serious injury as well as damage to their 
  Courage. All character begin play with five 
  ranks of Health. 
   
  Rank Zero
  Rank Zero
  Rank Zero
  Rank Zero 
  Hale 
  Rank One
  Rank One
  Rank One
  Rank One 
  Scathed 
  Rank Two
  Rank Two
  Rank Two
  Rank Two 
  Injured 
  Rank Three
  Rank Three
  Rank Three
  Rank Three 
  Mauled 
  Rank Four
  Rank Four
  Rank Four
  Rank Four 
  Crippled 
  Rank Five
  Rank Five
  Rank Five
  Rank Five 
  Dead 
   
  Toughness is used to determine how seriously 
  you are wounded by an attack that passes your 
  defences. 
  Toughness 
  is 
  based 
  on 
  your 
  character’s race. Toughness can be augmented 
  by armour and shields. 
   
  Glym
  Glym
  Glym
  Glym 
  Base 0 Toughness 
  Tanosk
  Tanosk
  Tanosk
  Tanosk    
  Base 1 Toughness 
  Orgu
  Orgu
  Orgu
  Orgu    
  Base 2 Toughness    
  Gnorrel
  Gnorrel
  Gnorrel
  Gnorrel 
  Base 3 Toughness 
  Hurron
  Hurron
  Hurron
  Hurron 
  Base 4 Toughness 
   
  Step Seven: Sorcery and Magic 
  Those characters with one or more levels of 
  Sorcery
  Sorcery
  Sorcery
  Sorcery and both the Weavesight
  Weavesight
  Weavesight
  Weavesight and Sorcerous 
  Sorcerous 
  Sorcerous 
  Sorcerous 
  Arts
  Arts
  Arts
  Arts background gain the power to learn and 
  cast magical spells. 
  If you want to play a sorcerous character then 
  you will have to read over Part Five: Sorcery. 
  For now here is a brief overview of magic. 
   
  Essence and Marks
  Essence and Marks
  Essence and Marks
  Essence and Marks    
  All characters begin play with a base of five 
  Essence. Essence is used to give power and fuel 
  to spells, to shape the threads of magic and give 
  them form and fire. 
  As character’s delve deeper into the arts of 
  sorcery a little of the magic they work stays 
  with them. This residue of magic leaves 
  sorcerous Marks upon the character, but leaves 
  also a little enchantment, increasing the 
  character’s potential Essence. 
   
  At each increasing rank of your Sorcery skill 
  you gain one sorcerous Mark. Sorcerous Marks 
  are chosen by the player from the list provided. 
  Some Marks will provide you with more Essence 
  than others, although these more potent Marks 
  also carry more serious consequences for the 
  character.  
   
  Weaves of Magic
  Weaves of Magic
  Weaves of Magic
  Weaves of Magic    
  Sorcery is worked through the summoning of 
  raw power and the drawing out of this power 
  into threads of magical energies. These threads 
  are formed into patterns that have particular 
  charmed effects in the mortal world. 
  To most mortals the threads of magic are 
  invisible, to those gifted with Weavesight magic 
  is a swarming pattern of woven glowing lines. 
  Any character possessing Weavesight can 
  potentially learn to master the threads of magic 
  and work sorcery, but only those with both 
  Weavesight and Sorcerous Arts as Backgrounds 
  begin 
  play 
  with 
  the 
  ability 
  to 
  work 
  enchantments.  
   
  Sorcery Skill
  Sorcery Skill
  Sorcery Skill
  Sorcery Skill    
  Marks Sorcerous
  Marks Sorcerous
  Marks Sorcerous
  Marks Sorcerous    
  Minimal 
  One 
  Very Low 
  Two 
  Low 
  Three 
  Average 
  Four 
  High 
  Five 
  Very High 
  Six 
  Extraordinary 
  Seven 
  Epic 
  Eight 
  Legendary 
  Nine 
  Mythic 
  Ten 
   
  Choosing Weaves of Magic
  Choosing Weaves of Magic
  Choosing Weaves of Magic
  Choosing Weaves of Magic    
  Before beginning play those players with 
  sorcerous characters need to choose Weaves of 
  Magic.  All characters with Sorcerous Arts as a 
  background start play with two Weaves of 
  Sorcery of your choice. Additional Weaves of 
  Sorcery are gained by taking additional ranks in 
  the Sorcerous Arts. 
  See Part Five: Sorcery for a full discussion of 
  Sorcery and descriptions of Weaves of Magic. 
   
  Sorcerous Marks 
  Choose one for each Rank of Sorcery skill you 
  have mastered. Add up your total Essence based 
  on the ranks granted by each Mark. 
   
  Aged by Magic
  Aged by Magic
  Aged by Magic
  Aged by Magic    
  Essence: 5 
  
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  www.mythogames.150m.com   
  13
  You outwardly age at twice what is normal. At 
  twenty you will look forty, at forty you will look 
  eighty. Your lifespan is not, however, affected 
  and you remain inwardly as fit as a person of 
  your age would normally be. 
   
  Aura of Magic
  Aura of Magic
  Aura of Magic
  Aura of Magic    
  Essence: 3 
  Animals and people immediately sense that 
  there is something strange and eerie about you. 
  Animals may shy and back away, people will 
  become 
  uncomfortable 
  without 
  knowing 
  exactly why. 
   
  Burn of Iron
  Burn of Iron
  Burn of Iron
  Burn of Iron    
  Essence: 4 
  Iron, that most mortal and dull of metals blazes 
  hot when it come near you. This effect extends 
  to alloys including steel. Whenever you are 
  touched by Iron the metal deals you a Menace 3 
  burn attack once per round that it remains in 
  contact with your skin. 
  Being within a foot of any iron or steel, even if 
  it 
  does 
  not 
  touch 
  your 
  skin 
  causes 
  uncomfortable, almost painful sensations. 
   
  Enchanted Voice
  Enchanted Voice
  Enchanted Voice
  Enchanted Voice    
  Essence: 2 
  There is magic in your voice, enough to 
  fascinate a single character, holding them 
  frozen and charmed while you speak. You can 
  only fascinate characters in your presence and 
  only one character at a time. It costs you One 
  rank of Essence to do this. Fascinated characters 
  can take no actions unless they are physically 
  threatened in which case he or she snaps out of 
  the mesmerist trance. 
   
  Eyes of Midnight
  Eyes of Midnight
  Eyes of Midnight
  Eyes of Midnight    
  Essence: 2 
  Your eyes turn as utterly black as the night sky 
  whenever you cast a spell. 
   
  Flare of Magic
  Flare of Magic
  Flare of Magic
  Flare of Magic    
  Essence: 2 
  Whenever you cast a spell a reddish gold glow 
  of bright lights flare and dance about you. 
   
  Furious as Thunder
  Furious as Thunder
  Furious as Thunder
  Furious as Thunder    
  Essence: 2 
  When angered you voice becomes a booming 
  and 
  thunderous 
  thing, 
  supernatural 
  and 
  powerful in its echo. 
   
  Illusory Spirits
  Illusory Spirits
  Illusory Spirits
  Illusory Spirits    
  Essence: 3 
  You are constantly followed about by faint 
  phantom 
  spectres, 
  weird 
  but 
  harmless 
  manifestations of your magic that swirl and 
  whirl like thistledown about you. 
   
  Luminous Aura
  Luminous Aura
  Luminous Aura
  Luminous Aura    
  Essence: 2 
  You are always bathed in a faint glowing shroud 
  of light. In pitch darkness you can see a foot or 
  so by this light. 
   
  Moonlit Eyes
  Moonlit Eyes
  Moonlit Eyes
  Moonlit Eyes    
  Essence: 2 
  You eyes shimmer with a faint moonlit glow in 
  darkness. 
   
  Racking Sickness
  Racking Sickness
  Racking Sickness
  Racking Sickness    
  Essence: 6 
  Too much magic in your veins has made you 
  frail and ill. You lose two ranks each from 
  Health, Courage and Stamina. 
   
  Sonorous Voice
  Sonorous Voice
  Sonorous Voice
  Sonorous Voice    
  Essence: 2 
  Your 
  voice 
  becomes 
  strangely 
  musical, 
  supernaturally eerie, and full of hidden mystery 
  and weird hints of unknown things. 
   
  Timeless of Years
  Timeless of Years
  Timeless of Years
  Timeless of Years    
  Essence: 2 
  Your lifespan doubles and you cease ageing at 
  the point where your outward appearance is 
  approximately eighty years of age. 
   
  Traceless of Steps
  Traceless of Steps
  Traceless of Steps
  Traceless of Steps    
  Essence: 2 
  You no longer leave footsteps while walking or 
  running, regardless of how soft the surface. 
   
  Wound Thief
  Wound Thief
  Wound Thief
  Wound Thief    
  Essence: 3 
  You gain the power to take the burden of 
  another character’s injury onto yourself. You 
  may spend one rank of Essence to heal an 
  injured character one level of health. When you 
  do this you also suffer one level of injury to 
  your health. This injury to you cannot be 
  averted or healed in any way, even by further 
  magic. 
   
  Withered
  Withered
  Withered
  Withered    
  Essence: 5 
  
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  www.mythogames.150m.com   
  14
  You are withered into a skeletal frame by the 
  searing ebb and flow of sorcery. No matter how 
  much you eat or rest you will always appear 
  haggard and starved. 
   
  Step Eight: Passions 
  All characters have goals, whether it is the 
  selfish need to own more golden and glittery 
  things, the thrill of seeking out lost ruins or the 
  heroic desire to help those who cannot help 
  themselves. Each character has three Passions 
  to represent these goals. 
  A Passion provides a structured context for 
  rewarding in-character behaviour. Each time a 
  character achieves a given Passion-related goal, 
  then he or she is rewarded with one or more 
  Fate points. More dangerous or unusual 
  Passions reward the character with more Fate 
  points. 
  Fate points can be used either to alter the 
  course of events in a game or advance the ranks 
  of your skills and other talents. 
   
  Inventing New Passions
  Inventing New Passions
  Inventing New Passions
  Inventing New Passions    
  Its very likely that eventually a player will 
  create a character whose concept needs him or 
  her to be pursing one or more goals that are not 
  in the following list. In this case allow a player 
  to submit a new Passion with conditions for 
  completion and reward. 
   
  Battle (Three Fate)
  Battle (Three Fate)
  Battle (Three Fate)
  Battle (Three Fate)    
  The flash and clash of silvery steel is your 
  delight, the crush of shields and the roar of war. 
  Each time you enter into a battle and emerge 
  victorious gain Three Fate. 
   
  Baubles (One Fate)
  Baubles (One Fate)
  Baubles (One Fate)
  Baubles (One Fate)    
  Long have you hungered after beautiful, 
  gleaming things. Each time you acquire a new 
  unusual object of beauty and value, be it a piece 
  of artwork, a cut gem or a enchanted relic gain 
  One Fate point. 
   
  Compassion (Three Fate)
  Compassion (Three Fate)
  Compassion (Three Fate)
  Compassion (Three Fate)    
  Your heart is kind and the shadow of anger and 
  hate cannot enter into it. Each time you show 
  kindness, compassion or mercy to an enemy 
  gain Three Fate. 
   
  Cunning (Two Fate)
  Cunning (Two Fate)
  Cunning (Two Fate)
  Cunning (Two Fate)    
  Tricks, riddles and guile are your forte. Each 
  time you solve a dangerous problem through 
  wits and cunning instead of resorting to brute 
  force, allies or sorcery gain Two Fate. 
   
  Dramatics (Two Fate)
  Dramatics (Two Fate)
  Dramatics (Two Fate)
  Dramatics (Two Fate)    
  You are in love with your own flair, drama and 
  panache. Each time you successfully pull off a 
  particularly dramatic stunt, be it swinging from 
  a chandelier, sliding between the legs of a 
  brutish monster or climbing a thorn-clad wall, 
  gain Two Fate points. 
   
  Food and Drink (One Fate)
  Food and Drink (One Fate)
  Food and Drink (One Fate)
  Food and Drink (One Fate)    
  Seed cakes and tea, wines, cheeses, honeyed 
  sweets and all tasty morsels. Whenever you 
  spend a day enjoying good, expensive and 
  filling meals gain One Fate. 
   
  Friendship (One Fate)
  Friendship (One Fate)
  Friendship (One Fate)
  Friendship (One Fate)    
  Social, gregarious and always ready with a 
  laugh a smile and tankard of something very 
  tasty. Each time you befriend a stranger gain 
  One Fate. 
   
  Heroics (Three Fate)
  Heroics (Three Fate)
  Heroics (Three Fate)
  Heroics (Three Fate)    
  The flame of the hero burns in your chest. Each 
  time you answer a plea for help or rescue a 
  character from danger gain Three Fate. 
   
  Horizons (One Fate)
  Horizons (One Fate)
  Horizons (One Fate)
  Horizons (One Fate)    
  You are ever on the road, driven to see what lies 
  over the next hill and valley. Each time you visit 
  a new town, forest, ruin or similarly important 
  location gain Two Fate. 
   
  Logic (Two Fate)
  Logic (Two Fate)
  Logic (Two Fate)
  Logic (Two Fate)    
  The rigors of logical process and intelligent 
  reasoning are dear to you. Whenever you are 
  able to explain something appears to be 
  inexplicable, or are to solve a serious problem 
  by logical deduction gain Two Fate. 
   
  Melodrama (One Fate)
  Melodrama (One Fate)
  Melodrama (One Fate)
  Melodrama (One Fate)    
  Emotional drama is your bread and butter. You 
  love to be the centre of attention and to draw a 
  crowd fills your heart with contentment. Each 
  time you make a scene in public gain One Fate. 
   
  Power (Two Fate)
  Power (Two Fate)
  Power (Two Fate)
  Power (Two Fate)    
  What you seek is power, mastery, lordship over 
  all and sundry. Whenever you gain a new 
  underling, servant or hireling gain Two Fate. 
   
  Renown (Two Fate)
  Renown (Two Fate)
  Renown (Two Fate)
  Renown (Two Fate)    
  Leave riches and power to everyone else, what 
  you hunger for is fame. You want your name to 
  be heard in songs of poets for centuries 
  unspent. Every time you do something worthy 
  
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  15
  of song, with a audience present to see you do 
  it, gain Two Fate. 
   
  Revelry (One Fate)
  Revelry (One Fate)
  Revelry (One Fate)
  Revelry (One Fate)    
  Life is there to be enjoyed, and you know very 
  well how to enjoy it. Each time you attend a 
  banquet or dance, or spend a night in singing 
  and revelry gain a Fate Point. 
   
  Sorcery (Two Fate)
  Sorcery (Two Fate)
  Sorcery (Two Fate)
  Sorcery (Two Fate)    
  The hidden secrets of the world are you 
  delights, the ancient lore and the lost 
  knowledge of the ancients. Each time you learn 
  a new Weave of Sorcery, glean a new piece of 
  forgotten lore, or learn a new titbit of magical 
  knowledge, gain Two Fate. 
   
  Survival (One Fate)
  Survival (One Fate)
  Survival (One Fate)
  Survival (One Fate)    
  All you really want is to live to see tomorrow. 
  Each time you survive a dangerous situation in 
  which other characters are injured but you 
  escape unscathed gain One Fate. 
   
  Wonders (Two Fate)
  Wonders (Two Fate)
  Wonders (Two Fate)
  Wonders (Two Fate)    
  To set your eyes on the strange, bizarre and 
  wondrous is your delight. Each time you meet a 
  wondrous, enchanted or bizarre creature, or see 
  an equally wondrous place or object gain Two 
  Fate.  
   
  Step Nine: Belongings and Wealth 
  Mundane belongings and Wealth in the form of 
  coins are not recorded in a piece-by-piece way. 
  Instead Mythosystem uses a single Wealth 
  attribute rated on a scale of one to ten. 
   
  Using Wealth
  Using Wealth
  Using Wealth
  Using Wealth    
  Whenever you wish to buy something in the 
  game world or root around in your backpack or 
  house check the value of the item against your 
  Wealth. If the value is less than your Wealth 
  then you are considered to have either enough 
  cash to buy the item or you simply remember 
  where you left it. 
  If the value of the object is more than your 
  Wealth then roll a d10. If you score less than 
  your Wealth then you are lucky and manage to 
  find the wanted object on the cheap. If you fail 
  then purchasing the object will deplete your 
  Wealth by the object’s Cost. 
  All new characters start with a Wealth of Four 
  Ranks unless otherwise stated by a given 
  Background. 
   
  Object is…
  Object is…
  Object is…
  Object is…    
  Value
  Value
  Value
  Value    
  Cost
  Cost
  Cost
  Cost    
  Plentiful
  Plentiful
  Plentiful
  Plentiful    
  2 
  1 
  Common
  Common
  Common
  Common 
  4  
  2 
  Uncommon
  Uncommon
  Uncommon
  Uncommon 
  6  
  3 
  Rare
  Rare
  Rare
  Rare 
  8  
  4 
  Priceless
  Priceless
  Priceless
  Priceless 
  10  
  5 
   
  Example
  Example
  Example
  Example    
  Yarrow wishes to obtain a toy doll to give to her 
  niece. The Storyteller determines that toy dolls 
  are Common. Yarrow’s Wealth is 6, which is 
  more than the value of the toy. She can easily 
  buy the toy. 
  She then wants to buy a necklace of emeralds. 
  The Storyteller decides that necklaces of 
  emeralds are Rare. The value of the object is 
  higher than Yarrow’s Wealth (6) so she rolls a 
  d10. She scores a 9, and so cannot find any 
  necklaces on the cheap. She must deplete her 
  Wealth by 4 ranks to own the necklace. On 
  balance Yarrow decides that she doesn’t need a 
  necklace after all. 
   
  Buying and Selling
  Buying and Selling
  Buying and Selling
  Buying and Selling    
  You can trade Wealth and Belongings at a 1:1 
  ratio as long as you have a market at hand to 
  trade in. 
   
  Precious Things
  Precious Things
  Precious Things
  Precious Things    
  During the game you may acquire objects or 
  possessions that you consider too valuable to 
  lump in with either Belongings or Wealth. Arms 
  and armour, craftsman’s tools, a flawless 
  sapphire, a jewel-inlaid dagger are all potential 
  examples. In this case write the object down 
  separately and keep track of it as an individual 
  item. 
  Your Storyteller may allow you to make a note 
  of a few precious things to begin play with 
  depending on your character concept. 
   
  Depletion
  Depletion
  Depletion
  Depletion    
  The rate at which you are depleting or adding 
  to your Wealth and Belongings is at the 
  discretion of the Storyteller. If you are spending 
  a lot on food and wine but earning nothing she 
  may deplete you wealth by one or more points 
  at the end of a game session. If your character 
  finds a chest cramped with gold and gems she 
  may add two or three points to your wealth. 
   
  Determining Wealth and Belongings
  Determining Wealth and Belongings
  Determining Wealth and Belongings
  Determining Wealth and Belongings    
  If you wish to use an Objective method to 
  allocate points to Wealth and Belongings simply 
  split ten points between them. 
  
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  On a subjective level you can simply set each at 
  a rank that you feel makes sense for your 
  character. 
   
  Step Eight: Arms and Armour 
  A character’s beginning arms and armour are 
  based on the Combat skill. The rationale being 
  that a character who has spent time devoted to 
  Combat is more likely to possess good tools of 
  the trade. 
  Armour augments a characters Toughness, 
  increasing it to an upward limit of nine ranks. 
  Weapons have a Menace, a ranking that 
  measures how lethal they are in combat. 
   
  When attempting to inflict injury with a 
  weapon a character rolls one d10 for each of the 
  weapon’s rank of Menace. 
  Each d10 that score’s above and over the 
  opponent’s Toughness inflicts one level of 
  injury to the opponent’s Health. 
  Menace and Toughness are based not on 
  heaviness or materials alone but on quality and 
  workmanship. You could, if you wished, choose 
  to own a razor sharp dagger of Very Good 
  quality and Menace 5 while another character 
  owns a dull, poorly made battle axe of Poor 
  quality and Menace 2.  
   
  Combat Skill
  Combat Skill
  Combat Skill
  Combat Skill    
  Arms and Armour
  Arms and Armour
  Arms and Armour
  Arms and Armour    
  Unskilled 
  Very Poor 
  Terrible 
  Very Poor 
  Very Poor 
  Poor 
  Poor 
  Poor 
  Mediocre 
  Average 
  Average 
  Average 
  Fair 
  Good 
  Good 
  Good 
  Very Good 
  Very Good 
   
  Weapons
  Weapons
  Weapons
  Weapons    
  Menace
  Menace
  Menace
  Menace    
  Armou
  Armou
  Armou
  Armourrrr    
  Very Poor 
  1 
  +1 to Toughness 
  Poor 
  2 
  +2 to Toughness 
  Average 
  3 
  +3 to Toughness 
  Good 
  4 
  +4 to Toughness 
  Very Good 
  5 
  +5 to Toughness 
   
  Part Three: Action Resolution 
  Action resolution in Mythosystem is based on 
  Tests of Skill versus a difficulty set by the 
  Storyteller. 
   
  The Test of Skill 
  Skill both measured on a scale of ten ranks from 
  Very Low (1) to Mythic (10). 
   
  Rank
  Rank
  Rank
  Rank    
  Skill Level
  Skill Level
  Skill Level
  Skill Level    
  Rank One 
  Minimal 
  Rank Two 
  Very Low 
  Rank Three 
  Low 
  Rank Four 
  Average 
  Rank Five 
  High 
  Rank Six 
  Very High 
  Rank Seven 
  Extraordinary 
  Rank Eight 
  Epic 
  Rank Nine 
  Legendary 
  Rank Ten 
  Mythic 
   
  Tests of skill result when a character comes into 
  direct opposition with a danger or obstacle, e it 
  clambering up a treacherous slope, trying to 
  catch a falling crystal orb, or swimming across a 
  swollen river. 
  In a basic Test of Skill roll 1d10 and try to score 
  under your skill. If the Test is more difficult 
  than average you may need to score a certain 
  number of levels below your skill to succeed.  
   
  Average
  Average
  Average
  Average 
  Roll below your skill 
  Difficult
  Difficult
  Difficult
  Difficult 
  One rank below skill 
  Very Difficult
  Very Difficult
  Very Difficult
  Very Difficult 
  Two ranks below skill 
  Insanely Difficulty
  Insanely Difficulty
  Insanely Difficulty
  Insanely Difficulty 
  Three ranks below skill 
   
  Example
  Example
  Example
  Example    
  Yarrow wants to climb a wall. Her Agility is 
  Extraordinary (7) and the wall is of average 
  difficulty. Yarrow rolls a 4. This is less than 7, so 
  she succeeds and climbs the wall. 
   
  Later she wants to clamber up a waterfall. The 
  Storyteller decides that the waterfall is Very 
  Difficult. She now has to roll under 5 (Two ranks 
  below 7) to succeed. 
   
  The Contest of Skill 
  Contests of Skill are needed to resolve conflicts 
  between two characters in the game, or 
  sometimes a character and an active but 
  insentient force of nature such as a hurricane, 
  flood or fire. 
   
  Contests of Skill fall into two categories, Brief 
  and Prolonged. A Brief
  Brief
  Brief
  Brief Contest of Skill 
  represents 
  a 
  quick 
  clash 
  between 
  two 
  characters. A Prolonged
  Prolonged
  Prolonged
  Prolonged Contest of Skill results 
  when two or more characters engage in a 
  
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  drawn out battle, chase, argument or similar 
  conflict.  
   
  Brief Contest of Skill
  Brief Contest of Skill
  Brief Contest of Skill
  Brief Contest of Skill    
  In a brief Contest of Skill the two conflicting 
  characters nominate actions and relevant skills. 
  Each then performs a standard Test of Skill. The 
  character who scores the lowest pass on their 
  skill (i.e. the lowest roll) wins the Contest. 
   
  Degree of Success
  Degree of Success
  Degree of Success
  Degree of Success    
  The difference between your skill and your roll 
  is termed the Degree of Succe
  Degree of Succe
  Degree of Succe
  Degree of Success
  ssss
  ss. If you have a 
  skill of six and roll a two you have a degree of 
  success of four. Likewise if you roll over your 
  skill the difference is termed a Degree of 
  Degree of 
  Degree of 
  Degree of 
  Failure
  Failure
  Failure
  Failure. 
   
  Example
  Example
  Example
  Example    
  Yarrow is stopped at the door of a palace on the 
  night of a festive gala without an invitation. She 
  tries to convince the guards that she has been 
  invited by using her Persuasion. The guard on 
  duty counters this with Perception. Yarrow has 
  a High Persuasion (5), and the guard has an 
  Average Perception (4). 
  Yarrow scores a 3. The Guard also scores a 3.  
  Yarrow’s beats her skill by two ranks (5 minus 
  3) whereas the guard only beasts his skill by one 
  (4 minus 3). Yarrow wins this brief Contest of 
  Skill. 
   
  If both characters fail their Test of Skill then the 
  contest is a stalemate and another roll must be 
  made. 
   
  Prolonged Contest of Skill
  Prolonged Contest of Skill
  Prolonged Contest of Skill
  Prolonged Contest of Skill    
  Prolonged Contests of Skill are used to resolve 
  battles of arms and magic, arguments, games of 
  riddles, contests of insults, chases or any 
  similarly dangerous and serious conflict. 
   
  Victory and Defeat
  Victory and Defeat
  Victory and Defeat
  Victory and Defeat    
  Player characters have three attrition stats, 
  Presence
  Presence
  Presence
  Presence for courage, presence or mind and 
  willpower, Courage
  Courage
  Courage
  Courage for combat and brawling, 
  and Stamina
  Stamina
  Stamina
  Stamina for chases and other feats of 
  strength or endurance. 
  If a character’s Presence, Courage or Stamina is 
  reduced to zero then the character is defeated, 
  be it by confusion, despair or exhaustion 
  respectively. 
  Note that a character can also suffer injury in 
  combat, and may in fact die of wounds before 
  their Courage runs out. 
   
  The Action Round
  The Action Round
  The Action Round
  The Action Round    
  The Action round is used to allow everyone a 
  fair chance at contributing to resolving a 
  prolonged conflict. An Action Round is an 
  arbitrary passage of time during which all 
  characters involved in a conflict are allowed to 
  take one action. 
   
  Step One
  Step One
  Step One
  Step One 
  Declare Actions 
  Step Two
  Step Two
  Step Two
  Step Two 
  Determine Order of Actions 
  Step Three
  Step Three
  Step Three
  Step Three 
  Contest of Skill 
  Step Four
  Step Four
  Step Four
  Step Four 
  Resolution 
   
  Step One: Declare Actions
  Step One: Declare Actions
  Step One: Declare Actions
  Step One: Declare Actions    
  All players at the table declare their character’s 
  intended actions. All NPCs act at the end of the 
  round, after the Player Characters have 
  completed their actions. 
   
  Step Two: Determine Order of Actions
  Step Two: Determine Order of Actions
  Step Two: Determine Order of Actions
  Step Two: Determine Order of Actions    
  Order of actions is based on the nature and 
  complexity of the actions. Actions are ranked 
  for Speed using the following guideline. 
   
  Very Fast
  Very Fast
  Very Fast
  Very Fast Yelling, reflex responses 
  Fast
  Fast
  Fast
  Fast 
  Physical attacks, simple manoeuvres 
  Average
  Average
  Average
  Average 
  Archery and complex manoeuvres 
  Slow
  Slow
  Slow
  Slow 
  Sorcery and magic 
  Very Slow
  Very Slow
  Very Slow
  Very Slow Ponderously slow actions 
   
  Step Three: Contest of Skill
  Step Three: Contest of Skill
  Step Three: Contest of Skill
  Step Three: Contest of Skill    
  The character performing the fastest action 
  makes the first Test of Skill. If two player 
  characters act at the same time they can either 
  agree to act simultaneously or roll d10s - 
  highest acts first. 
  The first character to act challenges another 
  character to a Contest of Skill. Both characters 
  test their skill and determine who wins. Note 
  that acting first in an Action Round isn’t 
  necessarily an advantage, as you open yourself 
  up to the possibility of injury first as well. You 
  enemy will hurt you if you fail. 
  Injury is then dealt to one of the Attrition stats 
  depending on the type of conflict. Arguments or 
  battles of will affect Presence. Brawling or scare 
  tactics damages Courage. Contests of strength 
  or endurance affect Stamina. 
  The amount of damage done is equal to the 
  winning character’s Degree of Success minus 
  the losing character’s Degree of Success. 
  If one character passes and one fails their Test 
  of Skill, then damage is calculated by adding 
  
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  Degree of Success and Degree of Failure 
  together. 
  If both characters fail, no damage is done. 
   
  Example
  Example
  Example
  Example    
  Two characters Yarrow and Urel are engaged in 
  an argument. Yarrow scores a 5 point Degree of 
  Success (i.e. she rolled five levels lower than her 
  skill). Urel scores a 2 point Degree of Success. 
  Yarrow deals Urel’s Presence three (five minus 
  two) damage. Urel has seven Presence left. If 
  she suffers six or more damage in the following 
  rounds she will be defeated and Yarrow will win 
  the argument. 
   
  In the next round Yarrow scores a one point 
  degree of failure (i.e. she rolled one level above 
  her skill). Urel scores a three point Degree of 
  Success (three levels below her skill). Urel deals 
  Yarrow’s Presence four levels of damage (three 
  plus one). 
   
  Multiple Opponents: Splitting Attention
  Multiple Opponents: Splitting Attention
  Multiple Opponents: Splitting Attention
  Multiple Opponents: Splitting Attention    
  Multiple Opponents are handled in the rules by 
  using the Working Together rules later in this 
  chapter. 
   
  Step Four: Resolution
  Step Four: Resolution
  Step Four: Resolution
  Step Four: Resolution    
  A character whose Presence, Courage or 
  Stamina falls to zero is considered defeated 
  until the conflict ends. Characters who lose all 
  of their Presence are confused, baffled or 
  outwitted. Those who lose all of their Courage 
  are defeated by despair and fear. Those who 
  lose their Stamina are reduced to fatigued, 
  exhausted heaps. 
  Defeated characters can attempt to escape 
  danger as long as they are not guarded, held, or 
  otherwise blocked from movement by an 
  enemy character. 
  Anywhere from a few minutes to half an hour’s 
  rest is needed to restore a character’s lost 
  Presence, Courage or Stamina depending on the 
  seriousness of the conflict and the Storyteller’s 
  discretion. 
  When all of the characters from a given side are 
  defeated then the conflict ends. 
   
  Hand to Hand Combat
  Hand to Hand Combat
  Hand to Hand Combat
  Hand to Hand Combat    
  Combat is treated in the same manner as all 
  other prolonged Contests of Skill, except that as 
  well as loss of Courage on losing a Contest of 
  Combat, injury may be dealt also to the losing 
  character’s Health. 
   
  Health and Toughness
  Health and Toughness
  Health and Toughness
  Health and Toughness    
  In combat (and other physically dangerous 
  contests) characters can suffer injuries and 
  wounds, which may result in a character’s 
  death before defeat by loss of Courage. 
  All dangerous things, including weapons, have a 
  Menace Score usually from one to five ranks. 
  When a character wins a Contest of Skill during 
  combat he can choose to inflict injury. Note 
  that a victorious character does not have to 
  inflict injury on winning a Contest of Skill in 
  combat. A character can choose to overcome 
  her opponent by subduing their Courage alone. 
  This is especially important if you want to take 
  your enemy alive, or if the contest is friendly, a 
  tournament or a non-lethal brawl. 
  If you choose to inflict injury on a successful 
  victory of skill, then roll a d10 for each rank of 
  your weapon’s Menace. Each die that scores 
  above your opponent’s Toughness deals one 
  level of injury to him or her. 
   
  Example
  Example
  Example
  Example    
  Yarrow defeats a brigand in a contest of Combat 
  during a pitched skirmish. She decides to try 
  and inflict injury on the brigand. 
  Yarrow is using a knife with Menace Three. The 
  Brigand has a Toughness of Five. Yarrow rolls 
  three dice and scores a 5, 7 and 9. The scores 7 
  and 9 are above the Brigand’s Toughness and 
  deal two levels of damage to his Health. If the 
  Brigand only has two or less levels of Health 
  left, then he will be killed by this blow. 
   
  Ranged Combat
  Ranged Combat
  Ranged Combat
  Ranged Combat    
  If two sides are both engaging in ranged attacks 
  on one another then the combat can be treated 
  normally. 
  Characters 
  on both sides put 
  themselves at the same risk of injury by making 
  an attack. 
  But, if one side uses archery, spells, rocks or 
  knives to attack the other, and the other have 
  no ranged weapons to reprise with then the 
  attacks become one-sided. In this case the 
  targets of the attack are the only characters 
  who will potentially suffer a loss of Health if 
  they loose a Contest of Skill, but both sides still 
  run the risk of loosing Courage. It is 
  demoralising for an archer, no matter how 
  secure or entrenched, to keep firing arrows and 
  see none of them strike the enemy. 
   
  
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  The Next Round
  The Next Round
  The Next Round
  The Next Round    
  Once all characters involved in a conflict have 
  had a chance to declare and resolve an action 
  the Action Round finishes. 
  When all the characters from a given side have 
  been reduced to zero Presence, Courage, 
  Stamina or Health, then the conflict ends. 
   
  Cross-Pitting Skills 
  Want to counter the attacking monster with 
  your Persuasion? Want to use Daring to avoid a 
  sorcerous attack? You can. As long as you can 
  convince 
  your 
  Storyteller 
  that 
  you 
  can 
  reasonably use one of your skills to counter 
  another character’s action then you can. 
   
  Working Together 
  Characters can augment the efforts of one 
  another by pitching in and working together. 
  Each character who lends aid to the primary 
  character can lend a bonus to Skill of the 
  primary character. 
   
      
  Helper’s Skill
  Helper’s Skill
  Helper’s Skill
  Helper’s Skill    
  Bonus to Skill
  Bonus to Skill
  Bonus to Skill
  Bonus to Skill    
   
  Very High (or less) 
  +1 ranks 
   
  Extraordinary 
  +2 ranks 
   
  Epic 
  +3 ranks 
   
  Legendary 
  +4 ranks 
   
  Mythic 
  +5 ranks 
   
  � 
   
  Part Four: Health 
  All player characters have five levels of Health. 
  When fit and healthy Characters remain at Hale. 
   
  Health
  Health
  Health
  Health    
  Recovery
  Recovery
  Recovery
  Recovery    
  Hale 
  � 
   
  Bruised 
  � 
  ½ Day 
  Scathed 
  � 
  1 Day 
  Wounded 
  � 
  2 Days 
  Mauled 
  � 
  1 Week 
  Crippled 
  � 
  1 Month 
  Dead 
  � 
   
   
  Healing 
  Health recovers through the process of natural 
  healing. The recovery times listed next to each 
  rank are the time of rest and recuperation 
  needed to return to full health. If a character 
  does not rest when injured then she remains 
  injured until she does. 
   
  The Healing Skill
  The Healing Skill
  The Healing Skill
  The Healing Skill    
  The Healing Skill can be used to try and speed 
  the healing of injuries. When successful the 
  injured character recovers at the usual time it 
  would take to heal their wounds. 
   
  Health
  Health
  Health
  Health    
  Diffi
  Diffi
  Diffi
  Difficulty
  culty
  culty
  culty    
  Bruised 
  Very Low 
  Scathed 
  Average 
  Wounded 
  High 
  Mauled 
  Very High 
  Crippled 
  Extraordinary 
   
   
  � 
   
  Part Five: Sorcery 
  Magic and spell-casting in Mythosystem is 
  freeform within the bounds of the supernatural 
  effects that Weaves of Magic can perform. Each 
  Weave is a pattern of magical energies, drawn 
  out into threads. 
  Sorcerers work magic by mentally summoning 
  up and then controlling these threads of magic, 
  twisting and knotting them into patterns. Once 
  a pattern is fully formed, the sorcerer lets go of 
  the threads and the pattern causes a magical 
  effect in the physical world before fading away 
  to nothing. 
   
  Spells 
  Spells are formed by threading together one or 
  more Weaves of Sorcery. Each Weave of Sorcery 
  added to a Spell increases the cost in Essence by 
  One rank and the Difficulty to cast by one rank, 
  where a spell containing only one Weave is of 
  Minimal Difficulty. 
   
  Weaves
  Weaves
  Weaves
  Weaves    
  Essence
  Essence
  Essence
  Essence    
  Difficulty
  Difficulty
  Difficulty
  Difficulty    
  One 
  One 
  Minimal 
  Two 
  Two 
  Very Low 
  Three 
  Three 
  Low 
  Four 
  Four 
  Average 
  Five 
  Five 
  High 
  Six 
  Six 
  Very High 
  Seven 
  Seven 
  Extraordinary 
  Eight 
  Eight 
  Epic 
  Nine 
  Nine 
  Legendary 
  Ten 
  Ten 
  Mythic 
   
  Essence 
  Summoning up threads of sorcery saps away 
  some of your character’s Essence, her life’s 
  force, the fabric of her soul. Draining away 
  
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  Essence is a dangerous thing to do, the total 
  draining of Essence is the means by which the 
  Drakul create the mindless Soulbound to be 
  their slave. 
  A sorcerer who completely drains away all of 
  his or her Essence becomes Soulless and passes 
  into a state of insanity. The Soulless are much 
  like the Soulbound, mindless, except that the 
  Soulless have no master. Soulless creatures 
  wander aimlessly, they do not sleep, they take 
  whatever they want, they will eat anything 
  when hungry, even their own kind and have no 
  desire to clean or dress themselves. They 
  become intelligent and somewhat cunning 
  selfish animals. 
  Soulless sorcerers also lose their ability to work 
  magic, having no Essence left to tap. 
   
  Losing Essence
  Losing Essence
  Losing Essence
  Losing Essence    
  Tapping away the power inherent in your own 
  soul can be a dangerous path to power. The 
  closer you come to having no Essence left at all, 
  the closer you are to a cold, sociopathic state of 
  existence. 
   
  Three Essence:
  Three Essence:
  Three Essence:
  Three Essence: If you have only three Essence 
  left then you become somewhat remote and 
  cold. You are unlikely to get jokes, fail to laugh 
  or smile and generally seem withdrawn and 
  perhaps even a little mean when it comes to 
  strangers. 
   
  Two Essence:
  Two Essence:
  Two Essence:
  Two Essence: If you have only two Essence left 
  then you become unable to identify with other 
  people’s complex emotions. Art ceases to have 
  meaning to you. Music sounds like a horrid 
  cacophony of random noise.  
   
  One Essence: 
  One Essence: 
  One Essence: 
  One Essence: At one Essence you become unable 
  to understand even the most primal and basic 
  emotions. You cease to understand pain, love or 
  rage. Other characters motivations other than 
  those that are purely logical become confusing 
  and alien. 
   
  Dreaming
  Dreaming
  Dreaming
  Dreaming    
  Dreams restore Essence to a character. Any 
  character whose Essence has been depleted can 
  heal their damaged soul by taking a full night’s 
  sleep. 
   
  Range, Targets and Duration
  Range, Targets and Duration
  Range, Targets and Duration
  Range, Targets and Duration    
  All parameters of a spell, the range you can cast 
  it to, the number of targets it affects, its 
  duration, or its area affect default to low values 
  unless you include specific Weaves that 
  increase them. 
  Arcing Threads for instance allows you to 
  increase you number of targets.  
   
  Default Area
  Default Area
  Default Area
  Default Area 
  One pace radius 
  Default D
  Default D
  Default D
  Default Duration
  uration
  uration
  uration 
  One Round 
  Default Range
  Default Range
  Default Range
  Default Range 
  Touch 
  Default Targets
  Default Targets
  Default Targets
  Default Targets 
  One 
   
  Weaves 
  The following is a list of Weaves of Sorcery and 
  their effects. 
   
  Arcing Threads
  Arcing Threads
  Arcing Threads
  Arcing Threads    
  Arcing Threads allows you to project your spell 
  at a target within your line of sight. For each 
  Weave of Arcing Threads that you include in a 
  spell the magic gains a range of ten paces. 
  Without any Weaves of Arcing Threads a spell 
  must be cast by touch.  
   
  Changeful Knots
  Changeful Knots
  Changeful Knots
  Changeful Knots    
  Changeful Knots allows you to put a spell of 
  transformation on a single target, changing a 
  person into a sparrow, a rock into gold, a goat 
  into a farmhand. The change lasts for as long as 
  the spell endures. 
  If the target is a character and is unwilling to 
  change then each weave of Changeful Knots in a 
  spell deals two damage to the character’s 
  Presence. 
  If 
  Changeful 
  Knots 
  reduces 
  a 
  character’s Presence to zero then the character 
  is transformed into whatever creature or thing 
  you wish. 
   
  Coiled Shadow
  Coiled Shadow
  Coiled Shadow
  Coiled Shadow    
  The Weave of Coiled Shadow causes shadows 
  and darkness, either natural or unnatural, to 
  thicken and turn frigid, becoming a web-like 
  miasma of dark threads for as long as the spell 
  endures. 
  The weave affects an area five feet in radius. 
  Each additional weave of Coiled Shadow adds 
  three paces to the area of affect. 
   
  Dark Spiral
  Dark Spiral
  Dark Spiral
  Dark Spiral    
  Dark Spiral places a mesmerising enchantment 
  of sleep upon a target character. Each Dark 
  Spiral worked into a spell deals two levels of 
  injury to a target character’s Presence. If a 
  character’s Presence is reduced to zero by a 
  Dark Spiral weave then he or she falls into an 
  enchanted slumber for several hours. 
   
  
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  21
  Dance of Stars
  Dance of Stars
  Dance of Stars
  Dance of Stars    
  Dance of Stars allows you to delve into secret 
  knowledge of the world, gaining a true answer 
  to a single yes or no question. 
   
  Dancing Serpent
  Dancing Serpent
  Dancing Serpent
  Dancing Serpent    
  Dancing Serpent conjures up an enchanted 
  spectral serpent of flames that attacks a single 
  target. For each Dancing Serpent woven into a 
  spell the target suffers two level of injury to his 
  Courage. 
   
  Dawn Thread
  Dawn Thread
  Dawn Thread
  Dawn Thread    
  Dawn Thread conjures up a blast of raw 
  sunlight. The sunlight can be used to see by, but 
  is also injurous to dark spirits and undead. Each 
  Dawn Thread in a spell will deal two levels of 
  injury to a target dark spirit or undead spirit. 
   
  Ephemeral Threads
  Ephemeral Threads
  Ephemeral Threads
  Ephemeral Threads    
  Ephemeral Threads allows you to conjure up an 
  phantom illusion of sight, sound, scent or taste. 
  Illusions created with Ephemeral Threads have 
  no real substance and if touched with 
  disintegrate.  
   
  Forked Coils
  Forked Coils
  Forked Coils
  Forked Coils    
  Forked Coils splits the flow of your magic into 
  separate threads so that a single spell can affect 
  more than one target. For each Weave of Forked 
  Coils that you include in a spell you can 
  increase your number of targets by one. 
  Spells that do not contain a Weave of Forked 
  Coils are restricted to one target. 
   
  Gossamer Web
  Gossamer Web
  Gossamer Web
  Gossamer Web    
  Gossamer Web conjures up a tangle of 
  enchanted fetters and strands that can be cast 
  upon a target. Each Gossamer Web woven into a 
  spell deals two damage to the target’s Stamina 
  per round that the spell remains in existence. 
   
  Knot of Binding
  Knot of Binding
  Knot of Binding
  Knot of Binding    
  Knots of Binding fix about the woven strands of 
  a magic spell and make it more stable. For each 
  Weave of Binding added to a spell the spell lasts 
  a little longer. 
  Remember that even a permanent spell can be 
  undone by  
   
  No Knots 
  One Round 
  One Knot 
  Two Rounds 
  Two Knots 
  Three Rounds 
  Three Knots 
  Four Rounds 
  Four Knots 
  Maintain by Concentration 
  Five Knots 
  Permanent 
   
  Leaping
  Leaping
  Leaping
  Leaping Flames
   Flames
   Flames
   Flames    
  Leaping Flames conjures up a flare of 
  destructive energy in the form of crackling 
  wizard’s fire that can be used to inflict injury in 
  combat. 
  For each Weave of Leaping Flames woven into a 
  spell the magic will deal one level of injury to 
  the target’s Health. 
   
  Net of Thorns
  Net of Thorns
  Net of Thorns
  Net of Thorns    
  Swirl of Thorns protects a spell against an 
  attempt by another sorcerer to Counterspell it 
  (see Counterspell, below). 
  For each Swirl of Thorns worked into a spell a 
  sorcerer will take one level of injury to his 
  health while attempting a counterspell, even if 
  that counterspell is unsuccessful. 
   
  Maelstrom
  Maelstrom
  Maelstrom
  Maelstrom    
  Ochre threads allows you to conjure up the 
  power to shape, control and master the storms, 
  rains, clouds, mists and winds of the sky. 
   
  One Maelstrom 
  Subtle Effect 
  Two Maelstroms 
  Noticeable Effect 
  Three Maelstroms 
  Remarkable Effect 
  Four Maelstroms 
  Awe-Inspiring Effect 
  Five Maelstroms 
  God-Like Effect 
   
  Midnight’s Reel
  Midnight’s Reel
  Midnight’s Reel
  Midnight’s Reel    
  The Weave of Midnight’s Reel conjures up an 
  enchanted air of shadows and darkness 
  covering five paces radius. For each Weave of 
  Mightnight’s Reel worked into a spell increase 
  the area affected by two feet. 
   
  Ochre Threads
  Ochre Threads
  Ochre Threads
  Ochre Threads    
  Ochre threads allows you to conjure up the 
  power to shape, control and master the flesh of 
  the earth: soil, stones, gravel and sand. 
   
  One Ochre Thread 
  Subtle Effect 
  Two Ochre Threads 
  Noticeable Effect 
  Three Ochre Threads  
  Remarkable Effect 
  Four Ochre Threads  
  Awe-Inspiring Effect 
  Five Ochre Threads  
  God-Like Effect 
   
  Riven Whorl
  Riven Whorl
  Riven Whorl
  Riven Whorl    
  Riven Whorl is a destructive, unstable weave 
  that 
  makes 
  Counterspelling 
  another 
  enchantment or spell easier. For each Riven 
  Whorl worked into a spell reduce the difficulty 
  
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  22
  of 
  counterspelling 
  a 
  target 
  sorcery 
  or 
  enchantment by one. 
   
  Sea Green Eel
  Sea Green Eel
  Sea Green Eel
  Sea Green Eel    
  Sea Green Whorl allows you to conjure up the 
  power to shape, control and master the waves, 
  lakes, streams, and oceans of the world. 
   
  One Sea Green Eel 
  Subtle Effect 
  Two Sea Green Eels 
  Noticeable Effect 
  Three Sea Green Eels 
  Remarkable Effect 
  Four Sea Green Eels 
  Awe-Inspiring Effect 
  Five Sea Green Eels 
  God-Like Effect 
   
  Tailchaser Wurm
  Tailchaser Wurm
  Tailchaser Wurm
  Tailchaser Wurm    
  Tailchaser Wurm is a weave of warding that can 
  be cast at any time as an interruption to 
  another’s actions. If you are about to suffer 
  injury to your Health you can cast a spell made 
  up of one or more Tailchaser Wurms (but no 
  other weaves). Each Tailchaser Wurm prevents 
  one level of injury to your Health. 
   
  Tangled Mesh
  Tangled Mesh
  Tangled Mesh
  Tangled Mesh    
  Tangled Whorls is a complex, shifting weave 
  used to baffle counterspellers or those sorcerers 
  who wish to steal the secrets of a spell by 
  examine its weave. For each Tangled Whorls 
  woven into a spell increase the difficulty to 
  counterspell or study the sorcery by one rank. 
   
  Tendrils of Force
  Tendrils of Force
  Tendrils of Force
  Tendrils of Force    
  Tendrils of Force allows you to pick up, convey, 
  knock down or otherwise move by magic a 
  single solid target as long as the spell is in 
  effect. As soon as the spell ends the object falls 
  to the ground. 
   
  One Tendril 
  Coin or pebble 
  Two Tendrils 
  Dagger 
  Three Tendrils 
  Small strongbox 
  Four Tendrils 
  Person 
  Five Tendrils 
  Small cart 
   
  Twine of Embers
  Twine of Embers
  Twine of Embers
  Twine of Embers    
  Twine of Embers allows you to control the 
  flicker and glow of one source of natural fire as 
  long as the spell is in duration. You can snuff 
  out a fire, cause it to flare up, form a barrier, 
  change colour or move away in a different 
  direction. 
   
  One Twine 
  Subtle Effect 
  Two Twine 
  Noticeable Effect 
  Three Twine 
  Remarkable Effect 
  Four Twine 
  Awe-Inspiring Effect 
  Five Twine 
   
  God-Like Effect 
   
  Strands of Light
  Strands of Light
  Strands of Light
  Strands of Light    
  Strands of Light conjures up living, growing 
  energy that can restore flesh and blood and life 
  to the injured. Each Strands of Light weave in a 
  spell heals one rank of the target’s Health. 
   
  Counterspells 
  Any sorcerer can attempt to pick apart a spell 
  by taking the weaves apart one at a time. The 
  more weaves involved in a spell the more 
  difficult it becomes to shred it into wisps of 
  harmless magic. Counterspells fall into two 
  classes: Unweaving and Opposing. 
   
  Unweaving
  Unweaving
  Unweaving
  Unweaving    
  Unweaving is used to dispel magic that already 
  exists, to pick apart a permanent or semi-
  permanent enchantment. It costs a Sorcerer 
  one rank of Essence to attempt to Unweave a 
  spell. The sorcerer then makes a Test of Sorcery 
  against the following table. 
   
  Weaves
  Weaves
  Weaves
  Weaves    
  Difficulty
  Difficulty
  Difficulty
  Difficulty    
  One 
  Average 
  Two 
  Average 
  Three 
  Average 
  Four 
  Average 
  Five 
  Difficult 
  Six 
  Difficult 
  Seven 
  Difficult 
  Eight 
  Very Difficult 
  Nine 
  Very Difficult 
  Ten 
  Insanely Difficult 
   
  Opposing
  Opposing
  Opposing
  Opposing    
  Sorcerers may also interrupt another sorcerer’s 
  spell casting and work a counterspell at the 
  same time that a spell is being cast. This, 
  however, is more draining that carefully and 
  subtly taking a weave apart and potentially 
  more difficult. Interrupting another spell 
  requires that you defeat your opponent in a 
  Contest of Sorcery and costs a number of 
  Essence equal to the spell’s total Weaves plus 
  one. 
  This is very much like opposing another 
  character’s attempt to hurt you with a sword. 
  The victorious character also deals the loser 
  damage to their Presence. 
   
  
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  23
  Example
  Example
  Example
  Example    
  Gomeral, an Orgu spellweaver comes across a 
  permanent and dangerous looking weave of 
  magic hovering near the path she is walking 
  home by. Not knowing where the weave came 
  from or what its intent is she decides to err on 
  the side of caution and dispel it. 
  The spell have five Weaves woven into it. Orgu 
  must spend one Essence and then make a High 
  Test of Sorcery to dispel the Weave.  
   
  When Gomeral arrives home at her cottage she 
  is ambushed by Jokal, an old enemy of hers 
  from years past. It was he who put the spell on 
  the path in the hope that she wouldn’t notice it 
  and then be injured by a magical attack. 
  Jokal begins immediately working a weave of 
  sorcery containing four Weaves of the Dancing 
  Serpent and one Weave of Arcing Threads - five 
  in total. 
  Gomeral immediately decides to oppose his 
  spell. Jokal scores a four point Degree of 
  Success. If he were unopposed his spell would 
  succeed. Gomeral scores Six Point Degree of 
  Success in Sorcery, outmatching Jokal and 
  countering his spell. She spends six Essence to 
  do this (five plus one) and also deals Jokal two 
  damage to his Presence (Six minus four). 
   
  Studying a Spell 
  You can attempt to learn how to work new 
  Weaves by two ways. If you come across a 
  permanent enchantment and have time to 
  study how the spell is woven together you can 
  attempt to fathom its intricacies by a slow 
  process of careful examination. The more 
  weaves there are in a spell, the longer this 
  process takes. But once you are done you will be 
  able to cast all the weaves included in the 
  enchantment yourself. 
   
  Weaves
  Weaves
  Weaves
  Weaves    
  Study for…
  Study for…
  Study for…
  Study for…    
  One 
  One Day 
  Two 
  Two Days 
  Three 
  Six Days 
  Four 
  Eight Days 
  Five 
  Ten Days 
  Six 
  Twelve Days 
  Seven 
  Fourteen Days 
  Eight 
  Sixteen Days 
  Nine 
  Eighteen Days 
  Ten 
  Twenty Days 
   
  Alternatively sorcerers can teach one another 
  Weaves. It is far easier to learn a Weave of 
  Sorcery from a character who already knows its 
  secrets and the time needed depends solely on 
  the skill of the student. 
  But, always keep in mind that for sorcerous 
  characters Weaves are currency and the most 
  valuable form of currency there is. No sorcerer 
  would ever simply give away a Weave of magic, 
  and very few would consider trading away a 
  Weave for anything less than another equally 
  useful Weave. 
   
  Student’s skill
  Student’s skill
  Student’s skill
  Student’s skill    
  Time needed…
  Time needed…
  Time needed…
  Time needed…    
  Minimal 
  Ten Hours 
  Very Low 
  Nine Hours 
  Low 
  Eight Hours 
  Average 
  Seven Hours 
  High 
  Six Hours 
  Very High 
  Five Hours 
  Extraordinary 
  Four Hours 
  Epic 
  Three Hours 
  Legendary 
  Two Hours 
  Mythic 
  One Hour 
   
  Part Six: Fate and Advancement 
  Characters earn fate points through the pursuit 
  and achievement of their Passions. Fate points 
  can be used in one of two ways. The first is as a 
  meta-game resource. Any player can spend a 
  Fate point at any time to create a special 
  Caprice of Fate
  Caprice of Fate
  Caprice of Fate
  Caprice of Fate in the game (see below). 
  The second way in which Fate can be used is to 
  spend your Fate to increase the ranks of your 
  skills.  
  Note that other attributes, natural Toughness, 
  Health, Presence, Courage and Stamina cannot 
  be increased once a character is in play. 
  Spending Fate to advance skills to new ranks is 
  assumed to involve a short period of training 
  and research. Only allow skill advancement 
  either when characters have time to spare or 
  after an adventure has just finished. 
   
  Advancing a Skill
  Advancing a Skill
  Advancing a Skill
  Advancing a Skill    
  Fate Needed
  Fate Needed
  Fate Needed
  Fate Needed    
  Unskilled to Minimal 
  Two 
  Minimal to Very Low 
  Four 
  Very Low to Low 
  Six 
  Low to Average 
  Eight 
  Average to High 
  Ten 
  High to Very High 
  Twelve 
  Very High to Ext-ord. 
  Fourteen 
  Extraordinary to Epic 
  Sixteen 
  Epic to Legendary 
  Eighteen 
  Legendary to Mythic 
  Twenty 
   
  
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  24
  Example
  Example
  Example
  Example    
  Yarrow has a Low Daring skill. She has ten Fate 
  points saved up and decides that she’d like to 
  take some time and energy to train her Daring. 
  She spends eight of the ten Fate and increases 
  her Daring to Average. This leaves her two Fate 
  points which she decides to keep in case things 
  turn bad in her next adventure.    
   
  Caprices of Fate 
  Caprices of Fate are special meta-game effects 
  that Players can invoke in the game. These 
  effects cost carrying amounts of Fate to invoke, 
  more powerful Caprices cost more Fate, less 
  powerful Caprices cost fewer points. 
  As the Storyteller you can use Caprices in one of 
  two ways. The first is to allow Players to invoke 
  any Caprice of Fate at any time as long as the 
  character has enough Fate to cover the cost. 
  The second is to require Players to buy Caprices 
  beforehand, outside of the adventure, and then 
  use those that he or she has stored up. 
  The first option allows for more flexibility and a 
  greater pool of possibilities for the Players to 
  choose from. The second limits available 
  resources and means that Players must 
  carefully manage those Caprices that are 
  available to their Character. 
   
  Flesh Wound (One Fate)
  Flesh Wound (One Fate)
  Flesh Wound (One Fate)
  Flesh Wound (One Fate)    
  Reduces the damage to your Health from one 
  attack by one rank. You can expend more than 
  one points of Fate to reduce the effect of more 
  deadly wounds. For instance if your character 
  were about to take three levels of injury to her 
  Health, you could spend three Fate on Flesh 
  Wound to reduce the damage to zero, or Two 
  fate to reduce the damage to One. 
   
  Fury (Three Fate)
  Fury (Three Fate)
  Fury (Three Fate)
  Fury (Three Fate)    
  As long as you can provide a valid in-character 
  reason, you pass into a brief fit of rage, doubling 
  the damage you inflict to an enemies Health. 
  If, for instance, you deal an enemy two points of 
  Health Damage, you can invoke Fury and 
  increase this damage to Four. 
   
  Great Deed (Two Fate)
  Great Deed (Two Fate)
  Great Deed (Two Fate)
  Great Deed (Two Fate)    
  Allows your character a moment of sheer 
  brilliance. For a single Test or Contest of Skill 
  add three ranks to a given skill. 
   
  Saviour (Five Fate)
  Saviour (Five Fate)
  Saviour (Five Fate)
  Saviour (Five Fate)    
  When all looks lost, when the battle looks ended 
  and your enemy is victorious you can invoke a 
  Saviour to arrive in the nick of time and save 
  the day. The exact nature of this Saviour it at 
  the discretion of your Storyteller. 
   
  Second Wind (One Fate)
  Second Wind (One Fate)
  Second Wind (One Fate)
  Second Wind (One Fate)    
  Add one point to either your Presence, Courage 
  or Stamina. You can stack Fate and add more 
  than one rank to an Attrition stat. For instance, 
  you could spend Five Fate and add five ranks to 
  your Courage. Presence, Courage or Stamina 
  added to in this way cannot exceed its original 
  total. 
   
  Serendipity (Two Fate)
  Serendipity (Two Fate)
  Serendipity (Two Fate)
  Serendipity (Two Fate)    
  A small blessing of Fate’s more whimsical sister, 
  Luck. By invoking Serendipity you can cause 
  some small, reasonably trivial twist in the plot. 
  Perhaps you recognise the guard on a gate as 
  your cousin, or find that a door has been left 
  accidentally unlocked, or stumble over a 
  discarded, rusty shovel just when you need one. 
   
  Part Seven: The Shattered Lands 
  In a distant age and a distant world lie the 
  Twilit Lands. Three dim suns circle the blue-
  grey sky and the great red moon Ragathros 
  casts its baleful scarlet glow over the earth. 
  Even in the pitch of night there are no deep 
  darkness, all is shadow and ruddy glow. 
  
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  Map of the Shattered Lands
  
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  26
  Those who would rule… 
  So it is said by those who can recall, the Drakhul  
  were not always as they are now. There was a 
  time when the Drakhul  were a scavenger folk, 
  thin, lost wastrelings. They were the last 
  remnant of a shattered race, things that had 
  once been rulers in a different age, warped and 
  changed by the shattering of the world and 
  made into petty creatures. 
  So it was that one tribe of the Drakhul  
  wandered into the mountains that arise like 
  jagged teeth beyond the Scoured Lands. Here 
  they went deep into the caves, subsisting on the 
  white, fleshly eyeless things that dwell in the 
  dark. And in seeking easy, fat prey the Drakhul  
  went deeper and deeper into the ancient dark. 
  And somewhere in the dark they found ruins, 
  like the Drakhul  remnants of the world that 
  was. But these was no buried city, no lost place 
  of dwellings and cells. This was a prison. 
  Black walls of granite were now cracked and the 
  Drakhul  shambled through those cracks. They 
  walked the ancient tunnels and through the 
  gigantic gates of rust and debris. 
  And deep in the prison they found that which 
  was entombed. Throbbing. Pulsing. Singing out 
  in a voice of shadow and allure. 
  The Drakhul  knew it. They heard its call and 
  went to it. For they knew it by its song. 
  They had found what was too powerful to be 
  unmade. They had found a weapon of the elder 
  age. Horrific in its power, filled with a hungry 
  life of its own. The Drakhul  found the Stone of 
  Souls. 
  And this remnant race, this last thin shadow of 
  the elder world, their minds not yet utterly 
  wandered from the past, knew not just what 
  they had found, but also how to be its master. 
   
  The 
  The 
  The 
  The Drakhul
  Drakhul
  Drakhul
  Drakhul    
  The Drakhul are the last broken remnants of a 
  once lordly and beautiful race. They are a 
  shattered, ugly, skeletal folk, their minds have 
  turned 
  to 
  conceit 
  and 
  gluttony, 
  greed, 
  selfishness and decadence. Every thought is a 
  twisted mockery of their lost glory, their lost 
  empire, their lost dignity. 
  Drakhul are stooped creatures, with thin, bony 
  bodies, grasping hands and beady eyes. Their 
  speech is filled with hisses, coughs, wheezes 
  and whines, just as their bodies are hung rich 
  with gold and silken things. 
  For the Drakhul  are the masters of the Stone of 
  Souls. And the Stone of Souls is the master of all 
  creatures brought before it. The Stone drinks 
  life, it draws into it the essence of all living 
  things and leaves behind mere shells, witless 
  staring creatures, Soulbound to the Stone and 
  obedient to those who are the masters of the 
  Stone. 
  And so it was that the Drakhul  soon had 
  servants. And soon those witless servants 
  became a host of slaves. And those slaves 
  swarmed the Scoured Lands and brought to the 
  Drakhul  more souls for the stone. 
  And the Drakhul  were masters of an empire 
  again. 
   
  The Stone of Souls
  The Stone of Souls
  The Stone of Souls
  The Stone of Souls    
  Any creature or character that comes within 
  ten paces of the Stone of Souls lose one rank of 
  Essence for each round they remain close to the 
  stone. 
   
  Bay of Azure
  Bay of Azure
  Bay of Azure
  Bay of Azure    
  A vast stretch of rolling waters, thick with sea 
  life, great floating mats of blue-green seaweed, 
  fin-backing basking turtles and swarms of 
  glittering rainbow squid. 
  The Bay of Azure is famed both for its beautiful 
  waters and the abundance of seafood netted by 
  the Gnorrel fisherfolk who ply its waves. 
   
  Citadel of Souls
  Citadel of Souls
  Citadel of Souls
  Citadel of Souls    
  Also known as the Obsidian Citadel, black and 
  grand, a place of towers and red-gold windows, 
  vast halls hung with silks and deep dungeons 
  full of the mindless slaves of the Stone. 
  The Citadel of Souls is the chief fortress of the 
  Drakhul. Deep in its ancient tangle of mazelike 
  halls lies the chamber in which the Stone of 
  Souls is kept, and it is few who enter this 
  fortress’s dark gates leave again with a will of 
  their own. 
   
  Crowngold
  Crowngold
  Crowngold
  Crowngold    
  The canopy city of the Tanosk, built high in 
  Copperleaf Trees, suspending from the heights, 
  connected by a hundred bridges a lit by glowing 
  blue-white crops of fungus. 
  Crowngold is positioned near the Tanosk moss 
  farms and overlooks the great sluggish and 
  milky waters of the river Krail. A large wharf is 
  located under its shadow and ships manned by 
  any and all the free peoples of the Shattered 
  Lands can be found calling at one time or 
  another. 
   
  
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  27
  Great Me
  Great Me
  Great Me
  Great Mercant
  rcant
  rcant
  rcant    
  The largest, proudest and bussiest city of the 
  Shattered Lands. Great Mercant is a Gnorrel city 
  full of roofs of red, scarlet, orange and 
  burgundy, great walls of purple stone and huge 
  squares packed with markets. 
  Great Mercant is ruled by a council of trade and 
  craft guilds, who pay for the upkeep of the city 
  and a guard of Gnorrel from taxes on trade. 
   
  Greymist Mountains
  Greymist Mountains
  Greymist Mountains
  Greymist Mountains    
  Great, lonely and jagged mountains now home 
  to a few scattered settlements of Glym and very 
  little else. The Glym fled here after the 
  destruction of their beautiful, artful cities in the 
  east. They crossed forest and hills, river and 
  stone to find a place as far from the Drakhul and 
  the ghosts of the dead as they could. 
   
  Jadenhall
  Jadenhall
  Jadenhall
  Jadenhall    
  The greatest city of the Hurron, and the last 
  perhaps that deserves the very name of city. For 
  a folk who are dwindled and fewer each year, 
  Jadenhall has become a last have. As town after 
  town is abandoned to the forest, Jadenhall 
  welcomes new refugees and wanderers. 
  Jadenhall is a huge, expansive city crafted of 
  artful arches, towers and ramparts in jade and 
  marble. Cunningly crafted jasper fruit hang 
  from jade leaves, and marble trunks throughout 
  this remarkable edifice to Hurron magic and 
  craft. 
   
  Krail River
  Krail River
  Krail River
  Krail River    
  A wide, calm and sluggish river that forms the 
  main trade route past Crowngold, to Tangleroot 
  in the north and ocean in the south. 
   
  Mystenwode Forest
  Mystenwode Forest
  Mystenwode Forest
  Mystenwode Forest    
  Vast and expansive forest, full of weird 
  carnivorous plants, dangerous lurking monsters 
  and many other, less earthly perils. 
   
  Plains of Razorgrass
  Plains of Razorgrass
  Plains of Razorgrass
  Plains of Razorgrass    
  Vast tracts of open land grown thick with the 
  sharp-edged fields of razorgrass. Thick and 
  sturdy boots are needed to cross the Plains of 
  Razorgrass. Aside from occasional patrols from 
  the Drakhul lands to the north or herds of 
  Razortoothed Mimbles the plains are generally 
  a lonely and empty place. 
   
  Swamp Forests of the North
  Swamp Forests of the North
  Swamp Forests of the North
  Swamp Forests of the North    
  Unexplored, infested with Jungle Slugs and 
  other predators the Swamp Forests of the north 
  hold little to attract the intrepid. Weird lights 
  seen glowing deep and distant in the swamps 
  are a well known phenomenon and have drawn 
  the adventurous from time to time although 
  none who have returned have been able to 
  discover their nature or cause. 
   
  Windsong Gulf
  Windsong Gulf
  Windsong Gulf
  Windsong Gulf    
  Named after the Windsong trees that line most 
  of the shore, this gulf is scattered with Gnorrel 
  towns and ports, mostly along its western 
  shore. 
  Windsong Trees take their name from the 
  musical sound created by sea winds when they 
  blow through the fluted, piped and hollow 
  trunks of branches of these peculiar plants. 
   
  Tangleroot
  Tangleroot
  Tangleroot
  Tangleroot    
  Tangelroot is a settlement in the far north of 
  the Krail river founded on collecting swamp 
  gum that floats out of the northern swamp 
  forests. Swamp gum is a form of amber as hard 
  as steel but lighter and possessing a sheen of 
  crystalline gold and fire. 
  It can be melted at very high temperatures in 
  forges and cast into any number of shapes. A 
  valuable source of material for tools and 
  weapons swamp gum is worth is weight in gold 
  and a few years of risking tangles with 
  wandering Jungle Slugs can make a gum 
  prospector rich. 
   
  Va
  Va
  Va
  Vale of Bones
  le of Bones
  le of Bones
  le of Bones    
  A terrible, blasted desert spotted with ruined 
  cities of elegant stone and scattered with the 
  delicate bones of thousands of Glym who died in 
  the first onslaught of the Drakhul. 
   
  Part Eight: Perilous Things 
  There are many things strange and wondrous in 
  the Shattered Lands but also many things 
  dangerous and malignant. Creatures that lurk in 
  the misty swamp forests, weird things that 
  haunt the high mountains and fell monsters 
  enslaved to the will of the Drakhul. 
   
  Attributes 
  Perilous creatures and monsters are not defined 
  in as much detail as Player Characters. Perilous 
  Creatures have only seven Attributes. 
   
  Might:
  Might:
  Might:
  Might: Raw, brute power, stamina, endurance 
  and resilience. Used to attack Stamina. 
      
  
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  Teeth: 
  Teeth: 
  Teeth: 
  Teeth: The creature’s physical threat. Its power 
  to do harm and overpower another in a fight. 
  Used to attack Courage. 
   
  Wiles:
  Wiles:
  Wiles:
  Wiles: Not all creatures have the wits of beasts. 
  Some have the guile sharpened by malice and 
  tongues that can speak the words of language. 
  Used to attack Presence. 
   
  Persistence:
  Persistence:
  Persistence:
  Persistence: A catch-all attribute that measures 
  how willing a creature is to keep persisting in 
  an attack and how able it is to do so. A 
  combination of will to fight and physical 
  prowess. 
   
  As well as these four attributes, creatures also 
  share the attributes Toughness
  Toughness
  Toughness
  Toughness, Menace
   Menace
   Menace
   Menace and 
  Hea
  Hea
  Hea
  Health
  lth
  lth
  lth with Player Characters. Toughness and 
  Health function in the same way as they do for 
  Player Characters. Note that some creatures are 
  physically unable to do real harm to a character 
  and have a Menace of zero. 
   
  Using Attributes
  Using Attributes
  Using Attributes
  Using Attributes    
  The creature Attributes are used to resolve 
  conflicts between player characters and a given 
  perilous monster. 
  Might
  Might
  Might
  Might, Teeth
  Teeth
  Teeth
  Teeth and Wiles
  Wiles
  Wiles
  Wiles are treated as skills 
  which can be used to attack a Character’s 
  Stamina, Courage and Presence respectively. 
   
  Persistence
  Persistence
  Persistence
  Persistence functions as a catch-all attrition 
  attribute. When a Player Character defeats a 
  creature in a round of conflict, the attack 
  subtracts from the creature’s persistence 
  regardless of the form of attack. Once a 
  creature’s persistence has fallen to zero the 
  creature is defeated and will flee or grovel or 
  surrender at the discretion of the Storyteller. 
   
  Menace
  Menace
  Menace
  Menace can only be brought into play when a 
  creature wins a Test of Teeth
  Test of Teeth
  Test of Teeth
  Test of Teeth and inflicts injury 
  upon a character’s Courage
  Courage
  Courage
  Courage. At this point a 
  creature can choose to try and injure a 
  character’s Health
  Health
  Health
  Health as per normal. 
   
  Special Powers 
  Many 
  creatures 
  possess 
  supernatural, 
  venomous or weird powers that are defined on 
  a creature-by-creature basis. 
   
  Examples
  Examples
  Examples
  Examples    
  Yarrow is set upon by a Stinger Swarm and is 
  caught in the whirling flutter of yellow and red 
  wings. A Stinger swarm has the following 
  Attributes. 
   
  Might
  Might
  Might
  Might: Average 
  Teeth
  Teeth
  Teeth
  Teeth: Low 
  Wiles
  Wiles
  Wiles
  Wiles: Low 
  Menace
  Menace
  Menace
  Menace: Zero 
  Toughness
  Toughness
  Toughness
  Toughness: 8 
  Health
  Health
  Health
  Health: 5 
  Persistence
  Persistence
  Persistence
  Persistence: Ten 
   
  Special:
  Special:
  Special:
  Special: Stinger Moths feed on blood and 
  attempt to inject a numbing toxin whenever 
  they land to calm their prey. Based on Might, 
  this Toxin attacks the character’s Stamina. 
  When reduced to zero the character falls into a 
  stupor. The blood loss from a swarm, even a 
  large one is usually not fatal and most 
  characters will awaken hours later, sore, red, 
  swollen and on fire with itching. 
   
  Yarrow decides to try and outwit the Stinger 
  Swarm by jumping into a nearby foetid pool and 
  hiding in the water. She uses her Subterfuge 
  Skill (Very High) to avoid the Swarm. 
  The Swarm attacks Yarrow using its Might. It 
  scores an Extraordinary (7) success. Yarrow 
  responds with a Low (3) result for Subterfuge. 
  The Swarm deals Yarrow’s Stamina four levels 
  of injury (7 minus 3). If Yarrow’s Stamina falls 
  to zero she will fall asleep - maybe the water 
  isn’t such a good place to be… 
  In the next round of conflict Yarrow scores an 
  Epic Success (8) and the Swarm scores an 
  Average Success (4). Yarrow deals the swarm’s 
  persistence four levels of damage (8 minus 4), 
  reducing it to six. If she can reduce the swarm’s 
  persistence to zero by hiding in the water then 
  the stinger moths will simply give up and fly 
  away. 
   
  Yarrow escapes the Stringer Moths and 
  wanders deeper into the swamp, when she 
  comes to the attention of a Voracious Croakle. 
  The Voracious Croakle tries to lure and confuse 
  Yarrow with deceptive, plaintive voices. The 
  murmurs and weeping of a Croakle attack 
  Yarrow’s presence. If a character’s Presence is 
  reduced to five then he or she stumbles into the 
  Croakle’s lair, and the Croakle lunges forth 
  using tooth and claw to try and kill its prey. 
   
  The Croakle has the following attributes. 
   
  Might
  Might
  Might
  Might: Very Low 
  Teeth
  Teeth
  Teeth
  Teeth: Very High Wiles
  Wiles
  Wiles
  Wiles: High 
  Menace
  Menace
  Menace
  Menace: Five 
  Toughness
  Toughness
  Toughness
  Toughness: 4 
  Health
  Health
  Health
  Health: 3 
  Persistence
  Persistence
  Persistence
  Persistence: Fifteen 
   
  The Croakle begins its attack by scoring an 
  Extraordinary (7) test of Wiles. Yarrow falls on 
  
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  her Willpower to resist the Croakle’s Wiles. 
  Yarrow scores a Very Low (2) test of Willpower.  
  She suffers five levels of injury to her Presence 
  (7 minus 2) and, having had ten Presence to 
  start with, she is reduced to five Presence. 
  Yarrow stumbles unwittingly into the Croakle’s 
  dank and sticky lair. 
  The green-brown creature stretches forward its 
  bony claws and attacks. The Croakle now uses 
  its Teeth to attack Yarrow’s Courage. Yarrow 
  defends using her Daring, in an attempt to 
  escape by leaping out of the way. The Croakle 
  scores a Very High (6) test of Teeth. Yarrow 
  Scores an Epic (8) test of Daring. She deals the 
  Croakle’s Persistence two damage (8 minus 6). If 
  the Croakle had won this round not only would 
  Yarrow have lost Courage, but also the Croakle 
  could have chosen to use its rank five Menace to 
  try and deal injury Yarrow’s Health and 
  potentially kill her. 
   
  Creatures of the Shattered Lands… 
  To fully understand the nature of nature in the 
  Shattered Lands you will first need to know that 
  the line between plant and animal is far more 
  blurred than you may be used to. There are 
  many trees and shrubs that are rooted to the 
  spot and seldom do more than photosynthesise, 
  but there are many others that have eyes and 
  mouths, legs, and teeth and many of the 
  features we might associate with animal life. 
  Likewise many fleshy animals rely on sunlight 
  for food, and a very become rooted to the 
  ground through much of their adult life. The 
  forests and swamps of the Shattered Lands are 
  bizarre and strange places where nothing may 
  be quite what it appears at first glance… 
   
  Dazzelspores
  Dazzelspores
  Dazzelspores
  Dazzelspores    
  Produced in vast clouds by blinking moss, 
  which grows in lush expanses in the hollows 
  and dells of the Mystenwode, Dazzelspores are 
  so well adapted to beguile and confuse potential 
  herbivores that they pose a serious threat to 
  anyone and anything caught in their path. 
  Although usually ejected into the air in early 
  spring blinking moss will spray clouds of 
  dazzelspores into the air if threatened, startled 
  or frightened. 
  A cloud of Dazzelspores forms a shimmering, 
  glittering swirl of light and phantom shapes. 
  The 
  cloud’s 
  swirling 
  radiance 
  attacks 
  a 
  character’s Presence based on the cloud’s 
  Might. 
  A character whose presence is reduced to zero 
  by the cloud emerges completely and utterly 
  lost, having wandered aimlessly and dizzyingly 
  in some random direction. 
   
  Might
  Might
  Might
  Might: Very High Teeth
  Teeth
  Teeth
  Teeth: None 
  Wiles
  Wiles
  Wiles
  Wiles: None 
  Menace
  Menace
  Menace
  Menace: Zero 
  Toughness
  Toughness
  Toughness
  Toughness: N/A 
  Health
  Health
  Health
  Health: N/A 
  Persistence
  Persistence
  Persistence
  Persistence: Twenty 
   
  Special:
  Special:
  Special:
  Special: It is not possible to cause physical 
  injury to a swarm of dazzlespores. Sheer 
  Willpower, Wits or works of magic are a usually 
  a character’s best defence. 
   
  Durrorg
  Durrorg
  Durrorg
  Durrorg    
  The name given by the Gnorrel to those of their 
  kind who have been stolen by the Stone of Souls 
  and so broken and twisted by the Drakhul  that 
  they barely resemble their blood-kin. 
  Few if any free Durrorg exist. Those that are 
  born in the breeding camps are herded before 
  Stone of Souls as soon as they can walk. 
   
  Might
  Might
  Might
  Might: Very High Teeth
  Teeth
  Teeth
  Teeth: Ave. 
  Wiles
  Wiles
  Wiles
  Wiles: Ave. 
  Menace
  Menace
  Menace
  Menace: 2 
  Toughness
  Toughness
  Toughness
  Toughness: 5 
  Health
  Health
  Health
  Health: 3 
  Persistence
  Persistence
  Persistence
  Persistence: 10 
   
  Gnogrul
  Gnogrul
  Gnogrul
  Gnogrul    
  The Gnogrul are a species of gangly, agile flying 
  predators that haunt the canopies of the 
  Mystenwode Forests. They are large and black, 
  with membranous wings and stubby, flesh-
  tearing faces. As expert and swift at climbing 
  and leaping as they are at flying the Gnogrul 
  make for dangerous creatures in a tangled 
  forest. Ambush predators, these creatures 
  prefer to lurk in the leaves of great trees and 
  from there swoop suddenly and silently down 
  upon unwary prey. 
  The Drakhul  have taken many Gnogrul into the 
  ranks of the Soulbound. The very largest and 
  oldest Gnogrul are large enough to carry away a 
  sizeable creature alive and bands of Gnogrul are 
  from time to time sent into the southlands to 
  bring back fresh slaves for the Soulstone. 
  Otherwise the Gnogrul are put into service 
  mostly as spies, swift means of sudden attack, 
  and from time to time deadly assassins. 
   
  Might
  Might
  Might
  Might: High 
  Teeth
  Teeth
  Teeth
  Teeth: High 
  Wiles
  Wiles
  Wiles
  Wiles: Ave. 
  Menace
  Menace
  Menace
  Menace: 4 
  Toughness
  Toughness
  Toughness
  Toughness: 4 
  Health
  Health
  Health
  Health: 6 
  Persistence
  Persistence
  Persistence
  Persistence: 15 
   
  Gribbic
  Gribbic
  Gribbic
  Gribbic    
  Small, furry creatures, not much larger than 
  two or three hand spans, but possessed of 
  
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  powerful cunning, remarkable agility and an 
  unusual obsession with hoarding pretty, shiny 
  things. 
  Gribbic posses a child-like intelligence and 
  usually the capacity to speak a few awkward 
  strings of grammatically broken words. They 
  live in small family groups naturally in forests 
  and woodlands, although in recent years troops 
  have begun to make a menace of themselves in 
  some towns and cities. 
   
  Might
  Might
  Might
  Might: Low 
  Teeth
  Teeth
  Teeth
  Teeth: Minimal 
  Wiles
  Wiles
  Wiles
  Wiles: Epic 
  Menace
  Menace
  Menace
  Menace: Zero 
  Toughness
  Toughness
  Toughness
  Toughness: 1 
  Health
  Health
  Health
  Health: 2 
  Persistence
  Persistence
  Persistence
  Persistence: 20 
   
  Special:
  Special:
  Special:
  Special: Gribbic will only harass characters 
  upon spotting an interesting shiny, glittering 
  thing. They have no concept of real wealth and 
  will be just as obsessive about a shiny tin spoon 
  as a gold crown. 
  The Gribbic will attempt to confuse, harrass, 
  and sneak up on a character by using its Wiles. 
  If a Gribbic is able to reduce a character’s 
  Presence to zero then the chracter is baffled by 
  the Gribbics attentions an the little, furry 
  creature is able to sneak in, grab what it wants 
  in its teeth and bolt for the nearest tree or roof. 
  Gribbics hoard stolen things but seldom remain 
  interested in them for long. Forgotten stashes 
  of copper forks, glass baubles and gold 
  necklaces turn up from time to time in the 
  attics of many villages. 
   
  Jungle Slug
  Jungle Slug
  Jungle Slug
  Jungle Slug    
  Huge, bloated, purple creatures with a dozen 
  barbed 
  tentacles 
  flickering 
  around 
  their 
  mouths. Jungle Slugs are the largest and most 
  voracious predators of the Swamp Forests of the 
  north. They are not to be trifled with. 
   
  Might
  Might
  Might
  Might: Very High Teeth
  Teeth
  Teeth
  Teeth: Extraord. 
  Wiles
  Wiles
  Wiles
  Wiles: Low. 
  Menace
  Menace
  Menace
  Menace: 5 
  Toughness
  Toughness
  Toughness
  Toughness: 5 
  Health
  Health
  Health
  Health: 5 
  Pe
  Pe
  Pe
  Persistence
  rsistence
  rsistence
  rsistence: 10 
   
  Lurker Gorg
  Lurker Gorg
  Lurker Gorg
  Lurker Gorg    
  Thin gangly predatory trees that dwell in the 
  Mytstenbode Forest. Lurker Gorgs are grey 
  barked, long leafed trees, with a  sharp beak and 
  many pointed claws usually kept hidden near a 
  central mass of leaves. Lurker Gorgs can 
  shamble over the ground slowly but prefer to 
  lie in wait for prey. They will attack suddenly 
  and swiftly, but soon give up if their initial 
  attack is unsuccessful. 
   
  Might
  Might
  Might
  Might: Very High Teeth
  Teeth
  Teeth
  Teeth: Very High Wiles
  Wiles
  Wiles
  Wiles: Low. 
  Menace
  Menace
  Menace
  Menace: 6 
  Toughness
  Toughness
  Toughness
  Toughness: 8 
  Health
  Health
  Health
  Health: 8 
  Persistence
  Persistence
  Persistence
  Persistence: 3 
   
  Mjorn
  Mjorn
  Mjorn
  Mjorn    
  Among the most feared predators of the Twilit 
  Lands a great many Mjorn are now in the thrall 
  of the Drakhul . The Soulbound Mjorn form the 
  high guard of the Citadel of Obsidian. 
  Mjorn are massive predatory creatures, with 
  long wolfish snouts, dark fur, great fangs and 
  bony plates and armour along their faces, 
  spines and tail. 
   
  Might
  Might
  Might
  Might: Epic 
  Teeth
  Teeth
  Teeth
  Teeth: Epic 
  Wiles
  Wiles
  Wiles
  Wiles: High 
  Menace
  Menace
  Menace
  Menace: 5 
  Toughness
  Toughness
  Toughness
  Toughness: 7 
  Health
  Health
  Health
  Health: 7 
  Persistence
  Persistence
  Persistence
  Persistence: 20 
      
  Razortooth Mimble
  Razortooth Mimble
  Razortooth Mimble
  Razortooth Mimble    
  Long-legged, swift Razortooth Mimbles hunt 
  the plains of the east, chasing down the smaller, 
  fleet scurrying shrubs and jumping bushes that 
  live in amongst the tall grasses of the hills. 
  Usually not dangerous unless provoked or 
  defending young, wild Razortooth Mimbles are 
  best avoided and left to their harmless plant-
  hunting ways. 
  The Drakhul have enslaved a number of 
  Mimbles, however, to act as very swift scouts 
  and spies, and here have been increasingly 
  worrying reports of blank-eyes soulbound 
  Mimbles along the fringes of the Gnorrel lands. 
   
  Might
  Might
  Might
  Might: Ave. 
  Teeth
  Teeth
  Teeth
  Teeth: Extraord. 
  Wiles
  Wiles
  Wiles
  Wiles: Ave. 
  Menace
  Menace
  Menace
  Menace: 3 
  Toughness
  Toughness
  Toughness
  Toughness: 4 
  Health
  Health
  Health
  Health: 5 
  Persistence
  Persistence
  Persistence
  Persistence: 15 
   
  Slithey Toad
  Slithey Toad
  Slithey Toad
  Slithey Toad    
  Less a real threat than a persistence annoyance 
  associated with any voyage upriver or over lake, 
  Slithey Toads are large aggressive ambibians 
  that mark out and defend areas of territory. 
  Slithey Toads defend their territory by spitting 
  sprays of incredibly awful, stenchful black 
  slime. If struck by a jet of Slithey spray a 
  character will remain feculent to the nose for 
  days later, despite all attempts to scrub and 
  clean. 
   
  Might
  Might
  Might
  Might: Ave. 
  Teeth
  Teeth
  Teeth
  Teeth: Extraord. 
  Wiles
  Wiles
  Wiles
  Wiles: V Low 
  Menace
  Menace
  Menace
  Menace: Zero 
  Toughness
  Toughness
  Toughness
  Toughness: 6 
  Health
  Health
  Health
  Health: 4 
  Persistence
  Persistence
  Persistence
  Persistence: 20 
   
  Special:
  Special:
  Special:
  Special: Slithey Toads attack with their Teeth 
  attribute, doing damage to a character’s 
  courage. If a character’s courage falls to zero 
  
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  then he or she is then considered to have been 
  drenched in awful stinking spittle. 
   
  Stinger Moth
  Stinger Moth
  Stinger Moth
  Stinger Moth    
  Tiny, blood-sucking, yellow and red moths that 
  gather in fluttering swarms to fall upon prey. 
  Stinger Moths are considered one of the worst 
  dangers of navigating the Krail River, and at 
  certain times of the year the swarms can 
  become so large that they become a serious 
  threat to life. 
   
  Might
  Might
  Might
  Might: Average 
  Teeth
  Teeth
  Teeth
  Teeth: Low 
  Wiles
  Wiles
  Wiles
  Wiles: Low 
  Menace
  Menace
  Menace
  Menace: Zero 
  Toughness
  Toughness
  Toughness
  Toughness: 8 
  Health
  Health
  Health
  Health: 5 
  Persistence
  Persistence
  Persistence
  Persistence: 10 
   
  Special:
  Special:
  Special:
  Special: Stinger Moths feed on blood and 
  attempt to inject a numbing toxin whenever 
  they bite to calm their prey. Based on Might, 
  this Toxin attacks the character’s Stamina. 
  When reduced to zero the character falls into a 
  stupor. The blood loss from a swarm, even a 
  large one is usually not fatal and most 
  characters will awaken hours later, sore, red, 
  swollen and on fire with itching. 
  If a swarm is very, very large, then a character 
  who has succumbed to the toxin may possibly 
  die a withered, bloodless husk. For every 
  hundred moths in a swarm that feed on one 
  character the character looses one level of 
  health. 
   
  Trog
  Trog
  Trog
  Trog    
  The Trog are a huge, thickset strain of creatures 
  native to the Mystenwode Forests with wits 
  barely above those of animals. As wild creatures 
  they are brutal, violent and savage. They dwell 
  in small, barely tolerant family clans that 
  typically consist of a single dominant female 
  and several smaller and less aggressive males. 
  As Soulbound the are Trog are useful to the 
  Drakhul  as brute labour, frightening soldiers or 
  beasts of burden. The amount of fresh flesh 
  needed to feed a single Trog, however, limits 
  their numbers in the ranks of the Drakhul  
  armies. 
   
  Might
  Might
  Might
  Might: Epic 
  Teeth
  Teeth
  Teeth
  Teeth: Extraord. 
  Wiles
  Wiles
  Wiles
  Wiles: V Low 
  Menace
  Menace
  Menace
  Menace: 4 
  Toughness
  Toughness
  Toughness
  Toughness: 6 
  Health
  Health
  Health
  Health: 6 
  Persistence
  Persistence
  Persistence
  Persistence: 10 
   
  Voracious Croakle
  Voracious Croakle
  Voracious Croakle
  Voracious Croakle    
  Gangly, rubber fleshed creatures with warty 
  skin, great beaklike maws and long, vicious 
  claws. 
  Voracious Croakles are frightening ambush 
  predators that dwell deep in swamps and 
  forests. They use a thick, slimy web secreted in 
  their cheeks to coat their lairs and hang draping 
  tendrils about to entrap prey. 
   
  Might
  Might
  Might
  Might: Very Low 
  Teeth
  Teeth
  Teeth
  Teeth: Very High Wiles
  Wiles
  Wiles
  Wiles: High 
  Menace
  Menace
  Menace
  Menace: 5 
  Toughness
  Toughness
  Toughness
  Toughness: 4 
  Health
  Health
  Health
  Health: 3 
  Persistence
  Persistence
  Persistence
  Persistence: 15 
   
  Special:
  Special:
  Special:
  Special: Voracious Croakle seldom if ever leave 
  their lairs full of tangled, foetid webs and sticky 
  slime. They attempt to lure prey to them by 
  making confusing, distressing sounds of crying, 
  wailing, weeping and other sometimes more 
  animal sounds of pain. 
  If a character’s Presence is reduced to five by 
  this attack (Based on the Croakle’s Wiles), then 
  the character is lured into the lair of the 
  Croakle and there is set upon by filth encrusted 
  tooth and claw. 
  Because of the slime encrusted, sticky webs that 
  drape all about Corakle lairs all characters in a 
  Croakle lair have to make a Test of Fortitude 
  each round or lose one level of Stamina.  
   
  Wimthering Tree
  Wimthering Tree
  Wimthering Tree
  Wimthering Tree    
  Named after the sounds these trees make when 
  whispering to one another, Wimthering Trees 
  are much feared pack predators that hunt the 
  forests of the north. Long limbed, swifter than 
  most plants, and armed with sharp woody claws 
  and a beak, Wimthering Trees will lurk 
  camouflaged in a grove, slowly creeping closer 
  to prey before making a break from cover and 
  dashing forward with claws outstretched. 
   
  Might
  Might
  Might
  Might: High 
  Teeth
  Teeth
  Teeth
  Teeth: Very High Wiles
  Wiles
  Wiles
  Wiles: High 
  Menace
  Menace
  Menace
  Menace: 4 
  Toughness
  Toughness
  Toughness
  Toughness: 5 
  Health
  Health
  Health
  Health: 4 
  Persistence
  Persistence
  Persistence
  Persistence: 10 
   
   
   
   
  
SOURCE: textdata/thevault/The Stone of Souls/The Stone of Souls Corebook.pdf