TEXT: By FRank BRunneR
  By FRank BRunneR
  
  coRE RULEBooK
  PDF Version
    Frank Brunner
  Designer & Writer
  BetH Abel, Ken ButcHer, PHil Coburn, Jody KuHns, ZacH Hoefler
                                        Playtesting  
                   zacH Hoefler
   Proofreader & aDDITIONAL lAYOUT
  mg, If, SB, tHe NS d20 Club, CHris Dodd, and matt Urbanski
                          Additional Playtesting  
  v. 1.0
                   Beth Brunner
            Proofreader & lAYOUT
  
  3
  Part I
  Welcome to the Kingdoms.
   
  The Kingdoms are spellbound. They stand on 
  the brink of an enlightenment that may never come.
  	
  In	the	Kingdoms,	you	will	find	zeppelins,	
  courtesans, feral children, alchemy, sorcery, engineer-
  ing, politics, dragons, and slavering undead. You will 
  find	a	world	that	rings	with	swordplay	and	roars	with	
  flocks	of	manticores	rising	out	of	the	forests.	You	will	
  find	a	world	of	love,	fear,	and	magic.
   
  I’m glad you’re here!
  wELCOmE
  How To Use 
  This Book
  Read	the	rules	first	to	get	a	feel	for	the	game.	Make	
  sure you grasp the core mechanic (it’s easy!) and 
  then	read	through	the	five	scene	types:	combat,	mass	
  combat, social encounters, chases, and investigation 
  & exploration.
   
  Remember that there is a lot of game here. 
  You	don’t	have	to	use	it	all.	On	a	first	reading,	the	
  pages and pages of mass combat units might seem 
  daunting. If that’s the case, then keep in mind that 
  you can play a grand RPG without mass combat at 
  all. Just ignore the extra material for now. With social 
  encounters, for example, you can ignore the “Who’s 
  Line	Is	It	Anyway?”	improv-type	rules	on	a	first	read-
  through.	The	game	functions	just	fine	without	them.	
  Come back to them when you like!
   
  Read through the character and setting infor-
  mation next. Think of characters you want to play 
  and settings you want to explore. As with everything 
  else, the setting contained here is but one example of 
  what you can do with the SK rules. I can’t wait to see 
  homebrew settings for the game.
   
  Finally, crack open the toolbox. This section is 
  the only section meant to be referenced during actual 
  play.	Players	and	GMs	alike	use	the	style	sheets,	and	
  GMs	running	sandbox-style	games	can	make	great	
  use of the aids in the toolbox.
   
  One last way to use the book is to rip out ideas 
  for other games. The maps, the improve rules, the 
  random	tables,	the	organization	rules,	and	many	other	
  pieces are easily portable to other systems.
   
  However you use the book, I hope that you 
  enjoy it. Read it and make it your own. Season to 
  taste, game chefs, and enjoy the feast!
  materials & 
  Friends
  To	play,	you	need	a	pen,	paper,	and	a	set	of	dice:	d2,	
  d4,	d6,	d8,	d10,	d12,	and	d20.
   
  You also need a couple of friends. Although 
  you can play Spellbound Kingdoms with just two 
  people, it is best with three to six. Spellbound King-
  doms is meant to be played with the same group over 
  many game sessions. Take time to build your charac-
  ter, explore the world, develop relationships between 
  characters, conquer what must be conquered and 
  experience the fantasy world through your character’s 
  eyes and heart.
   
  Prior Knowledge
  This book assumes that you know what an RPG is 
  and		what	various	acronyms	such	as	PC	and	GM	
  mean.	If	you	don’t,	please	find	online	one	of	the	many	
  excellent RPG articles. Or ask a friend. You’ll be glad 
  you did. RPGs rock.
  
  1
  Part II
  cHAPTER tWO: hOW TO pLAY
  oVERVIEW
  Here’s an overview of the important concepts in Spell-
  bound Kingdoms.
  	
  •	The	core	mechanic	is	a	die-step,	roll-over-
  target-number system. Each kingdom or region has its 
  own	default	target	number,	called	the	Doom.
  	
  •	Inspirations	are	at	the	heart	of	every	charac-
  ter. Use them like action points in any scene to give 
  you a bonus die. Unlike many other action points you 
  may	be	familiar	with,	inspirations	are	represented	
  directly	in	the	game	world,	and	you	can	lose	them	
  (someone	kills	your	wife,	for	example).
  	
  •	The	five	main	scene	types	are	combat,	mass	
  combat,	chases,	investigations	(or	explorations),	and	
  
  2
  social encounters. 
  	
  •	The	style	of	play	is	classic	RPG	play	or	scene	
  order play. “Scene order play” means that players take 
  turns framing scenes and setting goals. A single cam-
  paign	may	alternate	between	the	two	styles.	This	is	
  often	the	best	overall	approach	to	the	game,	as	differ-
  ent styles are suitable for different scenes and game 
  situations.
  Now	let’s	explore	those	four	
  ideas,	along	with	a	few	other	
  important	concepts,	in	more	
  detail.
     Core
  mechanic
  Spellbound Kingdoms uses 
  d2,	d4,	d6,	d8,	d10,	d12,	and	
  d20	dice.	The	size	of	the	die	
  that you roll is determined 
  by	the	relevant	characteristic,	
  attack,	vehicle,	or	whatever	
  else	you	are	using.	Roll	the	
  highest die that does not 
  exceed	the	value	of	your	
  characteristic.
  	
  Example.	If	your	strength	is	7,	roll	a	d6	when	
  using strength.
  	
  Example.	Sometimes	this	is	noted	dStr.	For	
  example,	dStr	if	your	Strength	is	8	means	d8.
  There	are	no	modifiers	applied	to	the	result	of	the	roll.	
  The	number	showing	on	the	die	is	what	you	get.
  	
  Instead,	modifiers	are	applied	before	rolling,	
  and	they	change	the	size	of	the	die.
  	
  Example.	Bella	lunges	with	her	longsword	at	
  a	madman.	Normally	that	is	a	d8	attack,	but	since	her	
  previous	round	was	spent	feinting,	she	gains	a	one	
   modifiers 
  & Size Wrap
  die-size	increase	and	rolls	a	d10	for	her	attack	(one	up	
  from	the	d8).
  	
  Modifiers	can	never	lower	the	size	of	a	die	be-
  low	d2.	Modifiers	that	increase	a	die	size	beyond	d20	
  are	rare,	but	they	can	and	do	happen.	When	you	have	
  an	increase	to	a	die	size	larger	than	d20,	“roll	over”	
  and	start	counting	up	again	from	d4.	When	you	roll	
  over,	you	roll	a	d20	and	
  whatever	die	you	finish	at.	
  If	you	roll	over	twice,	you	
  roll	two	d20’s	and	what-
  ever	die	you	finish	at.
  	
  Example.	Isaac	is	block-
  ing	using	the	Free	Sword	
  style.	That	gives	him	a	d10,	
  but	he	has	four	die	size	in-
  creases.	He	rolls	a	d20	and	
  a	d6	(d10	->	d12	->	d20	->	
  d20	+	d4	->	d20	+d6).
  When	multiple	dice	are	
  rolled	for	a	check,	the	best	
  single number is the result. 
  Multiple	dice	usually	occur	because	of	inspirations,	
  mood,	size	wrap,	or	other	bonus	dice.
  	
  Example.	Alejandro	wants	to	leap	up	to	the	
  castle	parapet.	His	strength	is	only	5,	giving	him	a	
  d4	for	strength.	He	uses	an	Inspiration	to	gain	a	d12	
  Heart	bonus	die.	Now	he	rolls	a	d4	and	a	d12,	which	
  come	up	as	a	3	and	a	6.	The	6	is	Alejandro’s	result.
  	
  Penalty	dice	can	reduce	a	result.	When	rolling	
  a	penalty	die,	the	worst	single	number	is	the	result.
  	
  Example.	Gustaf	tries	the	same	leap.	His	
  strength	is	a	7,	giving	him	a	d6	for	strength.	Unfortu-
  nately,	he	is	suffering	from	a	hallucinogenic	powder,	
  which means he must roll his reason die as a penalty 
  die.	His	reason	is	a	5,	so	that	die	is	a	d4.	He	rolls	the	
  strength	d6	and	gets	a	5.	Unfortunately,	when	he	rolls	
  the	reason	die,	it	is	a	2.	The	2	is	the	result	of	his	roll.
  multiple
     Dice
  In	addition	to	the	four	concepts	
  mentioned	in	the	overview,	there	
  is also an important meta-con-
  cept: play with an active mind 
  and	a	critical	eye.	The	game	
  relies	on	the	GM	and	the	players	
  to	judge	and	create.	Is	the	mag-
  istrate’s penchant for pine nuts 
  and narghiles a secret or public 
  knowledge?	Is	the	dance	floor	with	its	minstrel’s	
  gallery	best	considered	one	area	or	two?	Is	the	
  midnight	sewer	meeting	with	Raleigh	Rumpp	
  best	handled	with	pure	roleplay,	a	single	roll,	or	
  the full social encounter rules?
  	
  The	game	does	not	dictate	choices	such	
  as	these.	Let	context	and	reason	be	your	guide.	
  An Active mind
  
  3
  	
  If	you	have	both	penalty	
  dice and bonus dice on the same 
  roll,	apply	the	bonus	dice	last.	That	
  is,	determine	the	roll	normally	
  with	a	penalty	die.	After	that,	roll	
  the	bonus	die.	If	it	is	higher	than	
  the	previous	result,		then	take	the	
  higher bonus die as the new result. 
  This	doesn’t	happen	often	because	
  penalty dice are far from ubiqui-
  tous,	but	it	does	happen.
  	
  Example.	Mercy	tries	the	
  same	leap	as	Alejandro	and	Gustaf.	
  Her	strength	is	6,	so	her	die	is	a	d6.	
  She	rolls	a	4.	Then	she	rolls	her	
  dust	penalty	die,	namely	her	reason	
  die,	and	gets	a	3.	The	3	is	the	result	
  of	her	roll	so	far.	But	let’s	say	she	
  uses an inspiration to give her a bo-
  nus	die.	Now,	at	the	end,	she	rolls	
  her	inspiration	die,	describing	how	
  her lust for vengeance on the duke 
  drives her to leap to the parapet. 
  She	gets	a	d10	inspiration	die,	rolls	
  it,	and	comes	up	with	a	6.	The	6	
  beats	the	3,	so	it	is	the	result	of	her	
  roll.
  	
  Dice	also	explode.	That	is,	
  when you roll the highest number 
  possible	on	a	die,	also	roll	the	next	
  highest	size	die.	The	largest	number	
  showing on any die is the result of 
  your	roll.	Dice	can	explode	multiple	
  times.
  	
  Example.	Adrienna	rolls	a	
  10	on	a	d10.	This	explodes,	so	she	
  rolls	a	d12.	She	gets	a	7	on	the	d12.	
  The	result	of	her	roll	is	the	10	that	
  she had originally.
  	
  Example.		Minette	rolls	a	4	
  on	a	d4.	This	explodes,	so	she	rolls	
  a	d6.	She	gets	a	6	on	the	d6.	This	
  explodes	too,	so	she	rolls	a	d8.	She	
  gets	a	3	on	the	d8.	The	result	of	this	
  roll	is	a	6,	the	highest	number	on	
  any of the dice.
  Doom
  & Target 
  Numbers
  If	you	are	rolling	against	an	op-
  ponent or there is something else 
  actively	working	against	you,	then	
  you each roll and the higher roll 
  wins.
  	
  On	the	other	hand,	if	you	
  are	rolling	against	the	environment,	
  the target number is usually the 
  doom	of	the	region.	The	doom	is	
  born	of	magic,	the	king,	and	fate.	
  It	measures	the	difficulty	of	life.	
  Woe	and	misery	walk	in	lands	with	
  high	doom,	while	the	sun	shines	
  warmer,	and	there	are	fewer	chil-
  dren	wailing	from	plague-flagged	
  tenement	windows,	in	lands	with	
  low doom.
  	
  Example.	Nicholas	is	gal-
  loping on horseback through an 
  open-air	bazaar.	He	needs	to	jump	
  Zeb,	his	horse,	over	a	table	of	rye	
  loaves.	This	is	Rithaign,	where	the	
  doom is only 3 thanks to the king’s 
  wrath being focused on fractious 
  East	Fire	across	the	bay.	Nicholas	
  rolls	a	d8	(his	Quickness	is	7,	and	
  he	has	one	die	size	increase	from	
  a	history	item:	horseman).	He	gets	
  a	5	on	his	roll.	This	is	greater	than	
  the	doom,	so	he	clears	the	table	
  and races on.
  	
  The	doom	of	a	region	can	
  save	GMs	the	time	and	mental	
  energy required to assign target 
  numbers.	This	can	speed	play.
  	
  There	are	times,	however,	
  
  4
  when	the	GM		assigns	a	target	number	other	than	the	
  doom.
  	
  Example.	Charlotte	is	searching	an	abandoned	
  shanty for signs its previous owner was spellbound. 
  The	GM	thinks	it	is	easy	to	find	the	bloody	dramba	
  doll	in	the	trash	heap	in	the	corner,	so	even	though	the	
  Doom	is	5,	he	assigns	a	target	number	of	3.	Charlotte	
  rolls	a	d6	(her	Reason	score	is	6).	She	gets	a	5.	Suc-
  cess!	She	finds	the	dramba	doll.
  	
  Kings,	nobles,	and	other	characters	can	in-
  crease	or	decrease	the	doom,	sometimes	for	them-
  selves,	and	sometimes	for	everyone	in	the	region.	
  This	is	usually	accomplished	through	story	goals	and	
  the	campaign	as	judged	by	the	GM,	but	there	are	also	
  specific	powers	that	allow	this.		One	common	way	to	
  decrease the doom is by destroying the doom’s sup-
  ports.	For	example,	a	king	might	derive	power	from	
  his	relationship	with	the	assassin’s	brotherhood.	If	
  the	PCs	can	destroy	that	relationship,	the	doom	in	the	
  region	goes	down	by	1.	When	kingdoms	are	described,	
  they	often	say	where	some	of	the	doom	comes	from.	If	
  during	the	course	of	play,	the	PCs	destroy	or	amelio-
  rate	the	source,	the	doom	can	be	lowered.	As	always,	
  the	GM	and	the	group	must	judge,	as	decreasing	or	in-
  creasing	the	doom	significantly	changes	the	campaign	
  milieu.
  Ties
  In	any	opposed	die	roll,	ties	go	to	the	higher	die	size.	
  If	both	tying	dice	are	the	same	size,	re-roll.
  	
  If	the	roll	is	not	actively	opposed	(as	when	it	is	
  made	against	the	doom),	then	a	tie	-	a	result	equal	to	
  the target number - counts as a success.
  Inspirations
  & Stunting
  A Note on Dice
  d12	to	d20	may	seem	like	a	large	or	uneven	jump,	but	in	fact	it	is	not.	Con-
  sider	the	jump	from	d2	to	d4:	you	have	doubled	your	maximum	roll.	The	
  jump	from	d10	to	d12	is	nowhere	near	that	large	a	relative	increase.	d12	
  to	d20	merely	brings	the	increases	back	to	the	same	scale.	There	are	many	
  other	considerations,	but	considering	them,	including	the	almost	visceral	fun	
  of	rolling	the	big	ol’	d20	while	your	opponent	rolls	a	pathetic	d8,	the	jump	
  from	d12	to	d20	is	justified,	mathematically	and	otherwise.
  To	understand	the	Kingdoms,	you	must	understand	in-
  spirations.	Inspirations	can	drive	the	architect	to	build,	
  the	lover	to	woo,	and	the	warrior	to	fight.	They	move	
  the	world,	and	they	have	the	power	of	magic.	For	both	
  of	those	reasons,	the	nobles	condition	the	common-
  ers to accept a life of blandness and to settle for tepid 
  passions.	Inspirations	are	far	too	dangerous	for	just	
  anyone.
   
  Love for your brother is an inspiration. Ven-
  geance against the savage warlord who destroyed your 
  village	is	another.	Paranoia	inspires	the	madman.	Faith	
  inspires	the	priest.	The	list	is	endless.
  	
  PCs	and	important	NPCs	have	inspirations.	
  There	are	always	numbers	attached,	for	example:	
  “Seeks	vengeance	on	Baron	Vountainne	(2)”	or	“Faith	
  in	the	return	of	her	husband	from	Ku-to-en	(4).”	These	
  values cannot sum higher than the character’s heart 
  score.	For	example,	Penelope	has	a	7	heart.	She	could	
  have	“Fear	of	aging	(3),”	“Ambition	to	see	the	De-
  scent	(3),”	and	“Love	of	diamonds	(1).”	She	could	not	
  have another inspiration because the sum of her values 
  already	equals	her	heart	score	(3+3+1=7).
  	
  In	play,	inspirations	function	as	action	points.	
  That	is,	a	character	can	use	an	inspiration	to	gain	a	
  boost	to	an	action.	His	love,	or	fear,	or	madness,	or	
  other inspiration spurs him on to greater deeds.
  	
  When	a	character	uses	an	inspiration,	he	gains	
  
  5
  his	heart	die	as	a	bonus	to	the	roll.	The	result	of	the	
  roll is the highest number showing on either die: the 
  normal die for the roll or the heart die.
  If	the	player	narrates	how	his	inspiration	relates	to	the	
  situation at hand and describes his character’s inspi-
  ration	and	action	(this	is	called	“stunting”),	then	the	
  bonus Heart die that he rolls is increased a number of 
  times equal to the value of the inspiration.
   
  A character can decide to use his inspiration 
  at any point before the effects of the roll are applied. 
  That	is,	he	can	decide	to	use	an	inspiration	after	he	
  sees the result of his roll or his opponent’s roll. Of 
  course,	his	opponent	can	then	also	use	an	inspiration	
  (if	he	has	one).	
   
  A character can use each of his inspirations 
  once per scene. Anything more than that causes the 
  inspiration to become a distraction rather than a moti-
  vation. Since most characters have only a handful of 
  inspirations,	wise	use	is	important.	There	is	no	carry-
  over	if	an	inspiration	is	not	used	in	a	scene.	That	is,	
  you	do	not	get	to	use	an	inspiration	twice	in	the	next	
  scene	if	you	don’t	use	it	now.	With	one	exception,	it	is	
  to the character’s advantage to use all of his inspira-
  tions in every scene.
  	
  That	one	exception	is	in	the	case	of	a	secret.	A	
  character	may	want	to	keep	his	inspirations	a	secret,	
  probably	so	that	no	one	attacks	them.	In	that	case,	a	
  character who fears he can be read too easily might 
  not want to use - and risk revealing - an inspiration.
  	
  Example.	A	character	with	a	Heart	character-
  istic	score	of	5	and	Ambition:	Dreams	of	Nobility	(2)	
  is	fighting	in	Free	Sword	style.	He	makes	a	Warrior’s	
  Strike.	His	attack	die	is	a	d6.	He	rolls	a	1	and	then	de-
  cides to use his ambition to power his attack. Since he 
  does	not	narrate	anything,	he	rolls	a	d4	for	his	Heart.	
  On	this	d4,	he	rolls	a	3,	and	takes	that	as	the	result	of	
  his attack.
  	
  Example.	Therese	Vhalline	is	begging	the	
  castellan for an audience with the prince. She has 
  charisma	6,	heart	5,	and	the	inspiration	“Fear	of	being	
  alone	(left	in	the	woods	as	a	child)”	(3).	She	rolls	her	
  social	attack	as	a	d6,	which	is	her	charisma	die.	She	
  gets	a	1	and	decides	to	use	an	inspiration.	She	narrates	
  how the prince’s refusal to see her plays on her fear of 
  abandonment and social isolation. She then rolls her 
  heart	die	increased	three	times.	This	is	a	d10	(d4	heart	
  die,	increased	three	times	for	the	narration	and	the	
  value	of	the	inspiration).	She	gets	a	6	on	the	d10.	The	
  value	of	the	social	attack	on	the	castellan	is	a	6,	which	
  is	the	better	of	Therese’s	two	dice.
  	
  Example.	Sergeant-errant	Oliver	Ghespure,	
  with	Heart	7,	is	inspired	by	his	faith	in	the	King’s	
  Legion	(2).	Fighting	a	suspected	traitor,	he	executes	a	
  Slash,	which	normally	attacks	with	a	d8.	After	Sgt-
  Et.	Ghespure	rolls	a	2,	he	falls	back	on	his	faith.	His	
  player	declares,	“A	sergeant	in	the	King’s	Legion	
  can never fall to a traitorous knave!” He then rolls 
  his	Heart	die	increased	twice.	This	is	a	d10	(d6	Heart	
  die,	increased	twice	for	the	narration	and	value	of	the	
  inspiration).	He	gets	a	7	on	the	d10.	The	value	of	his	
  attack	is	that	7,	which	is	the	better	of	his	two	dice.
  Death, Destiny,
  & narrative 
  Control
  Love and fear are the most powerful forces in the 
  world.	Where	there	is	love,	death	has	no	dominion,	
  and	where	there	is	fear,	peace	finds	no	purchase.
  	
  Inspirations	can	change	the	world.	You	have	
  already seen how inspirations can act as action points. 
  They	can	do	more:	they	can	save	a	character	when	
  nothing else can.
  	
  If	a	love	has	a	value	of	3	or	more,	the	charac-
  ter	cannot	be	killed	or	indefinitely	removed	from	play	
  except	by	natural	causes.	If	any	other	inspiration	has	
  a	value	of	4	or	more,	the	same	is	true.	Love,	fear,	and	
  other inspirations play with fate itself in the King-
  doms.	Magic	runs	deep	and	permeates	everything.	The	
  stronger	a	character’s	passion,	the	greater	his	destiny.	
  A strong enough passion yields an undeniable destiny.
  	
  This	mechanic	pushes	gameplay	in	several	
  directions.	First,	it	allows	players	to	retain	narrative	
  control over their characters. A character with a strong 
  unfulfilled	destiny	is	not	going	to	die	because	of	a	
  
  6
  lucky critical hit from 
  a goon in a tavern 
  brawl. A character can 
  only be killed after 
  he	has	been	hunted,	
  harried,	and	forced	
  to watch his wife and 
  daughter die. 
  				This	inspiration	
  mechanic also encour-
  ages play that involves 
  assaults on inspira-
  tions rather than bod-
  ies. Enemies become 
  true villains as they 
  attack	a	PC’s	inspira-
  tions.	They	might	kid-
  nap	and	murder	a	son,	
  torture	a	friend,	or	set	
  fire	to	a	home.	The	
  villain can only go in 
  for the kill after the 
  hero’s inspirations are 
  low enough – after his 
  fields	lie	in	flames	and	
  his hopes are nothing 
  more than ash in the 
  streets	of	East	Fire.
  	
  Players,	in	
  response,	look	to	par-
  ticipate in roleplaying 
  scenes that build up 
  their	loves,	ambitions,	
  and other inspirations. 
  The	higher	they	can	
  raise	a	love,	the	more	
  proof it is against attack.
  	
  Of	course,	players	also	look	to	attack	the	
  inspirations	of	important	antagonist	NPCs.	A	PC	may	
  choose	not	to	draw	her	longsword,	scream	an	oath	to	
  a	Low	God,	and	charge	the	evil	warlord	the	first	time	
  she	sees	him.	Instead,	she	is	more	likely	to	trade	jibes	
  over	canapés,	to	embarrass	the	warlord	in	front	of	his	
  troops,		or	to	steal	whatever	he	loves	most:	his	horses,	
  his	trophies,	his	women.	Once	the	warlord	has	been	
  hurt enough - truly hurt - then our heroine screams and 
  charges.
  	
  What	happens	when	a	character	loses	a	fight	
  or	drives	off	a	cliff	in	a	chariot,	but	escapes	death	
  because	of	an	inspiration?	The	GM	and	player	nar-
  rate	the	outcome	together,	but	the	rule	of	lost	scenes	
  
  7
  applies:	things	get	worse.	The	character	might	be	
  captured.	Perhaps	he	catches	a	branch	on	his	plummet	
  down	the	chasm,	or	he	lands	in	a	river	but	now	finds	
  himself	a	stowaway	on	a	ship	bound	for	the	Dragon	
  Isles.	Perhaps	a	kingsman	rescues	the	character	only	to	
  demand cooperation in blackmailing an archmage.
  	
  For	more	on	the	rule	of	lost	scenes	and	ideas	
  of	how	things	can	get	worse,	see	the	random	tables	in	
  Part	V:	Toolbox.
  indefinitely.	That	is,	if	a	PC	is	captured,	or	petri-
  fied,	or	bedridden,	there	still	must	be	scenes	that	
  give	the	PC	a	shot	at	coming	back	or	afford	him	
  a	meaningful	play	experience.	PCs	being	what	
  they	are,	and	players	enjoying	what	they	enjoy,	
  this probably means that one of the attempts at a 
  comeback	is	successful,	sooner	rather	than	later.	
  Of	course,	if	his	inspirations	have	been	lowered	
  enough,	then	the	PC	can	be	removed	from	play	not	
  only	indefinitely,	but	permanently.
  	
  The	same	is	true	of	villains!	A	PC	can	
  capture	a	villain,	but	that	villain	is	allowed	re-
  peated	escape	chances,	quite	likely	successful,	if	
  he	is	sufficiently	inspired.	Until	his	inspirations	are	
  lowered,	the	villain	remains	a	threat.
  Captured, Petrified, and 
  Plagued: Removed From Play
  When	the	rules	say	that	a	character	
  with	a	sufficiently	high	inspiration	
  cannot	be	indefinitely	removed	
  from	play,	they	do	not	mean	that	
  he	cannot	be	captured,	or	petrified,	
  or	confined	to	a	fixer’s	lung	with	
  consumption.	By	many	means,	the	
  world	and	its	agents	can	capture,	
  petrify,	and	infect	the	PCs.	But	
  this	cannot	remove	a	PC	from play 
  Raising 
  Inspirations
  Raising	an	inspiration	requires	spending	time	with	
  that	inspiration.	In	scene	order	play,	the	player	de-
  votes	a	scene	to	his	inspiration.	In	classic	play,	the	
  character spends uninterrupted time pursuing his 
  inspiration,	a	day	to	a	week	depending	on	the	time	
  frames	of	the	campaign.	The	character	should	not	
  have a chance to raise it a second time before another 
  character	acts	(this	could	be	an	NPC	trying	to	lower	
  the	inspiration	that	the	character	just	spent	time	shor-
  ing	up!).
   
  Spending time on an inspiration raises it one 
  point.	Remember	that	the	sum	of	a	character’s	inspi-
  ration	values	cannot	exceed	his	Heart	score.
  	
  In	some	cases,	the	GM	may	determine	that	
  there is opposition in place to a character’s attempt to 
  raise	his	inspiration.	When	that	happens,	the	character	
  must win a contest in order to raise the inspiration.
  	
  Example.	Myev	wants	to	increase	her	love	for	
  her	aging	mother.	When	it	is	Myev’s	player’s	turn,	
  she	says,	“I’m	going	to	spend	time	with	my	mother	
  and	try	to	work	on	our	relationship.”	That	is	usu-
  ally enough to raise the inspiration by one point. On 
  the	other	hand,	perhaps	the	GM	knows	that	Myev’s	
  enemies have turned one of Myev’s mother’s maids 
  against	her.	Then	there	is	a	social	encounter,	wherein	
  the	maid	causes	a	scene,	and	whispers	in	the	old	
  woman’s ear horrible things about Myev. Myev must 
  then win a social combat to increase her love.
  	
  When	an	inspiration	doesn’t	exist	–	that	is,	it	
  has	a	value	of	0	because	it	is	a	new	inspiration	or	one	
  that had been previously destroyed – the character 
  must succeed with a heart roll against the doom in 
  order	to	raise	the	inspiration	to	1.	She	may	re-try	if	she	
  fails,	but	the	re-try	requires	another	scene.
  	
  Fear	is	an	exception.	The	Kingdoms	breed	fear.	
  You	can	always	raise	a	fear	by	one	point,	in	any	scene,	
  once	per	scene.	This	requires	no	action	and	can	be	
  done right before you roll: you suddenly discover that 
  your	fear	is	greater	than	you	thought,	and	you	really,	
  really need to escape such a horrible fate!
  
  8
  Attacking
  Inspirations
   
  Attacking someone else’s inspiration always 
  requires	a	contest.	The	GM	or	the	player	making	the	
  attack can determine the type of contest.
  	
  For	example,	if	a	player	is	attacking	the	Guild-
  mistresses’	narcissism,	then	he	might	attack	her	in	
  combat.	If	he	wins,	he	has	scarred	her,	at	least	tempo-
  rarily,	and	lowered	the	inspiration	she	receives	from	
  her vanity.
  	
  Another	example:	a	sheriff	wants	to	hang	a	PC	
  rogue.	He	decides	to	attack	the	PC	rogue’s	inspiration	
  “Love for the people of the Underduct neighborhood 
  (4).”	The	sheriff	meets	the	PC	after	one	of	the	PCs’	
  heists and engages in an argument on the merits of 
  a	neighborhood	that	is	known	to	be	home	to	drunks,	
  whores,	and	criminals.	They	engage	in	a	social	com-
  bat;	if	the	PC	loses,	he	has	come	to	doubt	the	neigh-
  borhood	he	held	dear,	and	his	inspiration	goes	down	
  by one point.
  	
  A	final	example:	Beth	is	playing	Etta,	a	warrior	
  fighting	the	Duke.	To	weaken	the	Duke	and	the	Doom,	
  Etta	stages	a	combat	scene.	“I’m	going	to	take	a	bunch	
  of	his	prisoners	out	of	the	dungeon.	That	ought	to	hit	
  him	where	it	hurts,	since	he	loves	to	run	them	through	
  his	experiments.”	Because	this	is	a	combat	encounter	
  and	not	a	stealth	encounter,	the	GM	starts	Etta	(and	
  whatever	friends	wish	to	come)	in	the	dungeon,	with	
  the	doors	flying	open,	the	prisoners	tiptoeing	out,	and	
  the	guards	charging	down	the	stairs	at	Etta.	If	Etta	and	
  her	companions	fight	to	safety,	the	Duke	loses	a	point	
  from	his	Love	of	Magical	Experimentation	on	Living	
  Subjects;	if	she	is	unsuccessful,	then	things	get	worse:	
  she	may	be	captured,	the	doom	may	increase,	or	she	
  may gain a reputation as a weak champion.
  	
  If	you	lose	an	inspiration	completely,	you	take	
  4	mood	damage.
  	
  If	you	lose	a	love	completely,	instead	of	4	
  mood	damage,	you	lose	all	mood	and	take	4	heart	
  damage.	You	regain	this	heart	damage	at	the	rate	of	
  1	per	week	only	if	you	succeed	in	a	heart	vs.	doom	
  check each week. An inspiration can boost this roll as 
  normal.
  	
  If	you	lose	your	true	love,	your	mood	drops	to	
  0,	your	heart	drops	to	2	and	recovers	at	half	the	normal	
  rate,	and	your	maximum	heart	die	size	decreases	by	
  one forever.
  Losing
  Inspirations
  Inspirations as 
  penalties
  Fear	is	the	easiest	inspiration	to	gain,	but	it	is	also	the	
  easiest	for	your	enemies	to	exploit.	In	the	first	round	
  of	any	scene	that	finds	you	face-to-face	with	your	
  fear,	you	must	roll	a	heart	penalty	die	on	every	roll.	
  After	that,	your	fear	ebbs	and	adrenaline	takes	over.	
  (Remember	that	a	heart	penalty	die	means	that	you	
  roll your normal die along with your heart die and 
  take	the	lowest	number	showing	as	the	result.)
   
  Other inspirations can also be used against 
  you	in	any	scene.	When	someone	succeeds	with	a	
  social attack against you (a social attack is usually 
  charisma	vs.	charisma	or	charisma	vs.	reason)	and	
  insults,	threatens,	or	mocks	one	of	your	inspirations,	
  you	take	a	heart	penalty	die	on	your	next	roll.
  	
  Each	inspiration	can	only	be	exploited	once	
  per	scene	this	way.	That	is,	each	can	be	exploited	only	
  once	in	total,	not	once	per	person.	If	someone	else	
  beats	you	to	it,	then	you	cannot	attack	the	same	inspi-
  ration:	the	subject	has	lost	its	bite.
  	
  In	combat,	a	social	attack	like	this	is	a	Trick.	
  In	social	combat,	it	is	simply	an	attack	like	any	other.
  
  9
  Forcing
  an Inspiration
  Sometimes characters force inspirations on one anoth-
  er:	terrorizing	someone	to	make	him	fear,	or	seducing	
  someone to make her love.
  	
  To	do	this,	you	must	win	a	social	contest.	Your	
  target	defends,	however,	with	both	his	charisma	and	
  reason	dice.	This	is	a	large	bonus;	normally	in	a	social	
  contest a character defends 
  with only charisma or rea-
  son,	not	both.	If	you	win	
  the	contest,	your	opponent	
  takes an inspiration point 
  in	fear	of	you,	love	for	
  you,	or	whatever	else	you	
  have convinced him of.
  “The	heart	is	slow	to	learn	what	the	swift	mind	be-
  holds	at	every	turn,”	as	Millay	said.	It	takes	time	to	
  forget,	even	when	we	know	we	must.
   Lowering an inspiration 
  of your own by one point 
  requires	a	week.	Roll	your	
  heart against the doom. 
  If	you	fail,	you	have	not	
  lowered your inspiration; 
  if	you	succeed,	you	have.
  	 Example.	Scarlet	is	
  trying to shake off her 
  father’s tyranny of her: 
  “Fear	of	drunk	father	(3).”	
  After	one	week,	she	rolls	
  her	heart	die,	d8,	and	beats	
  the doom. Her fear drops 
  to 2. 
  	 Of	course,	complica-
  tions	can	arise.	When	this	
  happens,	the	PC	must	win	
  a scene before having a 
  chance to lower her inspi-
  ration.
  	 Example.	In	the	next	
  week,	the	GM	decides	that	
  church spies might notice 
  something different about 
  Scarlet.	The	GM	rolls	the	
  shadow score for the local 
  church against Scarlet’s 
  charisma	roll.	The	church	spies	win	and	notice	that	
  she	is	detaching	herself	from	her	father.	Quickly,	the	
  church	alerts	the	father,	who	storms	into	Scarlet’s	
  room	above	the	chandlery.	This	week,	instead	of	a	
  simple	heart	roll	against	the	doom,	Scarlet	must	win	a	
  social encounter against her father in order to have a 
  chance at rolling against the doom.
  Forgetting
  an Inspiration
  True 
  Love
  Once	in	her	life,	a	char-
  acter can select one love 
  with a value over 5 to be 
  her true love. A true love 
  inspiration die rolls its 
  maximum	value	once	per	
  day.	The	character	chooses	
  when this happens.
  	
  True	love	may	also	
  have more interpretations 
  as	the	GM	sees	fit.
  	
  Choose	your	true	
  love wisely. Losing a true 
  love incurs harsh penalties
  (see	Losing	Inspirations	above).	On	the	other	hand,	it	
  may not be wise to neglect the power of true love to 
  avoid	these	penalties.	The	maximum	roll	on	an	inspi-
  ration	die	is	a	tremendous	power,	and	it	is	meant	to	
  encourage	roleplay	by	rewarding	characters	who	find	
  their	true	loves.	Do	not	hesitate	to	join	them!
  
  10
  History
  & Skill
  A	character’s	history	determines	her	skills.	If	she	runs	
  away	to	join	the	wagon	shows,	she	might	have	skill	in	
  shadow	drama,	acrobatics,	and	bribery.	If	she	grows	
  up	in	the	wings	of	the	opera	house,	she	might	have	
  skill	in	singing,	sewing,	and	disguise.
  	
  A	history	item	might	say,	“Piloted	walking	
  ballista	in	the	Opana	campaign	(4),”	or	“Spent	St.	
  Vartan’s	Eve	in	Rithaign	with	the	twin	daughters	of	
  Ponce	‘Three	Blades’	Desoto	(2).”	Anything	that	you	
  can	write	down	in	a	sentence,	clause	or	phrase	can	be	
  a history and therefore a skill.
  	
  There	are	two	catches.	First,	it	must	be	some-
  thing that your character actually spent time doing 
  during	his	last	level.	Second,	the	GM	and	other	play-
  ers must accept it.
  	
  The	first	point	spent	in	a	history	gives	you	a	
  one	die-size	increase	to	your	characteristic	die	when	
  making an appropriate check.
  	
  After	you	have	spent	four	points	in	a	history,	
  then	in	addition	to	the	die-size	increase	to	your	charac-
  teristic	check,	you	roll	a	d4	bonus	die.	After	you	have	
  spent	six	points,	you	roll	a	d6	bonus	die.	And	so	on!
  	
  Example.	Sergio	has	the	history	“Spent	youth	
  cleaning	the	pet	cages	for	the	Infanta	of	Queensport,	
  Lavinia	Rosa	Helem	(1).”	Later	in	life,	he	is	flirting	
  with	a	scout	on	the	Crown	Road.	When	the	scout’s	
  falcon	lands	on	her	glove,	Sergio	tries	to	identify	it.	
  Because	of	his	history,	he	rolls	reason	with	a	die	size	
  increase to identify the falcon’s breeding and habits.
  	
  Example.	Yord	tracks	game	constantly	in	the	
  Fyrajj	forest,	and	he	has	a	history	that	says	exactly	
  that:	“Tracks	game	constantly	in	the	Fyrajj	forest	(7).”	
  When	he	needs	to	track	someone,	he	rolls	his	reason	
  die	increased	once	along	with	a	d6	bonus	die.	He	rolls	
  his	reason	increased	once,	along	with	the	d6,	and	he	
  takes the higher result.
   
  A character cannot have a number of histories 
  more	than	his	reason	score.	There	is	no	limit	to	the	
  value of each individual history.
  	
  At	each	level,	a	character	gains	one	history	
  item	or	a	point	in	an	existing	history.	Some	levels	in	
  some	classes	award	more.	Additionally,	every	game	
  session that does not increase a character’s level grants 
  one	skill	point	(or	more).
  	
  GMs	may	also	award	additional	points	for	
  achievements	and	experiences,	even	within	a	session.	
  Gaining Skill
  You	cannot	use	a	history	to	aid	a	combat	roll	or	magic	
  roll. “Histories” in Spellbound Kingdoms measure 
  different	quantities;	there	are	other	systems	(talents,	
  fighting	styles,	magic	schools,	and	so	on)	to	measure	
  how	a	character’s	choices	and	experience	contribute	to	
  his combat and magic abilities.
  Forgetting
  a history
  	
  People	forget,	and	time	erodes	everything,	
  even	skill.	You	can	drop	a	history	at	will.
  	
  The	GM	may	veto	this,	however,	if	it	is	one	
  of your signature skills that you use frequently (hard 
  to	forget	what	you	do	every	day!)	or	if	it	is	something	
  that	you	have	used	very	recently.	You	can	still	drop	
  such	a	skill,	but	you	must	do	so	at	the	rate	of	1	point	
  per	week.	You	cannot	use	the	skill	at	all	during	the	
  time it is fading.
  	
  Picking	up	new	skills	and	dropping	old	ones	
  are	useful	for	skill-specific	missions.	You	might	need	
  to	learn	a	bit	of	Jakattan	quickly,	and	so	you	let	your	
  Akran lapse in order to pick it up.
  	
  GMs,	please	dangle	history	increases	in	front	
  of	players	mid-adventure:	“You’ve	been	living	among	
  the savages for a fortnight; so anyone who wants to 
  take	a	history	in	‘Knows	the	ways	of	the	Fyrajji’	can	
  put	two	points	in	it.”	The	players	can	pick	up	the	skill	
  points	temporarily,	forgetting	them	at	the	end	of	the	
  adventure. Such “short-term memory” history items 
  model well a character who learns how to play the lo-
  cal	card	games,	cook	the	local	food,	and	in	general	“go	
  
  11
  native.”
  	
  When	you	are	at	the	maximum	number	of	
  skills	(your	reason	score),	you	must	roll	your	reason	
  vs.	the	doom	at	the	end	of	every	season.	If	you	fail,	
  one	random	history	item	decays	by	one.	Time	erodes	
  skills,	and	people	forget.	(This	encourages	players	to	
  leave	one	history	“slot”	open,	to	be	filled	by	temporary	
  knowledge that they forget at the end of the season. 
  This	is	by	design	and	promotes	characters	who	are	
  constantly	evolving,	giving	players	a	chance	to	try	out	
  a	variety	of	experiences	and	skills.)
  Some class abilities give bonuses to wide categories of 
  skill	checks.	Notably,	the	fixer	and	the	engineer	gain	
  bonuses	to	alchemy	and	engineering	checks,	respec-
  tively.
   
  An alchemy check is anything that involves 
  alchemical	items,	processes,	or	knowledge.	An	engi-
  neering check is anything that involves engineering 
  items,	processes,	or	knowledge	(including	any	me-
  chanically operated items; these items do not need to 
  appear	on	the	“Engineering”	table	in	Chapter	16	to	be	
  considered	an	engineering	item).
  Engineers
  & Fixers
  Languages
  Languages are history items like any other skill. One 
  point	allows	you	to	speak,	read,	write,	and	compre-
  hend	the	language	at	a	functional	level.	Two	points	
  allows	fluency.	Three	points	or	more	signifies	fluency,	
  eloquence,	etymological	scholarship,	and	literary	flair.
  A Few Notes on Skills
  Trained vs. Untrained. There	are	some	situations	where	a	character	can	
  only attempt a roll if he is trained in the appropriate skill. An untrained 
  character	can’t	make	a	reason	check	to	wire	a	jaw	shut	after	a	bar	fight,	for	
  example.
  Skill Lists.	If	you	are	uncomfortable	with	making	your	own	skill	descrip-
  tions,	take	the	skill	list	from	any	other	RPG	and	use	that.	Choose	which-
  ever skills you like!
  
  12
  Mood is important in a world where inspi-
  rations can have powerful magic effects. A 
  character’s	mood	can	push	her	to	exertion	
  and success in the same way that an inspi-
  ration	can,	although	not	quite	as	strongly.
   
  Spending a mood point allows 
  mood
  you to roll a single bonus heart die with 
  your	roll.	You	can	use	a	mood	die	with	
  any	roll,	and	you	can	use	mood	and	an	
  inspiration on the same roll.
  	
  When	you	use	a	mood	point,	
  decrease	your	mood	by	one.	Your	
  mood	can’t	drop	below	zero.	If	
  your	mood	is	zero	and	you	lose	
  a mood point because of some-
  one’s	action,	then	you	lose	one	from	
  your heart score instead. Like other 
  damge,	this	returns	at	the	rate	of	1	per	
  week. Mood loss cannot force your 
  heart score below 2.
   
  Mood for a new character 
  starts	off	at	0.
  	
  Mood	can	never	exceed	your	
  maximum	heart	score.
  	
  Gaining	mood	dice	often	happens	dur-
  ing the course of another scene. Some charac-
  ters	have	specific	abilities	to	grant	mood.	In	scene	
  order	play,	any	player	can	devote	a	scene	to	increasing	
  his mood by one or more points (possibly all the way 
  to full if he spends time with a Hearts witch or witty 
  swashbuckler!).	Also,	the	GM	should	award	mood	in-
  creases at appropriate moments according to roleplay 
  and story.
  	
  Characters	lose	mood	in	many	ways.	Swash-
  bucklers	can	mock	you,	some	scenes	are	designed	to	
  cause	mood	loss,	and	of	course	there	are	natural	disas-
  ters,	diseases,	unfriendly	cultures,	spells,	lost	inspira-
  tions.	GMs	should	not	be	shy	about	mood	damage.
  There	are	many	ways	to	fall	in	the	Kingdoms.
  
  13
  Scene Types
  You	can	play	Spellbound	Kingdoms	in	two	differ-
  ent	modes,	classic	play	or	scene	order.	In	either	case,	
  although	much	more	discretely	in	scene	order	play,	
  the in-character portions of the game are composed 
  mainly of these types of scenes. 
  	
  •	Combat.	
  	
  •	Mass	combat.
  	
  •	Social	encounters.
  	
  •	Chases.
  	
  •	Investigation	and	exploration.
  Later	chapters	in	Part	Two	discuss	each	scene	type	in	
  detail.
  Classic Play
  & Scene Order
  A Little Patch
  There’s	a	lot	to	do	in	the	King-
  doms.
   
  As you read through the 
  rules	here	in	Part	Two,	keep	in	
  mind that the game is built so 
  that	you	can	start	your	first	cam-
  paign	with	just	a	few	of	the	rules.	
  I	mentioned	this	in	Part	I,	but	it	
  bears repeating.
  	
  If	you’d	like,	for	now,	focus	only	on	
  combat and social encounters. Everything else 
  can come as the campaign advances. Not that 
  the	other	rules	are	difficult,	cumbersome,	or	
  even	lengthy!	But	Spellbound	Kingdoms	cov-
  ers	a	lot	of	ground,	and	sometimes	it’s	easier	to	
  start	with	just	a	little	patch.
  There	are	two	modes	of	play	in	Spellbound	Kingdoms.	
  Use	both	at	different	times	in	the	campaign,	however	
  and	whenever	your	group	prefers.	(And	see	the	next	
  section	for	tips	on	when	each	mode	shines.)
  	
  The	first	mode	is	classic	play.	Classic	play	
  is	the	style	of	many	RPGs:	the	GM	presents	events,	
  sometimes	with	player	input,	and	the	players	respond	
  to	those	events.	When	characters	fight	through	dens	
  of	howling	troglodytes,	disarm	poison	needle	traps	on	
  secret	doors,	fight	through	undead	slaves	to	the	chant-
  ing	necromancer,	and	unshackle	the	maiden	on	the	
  altar	before	the	necromancer’s	dagger	comes	down,	
  that	is	classic	play.	When	characters	enlist	together	on	
  a	pirate	galleon,	swab	salty	decks,	haul	ropes	to	the	
  tune	of	sea	chanteys,	fight	off	sea	serpents,	and	search	
  for	the	Dragon	Isle	where	Captain	Ortega	landed	the	
  spring before and buried his chest of mint wine and 
  gold,	that	is	classic	play.
  	
  The	second	mode	is	scene	order.	In	scene	
  order	play,	players	and	the	GM	take	turns	presenting	
  scenes.	Choose	one	player	or	the	GM	to	set	the	first	
  scene.	That	player	starts	the	scene,	naming	what	his	
  character	wants	to	accomplish,	usually	including	the	
  scene’s	location,	what	kind	of	a	scene	it	is,	and	who	is	
  present.	The	GM	amends	as	necessary	for	the	good	of	
  the campaign as a whole. Other players can participate 
  with their characters if they like. After resolving the 
  scene,	the	next	player	has	a	chance	to	set	a	scene.	Play	
  out	that	scene,	then	another	player	sets	a	scene,	and	
  so on. Sometimes a line of roleplay or a conversation 
  resolves the scene. Sometimes a single roll does it. 
  Other	times	many	dice	roll	and	many	sub-conflicts	are	
  resolved	before	the	scene	is	finished.
  	
  Why	use	scene	order	play	at	all?	Classic	play	
  has	worked	fine	for	almost	forty	years	of	tabletop	
  RPGs.	You	can	play	Spellbound	Kingdoms	just	fine	
  without	ever	using	scene	order.	But	scene	order	can	
  bring	a	briskness	to	games	where	the	pace	is	flagging.	
  In	scene	order	play,	the	group	jumps	from	one	well-
  defined	conflict	to	the	next.	There	is	little	downtime,	
  few	if	any	stalled	investigations,	and	hardly	ever	a	
  time when one player is haggling with the blacksmith 
  over the price of stirrups while the rest of the party is 
  mounted	and	ready	to	ride.	The	GM	still	provides	a	
  narrative	function	by	bridging	scenes,	and	the	players	
  jump	from	important	scene	to	important	scene.	Give	it	
  a try and see when it works for you.
  	
  Remember,	though,	that	in	the	end	both	play	
  styles	are	valid	and	useful,	and	both	play	out	with	as	
  much	excitement	and	vigor	as	you	bring	to	them.
  
  14
  Choosing a 
  Play mode
  At	the	start	of	a	campaign,	the	GM	generally	presents	
  the	first	few	scenes.	This	gives	players	a	chance	to	get	
  to	know	the	characters	and	the	world.	After	that,	the	
  preferences of the group determine which style of play 
  predominates.
  	
  Classic	play	tends	to	excel	at	grand	missions	
  with	well-defined	goals,	prepared	plot	branches,	and	
  clear	choices	for	the	PCs.	These	are	often	adventures	
  that	require	a	session	or	more	to	complete.	Exploring	
  a	sprawling	ruin,	breaking	into	a	school	in	the	moun-
  tains	and	rescuing	a	student,	or	escorting	a	musician	
  out	of	a	city	where	he	has	become	too	famous.	Classic	
  play	adventures	sizzle	when	the	entire	group	is	work-
  ing	toward	the	same	goal,	facing	well-defined	options,	
  and	fighting	to	overcome	a	series	of	challenges.
  	
  Scene	order	excels	at	sandbox	play,	“in	be-
  tween”	time,	and	scripted	play.	Discrete	scenes	and	
  the	toolbox	section	of	this	book	make	it	easy	for	GMs	
  to	hand	their	players	a	sandbox	and	let	them	explore	
  and	build	at	will.	Scene	order	gives	you	a	definite	
  method for resolving “in between” time – those 
  sandbox	moments	that	come	after	a	grand	adventure,	
  when the party is 
  back in town and 
  fissiparous,	with	
  the thief wanting 
  to	job	a	wagon	of	
  dream apples for his 
  guild,	the	engineer	
  wanting to build a 
  mechanical songbird 
  for the marchio-
  ness,	and	the	war-
  rior wanting to go 
  with his mercenary 
  company to squash 
  trouble down in 
  the river colony of 
  leper-wights. Scene 
  order also supports 
  Stakes
  & Conflict
  Every scene has one of two results: the player achieves 
  all	or	part	of	his	goal,	or	things	get	worse.	There	are	
  no	empty,	meaningless	scenes.
  	
  This	requires	player	and	GM	agility.	The	scene	
  set-up	must	be	logical,	and	it	must	reasonably	lead	to	
  the goal that the player has in mind for his character. 
  If	the	character	fails,	then	the	GM	must	be	quick	to	
  supply	a	negative	consequence:	a	sinking	reputation,	
  a	waste	of	gold,	a	burned	and	salted	farming	province	
  with	at	least	thirty	villagers	dead.	Remember,	there	are	
  tables	in	Part	V:	Toolbox	that	supply	many	flavors	of	
  woe.	Consult	them	as	needed	when	things	get	worse.
  	
  Another	way	to	put	it,	or	another	way	to	ap-
  proach	scenes,	is	this:	focus	on	the	conflict.	Once	the	
  conflict	is	resolved,	
  move	to	the	next	
  scene.
  	
  (If	the	scene	
  doesn’t have much 
  conflict,	then	check	
  carefully to make 
  sure people are en-
  joying	the	roleplay	
  and	socialization.	If	
  not,	summarize	the	
  scene in a line or 
  two	and	move	on!)
  scripted	play,	which	is	a	method	of	play	that	uses	
  scene type sequencing to produce good pacing and 
  story structure.
  
  15
  Example of
  Scene Order Play
  The	characters	have	just	returned	from	a	raid	into	the	
  jungles	of	the	Sun	Goddess.	They	hacked	their	way	
  through	creepers	to	a	ziggurat	where	a	priest	of	the	
  Sun	Goddess	was	sacrificing	idolaters.	They	rescued	
  the	idolaters	and	escaped	on	a	riverboat,	sailing	and	
  paddling across the border into Naklion with the 
  templars	of	the	Sun	Goddess	hurling	atlatls	right	up	
  to	Fort	Gau.	This	was	all	done	in	classic	play.	Now,	
  back	in	town,	the	party	has	encountered	a	problem:	the	
  noble whose idolatrous son they rescued is missing. 
  They	want	to	find	the	noble:	Joaquin	Nata,	the	Negus	
  Fiqir.	An	investigation	begins	in	the	tropical	port	city	
  of Naklion.
  	
  Sam	is	GMing.	Mike	is	playing	Edmond	
  Rheims,	a	mercenary	archer.	Izzy	is	playing	Amaranth	
  Hushcar,	a	seradynn	troll	noble	of	Naklion.	Peter	is	
  playing	Cyrus	Mawi,	a	Naklion	vagabond,	and	Emily	
  is	playing	Cressida	Jonta,	a	fixer	who	maintains	trade	
  with both the underworld and the nobility of Naklion.
  	
  GM.	So	it	is	true:	the	Negus	Fiqir	has	van-
  ished. His wife weeps in the searing noon sun on the 
  marble	porch,	and	her	servants	fan	her	with	peacock	
  tail feathers. She is in no condition to talk today. Since 
  you’re	back	in	town,	this	investigation	could	go	in	a	
  zillion	directions.	Let’s	break	this	up	into	scene	order.	
  Who’s	got	a	scene	they	want	to	run?	Remember	that	
  now,	especially	after	the	Fiqir’s	disappearance,	the	
  Negus	Negast	rules	the	city	under	martial	law,	and	
  spearmen click in lockstep on every cobbleshell street 
  corner.	Also,	Cressida	and	Cyrus	are	wanted;	reputa-
  tions	of	7	and	8	for	that.
  	
  Amaranth.	Cress	and	Cy	can	hide	with	my	
  family.	I	can	convince	my	father,	just	distract	him	with	
  gossip.	So	that’s	my	scene:	I’m	going	to	talk	to	the	
  Hushcar	patriarch,	dear	old	daddy.	Cy	and	Cress	can	
  come with me.
  	
  Edmond.	Hm,	barring	anything	stunning	
  resulting	from	that,	my	scene	is	a	stakeout.	I’m	going	
  to hide in the Janhoy tower (points to map of city)	and	
  watch	the	Negus	Fiqir’s	home	from	an	arrow	slit.
  	
  GM.	Ok.	Cy	and	Cress,	I’m	rolling	your	repu-
  tations	for	the	guards	to	recognize	you	as	you	come	
  into the Hushcar estate; roll your charisma. (The GM 
  rolls their reputation as a bonus die with the guards’ 
  reason check, but still neither guard beats either PC’s 
  charisma roll.) The	Hushcar	gate	sentries	dump	a	tub	
  of	rose	water	over	your	head	to	clean	you	up,	Cyrus,	
  but	they	don’t	recognize	either	of	you.	Inside,	you	hear	
  cries,	squawking,	and	mad	fluttering.	In	the	sunroom,	
  you	find	the	Hushcar	patriarch	clipping	his	parrots’	
  wings. He is doing it so that it causes pain to the birds; 
  they shriek and try to hop away.
  	
  Amaranth.	Daddy,	what	happened	to	the	Negus	
  Fiqir? (there is a good deal more roleplay that informs 
  the social attack upcoming, but we will skip to the 
  mechanics)	That’s	an	8	on	my	social	attack.
  	
  GM.	(rolls for Daddy, gets a 6, and decides 
  that Daddy has no need to lose mood to fight over this 
  with his daughter).	“My	dear	Amaranth,	I’ve	been	
  wondering	the	same	thing.	Tewfik,	the	man	who	sells	
  the	pelts	and	curiosities	in	the	bazaar,	tells	me	that	a	
  chryselephantine tiger idol came alive and walked into 
  the	jungle	on	the	night	the	Negus	Fiqir	disappeared.	
  On	the	other	hand,	the	crew	of	the	Princecatcher is 
  talking about spotting a body bobbing out by the reef 
  -	a	body	that	looked	like	the	Negus	Fiqir.	How	did	I	
  hear	these	things?	Oh,	a	little	bird	told	me.”	He	chuck-
  les,	snaps	his	shears,	and	clips	a	shrieking	parrot’s	
  wing.
   
  (Izzy is done, so the group moves to Edmond’s 
  scene.)
  	
  Edmond.	I’m	watching	the	Negus	Fiqir’s	house	
  from an arrow slit in the tower.
  	
  GM.	Right!	Just	a	quick	perception	roll.	(As 
  Edmond rolls his reason boosted by any perception 
  skills he might have, the GM thinks. He wasn’t plan-
  ning on having a clue revealed by a stakeout, but now 
  that Edmond is trying one, if he is successful, then he 
  has to gain at least part of his goal.)
  
  16
  	
  Edmond.	7!	That’s	way	over	the	doom.	What	
  do	I	notice?
  	
  GM.	(decides to shift a clue from elsewhere 
  to here)	Actually,	nothing.	Nothing	about	the	Negus’s	
  house.	However,	through	a	different	arrow	slit,	you	
  notice	what	looks	like	a	file	of	trampled	brush	leading	
  into	the	jungle,	somewhere	east	of	the	Negus	Fiqir’s	
  home.
  	
  Cyrus.	Hm,	maybe	
  the	low	god	idol.	Defi-
  nitely worth checking out. 
  Let’s	talk	to	Tewfik	the	
  pelt	merchant	first,	though,	
  ‘cause	he	saw	it	too.	And	
  you	know	what?	I’m	sick	
  and tired of the guards in 
  the	bazaar	harassing	me	
  about	my	fashion	sense.	If	
  they	try	it	again,	I’m	going	
  to	pick	a	fight.	If	we	win,	
  they’ll	talk,	and	Tewfik	
  will be too scared not to 
  talk.	Who’s	with	me?	Com-
  bat scene!
   
  (The bazaar fight 
  unfolds – the GM uses 
  some quick stats from the 
  Toolbox in Part V – but 
  unfortunately for Cyrus, 
  the guards win. The rule of 
  lost scenes applies: some-
  thing gets worse. In this 
  case, the GM decides that 
  all the players in the scene 
  get three points added to a 
  Reputation: Troubled and Dangerous, applicable in all 
  of Naklion.)
  	
  Amaranth.	That’s	great,	Cyrus.	You	suck.
  	
  Cyrus.	Oh	please.	How	was	I	to	know	there	
  were	musketeers	puffing	out	back?	Those	smackbrains	
  probably spiked their hookah with something from the 
  local	fixer.	I	smelled	more	than	coconut	in	that	water!
   
  Amaranth. How could you smell when your 
  face was in the dirt?
  	
  Edmond.	All	right,	you	two,	I’ve	got	a	scene.	
  Let’s	go	to	talk	to	the	Princecatcher’s	crew	about	what	
  they saw.
   
  (The group jumps to a social encounter on the 
  boat. The GM roleplays First Mate Janson Skwee, and 
  after name-dropping and threats, Edmond, Amaranth, 
  and Cyrus con-
  vince the mate to 
  talk).
  	 GM.	So	you	
  know where the 
  body was seen 
  bobbing out by 
  the	reef,	just	this	
  morning.	I’m	going	
  to	jump	in	with	a	
  scene	here,	assum-
  ing people go out 
  to	find	the	body.
  	 Cressida.	My	
  guild has a small 
  sailing sloop that 
  the monarchy 
  doesn’t know 
  about – let’s take it 
  and	find	the	body.
  	 GM.	Great.	Ev-
  eryone gets out to 
  the	reef	just	in	time	
  to see three husky 
  men,	tulwars	held	
  in sashes at their 
  waists,	haul	a	body	
  out of the saltwater 
  and	let	it	thud	down	into	their	skiff.	The	body	is	wear-
  ing	seaweed	and	blood	and	nothing	else.	The	men	see	
  you,	shout	something	in	a	language	you	do	not	recog-
  nize,	and	hoist	their	skiff’s	lone	sail.	The	chase	is	on!	
  Unless of course you want to let them escape?
   
  (Here the party engages in a chase scene. 
  They race through the reef, which threatens to punch 
  through their sloop’s hull, between breakers, past a 
  
  17
  school of leaping fire fins, around two fishing boats 
  hauling in gill nets, all the while exchanging crossbow 
  shots. Eventually, the party catches up, boards the 
  skiff, and prevails in combat.)
  	
  Cyrus.	Who	sucks	now,	Amaranth?	Duck	and	
  slip wins every time!
  	
  Cressida.	I	haven’t	done	a	scene	yet.	We	put	
  these	three	jokers	in	my	lab,	manacled	to	the	wall	
  where	I	planted	those	spellstalk	victims	last	year.	I	
  make	sure	I	have	lots	of	bubbling	alembics,	gurgling	
  flasks,	and	pots	boiling	stuff	that	smells	worse	than	
  five-day-old	jungle	rat.	That	should	give	me	the	theme	
  bonus	to	intimidation	that	I	built	into	the	lab.	Then	I	
  wake	‘em	up	and	interrogate	them.
  	
  Cyrus.	While	she’s	doing	that,	I	want	to	track	
  down	rumors	of	that	walking	statue.	I’m	going	to	ask	
  around the shanties outside of town.
  	
  GM.	No	problem,	that’ll	just	be	a	quick	roll.	
  But	Cressida	hasn’t	gone	yet,	so	let’s	play	her	scene.	
  It’s	going	to	be	a	little	longer	because	these	guys	are	
  not	cooperative.	Anyone	else	coming?	All	right,	here	
  we	go:	The	men	rattle	their	chains,	flailing,	and	mutter	
  in	that	strange	tongue.	Their	eyes	widen	and	they	go	
  silent	when	they	see	what	Cressida	has	boiling	on	her	
  lab table.
   
  (A social combat – an interrogation – scene 
  follows. The party learns that the body from the bay is 
  the Negus Fiqir, drowned in a Low God ceremony.)
  Maybe that is how your group plays all the time! Skip-
  ping	from	one	focused	scene	to	the	next,	set	by	both	
  players	and	GMs,	is	not	completely	new.	It	is	at	its	
  heart no more than a method to keep the game moving 
  from	one	point	of	interest	to	the	next.	
  	
  Scene	order	is	not	for	everybody,	and	you	can	
  just	ignore	it	if	you	like.	No	game	mechanics	are	bal-
  anced	around	it.	For	some	groups,	classic	play	is	quite	
  similar to scene order play. Other groups might see a 
  large	difference	between	a	more	free-form,	stream-of-
  action	roleplay	and	the	discrete	set	pieces	and	defined	
  consequences	of	scene	order.	Often,	a	mix	of	the	two	
  styles is best.
  Scripted play is a type of scene order play that pro-
  vides	a	built-in	pacing	guide	for	your	game.	The	script	
  allows a prepared or published adventure to maintain 
  pace and plot while players still have the creativity to 
  explore	as	they	desire.
   
  Scripted adventures are usually divided up into 
  beginning,	middle,	and	end.	The	beginning	usually	
  starts	off	with	a	combat,	mass	combat,	or	chase	scene,	
  and both the beginning and the middle almost always 
  conclude with a revealed secret.
   
  A full scripted play adventure might have an 
  outline like this for its beginning:
  	
  1.	Combat
   
  2. Social Encounter
  	
  3.	Investigation	and	Exploration
  	
  4.	Social	Encounter
  	
  5.	Chase
  	
  6.	Investigation	and	Exploration
  	
  7.	Combat
  	
  8.	Social	encounter	(secret	revealed)
  When	it	is	a	player’s	turn	to	frame	a	scene,	he	must	
  make	one	according	to	what	the	script	reads.	It	is	the	
  GM’s	responsibility	to	make	sure	that	secrets	can	be	
  revealed at the appropriate time.
  Scripted Play
  Invitations
  & Scenes
  There	are	times	when	characters	might	not	want	to	
  appear	in	a	scene	that	another	has	requested:	at	a	party,	
  a	duel,	a	play.	This	happens	more	often	in	scene	order	
  play,	but	it	can	occur	in	classic	play	too.
  Of	course,	you	may	always	just	roleplay	out	the	situ-
  ation.	This	can	be	great	fun.	But	if	you	want	to	focus	
  on other events in the campaign and not devote time 
  to	dodging	invitations,	then	use	this	rule:	To	avoid	
  cleanly	an	event	to	which	you	have	been	invited,	you	
  must succeed on a charisma roll against the charisma 
  of	the	person	who	is	inviting	you.	If	you	fail,	you	must	
  either appear in the scene or take 3 mood damage from 
  the stress of avoidance.
  
  18
  Now	we’re	going	to	shift	our	focus	to	two	final	topics.
  Scale & Area
  There	are	two	different	scales	for	area	in	Spellbound	
  Kingdoms.	In	both	cases,	an	area	is	an	abstract	region	
  defined	by	the	GM	or	the	player	who	built	or	owns	the	
  region.
   
  Use small scale areas for combats and close 
  spells.	For	example,	a	small	keep	might	be	broken	
  into	areas	that	include	the	antechamber,	the	great	hall,	
  the	kitchen,	the	dungeon,	second-floor	barracks,	and	a	
  top-floor	lord’s	chamber.	The	toll	bridge	over	the	Rill	
  might	be	broken	up	into	the	west	end	of	the	bridge,	the	
  east	end,	the	toll	house,	and	the	roof	of	the	toll	house.
  	
  Use	large	scale	areas	for	economics,	politics,	
  wars,	shadow	wars,	and	“high”	or	ritual	spells.	For	
  example,	the	Protectorate	of	Thyre	might	be	broken	up	
  into regional areas including different neighborhoods 
  in	Thyre	(High	Thyre,	Low	Thyre,	the	Old	Bastion,	
  and	the	Ghosts	in	Silver),	the	western	Free	Road,	the	
  southern	plains,	the	dam	on	the	Rill,	and	the	Theater	
  Road.
  	
  In	other	words,	define	areas	as	best	suits	your	
  campaign. Some groups prefer combat scenes with 
  many	rooms,	others	paint	with	a	broader		brush.	Take	
  the game as a blank canvas and color as you wish!
  Powers
  & Exclusivity
  As	you	read	on,	bear	in	mind	that	powers	in	Spell-
  bound	Kingdoms	are	not	exclusive.	That	is,	just	
  because	a	class	or	organization	or	anything	else	has	a	
  specific	power	listed	does	not	mean	that	someone	else	
  cannot	accomplish	the	same	thing	through	clever	play,	
  unstoppable	ambition,	or	blind	luck.
  	
  For	example,	a	secret	society	has	the	power	
  Believed	Dead.	This	does	not	mean	that	another	
  agency cannot erase a character’s entire record of 
  existence,	from	reputations	to	holdings.	It	only	means	
  that	the	secret	society	can	do	this	in	one	(powerful)	
  action,	while	others	must	invest	roleplay,	resources,	
  and risk.
  
  1
  Part II
  cHAPTER Three: Combat
      Here’s an overview of combat:
  1.  There is no initiative. Players and GM choose ac-
  tions simultaneously. A player’s choice of actions is 
  limited by his character’s current maneuver. Some 
  styles don’t teach you how to follow a lunge with a 
  parry, for example.
  2. Players and GM reveal actions simultaneously.
  3. Resolve all actions simultaneously. Each maneuver 
  on the combat style sheet lists an attack die (on the 
  left) and a defense die (on the right). Roll the attack 
  die against your target. Roll the defense die against 
  anyone attacking you. On a hit, the default damage is 
  1 Body. That can change, so know your maneuvers 
  and weapons.
  More information follows, but that’s the basic idea. 
  In other words: “Watch what your opponent is doing 
  and guess what he’s going to do next. Then pick your 
  maneuver, reveal it, and resolve it.”
  One more thing that you might want to know right 
  away: Which maneuvers are possible in a given 
  round? Look at your style’s sheet (in the Toolbox, Part 
  V). Balancing maneuvers are underlined, and they’re 
  always possible.
   
  Beyond that, the only maneuvers that you can 
  execute are those that are in the same row or column 
  as your current maneuver.  Think of a rook on a chess-
  board. If a rook can move from the maneuver you 
  just executed to the maneuver in question, then that 
  maneuver is possible. If a rook couldn’t get there, then 
  it’s not possible. Your style doesn’t teach such a transi-
  tion.
  That’s it! You can play with just those rules, but keep 
  reading. That was only a quick explanation. Below, we 
  go at a more leisurely pace, and I’ll cover a lot more 
  detail.
  Combat Primer
  This chapter is little changed from 
  the Combat Primer released as a 
  preview in April. If you have read 
  the Primer, then you can focus 
  on just these sections: Healing 
  and Maiming, Surprise, Mounted 
  and Vehicular Combat, Aquatic 
  Combat, Coup de Grace, and the 
  expanded Common Environmental 
  Tricks table.
    Fighting
      styles
  Fighting skillfully in the Kingdoms means fighting in 
  a particular style.
  Every style is different. One style may teach 
  the student how to disarm his opponent after parrying, 
  while another may teach the student how to disarm 
  only when he is on the offensive and backing his 
  opponent down. A third style might never teach a 
  disarm maneuver at all.
  The key point to understand is that each style 
  requires its own footwork, balance, timing, grip, and 
  positioning. Each develops its own mental, physical, 
  and emotional approach to combat. Swashbucklers 
  swing from chandeliers and slash at opponents, 
  savages charge and bear hug and bite, and guardsmen 
  hunker behind shields and probe for a counterattack.
  Each fighting style has requirements listed 
  in the lower left hand corner. If you do not meet the 
  fighting style’s requirements, you cannot fight in that 
  style. If, possibly through injury or fatigue, you do not 
  meet the requirements of any styles that you know, 
  you can only use the basic combat maneuvers. The 
  basic combat maneuvers are listed in the lower right 
  of every style sheet, and anyone can use them.
  
  2
  CHoosing ACtions 
  & THe Style sHeet
  Each style has a flowchart, or style sheet, that depicts 
  the maneuvers taught by that combat style. The attack 
  die of the maneuver is to the left of the maneuver, 
  and the defense die is to the right. When you execute 
  a maneuver, roll the attack die. Whenever you are 
  attacked, roll the defense die. If the attack die beats the 
  defender’s die, the attack scores and does one point 
  of damage (possibly more, depending on weapons, 
  armor, and other factors, as we will see below). Ties 
  go to the larger die size; rolls that are still tied are re-
  rolled.
  The 
  style sheet also 
  shows which 
  maneuvers are 
  accessible from 
  which other 
  maneuvers.
  An 
  accessible 
  maneuver is 
  one in the same 
  row or column 
  as the current 
  maneuver. It 
  is important 
  to know what 
  maneuvers you 
  are capable 
  of executing 
  next round, but 
  it is also important to know what maneuvers your 
  opponent is capable of executing. That way, you can 
  anticipate his actions and choose your own maneuvers 
  to counter.
  Characters begin combat with one of the 
  underlined maneuvers, the so-called balancing 
  maneuvers. Characters may also rebalance to a 
  balancing maneuver at any time during combat. In 
  this case, the balancing maneuver does not need to be 
  in the same column or row as the character’s current 
  maneuver.
  As I said in the overview, think of a rook 
  on a chessboard. If a rook can get there (without 
  jumping over any gaps in the row or column), then 
  your style allows you to flow into that maneuver from 
  your current maneuver. This represents the style’s 
  teachings: one style may teach the footwork necessary 
  to follow a spin with a jab, while another may teach 
  you how to follow a spin with a parry or feint.
  A player can use a figure or a die to keep track 
  of her maneuvers on her style sheet. When it is time 
  to reveal her choice for the round’s maneuver, she 
  simply moves 
  her figure or 
  die to the new 
  maneuver.
  Dice 
  can be useful 
  if there are 
  multiple 
  enemies: in 
  that case, the 
  number on the 
  die designates 
  which enemy 
  you are 
  attacking. 
  A figure’s 
  facing can also 
  designate an 
  enemy.
  The 
  combat style 
  sheets are in Part V: Toolbox.
  Example. Fighting in Free Sword style, 
  Vasquez feints to open the combat. Feint is in the 
  same column as Precise Strike, Spin, and Unbalancing 
  Feint, so he could use any of those maneuvers next 
  round. He could also use any of the re-balancing 
  maneuvers next round (Lunge, Warrior’s Strike, 
  Block, or Feint again). But that’s it. He could not Trip, 
  or push forward in an Onslaught. Those maneuvers 
  
  3
  Combat is a terrible mix of chaos and threat. 
  Each round, you are assumed to be engaged 
  with and threatening all other creatures in 
  your area. Your action for the round – usually a 
  combat maneuver - represents your best chance 
  to score damage or cause some other effect.
   You can target any other creature in your area 
  with a melee attack. See Movement and 
  Maps below for more information on 
  areas.
   
  Rounds vary in 
  length. Generally, they 
  are about six seconds 
  long, but a round 
  where all combatants 
  circle each other, 
  posture, and trade insults 
  might be much longer. The 
  GM is the final arbiter of 
  round length, should it ever 
  matter (usually it only matters 
  for how long a noble can prattle on 
  while the 
  warriors 
  go about 
  the real 
  business of 
  combat!).
    Targeting
  & Round 
  Length
  can’t follow a Feint in the Free Sword 
  style.
  Example. Jude is sniping 
  with a bow in Arrowheart style. He 
  can open the combat with Archer’s 
  Shot, Shot on the Run, Arrow Stab, or Aim 
  and Breathe. He decides to take an Archer’s 
  Shot. Now his choices are the same three as 
  before, plus Tumble and Shoot. He chooses 
  Aim and Breathe in the second round. After 
  he has aimed, in the next round he can choose 
  any action on the chart with the exception of 
  Penetrate and Anticipate (both of which must be 
  preceded by a Mighty Pull).
   
  Example. Inverness Dugray is shielding his 
  wizard, Tomas, against Anointed archers in an oasis 
  south of Malyrigaaz. He fights in Guardsman style. He 
  can being the fight with Shield Run, Block, Guard’s 
  Strike, or Shield Other. He knows he wants to run 
  to the next tent so that Tomas can grab the dangling 
  zeppelin rope there and make his escape. He chooses 
  Shield Other because in Guardsman style, first you 
  must set yourself and your shield in position, and then 
  you can run with your charge. That is, first you use the 
  Shield Other maneuver, and then you can Escort. If 
  Inverness should happen to stop and attack, he can do 
  so using the Distracting Blow maneuver to attack and 
  still defend Tomas. On 
  the round following 
  a Distracting Blow, 
  Inverness could 
  return to Escorting, 
  or he could Body-
  guard, Body Blow, 
  Knock Down, or use 
  Shield Tactics. One 
  final note: if an arrow 
  appears on a combat 
  sheet, you can transi-
  tion to a maneuver in 
  the direction it points, 
  but never against the 
  direction it points.
  
  4
  If an attack is listed as d4/d4, that means that the 
  character attacks twice. The attacks may be made 
  against separate targets.
   
  If a character executes a maneuver with a 
  bonus such as “+1 attack die size next round,” and he 
  follows that with a multiple attack maneuver such as 
  d4/d4, the bonus applies to both of the attacks, making 
  it d6/d6 in this case.
   
  Multiple defense dice – say d4/d4 – are rolled 
  against each attack. For example, if a character is 
  two-hand-parrying for d4/d4 defense and comes under 
  attack from two assailants, 
  each making two attacks, 
  then he rolls d4 and a d4 
  against the first assailant’s 
  first attack, a d4 and a d4 
  against the first assailant’s 
  second attack, a d4 and 
  d4 against the second 
  assailant’s first attack, and 
  finally a d4 and a d4 against 
  the second assailant’s 
  second attack. Every time, 
  he takes the highest single 
  score on his two d4s as his 
  result.
   
  If a character 
  executes a maneuver with a 
  bonus such as  “+1 defense 
  die size next round,” and he 
  follows that with a multiple 
  defense maneuver such as 
  d4/d4, the bonus applies 
  to both of the defenses, 
  making it d6/d6 in this case.
   multiple Attacks
       & Defenses
       maneuvers
   Require a Target
  Attack maneuvers must be executed against a target. 
  A character cannot advance through the maneuvers of 
  his style unless he is engaged with an enemy. 
   
  Put another way, a character can’t go through 
  his forms in the villain’s coat closet and then burst out 
  with his ultimate maneuver just as the villain opens 
  the door. This is because a large part of any fighting 
  style involves knocking your opponent off his rhythm, 
  positioning him for your next blow, and judging his 
  own movements in order to set up yours. You can’t do 
  that if you’re fighting empty silk in the coat closet.
  
  5
  If a maneuver lists no effect, then it deals 1 body 
  damage on a hit. If it lists an effect, it does no body 
  damage; rather it causes the effect on a hit.
  If it lists “1 + [effect],” then it does both 1 
  body damage and the effect (still, only on a hit; misses 
  cause no damage or other effect).
  Many effects are possible.
  “Rebalance” means that on a successful hit, 
  your opponent must rebalance next round (that is, 
  execute a maneuver that is underlined on the style 
  sheet, or else break style completely with one of the 
  maneuvers in the lower right corner of the style sheet). 
  Your opponent also loses any bonuses he might have 
  built up, such as “+1 die size to next attack.”
  “Unsteady” means that your opponent is 
  knocked off his rhythm, although not as severely as 
  a “rebalance” result. An unsteadied opponent must 
  either break style, rebalance, or execute a maneuver 
  that is adjacent to a re-balancing maneuver.
  “1[characteristic]” such as “1 Str” means that 
  the attack does 1 point of damage to the characteristic. 
  This is important partly because of the minimum 
  characteristic requirements for a style. A character 
  brought below his minimum Strength for a style, for 
  example, is too fatigued to carry on in that style. He 
  might be reduced to panting and heaving, using only 
  the basic “no-style” maneuvers available to everyone 
  (in the bottom right of every style sheet).
  “Move 1 area” means you may move your 
  target 1 area into an area of your choice. A target 
  moved against its will must also rebalance.
  “Move” means you may move as part of the 
  maneuver. A move is normal horizontal movement. 
  Fancy moves that let you gain altitude – like Climb – 
  say “Move, gain altitude” or something similar.
  “(r)” after a maneuver means that you must 
  rebalance after executing that maneuver. “(u)” means 
  you are unsteadied after executing that maneuver.
   
  Some maneuvers are marked with an M in the 
  upper-right hand corner. A character cannot use these 
  maneuvers unless he is a master of the style. 
   Damage 
  & Effects
  Death from Above, it cannot be executed without 
  attacking from higher ground.
   
  Note that just because an attack trips a 
  target does not mean that the target begins the 
  next round prone. On the contrary, although Trip 
  maneuvers cause the target to fall down, in most 
  cases it is assumed that, although the target falls, 
  he quickly stands back up, ready to fight again 
  (probably needing to rebalance, as the Trip ma-
  neuver states).
  master &
  Apprentce
   
  A character who knows the style but has not 
  yet mastered it is called an apprentice of the style.
   
  A character who knows only the rebalancing 
  maneuvers and two others (accessible from balancing 
  positions) is called a neophyte of the style.
   Words Have
     meaning
  Words mean what they say. 
  If an attack says Trip, then it 
  causes the target to fall down. 
  It cannot be successful against 
  a creature that is not standing 
  upright. If an attack says 
  
  6
  Switching styles requires a Trick, which is a maneuver 
  located in the lower right corner of the style sheet. 
  After executing the trick, the character begins the next 
  round executing one of the balancing maneuvers of his 
  new style.
  Switching Styles
  miscellaneous
      Actions
  In general, any non-attack action is covered by 
  the Trick/Misc. Action maneuver in the lower 
  right corner of the style sheet. This includes 
  picking up a weapon, cutting the cord on the 
  portcullis’s counterweight, mounting, opening a 
  door, and more.
   
  A few flamboyant combat styles, such 
  as Swashbuckler and Dagger-and-wine, feature 
  maneuvers that allow for a Trick without 
  breaking style. Others must rebalance after a 
  Trick.
  movement
     & maps
  Combat is broken up into abstract areas. 
  The GM defines areas qualitatively: the 
  library, the balcony, the space inside 
  the giant cake before the royal chef’s 
  birthday feast.
   
  Movement within an area is free 
  and assumed as part of the positioning 
  of combat. Movement between areas 
  requires a move action (one action 
  moves one area), which is usually the 
  Trick maneuver in the lower right corner 
  of the style sheet. Some styles have 
  maneuvers that offer optional movement 
  as part of the attack (Savage Charge, for example).
  When you move, you can be attacked in both 
  areas of your movement. That is, if you are rushing 
  up the stairs from the library floor to the balcony, then 
  both the guards on the floor and the kingsman on the 
  balcony can hit you with melee attacks this round, 
  assuming they anticipated your charge and targeted 
  you. On the other hand, when you move, you can only 
  make a melee attack against a target in the area into 
  which you are moving. That is, if you are rushing up 
  the stairs from the library floor to the balcony, then 
  you can only make attacks this round against targets 
  on the balcony. (This applies only to melee attacks; 
  ranged attacks may aim in any direction as usual.)
   
  This means that you do not 
  need a map to play Spellbound 
  Kingdoms. By all means, however, use 
  one if you enjoy doing so. Maps can be 
  beautiful, illuminating, and inspiring. 
  They can also remind players and 
  the GM of the environment tricks 
  available in different areas.
  Environment
       Tricks
  Environment tricks are special actions 
  afforded by the environment. Use the 
  Trick maneuver (lower right on the 
  style sheet) to execute an environment 
  trick. 
   
  Environment tricks often have 
  special attack dice and effects.
   
  Here are two tricks for the 
  main room of a lumber mill.
   
  Sawmill. The waterwheel 
  outside pumps gears that spin the 
  sawblade at furious, buzzing speeds. 
  Any character tossed into the sawblade 
  
  7
  must defend a d10 attack or suffer 2 Body damage. 
  Treat the blade as a separate area, so that maneuvers 
  such as Savage Charge, Driving Onslaught, et al. can 
  force opponents into the blade.
   
  Fling Sawdust. Attack die d6. You scoop up 
  sawdust and fling it in your opponent’s face. A hit 
  penalizes your opponent with -2 die size to attack and 
  defense until he uses a Trick to wipe his eyes clean.
   
  In most cases, environment tricks should 
  be obvious to characters, although the GM can tell 
  players which environmental tricks are available when 
  the characters first enter an area. The GM can also rule 
  that the same environment trick doesn’t work twice on 
  the same target - there is a crucial element of surprise.
   
  Environmental tricks provide ways for 
  characters without a strong fighting style to be 
  effective in combat. See the Common Environmental 
  Tricks table later in this chapter. Environmental tricks 
  are an engineer’s best friend!
  Simultaneous,
   Conflicting 
      Actions
  Environmental tricks can lead to simultaneous, 
  conflicting actions. Two characters might pick up the 
  same dropped musket at the same time, for example. 
  Or one character might try to shove a door closed in 
  the same round that another tries to prop it open, or 
  one character grabs a second while he is trying to flee.
   
  Roll a characteristic check to determine 
  the winner. Keep in mind this is not necessarily a 
  Quickness check to see who does his action first. 
  The actions are likely simultaneous. Instead, in the 
  above examples, each character would roll Strength. 
  The higher rolling character yanks the weapon away, 
  or pushes the door into place, or drags the grabbed 
  Weapons
  & Armor
  character into his area.
  Weapon and armor quality are ranked according 
  to quality. A typical farmer’s scythe used as a 
  weapon might be quality 1, while a prince of the 
  blood’s broadsword might be quality 8. An average 
  kingsman’s sword has quality 3. If your weapon 
  has a quality 3 or more greater than the armor that 
  it is attacking, then your attacks do 1 extra point of 
  damage.
   
  By the same token, if your armor’s quality is 
  3 or more greater than that of the weapon attacking it, 
  then attacks against you deal 1 less damage.
   
  GMs must therefore be careful with weapon 
  and armor qualities. Players must also take care. A 
  beast with a legendarily tough hide either requires 
  a legendary sword to slay it or else judicious use of 
  high-damage maneuvers such as Backstab, Spin, and 
  Eviscerate.
   
  Some styles teach maneuvers that improve the 
  effective quality of a weapon, shield, or armor. Some 
  styles also teach maneuvers that attack a weapon or 
  armor and degrade its quality.
   
  Weapons and armor of the Kingdoms are 
  described in Chapter 16.
  
  8
  Body
  When a character reaches 0 Body, he can no longer 
  fight.
   
  What happens next depends on the character. 
  If he has nothing calling him to this world - no love 
  or other inspiration of appropriately high value - then 
  he is unconscious. Another blow pushes him over the 
  edge, and he dies.
   
  If he does have something calling him to 
  the world, then the player and the GM narrate the 
  character’s survival. Perhaps he is captured, perhaps 
  marooned, perhaps he suffers a blow to his reputation 
  or an inspiration. Remember that the Toolbox section 
  of this book has plenty of ideas for this situation.
  Range
  Ranged attacks suffer a -1 die size penalty per area 
  after the first if they travel more than one area away.
  Example. Lydia shoots an arrow from the 
  deck of the Tumult, across the docks, and into the 
  harbormaster’s office. This is two areas away (deck  
  docks  office), so she takes a -1 die size penalty to 
  her attack die.
   
  Example. Samuel Torch throws his knife from 
  the entryway all the way across the great hall, which 
  the GM has described as divided into four areas 
  (entryway at the foot of the hall, feasting tables, low 
  stairs, and lord’s table). Samuel takes a -2 die size 
  penalty because the lord’s table is three areas away 
  (foot  feasting tables  stairs  lord’s table).
  Critical
     Hits
  Any time the defender rolls a 1 and the attacker rolls 
  over half on his die, the hit is a critical hit. The attack 
  does one extra point of damage.
  Grab
  You can grab someone else in combat. Most of the 
  time, if you succeed with a grab attack, then both you 
  and your target are considered grabbed. Some attacks, 
  such as Dagger-and-wine’s Tangled Cloak, grab a 
  target without causing the attacker to be grabbed.
   
  When grabbed, you can’t move, and you 
  can only execute re-balancing maneuvers or Grab 
  maneuvers (such as Bear Hug or Throw). You can also 
  execute reasonable tricks, including a Strength vs. 
  Strength check to break the grab.
  Grabs end after one turn if not maintained. For 
  example, if Octavia entangles Wilhelm in a bedsheet 
  in round one, then Wilhelm is grabbed during round 
  two. He is free in round three, however, unless 
  Octavia successfully executes another Tangled Cloak 
  maneuver in round two.
  Many situational modifiers are already included in 
  the fighting styles. The Savage style’s Dive, and the 
  Swashbuckler style’s Death from Above, for example, 
  both include a higher ground advantage for the 
  attacker.
  Modifiers should only be applied for truly 
  unusual circumstances, such as an earthquake causing 
  the Hall of Mirrors to collapse on the combatants, or 
  being poisoned before fighting in a duel, or several 
  ballistae firing directly into the combat. When 
  modifiers are applied, they usually take the form of a 
  penalty to attack or defense dice.
   
  One exception is lighting modifiers. 
  There are two lighting conditions. In deep shadow, 
  attack dice are reduced by two sizes. In complete 
  darkness, all attack and defense dice are reduced 
  four sizes to a minimum of d2. Ranged attacks are 
  impossible without some special ability or mitigating 
  circumstance.
  The darkness penalties also apply to a 
  character who is blind.
  Situational
    modifiers & 
  Lighting
  
  9
  Trained vs.
     mooks
  If you are trained in a combat style and attack 
  someone who is not, you do one extra point of damage 
  on a hit. “Trained” means that you know a combat 
  style at the apprentice level or higher.
  This, combined with the weapon and armor 
  rule (red shirts do not make good armor!), means 
  that mooks can go down 
  in one or two hits. It 
  also means that some PCs 
  are mooks – in 
  combat, if not elsewhere. 
  So be careful!
   On Balance
  Keep in mind that not all 
  styles are meant to be balanced 
  against each other individually. 
  Rather, the game as a whole is 
  balanced. Some styles should 
  consistently kick certain other 
  styles from here to Malyrigaaz 
  and back!
  In I-go-you-go games, it’s easy to spot when to 
  narrate: “A 20! Sweet! Harold the Axe leaps off the 
  back of the wagon, cleaving down through the chest of 
  the beastman, cracking ribs as he goes. Ok, Chris, now 
  it’s your turn.” In SK, everyone goes at once. So when 
  does the GM, or player, narrate?
  The easy answer is: narrate whenever it will 
  enrich the game. That is different for every group, but 
  reading your group is one of your jobs as a GM or 
  player (that’s why you get paid in rubies as big as your 
  fist, right?).
  The hard answer is: narrate when actions are 
  revealed and when they are resolved. When everyone 
  first moves their figures to a new maneuver at the start 
  of a round, narrate the actions. The GM can often 
  narration
  sneak this in while players all look at each others’ 
  selections. 
  For example, if the swashbuckler chooses 
  Death from Above and the kingsman chooses Block, 
  then you have, “Tristan swings off of the balcony, 
  lets go of the rope halfway out over the tavern floor, 
  and plunges toward the guard with his dagger leading 
  the strike. The guard grunts in surprise and yanks 
  his shield up to block.” Then both players roll dice, 
  and both actions are resolved. Narrate the outcome. 
  “Tristan thuds onto the kingsman, who couldn’t get 
  his shield all the way up in time. Tristan plunges his 
  dagger to the hilt in the burly man’s shoulder. The 
  man’s grunt of surprise becomes a scream of pain.”
  
  10
  In an alley between tenements in the Foreign Quarter 
  of Rithaign, Anton Poincarre steps out of the shadows 
  to confront Lydia Novele and her companion, Trevor 
  Thorpe. Anton demands the return of the Madfire Seed 
  Lydia took from him. She refuses, and the fight is on.
   
  This alley is near Lydia’s one-room home, so 
  the players and the GM already know the environ-
  ments and the tricks available. We begin!
   
  Round 1.Trevor, a warrior, knows Free Sword 
  and Swashbuckler. Faced with a fop likely to be 
  fighting in Court Sword, Trevor chooses Free Sword, 
  opening with a conservative but potentially telling 
  Warrior’s Strike against Poincarre.
   
  Lydia knows only Dagger-and-wine, and she 
  promptly tries to dodge into the shadows.
   
  The GM, playing Anton, does open with Court 
  Sword, in its most defensive balancing maneuver, a 
  feint. He also waves his hand and two archers step into 
  the windows high above the clotheslines and tomato 
  lines.
   
  Now that all have revealed their styles and 
  maneuvers (simultaneously!), attacks are resolved.
   
  Trevor rolls a d6 for his attack against the fop, 
  and Poincarre rolls a d6 for his defense. A 4 for Trevor 
  and a 3 for Poincarre means that Trevor’s sword slices 
  a cut along Poincarre’s thigh for 1 body damage.
   
  There are no other attacks, so we move to 
  round 2.
   
  Round 2. Trevor, seeing the archers, knows that 
  Free Sword, a stationary style, is not suited for this 
  battle. He breaks style to switch to Swashbuckler. That 
  requires a Trick/Miscellaneous action this round.
   
  Lydia, anticipating archer fire, flashes out of 
  the shadows just enough to “Duck and Slip” between 
  Poincarre and the archers.
   
  Poincarre is injured but imagines that Trevor 
  and Lydia will run for cover from the archers. Not 
  needing to worry about his defenses, he lunges at 
  Lydia.
   
  As the players’ and GM’s choices are revealed, 
  the GM narrates Poincarre’s evil chuckle as he lunges 
  to skewer Lydia. He rolls a d10 for attack (d8 for the 
    Example
  of Combat
  lunge, increased by one for last round’s feint) and gets 
  a 5; Lydia matches with a 5 on her d6. Poincarre wins, 
  however, because his die size is larger. He sticks Lydia 
  for 1 point of damage.
   
  Now the archers shoot at Lydia, each fighting 
  in Arrowheart, each choosing an Archer’s Shot. Each 
  rolls a d6, resulting in a 5 and a 3.  Lydia rolls her d6 
  defense twice more, getting a 3 and a 4. The first ar-
  row slices open her shoulder for 1 body damage. The 
  second, however, is now rolled as an attack against 
  Poincarre because of Lydia’s duck and slip! The ar-
  row’s d6 is a 3 this time. Poincarre rolls his d2 lunge 
  defense and gets a 2. That explodes, so he rolls a d4, 
  but alas, the result is only another 2. His own archer’s 
  arrow sticks Poincarre’s bicep! The damage is 1 body. 
  Poincarre roars at the archers to hold.
   
  Round 3. Trevor does a daredevil move climb-
  ing up the clotheslines and tenement walls to as-
  sault one of the archers. Because the maneuver lists 
  “Climb” as a result, he does not need to make a char-
  acteristic or skill check to succeed at this.
   
  Lydia decides that her duck and slip won’t 
  work this round. She isn’t ready to risk a further 
  wound with a low-defense sneak attack, so she thinks 
  
  11
                          Common Environment Tricks
      Trick
    Attack/
    Defense
        Effect
  Set fire to an area
          -/-
  1 body damage per round to all in area
  Take cover
   -/+2 die size
  +2 die size to defense vs. ranged until you move
  Crash through glass/wall (on purpose)
    d6 vs. you/-
  1 body vs. you if hit; +1 Mood to you and allies
  Sandbag dropped on head
          d4/-
  1 body + rebalance
  Soup in the face
          d6/-
  -2 die size to attack and defense next round
  Fall off a ledge
          -/-
  Rebalance + 1 body/five feet beyond ten feet
  Use bystander as marionette
         d4/d2         1+2 Mood damage to humiliated foe; +1 Reputation to you
  Rip open a bag of flour
          -/-
  -2 attack die size & -1 defense die size to all in area
  Tie foe to ox cart, slap ox 
         d2/-
  Move (random) & 1 body/round until untied (Trick unties)
  about using the clotheslines to tangle up Poincarre. Ul-
  timately, she decides to dodge into the shadows again.
   
  The archers shoot at Trevor as he scales the 
  tenement, and Poincarre strikes a pose: the “Judge’s 
  Stance,” a dueling pose taught to him by his honored 
  father the Butcher of Marmn. This is the pose maneu-
  ver, and it intimidates those who know it (along with 
  the Poincarre family’s reputation for torture).
   
  The GM narrates, and resolution is straightfor-
  ward. The archers each roll a 4 on a d6; Trevor rolls 
  a 1 and a 5 on his d6. The 1 would result in a critical 
  hit for 2 body damage, but Trevor uses an inspiration 
  - his love for Lydia drives him faster than any arrow 
  can fly - allowing him to roll a d10 for defense (d6 for 
  his heart, increased twice for the stunting narrative 
  description). He rolls a 4, which wins because of the 
  larger d10 die size. The arrows whiz by, and Trevor 
  takes no damage.
   
  Round 4. Lydia decides now is the time: a 
  sneak attack from the shadows can almost finish off 
  Poincarre. She whirls out of the shadows and slices at 
  his throat.
   
  Trevor thinks about a spectacular strike in-
  volving tomatoes and laundry thrown into the face 
  of a humiliated archer, but he wants to maintain his 
  momentum for next round. He decides to attack the 
  highest archer with a charge.
   
  Poincarre has his feet under him now; he 
  knows how to riposte out of the Judge’s Stance pose. 
  That is what he will do. His archers run for their 
  lives into the tenement hallways, not willing to face a 
  swashbuckler at close range.
   
  Lydia rolls a 3 on her d8; Poincarre rolls a 2 on 
  his defense and a 4 on his Reputation die (bonus from 
  posing last round). The rogue misses! But Lydia uses 
  an Inspiration - ambition to become a Queen Below, 
  and Poincarre stands in her way - and she rolls a 5 on 
  her inspiration d12. She hits. Normally, this would 
  do 2 body damage, but Poincarre’s armor is of higher 
  quality than Lydia’s weapon, so it deals only one point 
  of damage. Poincarre is at 2 body.
   
  Poincarre would have a chance to riposte 
  against Lydia if she had missed, but she did not.
   
  Trevor’s charge on the archer allows him to 
  slice one for 2 body damage (4 on a d6 vs. 1 for the 
  archer’s defense; a critical hit).
   
  Round 5. Seeing his archers chased off, Poin-
  carre turns to flee.
   
  Trevor has other ideas. He leaps from the 
  balcony, swinging down on a tomato line, screaming 
  Poincarre’s name. This is a Death from Above maneu-
  ver. Lydia dodges into the shadows again.
   
  Trevor’s is the only attack. He rolls a 4 on his 
  d8; Poincarre gets a 3 on his d4. Trevor hurtles down, 
  smashes into Poincarre and finishes the combat with 
  the fop bleeding and groaning underfoot!
  
  12
                          Common Environment Tricks (Cont.)
      Trick
    Attack/
    Defense
        Effect or Note
  Topple wardrobe (full)
  d4/d2
  1 body + unsteady
  Strew marbles, fruit rinds, ice
  d4/-
  Rebalance (only works once/area)
  Bag over the head
  d2/d2
  Blinded (-4 die sizes from atk & def, min. d2)
  Clang bell to deafen
  d6/-
  Unsteady (only works once)
  Crash through glass/wall (accident)
  -/-
  Str vs. quality of wall; 1 body on a make, 2 on a fail
  Blinding sun reflection in eye
  d4/-
  -1 die size attack and defense
  Toss screeching cat
  d6/d2
  +1 to a negative reputation; 0 + unsteady (1 body on crit)
  Living shield: boy, baby, puppy
  0/-
  50% atks hit hostage; +4 neg. reputation to you & foe
  Threaten a hostage
  0/-
  If your Qck roll beats the atk roll, deal a Coup de Grace
  Hit ignorant bystander, frame foe
  dCha/-
  Miss or bystander’s reason roll > your atk roll betrays you
  Sip tea while fencing
  0/d2
  +1 Rep. to you if you end up winning
  Spit apple on sword, bite between 
  blows
  0/d2
  As sip tea while fencing; +3 Rep. if both in same fight
  Collapse balcony
  d20/d2
  First must break balcony (see Breaking Items Ch. 10)
  Domino improvised weapon
  d2/-
  Hit chandelier, it knocks torch, it hits stein, stein falls on 
  foe: 1 body + 1 Mood to self or allies
  Pull rug out from under feet
  d6/-
  Rebalance; must beat doom with Str or Qck roll
  Fight on railing, rolling log, spar
  -/-
  Fight normally; make Qck vs. doom each rd or rebalance
  Scatter coins to create crowd
  -/-
  Fighting in a crowd: -1 atk and def die sizes
  Swing on chandelier, rigging, 
  slide down bannister
  -1 die size/-
  Basic atk at -1 die size, move; +1 body dmg on crit
  * If no defense die is listed, then it uses the base defense for a trick/miscellaneous action. This is a d4, barring 
  some exceptional power.
    Healing
  Surprise
  If one combatant surprises the other, he can enter his 
  fighting style before the other does. In the surprise 
  round, the surprised defender uses a d2 to defend, and 
  the attacker uses whatever maneuver he chooses to 
  open the combat with.
   
  A defender is surprised only if he is completely 
  unaware of the attacker. Simply drawing a sword 
  quickly, say in the middle of an argument over the 
  origin and recent history of a playing card, surprises 
  no one.
  A character heals 1 body per week.
   
  If a player wishes, his character can be maimed 
  or permanently wounded in order to accelerate the 
  healing process. The wound could be a lame leg, a 
  missing eye, a scarred lower lip, or something similar. 
  This is an important event in the character’s history. It 
  preys on his mind, and it cannot be forgotten. When a 
  player takes a wound, he loses one history slot.
  After three wounds, a character who is maimed also 
  loses one point from his strength score.
  
  13
  mounted & 
  Vehicular Combat
   
  A skilled rider does gain an advantage from a 
  mount. Her basic attack maneuver - the untrained one 
  in the lower right of the style sheet - becomes (Riding 
  Skill)/d4. This is an exception to the rule that skills 
  cannot help in combat. If a mounted character does not 
  have training in riding, he cannot use this attack. He 
  can still use a Strength/d2 basic attack, of course.
   
  There is no style for vehicular combat. A char-
  acter attacking at range from inside a moving vehicle 
  takes a two die-size penalty to his attack.
   
  Characters fighting hand-to-hand in a moving 
  vehicle must make balance checks against the doom 
  each round, unless the GM rules that the ride is suf-
  ficiently smooth. If a character fails, he must rebalance 
  next round (and his opponent knows this).
  Aquatic
  Combat
  Combat under the seas, or even wading above the 
  knees, is difficult. The forms, movement, and balance 
  of a fighting style are all washed away.
   
  Only the basic combat maneuvers are avail-
  able. No style function in water that deep unless 
  especially dedicated to that environment (and there are 
  none such in this book).
   
  Even movement is difficult, To move in com-
  bat in water that is deeper than the hips, the character 
  must make a strength check against the doom. Other-
  wise, he stays in place and struggles.
   
   
  Coup de Grace
  If an opponent is completely helpless, you can roll 
  your Strength or Quickness die as body damage each 
  round.
  
  1
  Part II
  cHAPTER Four: mAGIC
  mAGIC oVERVIEW
  Magic is the greatest curse and the greatest treasure 
  known to man. It is a force of nature, and a capri-
  cious one. It can sour chocolate or burn down a city of 
  10,000 people over night, with no cause or warning. 
  People fear magic. People resent its existence. Yet 
  every day, men all across the Kingdoms risk death for 
  spells. A single spell can change a life, and there are 
  many who have no hope but magic.
   
  Some say that the Kingdoms adage “Love what 
  you hate” was born out of this lustful, hateful relation-
  ship that most people have with magic.
   
  Here’s an overview of the important magic 
  concepts in the game.
   
  Interference. Spells and spellbound creatures 
  interfere. Interference can have two results. First, it 
  can cause a wild magic surge. Second, it can weaken a 
  spell’s intended effects.
  	
  Natural	vs.	artificial.	Natural	magic	is	an	ex-
  ception to the interference rule. Natural magic never 
  interferes. Anything not man-made is natural. A troll’s 
  ability to regenerate, a spontaneously risen ghoul, and 
  a cave haunted by the whispers of murdered lovers are 
  all natural magic.
   
  Styles, schools and traditions. Spells are 
  learned in styles, schools and traditions. Each school 
  has different spells and different requirements. Some 
  spells are useable only in particular situations.
   
  Combat styles. Each school has a combat style 
  sheet.	These	are	used	just	like	a	fighting	style’s	combat	
  style sheet.
   
  Spellbound. You are spellbound if you have 
  learned a magic style (neophyte or greater). Being 
  spellbound can amplify magic’s effect on you.
  
  2
  Those are the important magic concepts in brief. Now 
  we’re going to look at them closer and lay out the SK 
  rules for magic. The Toolbox section later in the book 
  lists the actual spells and gives you the magic style 
  sheets.
  Like the weather, magic is always present, often 
  unpredictable, and occasionally devastating. Most 
  days, in most places, it is unnoticeable. A lucky vil-
  lage can go for generations without any ill magic. But 
  its menace is never too far removed. Everyone knows 
  someone who has been touched by magic.
   
  Magic events on a minor scale are uncommon. 
  In a town of 10,000 people, roughly one minor- to 
  medium-scale magic event occurs each week. These 
  events are almost always destructive. They might be a 
  magical disease striking a young woman, all the glass 
  in a church’s windows suddenly shattering, or all the 
  cheese in a fromagerie fragrantly deliquescing. In a 
  larger city, something like this happens somewhere 
  every day.
   
  Magic events on a larger scale are rarer. In a 
  town of 100,000 people, a larger event happens on 
  average once per season. This could be a town park 
  getting wet as if it were raining without anyone actu-
  ally seeing rain; a statue tumbling prone, dragging 
  itself through the dirt to a crossroads, and then speak-
  ing in a language no one knows before reverting to 
  lifelessness; a blacksmith shrieking and turning into a 
  six-legged, carapaced beetle freak who attempts to de-
  vour his apprentice; or the landlady discovering she is 
  inexplicably and irresistibly in love with the old man 
  who rents a room from her.
   
  Approximately once a decade, somewhere in 
  the known world, there is a magical cataclysm. These 
  events are bizarre and catastrophic. All the males in a 
  city	might	fall	into	a	coma	for	fifteen	years.	Doubles	
  of	every	person	might	be	spawned	in	a	city	fifty	miles	
  distant. Tentacles might sprout over a village and drag 
  it underground to a fate unknown. A dragon might 
  Natural magic
  become intelligent.
   
  Most cataclysms are acute, but there is also 
  chronic natural magic. The trolls’ regeneration ability 
  is undoubtedly magical, yet it has persisted through all 
  history.	The	haunting	of	Indrazhe,	Descent	beasts,	and	
  the eastern sea storms are all examples of persistent 
  natural magic.
   
  Tables for random natural magic events are 
  included in the Toolbox.
  Wizards and witches can master magic, but to do so 
  they	must	also	submit.	This	is	the	first	rule	of	magic:	
  “Magic, to be commanded, must be obeyed.” Those 
  who obey are the spellbound.
   
  You are spellbound if you choose to learn to 
  cast spells (at the neophyte level or greater). Learning 
  a magic style is a decision that cannot be reversed. 
  Once you are spellbound, you are spellbound forever.
   
  Being spellbound has consequences.
  	
  The	first	consequence	is	that	you	and	your	
  spells interfere with other spells. This is the second 
  rule of magic, namely, “Magic hates magic.” Because 
  of this, if you are not given leave to be spellbound 
  in a kingdom, you are likely marked for death and 
  hunted.
   
  A second consequence is that some spells and 
  wild surges affect you differently than they affect oth-
  ers.
   
  Finally, being spellbound stains you. Some 
  recognize you on sight. Others can recognize you 
  with a quick spell, perhaps using incense or a topaz 
  rubbed	between	the	forefingers.	Sometimes	you	can	
  disguise your nature. But do not count on it. The 
  chains of magic are not easy to hide.
  Artificial magic
  
  3
  Interference
  Magic is a limited resource. When two or more wiz-
  ards in an area attempt to control it, they are like two 
  beggars	fighting	for	a	pot	of	stew.	One	might	grab	it,	
  or the other, or both. More likely, the stew spills and 
  scalds them.
   
  Check for interference only when a spell has 
  an	effect.	Do	not	check	for	interference	when	a	wiz-
  ard begins casting a spell or during the days when a 
  witch’s brew simmers in the cauldron. Check when 
  the wizard looses the lightning bolt, or when the virgin 
  drinks the witch’s philter. (Also, 
  check only once per spell, even if 
  the spell makes multiple attacks. The high-
  est attack roll for the interference check.)
   
  To check for interference, make your spell’s 
  attack roll, if it has one. If it does not, roll your 
  magic die. Compare the result of your roll to 
  the number of spellbound creatures and ob-
  jects in the area, or, for combat spells, to the 
  number of spellbound creatures and objects 
  in the combat. If your roll is less than the 
  number of spellbound creatures and objects, 
  your spell surges out of control. This is a 
  wild surge, which is detailed below.
   
  That’s it!
   
  Remember that “area” is different 
  for the two different kinds of spells. “Close” 
  spells and combat spells gather their magic 
  from	smaller	areas:	a	tavern,	a	laboratory,	a	
  campsite. High spells – the spells that can 
  plague a kingdom or blight the harvest or 
  harden the claws of a legion of troglo-
  dytes	–	gather	their	magic	from	regions:	
  a neighborhood in a city, a small town, 
  a borderlands keep. See Chapter 2 for 
  more information on areas.
  A wild surge is an uncontrolled eruption of magical 
  energy. It occurs in place of the intended spell effect.
   
  If you cause a wild surge, roll again the same 
  die that caused the wild surge (your attack die or 
  magic die.) This is called your wild surge roll.
   
  In a combat, the wild surge roll is an attack roll 
  against one random creature in the combat. Creatures 
  defend with a magic roll, plus a physical defense roll 
  if the wild surge has a physical manifestation. The 
  defender takes the higher of the two rolls, as usual.
   
  If the random target of a wild 
  surge is spellbound, the wild 
  surge always hits.
  The GM narrates a disaster 
  appropriate to the situation. 
  Usually the disaster causes body 
  damage to the creature it targets. If she 
  wishes, the GM may narrate a magic ef-
  fect	that	causes	another	type	of	damage:	
  characteristic, history, mood, gear qual-
  ity, inspiration, organization characteris-
  tic, wealth, or anything else. The GM has a 
  lot of freedom. I encourage GMs to keep in 
  mind that magic is capricious and devastat-
  ing. Have fun with this!
   
   
  Example. Aldraic the druid begins 
  a Fertility spell cast against a Kvalt sav-
  age. This gestates a swarm of human-headed 
  beetles under the savage’s skin. There is no 
  attack roll and no result yet, however, so there 
  is no interference.
   
  The next round, while the Kvalt sav-
  age panics, Aldraic casts Birth. This causes 
  the beetle boil to burst, and the baby savage 
  beetles begin to bite. Aldraic rolls his attack 
  die, a d8 for Birth. He rolls a 1. Since there 
  is one other druid present (total of 2 spell-
  Wild Surges
  
  4
  bound creatures), Aldraic’s spell warps out of control 
  and becomes a wild surge. 
  The GM narrates the beetles thousand human heads 
  screaming as they melt, their birth aborted, and the 
  beetle sludge-and-plasma that remains behind is 
  blasted by a magical wind onto Aldraic’s friend Jarod. 
  Jarod defends with his magic roll, and Aldraic rolls his 
  d8 again. If Aldraic hits, his own friend is damaged by 
  the caustic, decomposing beetle sludge!
   
  A critical hit from a wild surge is called a crisis surge. 
  The effects of a crisis surge are left to the group and 
  the GM. They may be nothing more than an extra 
  point of damage. On the other hand, the crisis surge 
  may	affect	everyone	in	the	area	with	madfire,	spell-
  stalks, or the blink. Crisis surges are one of the reasons 
  that the populace fears magic to the core. Anything 
  could happen. GMs and players are encouraged to use 
  creativity. 
  masters, 
  apprentices,
  & cabals
  Masters and apprentices do not interfere with each 
  other. Nor do members of the same cabal under certain 
  circumstances. You must take the Master and Appren-
  tice talent each time you wish to take an apprentice. 
  Cabal members normally interfere with each other, 
  but the magic order power cabalistic casting provides 
  some workarounds.
  random Wild Surges
      Wild Surge
  Physical 
  Defense?
        Effect if hit
  1 Arcane blast debris
  Y
  Debris	from	surge	blast	hurtles	at	target;	1	body	damge.
  2 Psychic scream
  N
  Mind is torn. 1 reason.
  3 Ecru spew
  Y
  Distillate	of	magic.	1	quickness.
  4 Memory worms
  N
  Worms feast on memories. 1 skill point.
  5 Whirlwind
  Y
  Moved one small area (50%) or large region (50%)
  6 Meteor
  Y
  Spell condenses to shooting rock. 1 body + rebalance.
  7 Magnet
  Y
  Loose	objects	fly	at	target.	1	body	+	strength.
  8 Earth tremors
  Y
  1 body dmg to target; all are unsteadied
  9	Smoldering	flesh
  N
  1 Quickness, Strength, and Charisma
  10 Nightmare density
  N
  Sink halfway into any surface (rebalance, a Str. vs. doom 
  trick frees target)
  11 Mirror horror
  N
  Every mirror in region for 1 day shows target committing a 
  heinous act. +4 to a negative reputation.
  12 Surge spike
  -
  Roll twice more. Add 2 to each roll; add 1 to any damage.
  13 Earthquake
  Y
  2 dmg to target creature and buildings; all unsteadied
  14 Spellbound Pillars of Fire
  N
  10 spellbound creatures nearest target creature erupt in 
  agonizing	flames,	losing	all	mood	and	1	point	from	two	in-
  spirations. All creatures sharing an area with a spellbound 
  pillar	of	fire	take	1	body	dmg	if	hit	by	the	surge’s	attack.
  
  5
  Magic is a devastating primal force. It is no surprise 
  that wizards use it to tear people apart.
  	
  Just	like	fighting	styles,	magic	schools	use	a	
  flowchart	in	combat.	Although	magic	in	the	Kingdoms	
  is learned mainly in schools and traditions, we call 
  magic	flowcharts	“style	sheets”	for	convenience	and	
  consistency.
  	
  Use	a	magic	style	sheet	like	a	fighting	style	
  sheet. Each action represents a step in casting a spell. 
  You might begin with an incantation and then decide 
  to burn coriander. That decision determines which 
  magical energies you can loose upon the world when 
  the	spell	is	finally	completed.	Or	you	might	dedicate	
  a	doll	on	the	first	round,	chant	and	point	the	needle	on	
  the second round, then shout and stick the needle into 
  the doll’s leg on the third round, collapsing your target 
  in a shrieking heap.
   
  Underlined actions are re-casting actions. They 
  are always accessible, just as rebalancing actions are 
  in	a	fighting	style.	Other	accessible	actions	are	those	
  actions in the same row or column. Again, this is iden-
  tical to the way that a martial style sheet works.
   
  In fact, there is only one difference between a 
  magic	style	sheet	and	a	fighting	style	sheet.	Namely,	
  the magic attack and defense dice.
  Attacks
  with Spells
  magic 
  in Combat
  Spells that list their attack die in the lower left make 
  physical attacks. Ribbons of Hessek in Battlecraft, for 
  example, are physical ribbons of acid-dripping dragon 
  sinew that slash out and physically attack an opponent.
   
  Use a physical defense – one in the lower right 
  – to defend against a physical spell.
   
  Spells that list their attack die in the upper left 
  make purely magical attacks. There is no physical 
  manifestation that can be dodged or blocked. Curse 
  Doll	and	Pin	Through	the	Head	in	the	Dramba	style,	
  for examples, are pure magic attacks.
   
  Use your magic score to defend against a 
  magic attack. If your current combat spell or maneuver 
  supplies one, you can instead use the magic defense 
  die listed in the upper right. Most spells and maneu-
  vers do not have a magic defense die, though; simply 
  use your magic score.
  How many
  Spellbound in that 
  castle?
  In the Kingdoms, this varies 
  widely by region. In Part IV, 
  you	can	find	statistics	for	many	
  regions and areas. In a homebrew 
  campaign world, this is a decision 
  that shapes the social and political heart of 
  the world.
  Homebrew worlds
  & magic
  There is no need to include magi-
  cal interference in your home-
  brew campaign world. Be aware, 
  however, that a world without 
  magical interference is probably 
  much more magic-dominated 
  than the Kingdoms. In the King-
  doms, the interference of magic keeps magic rare 
  by making it risky, menacing, dangerous, and anti-
  collaborative.
   
  You can remove all these elements as you 
  wish in your own world. In terms of game char-
  acter balance, wizards and other users of magic 
  become more powerful, mundane classes less so. 
  
  6
  Unless stated otherwise, magic effects have a range 
  equal to the caster’s line of sight within the appropri-
  ate area. That is, a close spell has a range of wher-
  ever the caster can see, so long as it is still within the 
  caster’s area. For example, a in his tower could cast a 
  close spell anywhere in his study, but not anywhere in 
  the valley that he can see out his tower window.
  Line of Sight
  Any attack that causes a rebalance also causes a re-
  cast.	The	inverse	is	not	always	true:	spells	and	attacks	
  that force a re-cast do not cause a rebalance unless 
  specifically	noted.
  Re-casting
  Potions, Scrolls,
  Dolls & orbs
  Unless the style states otherwise, any spell can be set 
  down in a permanent form and sold. It might be a po-
  tion, a scroll, or a doll whose face is melted with an 
  incense stick. A caster can have 1 close spell per magic 
  level	and	1	high	spell	per	five	magic	levels	in	solid	
  form. Thus, a 10th-level wizard/4th level warrior who 
  binds spells to candles can have ten candles containing 
  close spells and two candles containing high spells. All 
  casters can do this; it requires no special knowledge. 
  Anyone – caster or not – can release such a spell as 
  long	as	he	knows	the	command	words.	Doing	so	is	a	
  trick	in	combat	for	a	close	spell.	A	high	spell	takes	five	
  consecutive tricks in combat.
   
  Holding or releasing a spell does not make you 
  spellbound.
   
  On the other hand, the objects that contain the 
  spells are themselves spellbound. They are spellbound 
  even with respect to their creator, that is, they interfere 
  with their own creators’ other spells.
   
  If an object holding a trapped spell is de-
  stroyed, the spell is destroyed without effect.
   
  A spellbound creature touching an object 
  knows that there is a spell in it, though he does not 
  necessarily know what spell or the command words to 
  release it.
  Magic in the Kingdoms is not homogeneous. The very 
  act	of	spellcasting	varies	from	style	to	style.	Dramba	
  rituals	fill	the	air	with	lemon	smoke	and	brick	dust	and	
  the sound of rattling gecko bones. Incandescent spells 
  crackle	with	lambent	light	and	a	nimbus	of	flame.	No	
  two styles are similar.
   
  There are six magic styles and six grand styles. 
  These are described in detail in the Toolbox.
   
  For now, here is a brief summary highlighting 
  the differences among the schools.
  Schools
  & Traditions
  	
  Dramba.	Dramba	casters	are	ritualists.	A	
  dramba	witch	is	likely	to	chant	and	dance	by	firelight,	
  to hang animals in sigil cages, and to use dolls fash-
  ioned in the likeness of her subject.
  	
  Druidic.	Druids	are	artists	of	the	sacrifice	and	
  students of the natural. Not all druids worship nature, 
  
  7
  but they respect it and the wild power of its magic.
   
  Fieldcraft. Fieldcrafters are the backbone of 
  most Kingdoms’ wizard schools. Fieldcraft is a bal-
  anced	style	that	gains	its	name	from	its	use	in	the	field,	
  fighting	with	kings’	armies.
   
  Hearts. The magic of relationships, fear, mood, 
  and inspirations is the magic of Hearts. A mistress of 
  Hearts needs nothing more than herself to cast.
   
  Incandescent. Incandescent wizards consider 
  themselves the most talented in the kings’ service. 
  Others consider them the maddest. Incandescent 
  mages focus on combat and the channeling of pure, 
  crackling magic, especially though implements such 
  as wands and staves.
   
  Language of Stars. This school is associated 
  with the Low Gods and heresy. It teaches fortune, 
  fate, and divination. Its wizards claim to see the stars 
  change color through the seasons.
  Here	is	a	similar	summary	for	the	grand	schools:
  	
  Death	Lore.	A	necromancer	masters	the	bound-
  ary between life and death. The race of wights is a 
  testament to the enduring power of the Lore.
  	
  Highcraft.	An	advanced	form	of	fieldcraft.	In	
  some noble circles, Highcraft is considered impressive 
  and	fashionable.	Ironically,	fieldcraft	is	sneered	at.
   
  Maelstrom. Elemental magic can build dams 
  and divert storms – or burst dams and call down light-
  ning. Many maelstrom masters are often cabalists who 
  augment their power with many apprentices, making 
  this	a	powerful	spell	school	on	the	fields	of	war.
   
  Spellsmith. A spellsmith has no match in arti-
  fice.	His	art	is	the	most	permanent	in	all	the	schools.	
  He is able to fashion items that hold magic, including 
  illusory tapestries, pictures, and shadow-spectaculars 
  highly valued by noble and peasant alike. There is 
  no spellsmith combat style.
   
  Weremagic. Weremagic is the magic 
  of shapeshifting. Masters of weremagic can 
  shift not just their own forms but those of oth-
  ers as well. 
  
  8
  When you are an apprentice of a style, you know all 
  the close spells and combat spells save the Master 
  spells (marked with an M). When you are a master or 
  mistress of a style, you know all of the close spells, all 
  of the combat spells, and all of the high spells. 
  If you are only a neophyte of a style, you know only 
  two close spells, the re-casting combat spells, and two 
  other combat spells.
   
  Remember, once you learn any magic style at 
  the neophyte level or better, you are spellbound.
  Learning Spells
  Every school has close spells, combat spells, and high 
  Spells.
   
  Combat spells are spells that are quick enough 
  to be cast in a combat. They appear on the magic 
  school’s style sheet and are explained in the gloss. 
  They can be cast outside of combat too, of course.
   
  Close spells are spells that draw only on the 
  magic in the area immediately around the wizard. 
  They can be cast in combat as a trick/miscellaneous 
  action. They are low risk spells because the wizard can 
  remove nearby creatures, assuring himself that he is 
  the only spellbound creature in the area. A wizard can 
  cast a close spell as often as he likes, although some 
  have costs associated with them.
   
  High spells are profound spells with the ability 
  to affect the course of the world. They draw on magic 
  from a large region. When casting a high spell, a witch 
  faces	a	significant	risk	of	interference	from	other	
  spellbound creatures. GMs have information available 
  on the average number of spellbound creatures pres-
  ent in the political and geographical areas of his world 
  (for the Kingdoms, this information is provided in Part 
  IV).
   
  A wizard can only attempt one high spell per 
  day.
  Close, Combat, 
  and High Spells
  Inspirations work with magic just as they do with any-
  thing else. Once per scene, an inspiration can be used 
  to modify a roll.
   
  In areas of high population, where the number 
  of spellbound creatures in a neighborhood might be a 
  dozen, inspirations are often the only way that a caster 
  can cast a high spell without causing a wild surge.
  Inspirations
  & Spells
  In general, combat spells and close spells do not 
  broadcast your location. There are spells that allow a 
  caster or an organization to track down another caster, 
  however, so caution is advised.
   
  A high spell, on the other hand, allows all orga-
  nizations and casters in an area to roll their arcana or 
  magic against the caster’s magic. If the caster wins, 
  he remains undetected. If another caster or organiza-
  tion wins, then that caster or organization knows that a 
  high spell has been cast, and the rough location of the 
  caster (but nothing else, including the identity of the 
  caster or the spell cast).
  Detection
  
  1
  Part II
  There are many reasons to run in the Kingdoms. You 
  could run for your life: the thief dashing through the 
  palace with the spell in her pouch and the guards on 
  her tail. You could run for something more impor-
  tant than your life: the groom on horseback gallop-
  ing through the canals, jumping bridge to gondola to 
  barge, trying to catch up to the pirates and the ab-
  ducted bride. And of course you could run for a race: 
  the ice sleds sailing and skidding around the walls of 
  Thyre at the Neverlight Festival.
  Chase Overview
  Chapter Five: The Chase
   
  Chases are broken into rounds. Each round 
  has the same two parts. First, declare and then resolve 
  your actions. Second, make your chase roll. The dif-
  ficulty of the chase roll depends on the environment 
  and the actions from the first part of the round. After 
  everyone has made her chase roll, reposition yourself 
  in the chase order according to the results.
   
  Pursuers and the pursued are ranked in six 
  range increments. The increments are 1 through 5 plus 
  Long Range; everything below 5 is grouped together 
  at Long Range. The GM decides where characters are 
  to start a chase. Roughly, one area in a melee fight cor-
  responds to one range increment in a chase.
  Those are the general ideas. On to the specifics!
  Chase
  Environments
  Each round, before players choose and resolve actions, 
  the GM presents the players with terrain options. For 
  example, the GM might offer the players three op-
  tions: over the rooftops, through the bazaar, or through 
  the library. Each area comes with its own risks and 
  rewards. For example, the rooftops are difficulty 4 but 
  a failed chase roll means falling and taking 1 body 
  damage. The bazaar is difficulty 3 but a failed chase 
  roll means upsetting a fish cart, smelling like pickerel, 
  and taking a -1 Reputation with the townsfolk. The li-
  brary is difficulty 5, but it has a glass window that you 
  could smash through, risking 1 body damage but gain-
  ing 1 Mood for you and your allies from the audacity 
  (see Common Environment Tricks for the smashing 
  through glass trick in Chapter Three).
   
  If all the parties in a chase are pursuing the 
  fugitive in the lead, then the fugitive picks the terrain 
  each round. Otherwise, every player decides for her 
  character.
   
  Sometimes there is no choice between different 
  environments in a chase. Race courses are often linear 
  (or circular), for example. 
  After each player knows what environment his char-
  acter is moving through this round, then everyone 
  chooses his actions. The six basic actions are:
   
  Run. This is the standard maneuver. You run, 
  or pilot, or swim as fast as you can. If you make your 
  chase roll, you gain one range increment.
   
  Push it. You sprint, or you push your vehicle 
  until it threatens to shake apart. Add two to the dif-
  ficulty of the chase roll. If you succeed, you gain two 
  range increments.
   
  Under control. Slow and steady wins the race. 
  Subtract two from the number needed to make the 
  Choosing Actions
  
  2
  chase roll. If you succeed, you do not gain any range 
  increments. Then why choose “under control”? Be-
  cause of this: when you lower the target number of the 
  chase roll, you make success much more likely. There 
  are times when you absolutely must make a chase roll. 
   
  Attack. You can attack with any basic maneu-
  ver or rebalancing combat maneuver that you know. 
  You must be in the same area as your target to attack 
  with a melee attack. Roll your attack against your op-
  ponent’s defense, which is normally a d4. If you hit, 
  your opponent’s difficulty for the chase roll this round 
  increases by two, in addition to any damage you do.
  If you attack, you don’t gain any range increments if 
  you make your chase roll this round. 
   
  You can use an attack to grab someone in a 
  chase. With a hit, you can end the chase scene for you 
  both. You are not required to end the scene, but the 
  chase cannot continue until the grab is broken.
   
  Defend. Defend allows you to use your Quick-
  ness instead of a d4 as your defense die. You could 
  also use any rebalancing combat maneuver that you 
  know instead of the d4, as long as that maneuver also 
  allowed movement. The Guardsman’s Shield Run is 
  an example of this. You gain no range increments for 
  making your chase roll this round, but sometimes the 
  added defense is worth it.
   
  Environment Trick. You execute an environ-
  mental trick. This might be one that the GM tells you 
  about or one from the Common Environment Tricks 
  table. Executing an Environment Trick adds one to the 
  difficulty of your chase roll this round.
  Chase Actions
  Action
  Chase Roll
  Difficulty 
  Modifier
  If You Pass 
  your Chase 
  Roll
  If You Fail 
  Your Chase 
  Roll
  Other Effects
  Run
                  -
  Gain 1 range 
  increment
  Lose 1 range 
  increment
  -
  Push it
                  +2
  Gain 2 range 
  increments
  Lose 1 range 
  increment
  -
  Under control
                  -2
  -
  Lose 1 range 
  increment
  -
  Attack
                  -
  -
  Lose 1 range 
  increment
  Make an attack
  Defend
                  -
  -
  Lose 1 range 
  increment
  Use Quickness or rebalancing 
  maneuver as defense die
  Environment 
  trick
                  +1
  Gain 1 range 
  increment
  Lose 1 range 
  increment
  Execute trick
  
  3
  Everyone reveals his action simultaneously, just as in 
  combat. Resolution also occurs simultaneously. It is 
  possible, for example, to be felled by a pursuer’s ar-
  row just as you cross the drawbridge.
   
  Remember that if you are attacked, you defend 
  with a d4 unless using the Defend action this round.
   
  Run, Push It, and Under Control don’t require 
  resolution. Some Environment Tricks don’t either.
   
  Once all attacks and tricks have been resolved, 
  go on to the chase roll.
  Resolving Actions
  The difficulty of a chase roll is determined by the 
  environment and the round’s actions. Jumping from 
  the big hand to the little hand on the Dynn clock tower 
  while a crossbow bolt pierces your calf is harder than 
  sprinting around the track in the Unicorn Downs, for 
  instance.
   
  Everyone rolls her chase roll at the same time. 
   
  Chase rolls are narrative. To make a chase 
  roll, narrate what your character is doing to keep up 
  with the chase. If he is sprinting, then the GM in all 
  likelihood expects a Quickness roll from you. If your 
  character is pumping a mine car along a track, you can 
  use Strength to make your chase roll.
  But there is more than that. In a crowded street, a play-
  er who narrates his character enlisting the aid of street 
  urchins can roll Charisma as his chase roll. If you are 
  in the library and your character has a history of using 
  this library, you cold narrate how your character’s 
  knowledge of the reading room allows him to dodge 
  between the stacks and come out ahead. In this case, 
  roll your reason die with your library history bonus. 
  The possibilities are limited only by the environment 
  and your skill and imagination.
  Chase Rolls
  One word of caution: chases are inherently physi-
  cal activities. Players should not abuse the ability to 
  narrate substitutes for physical, speed-related charac-
  teristics and abilities. In other words, the GM should 
  be vigilant about what narrations make sense. A good 
  rule of thumb is that in a typical chase scene, a charac-
  ter will only find one or two environments where she 
  can use reason, charisma, or a related skill instead of 
  Quickness or a skill directly related to speed and chas-
  es. A player who has made the choice for her character 
  to excel in chase scenes by choosing chase-related 
  histories and abilities should not be overshadowed by 
  weakly justified narrations from players eager to run 
  every chase scene down the yellow brick road (that is, 
  munchkin it up).
  Especially exciting or thrilling narrations – “critical 
  narrations” – gain a one die-size increase.
   
  If you equal or exceed the chase difficulty with 
  your chase roll, you gain a number of range incre-
  ments specified by your action for the round.
   
  If you fail your chase roll, you lose one range 
  increment.
   
  Example. Terrence races down a corridor of 
  the Rithaign Tower Dungeon, two steps ahead of the 
  kingsmen. The corridor has difficulty 3, and Terrence 
  
  4
  chooses the Run maneuver. His player narrates Ter-
  rence running, so he rolls his Quickness die. With a 3 
  on the die, Terrence succeeds and gains 1 range incre-
  ment this round.
  Example. Terrence now reaches the torture room, 
  with iron maidens, racks, and a viewing balcony with 
  walnuts and sherry for the nobles. The difficulty in this 
  crowded room is 5. Terrence’s player chooses the Run 
  action again, but this time the player narrates Terrence 
  jumping, grabbing one of the manacle chains dan-
  gling from the ceiling, and swinging his way up to the 
  viewing balcony. He rolls his strength die and uses his 
  History: Wolf Child to increase the die size by one. He 
  rolls a 4, a failure. Now he has to decide whether or 
  not to use an Inspiration or a Mood. If he does not, he 
  loses 1 range increment this round.
  Once all chase rolls have been made, the players in the 
  chase are re-sequenced.
   
  The ranks are 1-5 plus Long Range. The leader 
  or co-leaders of the race always occupies rank 1.
  All ranks are relative. That means that if everyone in 
  the chase gained 1 range increment this round, then no 
  one moves on the rank order (because no one gained 
  or lost ground relative to anyone else).
   
  Example. Nezzar, Oliver, and Phineas are rac-
  ing horses in an Equine Steeple at the Unicorn Downs. 
  Nezzar starts the round in the lead. Oliver is one rank 
  behind, and Phineas is at Long Range. As a result of 
  the round, Nezzar gains one increment, Oliver gains 
  one increment, and Phineas gains two increments. This 
  means that Nezzar and Oliver remain unchanged, and 
  Phineas moves up one spot into rank 5.
   
  Example. This one is as complex as chases get. 
  Don’t worry, you’ll get the hang of it. Let’s put Nez-
  zar, Oliver, and Phineas in the same ranks as above: 
  1, 2, and Long Range. This round, Nezzar loses one 
  range increment, Oliver gains two, and Phineas gains 
  one. This means Oliver has a net gain of three on Nez-
  zar and one on Phineas. So Oliver takes over the lead 
  Sequencing
  in Rank 1, with Nezzar two behind in Rank 3. Oliver’s 
  net gain of one on Phineas means that Phineas is now 
  five spots behind Oliver instead of four, so Phineas is 
  still at Long Range (although he is two spots closer to 
  Nezzar).
   
  The technique used in the second example is 
  a quick way to re-order multiple-participant chase 
  scenes: find the new leader, determine his change 
  relative to everyone else, and just fill in everyone else 
  behind him. Of course, many chase scenes end when 
  the leader is overtaken, and in the round when that 
  happens, there is obviously no need to re-order.
  Here’s a secret for running a 
  great chase scene. Imagine 
  that the characters are standing 
  still while the terrain changes 
  around them. Don’t describe 
  it that way to the players, of 
  course, but it helps you get in 
  the right frame of mind: you’re 
  bringing things to the players 
  each round. They’re standing still, and each 
  round you’re bringing new challenges and 
  new choices to them in the form of new ter-
  rain options and new obstacles.
  
  1
  Part II
  social Overview
  Chapter Six: Social Encounters
  Harpsichords and waltzes one year, fiddles and jigs 
  another; deep décolletage one season and buttons up to 
  the collarbone the next. Fashions change, but the truth 
  does not. And the truth is that fashion kills.
   
  Social encounters rely on fashion, manners, 
  dialogue, innuendo, and actions both blatant and 
  subtle. They transpire any place where wit is weapon 
  and reputation is armor. And they can be every bit as 
  dangerous as physical combat.
   
  This chapter shows you how to run and win 
  social encounters.
  In a social encounter, characters exchange wit, words, 
  and actions. A character may attempt to convince her 
  opponent of her views. She may also attempt to harm 
  her opponent’s reputation or mood.
   
  Play in a social encounter is typical roleplay. 
  Everyone speaks and interacts, roleplaying in first- and 
  third-person, narrating character actions and act-
  ing them out directly. At some point, a player or GM 
  calls for a social roll. The attacking roll is made, with 
  bonuses and penalties according to the roleplay. A 
  harmed character has an immediate chance to reply, 
  
  2
  should he wish.
   
  After the first resolution roll, the scene may 
  go on, or it may stop. Many scenes will be over after 
  this first roll. Haggling over the price of herring, or 
  pumping the bartender for information, or asking the 
  chandler’s wife to spread a rumor are probably not 
  activities that merit an extended scene. Other scenes, 
  however, may go on until one side flees or is wounded 
  into submission.
  Let’s take a look at how a social scene plays out.
  First Attack
  & Turn Order
  Unlike combat, conversations go in turn order. True, 
  one participant may interrupt another, but for the most 
  part dialogue is he-says, she-says.
   
  After you have been roleplaying in a scene for 
  a while, a player or the GM declares the first attack. If 
  another player jumps in and says, “Wait, I want to go 
  before this,” roll charisma dice. The higher roll goes 
  first. If everyone wants to make an attack all at once, 
  everyone acts in the order of the charisma dice. This 
  is similar to the initiative order of many RPGs. Once 
  everyone has had a chance to attack, continue role-
  playing and repeat as necessary.
   
  Often the scene is the PCs as a group attempt-
  ing to convince an NPC of something. In this case, 
  tradition allows the PCs to go first. If the NPC does 
  not acquiesce, he can attempt to retaliate. The turns 
  alternate after that.
  Social Attacks
  Roll your charisma die with appropriate modifiers, 
  including improv modifiers (see below). Your op-
  ponent defends with either his charisma or his reason 
  (his choice).
   
  If you win the opposed roll, your opponent 
  takes 1 point of mood damage. As usual, if his mood is 
  zero, then he takes 1 point of heart damage instead. 
   
  There is often a way that allows the victim to 
  avoid the mood damage. If you have a demand, then 
  your opponent can agree to it and avoid the mood 
  damage. You might want him to divulge a secret, let 
  you pass through a city gate, have dinner with you, 
  give up his faith (that is, lower an inspiration’s value) 
  – whatever your desire. If the opponent agrees, he 
  avoids mood damage. Of course, if you have no de-
  mands and simply seek to hurt your target’s feelings, 
  he cannot acquiesce in order to avoid the injury.
   
  In this way, many social combats tend to be 
  traded attacks until one side wants to stop taking 
  mood damage and gives in to the other’s demands. 
  Typically, an uncommitted NPC will give in after the 
  first failed roll. Acommitted NPC gives in once his 
  mood hits zero, which is when he starts to take heart 
  damage.
   
  When one party is reduced to the minimum 
  heart (2), the social scene ends. Narrate the conclusion 
  as necessary with no further social attacks or conse-
  quences. If a scene goes this far and a “winner” must 
  be determined, the winner is the one whose remaining 
  heart is higher.
   
  Most social scenes end long before one party 
  reaches 2 Heart.
  
  3
  Critical Hits
  It is possible to score a critical hit in a social encoun-
  ter. If you roll over half on your die while the defender 
  rolls a 1, you score an extra point of damage. (This is 
  the same as it is in physical combat).
  If you reveal to your target knowledge of a scandal 
  involving the target, you increase your accompanying 
  social attack die size by three. The GM and the other 
  players judge what is a scandal and what is not. 
   
  This only works once per secret.
   
  Example. Tess is in the cool air of the upstairs 
  balcony at Shadows and Sparrows, a mirage club in 
  Rithaign. She is leaning against Horace, who is lean-
  ing against the marble railing. Casually, Tess mentions 
  that she knows Horace is sleeping with the boss of the 
  Cutters Guild. Horace stiffens, and Tess increases her 
  next attack roll by three die sizes. 
  Secrets
  Sometimes characters find it necessary to team up in a 
  social encounter. For example, a group of PCs try-
  ing to win the release of a companion from a baron 
  might find that, individually, they are no match for 
  the baron’s social skills. If they team up to plead their 
  case, however, they might have a chance.
   
  To aid another character, do not attack when it 
  is your turn. Instead, devote your action this round to 
  aiding your ally. He gains a one-die size increase to his 
  roll.
  Aiding Others
  You can use a history once per social scene, provided 
  of course that it is relevant and roleplayed. After that, 
  your story becomes tiresome, your antics boring, your 
  wit stale.
  Histories
  & Reputations
  Clothes, jewelry, perfumes, heirloom rapiers and other 
  gewgaws make excellent conversation pieces and 
  status symbols.
   
  As long as the fashion item is relative to the 
  encounter, any time you have a fashion item that is 5 
  or more levels higher than your target’s, you deal an 
  additional point of mood damage in a social attack.
  Clothes
  Are Weapons
   
  Reputations are histories, so they can be used 
  to aid you only once per scene. Your reputation car-
  ries weight, but eventually everyone realizes that you 
  are just another person (especially as the conversation 
  grows animated and takes on a life of its own).
   
  Similarly, a negative reputation can only be 
  used against you once. Again, your reputation flies 
  odiously before you, but eventually people see you as 
  a person and not a rumor.
   
  Inspirations are available once each per en-
  counter, as usual.
  Special Attacks
  Not all attacks are attempts to hurt someone until they 
  acquiesce to your demands. Here are the other types of 
  social attacks.
   
  Disarm. Clothes and other conversation pieces 
  can be “disarmed.” A social attack roll that equals or 
  exceeds the value of the fashion item renders it unus-
  able for the remainder of the scene: “Be quiet about 
  your silk gown with the amethyst enhancer; no one 
  cares.” If someone else is wearing the exact same 
  thing, both are automatically disarmed.
   
  Power attack: You swear something to be true 
  on all that you hold dear. You gain one die size on 
  your social attack by risking 1 point of a reputation. If 
  
  4
  you fail the attack, you lose the point. The reputation 
  must be relevant to at least some of the people in the 
  social encounter.
   
  Reputation (Smear). You focus on damaging 
  someone’s reputation. You make a normal attack, and 
  your target defends normally. Instead of losing mood, 
  he loses 1 reputation if the attack is successful. Some-
  one from a relevant group must be present; if a tree 
  falls alone in the forest, it doesn’t lose reputation with 
  city hedges. No one can lose more than 2 points from 
  a single reputation in a social scene.
   
  Reputation (Aggrandize). You try to build up 
  your own reputation. Make your attack as normal 
  against your target. If you succeed, you have increased 
  your reputation by 1 with some group that is present. 
  No one can gain more than 1 point for a single reputa-
  tion in a social scene.
   
  Ruin. This attacks the target’s wealth level. It 
  is a special attack available only to nobles and courte-
  sans.
   
  Special attacks are useful when you are en-
  gaged in a social encounter by a knave with nothing 
  to lose, that is, a villain whose mood and heart are 
  already at the minimum.
  If there are themes for the environment or even for an 
  entire adventure, then you gain a theme bonus die each 
  time your roleplay touches on one of the themes. You 
  can only gain a theme bonus die once per encounter 
  for each theme. 
  You can use a theme bonus die as soon as you get it 
  or hold onto it. Theme dice expire at the end of the 
  encounter, however, so if you do not use it before the 
  end of the encounter, it is wasted.
   
  Example. After chasing Elgin Bloodfingers 
  down a culvert in Azenahal, Annabel has him pinned 
  against a sewer grate. One of the themes for this ad-
  venture is intimacy, so Annabel narrates how she leans 
  up real close in Elgin’s face, her warm breath blow-
  ing miniature ripples in the beads of canal water on 
  the hoodlum’s forehead. Because she is playing up to 
  intimacy, Annabel gains a d8 theme bonus die. She can 
  use it in her next social attack or defense or wait until 
  later in the scene.
  Theme modifiers
  
  5
  An improv modifier is an optional modifier that comes 
  from improv elements of roleplay. Similar to drama 
  games, these improv elements force you to think 
  quickly and adapt to a dynamic chain of events. They 
  challenge the player, not just the character.
   
  They are not for everyone. Some people 
  strongly dislike them. But others love them. Try them 
  and see for yourself. I have listed them here in relative 
  order of popularity in playtesting.
   
  Lines. The GM or the adventure prepares many 
  lines of dialogue ahead of time. He hands these out 
  on slips of paper to all players at the beginning of the 
  session. Whenever a player uses one of these lines in 
  roleplay, he slaps down the slip of paper and gains a 
  d10 bonus die that can be used with any social die roll 
  this scene. A player can only use one line per scene. 
  Prepared lines should reinforce the themes and moods 
  of the campaign or adventure. This can be an effective 
  method for keeping the atmosphere in a social scene 
  close to what was intended for the adventure.
  Improv &
  Improv modifiers
  Improv Love
  I’m just going to say it: I love 
  improv. I relish the challenge and 
  the spotlight as a player. I love 
  the energy, focus, and symbol-
  ism as a GM. And in both cases I 
  love how it produces new results 
  that take the characters in direc-
  tions  that I might not have thought of before
   
  But I mean it when I say it’s not for ev-
  eryone. Please, if you don’t like it, rip out this 
  page and file it with all your favorite Drew Carey 
  videos.
   
  Prop. This works similar to Lines, but instead 
  of many scripted lines, there is only one Prop. Every-
  one who asks for the prop in character (with a logical 
  reason) must be handed the prop; there is no refusing. 
  A character cannot be asked for the prop until she 
  has had a reasonable chance to use it. A “reasonable 
  chance” is usually a few lines of dialogue. A player 
  who logically uses the prop in conjunction with a 
  Improv Styles
  Style
  Task
  Bonus for Success
  Lines
  Use randomly selected dialogue line or stage 
  direction
  d10 bonus die to any social roll in scene
  Prop
  Ask for prop, receive it, use it in character
  d12 bonus die with accompanying attack
  Rumors
  Guess what rumor has been spread about you
  2 Mood
  Voiceover
  React properly to GM or player internal mono-
  logues
  d10 bonus die to next social defense
  Rudolph
  Turn an assigned handicap into an advantage
  Two d12 bonus dice to use in encounter
  Trigger
  React to a stimulus
  d10 bonus die to any social roll in scene
  Ensigns
  Roleplay and accept the narration of minor 
  characters
  2 Mood and 1 point increase to all incpira-
  tions for one week
  Sets
  Complete a set of characteristic actions/lines
  d12 bonus die to any social roll in scene
  Forced lines
  Take the GM’s lines and make them your own
  d10 bonus die to next social attack
  
  6
  social attack gains a d12 bonus die to the attack. 
  Again, as with Lines, the GM should choose props 
  that reinforce intended themes. The skull of a betrayed 
  uncle for adventures focusing on death and fear; a 
  white plume for adventures focusing on swordplay, 
  honor, and romance; a canary in a yellow gold cage 
  for adventures focusing on freedom and duty. This 
  is your chance to inject literary symbolism into your 
  game with a capital scarlet A. Go for it, literature fans!
   
  Rumors. Each player is handed a piece of 
  paper describing a rumor about everyone else. The 
  player does not know the rumor that has been spread 
  about his own character. During the course of the 
  scene, the player must guess what the rumor about his 
  character was, judging by the reactions of other play-
  ers in roleplay, their innuendo, and NPC comments 
  and actions. If a PC guesses correctly at the end of the 
  scene, he gains 2 Mood from the satisfaction and relief 
  of solving the puzzle. If the PC does not guess correct-
  ly, he gains a d6 reputation for whatever the rumor in 
  fact said: people believe it is true since the PC was not 
  able to figure it out and deny it. (A PC can tell another 
  PC what the rumor about them is - PCs have free will! 
  - but doing so incurs 4 mood damage as it is awkward 
  and impolite to tell someone face-to-face such a vile 
  rumor about them, especially one that you suspect 
  may be true).
   
  Voiceover. In Voiceover, players not in the 
  scene are given two chances each to inject a voiceover 
  into the proceedings. At any point in the social en-
  counter, a player with a voiceover can say something 
  like, “I could tell how surprised he was by my pleas-
  ant tone.” The players in the scene must act out the 
  voiceover as if it truly were the inner monologue of 
  the character in question. The GM or adventure can 
  provide prepared voiceover lines, or the group can 
  trust the players to choose wisely. Anyone who fails 
  to react to a Voiceover in a reasonable way takes a -1 
  Mood penalty from the cognitive dissonance. Anyone 
  who does take a Voiceover line properly in stride gains 
  a d10 bonus die on their next defense.
   
  Rudolph. The Rudolph variation starts with the 
  GM giving everyone a perceived handicap at the start 
  of the scene. A chocolate smear on a party dress, a bad 
  haircut, or a wasp sting to the tongue that causes a lisp. 
  The player must roleplay accordingly. No penalties 
  arise, but if the player manages to turn the handicap 
  into an advantage, he gains two d12 bonus dice to use 
  
  7
  in this encounter. For example, the young lady with a 
  chocolate smear on her dress might use it as an excuse 
  to chat up the major domo and get on his good side 
  by offering her bodice to his roaming hands, all in the 
  name of a good cleaning. The young man with a bad 
  haircut might tell the story of how he has such a noble 
  soul that he likes to slum and shower poor barbers 
  with his gold rather than patronize wealthy coiffeuses. 
  The trader with the wasp sting to the tongue might use 
  it as a demonstration of a new fixer’s poison that he is 
  selling.
   
  Trigger. Each player has one stimulus that will 
  prompt a reaction: anger, despair, lust, etc. Prepared 
  stimuli and reactions are prepared ahead of time with 
  the character’s history in mind (for character continu-
  ity I do not recommend assigning triggers randomly). 
  In a long-term campaign, PCs can learn other PCs’ 
  stimuli, and any social scene can be a Trigger scene, 
  even in conjunction with another improv style. When 
  a target character is triggered and reacts, she gains a 
  d10 bonus die for use anywhere in the encounter. The 
  character who triggers the reaction gains no bonus 
  other than the manipulation of the target character into 
  a certain reaction and emotional state, which she is 
  obliged to roleplay.
   
  Ensigns. The GM hands out new character 
  sheets representing the maids, stewards, sommeliers 
  and stableboys of the PCs. After the ensigns’ scene, 
  each player must choose whether or not his PC really 
  did act the way the Ensigns said he did. If he accepts 
  the Ensigns’ narration, he gains 2 mood and all inspi-
  rations are increased by one for one week. If he does 
  nto accept the Ensigns’ narration, he loses 2 mood and 
  all inspirations are decreased by one for one week.
   
  Sets. There are several sets laid out. Each 
  set consists of three related actions in a theme. The 
  Lecher set might consist of ogling young women, 
  whistling and innuendo, and pinching what’s been 
  ogled. The Martyr set might consist of offering labor 
  to other people despite the pain in one’s back (which is 
  of course loudly mentioned), assenting silently while 
  staring at the floor and insisting that nothing is wrong, 
  and praising every little thing that someone else does 
  as far beyond one’s own meager capabilities. Anyone 
  who completes a set of three gains a d12 bonus die to 
  use in the encounter. Note that this one tends to force 
  characters in certain directions. Players don’t like to 
  have their characters forced! So unless you know the 
  players and characters well, and you can provide sets 
  that you know the players will find interesting, steer 
  clear.
   
  Forced lines. Like Lines above, but much more 
  challenging to the player and potentially disruptive. 
  Use with caution! Forced lines are sometimes best 
  interpreted as the PC blurting out something he might 
  not have meant to say, whether from foolishness, 
  absent-mindedness, or fury. To run this improv style, 
  the GM places a line of dialoge or a stage direction in 
  front of the PC at a time of her choosing. The player 
  must then utter the line or take the direction in the next 
  few seconds of roleplay or suffer a -1 Mood penalty. If 
  he does execute the forced line, he gains a d10 bonus 
  die on his next attack.
  Theme modifiers
  In some social contests, you’re not trying to win over 
  the person you’re talking to. You’re trying to win over 
  the audience. This is often true for politicians, barris-
  ters, and other entertainers.
   
  When you are playing for an audience, your 
  attack rolls must equal or exceed the Audience Dif-
  ficulty rather than your conversation partner’s reason 
  or charisma rolls. The GM sets the audience difficulty 
  according to its cultures and attitudes.
  When one character is a solo performer, he simply 
  rolls his best relevant social die and checks to see if it 
  beats the audience difficulty.
  If there are two or more characters, they attack each 
  other normally throughout the performance. Banjos 
  duel, courtesans exchange petty insults with each 
  other while flirting with the dauphin, or lawyers argue 
  before making a final pitch to the judge. This goes on 
  
  8
  either for a set number of rounds or until both agree 
  to make audience difficulty checks; the GM decides. 
  Once the time has arrived, each makes a social roll, 
  modified by the actions of the previous rounds (one 
  side may already have conceded!). If neither beats 
  the audience difficulty, neither side gains any benefit. 
  Otherwise, whoever exceeds the audience difficulty by 
  the greatest amount carries the day.
   
  Reputation always applies with the audience. 
  Even if a reputation was used once already in the 
  pre-audience roll sniping, it applies again, as a penalty 
  or bonus, when the final roll is made. If applicable, 
  multiple reputations apply.
  A harlot and a preacher are each try-
  ing to sell something. In Spellbound 
  Kingdoms, you can make someone 
  love you, believe in you, or value 
  you. In game terms, you become one 
  of their inspirations.
   
  Forcing an inspiration on 
  someone is similar to other social 
  combats. You must convince your 
  foe to come to your side, using so-
  cial attacks to punish him if he does 
  not submit. There is one difference 
  in this case, as mentioned in Chap-
  ter Two: your opponent defends 
  with both his charisma nd reason dice, 
  not just one or the other.
   
  If you do win the argument, 
  your opponent gains you as an 
  inspiration (value 1) of a sort in 
  keeping with the social encoun-
  ter.
   
  If necessary, the van-
  quished opponent must remove 
  one inspiration point of his 
  choice to make room for the new 
  inspiration. He takes full conse-
  quences for whatever penalties 
  might accompany the inspiration 
  drop.
  Seduction
  & Preaching
  Just as war is an extension of politics, swordplay is 
  an extension of wordplay. Sometimes a conversation 
  becomes a fight.
   
  This is one of the hazards of a social scene. If 
  you are using a script, the combat scene that blows up 
  out of a social scene is not considered part of the nor-
  mal scene order. After it is resolved, continue on with 
  the scene order as usual.
   
  You cannot start a fight at a royal ball without 
  consequences. Whoever escalates a social scene into 
  a physical conflict takes 8 damage to an appropriate 
  reputation (or gains 8 to a negative reputation) and 
  takes 3 mood damage from the stress.
  A Fight bREAKS oUT
  Social Rules vs. Roleplay
  As with all parts of Spellbound Kingdoms, the rules do not preclude outside-
  the-rules actions. Take as an example a scene where Sgt. Ghespure must 
  convince the chamber maid that he should be allowed to take her mistress’s 
  glove. He has three rounds to do so before the mistress returns. The GM might 
  have the maid propose an offer to Sgt. Ghespure: meet the maid at the Lover’s 
  Bridge at midnight, and she will allow him to take the glove. There is nothing 
  in the social encounter rules about such a bargain, nor should there be. Role-
  play first, use rules when you must. When you do, allow them to inform and 
  support your roleplay!
  
  1
  Part II
  Chapter Seven: Organizations
  Types
  & Characteristics
  A man can’t be in two places at once, but his organiza-
  tion can. With a thieves guild, you can have a spy roll-
  ing in satin sheets with the princess in East Fire in the 
  same early morning that you have smugglers unload-
  ing spells from a barkentine down at the docks. With 
  a trading company, you can have guardsmen shooting 
  crossbows from atop stagecoaches barreling through 
  Ashery Pass at the same moment that you sip tea with 
  a beautiful painted panjandrum in Syrbizond.
   
  Organizations are many things in Spellbound 
  Kingdoms. They are a way for a character to extend 
  his reach beyond the troglodyte beneath his sword and 
  the ruby in his hand. They are a way to measure the 
  effects of war, peace, plague, famine, and discovery. 
  They are a way for players to change the course of the 
  Kingdoms’ history.
  The seven organization types are:
  	
  •	Armed	legion
  	
  •	Magic	order
  	
  •	Noble	house
  	
  •	Savages
  	
  •	Secret	society
  	
  •	Thieves	guild
  	
  •	Trading	company
  Organization creation and advancement is in chapter 
  14.
   
  For now, know that organizations have these 
  
  2
  characteristics:
  	
  •	Force
  	
  •	Arcana
  	
  •	Shadow
  	
  •	Effciency
  Force measures armed might; arcana measures magic; 
  and shadow measures the stealth and espionage abili-
  ties	of	the	organization.	Efficiency	represents	an	orga-
  nization’s ability to get things done quickly, correctly, 
  and with a minimum of waste.
   
  Organizations also track wealth level. Finally, 
  every organization has a scope, which measures how 
  influential	in	the	world	the	organization	is.	Scope	is	
  to organizations what level is to characters. A scope 1 
  organization	has	a	small	amount	of	influence	in	its	city	
  block or rural village; a scope 5 organization is a ma-
  jor player in a small town or a recognized concern in a 
  large town; scope 10 is the level of baronies and large 
  guilds; scope 15 is the level of small kingdoms and 
  powerful guilds; scope 20 and above are the domains 
  of kingdoms and world-spanning secret societies that 
  have carried on for centuries.
  Players, through their characters, are in charge of orga-
  nizations. At low levels, this may seem a contradic-
  tion. If Geoffrey is newly knighted in the Impale, how 
  could he be in charge of his organization? The answer 
  is: he’s not in charge of the entire Impale, he’s in 
  charge of a little piece of it. His squire, his banner man 
  or page, his mount, and a drunk blacksmith are prob-
  ably the extent of his organization when he begins. 
  Instead of writing down “The Impale” as his organi-
  zation on his character sheet, he should write down, 
  “Western Patrol, Twenty-Sixth Wyverns Errant, of the 
  Impale.” As he increases his status and invests in his 
  followers and allies, he gains more and more power 
  within the larger organization. He can adjust the title 
  Players Control 
  Organizations
  of his organization accordingly. Eventually, when his 
  organization has the same scope as the Impale, then he 
  controls the entire organization. Succession struggles 
  and power intrigues of all sorts often attend the last 
  few steps of a PC organization’s rise to preeminence.
  In Scene Order play, organizations can act twice per 
  round. In classic play, organizations can act twice per 
  week. They can act at any time. The player controlling 
  the organization does not need to wait for a scene that 
  he creates or any “turn.”
  	
  Sometimes	there	is	a	rush	to	see	who	acts	first.	
  Two	organizations	vie	to	be	the	first	to	stake	a	claim	
  on a new mine or to extend an invitation to the king. 
  In	this	case,	they	roll	an	opposed	efficiency	check	to	
  determine	who	acts	first.
   
  Organization actions fall into two categories.
   
  A bonus for a character’s actions. An organiza-
  tion can use its action to give a bonus die to a charac-
  ter’s action. The organization must have reasonable 
  means to do so, as narrated by the player in control of 
  the organization.
  	
  Example.	Nicolette	is	trying	to	corner	a	trader	
  at a party and winnow out a secret about the Dragon 
  Isles. She narrates how her trading company, the Li-
  lacs, has fed her information about her target’s prefer-
  ences	in	women.	She	dresses	accordingly,	flirts	out-
  rageously with the trader, and, when the time comes, 
  rolls her own social attack dice along with her organi-
  zation’s shadow die (taking the highest number as her 
  result, as always).
   
  An independent action. An organization can act 
  to accomplish something on its own, without supple-
  menting a individual’s action. It can buy a building, 
  move its troops, conduct research, sign a treaty, spy 
  on a court, smear a rival, or send ships across the salty 
  seas to the Dragon Isles. This is a game played in your 
  imagination. Set it free!
  Organization
  Actions
  
  3
  The possible actions do depend on the scope of the 
  organization. A secret society that consists of one old 
  man and his adoring cat groomer is not going to carry 
  out the same sort of operations as a continent-spanning 
  conspiracy with agents in a dozen royal courts.
   
  For example, an armed legion that is little 
  more than a street gang (scope 1 or 2) might try to 
  raid a local slaughterhouse, while a kingdom’s army 
  (scope 15 or greater) is more likely to pillage an en-
  emy’s coastline. A kingdom might outlaw trade with a 
  neighboring kingdom, declare a holiday, raise or lower 
  taxes,	or	claim	all	firstborn	sons	in	the	month	of	the	
  Sun Panther.
   
  Chapter 14, Organization Creatino and Ad-
  vancement, has more information and ideas about 
  what actions organizations can take.
   
  Organizations take care of the “big picture.” They trans-
  late individual action to the regional or global scale. An indi-
  vidual might have a chance to topple a government on her own, 
  but there is no way that she would not be able to seize power 
  and effectively govern without an organization.
   
  Some examples of organization actions are:
  •	
  Change	the	mood	of	a	Kingdom.
  •	
  Wage	war.
  •	
  Establish	and	enforce	law.
  •	
  Inflate	regional	prices	and	depress	a	region’s	economy.
  •	
  Raise	or	lower	a	region’s	technological	level
  •	
  Settle	a	new	city.
  •	
  Trade	with	a	new	civilization	on	a	culture-wide	scale
  •	
  Conduct	espionage	in	multiple	regions	simultaneously
  •	
  Coordinate	engineering	research	across	the	Claw
  •	
  Generate	wealth	–	or	destroy	it.
  What do Organizations 
  Do?
  The primary means of resolving an organization ac-
  tion is with characteristic checks. Special abilities 
  in the organization’s description sometimes provide 
  other means of resolution. Here are a few examples of 
  resolving organization actions.
   
  Example. Jack’s repertory company, the Lord 
  General’s Players, is trying to smuggle red kohl into 
  the city in the company’s prop trunks. He rolls his 
  group’s shadow (a 7, so he rolls a d6) against the city 
  watch’s shadow (5, so it rolls a d4). Jack rolls a 3, the 
  watch	a	4.	The	red	kohl	is	confiscated,	and	the	watch	
  is coming for the head of the company, namely Jack! 
  If Jack had been there himself, of course, he could 
  have used his individual abilities to help smuggle the 
  Resolving
  Organization
  Actions
  
  4
  red kohl. But he was in cold Varteka, unaware that 
  things were boiling over back home…
   
  Example. Emmaline casts a high spell. High 
  spells always alert nearby magi. The city watch, the 
  city’s arcane order, and all of the city’s noble houses 
  roll their arcana against Emmaline’s magic. She rolls 
  against each one individually. The odds are that some-
  one will discover her.
  Can my Organiza-
  tion Help?
  Yes.
   
  If the player has gone to the trouble of build-
  ing up his organization, and he provides a reasonable 
  explanation for how his organization could help him 
  out of a bind, then the organization can help. A player 
  should	benefit	from	his	play.	He	rolls	his	organiza-
  tion’s relevant characteristic score as a bonus die 
  along with his roll. The organization must be acces-
  sible, of course, given the time frame and location of 
  the matter at hand (see the next section for more).
   
  This counts one of the organization’s actions 
  for the week.
   
  The general idea is that players should be re-
  warded for building up their organizations.
   
  Example. Jonas, a warrior, enters a kingdom 
  where	the	culture	is	virulently	statist	and	pacifist,	so	
  that any non-kingsman warrior must make a reason 
  check vs. the doom each day or suffer 1 mood damage 
  (to a minimum of 0). Jonas’s player asks if his armed 
  legion,	which	is	secretly	waiting	in	the	holds	of	five	
  fake cargo ships at the docks, can buoy his mood. It is 
  reasonable that they could, either through their mere 
  presence or through clandestine visits or messages 
  couriered by street urchins, so Jonas rolls his legion’s 
  shadow score as a bonus die along with his reason 
  each day (the legion rolls shadow because it is sub-
  verting the local culture and remaining hidden while 
  doing so).
  
  5
  Your organization cannot help in regions where it is 
  not present.
   
  If your group is comfortable using narrative, 
  story-based	definitions	to	define	your	organization’s	
  reach, then by all means do so. If you prefer rules with 
  numbers	to	define	your	organization’s	reach,	then	use	
  the two that follow.
   
  An organization must have at least one build-
  ing in a region to have a chance of being considered 
  present in that region.
   
  Organizations with scope less than 5 are pres-
  ent only in one city, county, or area where they have 
  buildings. Organizations with scope 5 or more are 
  present throughout their home kingdom. Organizations 
  with scope 10 or more can be present throughout their 
  neighboring kingdoms, provided they have at least one 
  building there. For every 1 scope beyond 14, the orga-
  nization is present in one more kingdom, provided, as 
  always, it has a building in that kingdom.
  Accessible
  Characters are the focus of Spellbound Kingdoms. 
  Organizations are extensions of the characters that 
  control them. A character can use her organization 
  twice per week (or twice per round if you are playing 
  in scene order), but there is no such hard limit to the 
  number of actions she can take. Allow your organiza-
  tions to highlight your characters and show off their 
  power, but do not allow them to overburden play 
  with bookkeeping and accounting. This is, after all, a 
  roleplaying game, and while it is fun and possible to 
  roleplay a character, roleplaying an entire organiza-
  tion is arguably neither!
  Focus
  on Characters
  Organizations 
  Need Individuals
  Individuals Need 
  Organizations
  Organizations do not have characteristics measuring 
  reason or charisma. If a character wants to ponder 
  or	negotiate,	he	must	do	it	himself	or	find	another	
  individual to do it for him (perhaps one hired by his 
  organization). The organization can provide a bonus to 
  these rolls through espionage, bribes, and other means, 
  but both reasoning and talking are activities carried 
  out at the individual level.
  Remember	that	there	are	some	actions	that	only	orga-
  nizations have the manpower and reach to accomplish. 
  Fielding troops is one. An individual character cannot 
  field	an	army.	He	can	hire	one	without	a	prior	organi-
  zation if he wishes, but then by default the troops that 
  he hires are an armed legion. They must be funded, 
  and they are modeled by the same rules as any other 
  armed legion. 
  
  6
  Wealth
  Organizations track their wealth level just as charac-
  ters do (see Chapter Ten).
  	
  Organizations	are	not	as	efficient	as	individual	
  characters are. An organization can only hold and 
  maintain two items of its wealth level and two items of 
  each wealth level below that. The rest of the organiza-
  tion’s wealth is tied up in maintenance, transaction, 
  and other costs.
   
  To bring an organization to the next wealth 
  level requires the same amount of gold as an individu-
  al requires, namely, the current wealth level multiplied 
  by 1000. To go from 6th to 7th level requires 6000 
  gold. Like individuals, organizations can buy items 
  with cash instead of using wealth level. There is a 
  table in Chapter Ten that lists the cost for items at each 
  wealth level.
   
  A character can have his organization purchase 
  items for him, although this may upset others involved 
  with the organization (investors, rival members, supe-
  riors).
   
  A character may also take gold out of his orga-
  nization by subtracting one from its wealth level. This 
  returns to him one-half the gold needed to advance to 
  the old wealth level. For example, the southern family 
  line of a distinguished noble house is at wealth level 
  9. The matriarch subtracts 1, leaving the noble house 
  family at income 8, but giving her 4000 gold (half 
  what is needed to advance from wealth level 8 to 9).
  	
  Any	financial	action,	including	selling	off	a	
  wealth level or making a trade with another organiza-
  tion or individual, counts as one of the organization’s 
  actions for the week.
  An organization cannot command more troops than its 
  force score.
  	
  Moving	all	of	its	troops	–	or	just	a	few	–	on	the	
  overland map is counts as one of the organization’s 
  actions for the week (or round, in scene order play).
   
  Troops continue on the orders you’ve given 
  them until they reach their destination or some other 
  event occurs that would cause them to stop, such 
  as running across enemy forces. You do not need to 
  use an organization action to keep a troop moving. It 
  moves on until it hits its destination or receives orders 
  Troops
  directing it elsewhere.
  	
  Note	that	in	scene	order	play,	very	short	scene	
  time may lead to ridiculous travel rates: a brigade of 
  heavy footmen crossing the continent in a day or two, 
  if your scene length is short enough. In such a case, 
  the	GM	must	judge,	probably	deciding	that	the	troop	
  cannot move faster than its normal rate per week).
  
  1
  Part II
  Battle Overview
  Chapter Eight: War
  Sometimes the story of a man’s life explodes to a scale 
  too large for individual combat. Then siege machines 
  creak across the fields, boots pound the mud, and the 
  horns of a hundred legions summon kingdoms to war.
   
  War has many sides. This chapter focuses on 
  resolving battles. It also discusses the economic and 
  cultural destruction wrought by war. Information on 
  mustering and maintaining troops, as well as building 
  forts and castles, is in Chapter Sixteen. 
  A battle consists of rounds. Each round, you:
   
  1. Give formation orders.
   
  2. Give maneuver orders using command 
  points.
   
  3. Reveal your formations and maneuvers.
   
  4. Resolve all actions simultaneously.
  Most of the conventions from individual combat 
  also apply to mass combat: attack dice, defense dice, 
  multiple attacks, and so on. But there are a few new 
  concepts as well, such as command points. Let’s take a 
  look at the details.
  Vocabulary of 
  War
  Troops are the smallest divisions of an armed force. 
  They are recruited as one group and cannot be usefully 
  broken down further. The number of individual crea-
  tures in a troop varies depending on its nature.  A troop 
  of short pikemen from Valte Riel might have seventy-
  five men in it, while a unit of war striders from Jakatta 
  might have only four striders and their crews. The 
  numbers are variable to keep the threat levels constant. 
  In other words, four war striders have (very) roughly 
  the same combat effectiveness as seventy-five Rielien 
  infantry. 
  
  2
   
  Brigades are two or more troops combined into 
  one group. A brigade receives its orders, forms up, 
  and maneuvers as if it were a single unit. The rules for 
  stacking troops into brigades are below.
   
  Unit can refer to either a brigade or troop.
   
  Finally, legions or armies are the entire force 
  belonging to one faction. A legion or army may be 
  made up of any combination of troops and brigades.
  Every troop’s description states the formations it is 
  capable of. Each round, you can re-set a troop’s for-
  mation. If a formation lists an attack die, then you also 
  issue orders giving the troop its target.
   
  You can also command troops to perform ma-
  neuvers. Maneuvers are more complicated than forma-
  tions, and the maneuvers a troop can perform depend 
  on the troop’s current formation.
   
  You must spend one or more command points 
  to order a troop to perform a maneuver.
  Formation
  & maneuver
  orders
  Command points represent your ability to commu-
  nicate with and control your troops. An enemy can 
  specifically target your officers and your means of 
  communication. Such an attack denies you the ability 
  to command and control your troops. You may lose 
  command points or find that command points cannot 
  be applied to panicked or leaderless troops or bri-
  gades.
   
  At the beginning of each round, allot your 
  command points. There are four ways to allot them. 
  First, movement costs a command point. If you want 
  a troop to move into a new area, spend a command 
  point. Second, maneuvers cost command points. 
  Command Points
  Some cost more than one. Third, combining troops 
  into brigades (or de-combining them) costs a com-
  mand point (one per brigade formed or unformed, 
  regardless of how many troops constitute the brigade). 
  Finally, changing a unit’s stance costs a command 
  point. In the round after a unit has completed a maneu-
  ver, it can drop to a stance for free. No command point 
  is required. At all other times, entering a new stance 
  does require a command point.
   
  To determine how many command points you 
  have, count up the number of player characters  that 
  you have directing your army. Each PC who wishes 
  to take a heroic role and lead the legion contributes 
  one command point. A character with at least 4 martial 
  levels contributes two command points as long as he 
  is the field marshal (that is, the highest ranking officer 
  in the field). If not, he contributes only one, just as 
  everyone else.
   
  An NPC with more than five martial levels 
  may contribute command points at the GM’s option. 
  The GM may also rule that other NPCs contribute 
  command points.
   
  You can have no more command points than 
  the efficiency score of the commanding organization.
  Each formation and maneuver lists an attack die and a 
  defense die. The attack die is listed first.
   
  When attacking, roll your attack die. If it beats 
  the defender’s roll on his defense die, you cause dam-
  age to the targeted troop or brigade. The default dam-
  age is 1, but many formations and circumstances can 
  modify this.
   
  You roll your troop’s defense die separately 
  against every incoming attack this round.
   
  The rules for rolling attacks and defenses are 
  the same as they are in individual combat. So, for 
  example, if a maneuver lists (d4 and d6)/d8, then you 
  roll a d4 and d6 to attack one or two targets, and you 
  Attacking
  & Defending
  
  3
  roll a d8 every time you are attacked this round.
  Spirit
  & Health
  Health measures a troop or brigade’s physical well-
  being. When it reaches zero, the troop or brigade is 
  removed from the fight.
   
  Spirit measures a troop or brigade’s willing-
  ness to fight. When it reaches zero, the unit retreats 
  each round until it has escaped the battle. If a com-
  mander rallies the unit by restoring its spirit before it 
  leaves the map, it comes back under command and 
  fights. If it escapes off the map, then it appears at the 
  end of the battle somewhere in the region (a num-
  ber of areas away equal to its speed, if you are using 
  regional areas). There is no upper maximum to spirit. 
  A unit can be inspired beyond its normal spirit value 
  during a battle. At the end of a battle, units return to 
  their normal spirit value.
   
  A commanding organization can make a force 
  roll to grant a unit 1 additional spirit; this takes a 
  command point.
  Ranged Attacks
  Like in individual combat,reduce the attack die by one 
  size per range increment beyond the first. For ex-
  ample, if a target is three areas away, reduce the attack 
  die size by two.
  Secret Troops
  Some troops are secret. They cannot be targeted on 
  the battlefield until detected. A cabal of mages cast-
  ing from inside one of the command tents, a disguised 
  squad sneaking behind enemy lines to assassinate 
  officers, and a sky hook lurking in a fog bank are all 
  examples of secret troops.
   
  To detect a secret group, either use a counter-
  infiltration unit’s maneuver or stance (see troops in 
  chapter 16) or use two command points to allow your 
  organization to roll its shadow score against the secret 
  troop’s defense die. In the latter case, choose five areas 
  to search in. If the secret troop is not in those areas , 
  your search cannot succeed.
  
  4
  Hero Actions
  Normally, a PC involved in a battle is part of the com-
  mand structure. She shouts commands, leads troops, 
  and fights alongside her men. If she wants, however 
  she can strike out on her own. She is a hero, and a 
  hero’s choices can make her seem larger than life.
   
  If a character takes a hero action, she does 
  not contribute to her army’s command point total this 
  round.
   
  Typical hero actions include:
   
  Use class ability. A witch might burn some-
  thing in her cauldron that diffuses fog across the 
  entire battlefield. An engineer might repair a cannon 
  or modify a ballista to launch a grappling hook onto a 
  hovering zeppelin.
   
  Duel. You challenge an enemy hero. The win-
  ner gains 1 spirit for every unit, and the loser is out of 
  the battle. If the challenged hero does not accept the 
  challenge, the challenger and the challenged roll op-
  posing Charisma checks. If the challenged hero loses, 
  each unit on his side loses 1 Spirit.
   
  Mission. The GM, or a player subject to GM 
  veto, may design missions to be carried out during the 
  battle. The normal flow of battle stops during a mis-
  sion, and the action of the mission is resolved. Usu-
  ally this is a classic roleplaying scene, with the heroes 
  overcoming hazards, guards, and a final foe in a har-
  rowing climax. The heroes may be assaulting a trun-
  dling siege tower that is crucial to the enemy’s plans, 
  sneaking across lines to rescue a kidnapped general, or 
  planting a madfire seed in the command tent. A mis-
  sion does not have to be resolved all at once. Often 
  one or two scenes from the mission are played, and 
  then two more rounds of the battle are resolved, then 
  back to the mission, and so on. Adjust the pace to suit 
  the interests of the group. The results of the mission 
  depend on its nature, but can include:
  1) 
  Commander killed. All units lose 4 spirit, and 
  the appropriate command points are lost.
  2) 
  Unit removed from combat. The dreadnought 
  zeppelin crashes into a mountainside, a dragon is slain, 
  
  5
  the undead are laid to rest.
  3) 
  An effect is removed. If the PCs destroyed 
  a Wonder that the enemy was carrying or marching 
  before, for instance, its bonuses and penalties are re-
  moved.
  4) 
  An effect is created. The PCs may have burst a 
  dam, flooding one half of the battlefield. Or they may 
  have cleansed a temple, and now all allied troops deal 
  one additional damage on every hit. 
   
  Threats and deals. If the opportunity presents 
  itself, a hero may take an action to negotiate a surren-
  der, tempt and seduce the opposing general, or cut a 
  deal with a mercenary commander.
   
  Attach. The hero attaches himself to a unit. 
  He still contributes command points, but he takes one 
  body damage for every point of damage suffered by 
  the troop. He may benefit the troop he is attached to, 
  according to his talents or class abilities.
   
  At the GM’s discretion, NPC villains (and 
  Moving a unit costs one command point. By default, a 
  unit can move one area. Special units, formations, and 
  maneuvers may allow greater movement.
  movement
  Terrain
  & Weather
  Battlefields are broken up into abstract areas. The GM 
  decides where the areas are in the same way that she 
  does in smaller scale combat.
   
  A rainy day can save a kingdom.See the table.
  for environmental effects on battle.
  rarely, allies) can also take hero actions. GMs should 
  be careful not to take the spotlight off the players, 
  however, and therefore use their NPC hero actions 
  judiciously.
  Terrain and Weather Effects
  Terrain/
  Weather
  Effect
  Gale
  -1 die size to all ranged attacks.
  Rain
  Roll organization’s efficiency as a penalty die with every roll. Black powder weapons require 
  efficiency vs. doom roll to operate.
  Fog
  -1 die size to melee attacks. - 4 die sizes to ranged attacks.
  Lightning 
  storm
  +1 all magic attack dice. Other effects as rain.
  Madfire
  Wild surge attack rolls increased two die sizes. Any unit that rolls a 1, for any reason, creates 
  a wild surge.
  Moonlight
  -1 die size to all attacks.
  Starlight
  -2 die sizes to all attacks.
  Darkness
  -4 die sizes to all attacks.
  Mountainous
  Roll organization’s force as a penalty die with every roll.
  River ford
  A unit cannot move unless its organization’s force or efficiency roll beats the doom.
  Desert, sand
  Every time a troop moves, dust clouds obscure it. +2 die sizes to all defense dice in the areas.
  Snow
  Any troop not native to snow takes 1 spirit in addition to 1 health with every hit.
  Ice
  -1 defense dice. Organization must roll efficiency vs. doom in order to move.
  
  6
  For large battles with many units, you might want 
  to track your commands each round. List your units 
  down one side of a piece of paper. Next to each unit, 
  write a one- or two-word note stating its action for the 
  upcoming round. Put a tick mark next to each action 
  that requires a command point so that you can easily 
  make sure you spend neither too many nor too few 
  command points. For successive rounds, simply carry 
  the procedure across the page.
   
  Once an action is resolved, circle it. This will 
  prevent you from missing actions or resolving them 
  twice.
  Notation
  The advantage of forming troops into a brigade is that 
  a single command point can now cause many troops to 
  perform the same maneuver. 
   
  Combining troops into a brigade (called stack-
  ing) requires a command. You may stack as many 
  troops into one brigade as you like with a stack com-
  mand. The units must all be in the same area. Forming 
  a second brigade requires another command.
   
  Multiple units in the same brigade increase by 
  one the attack die size for every unit beyond the first 
  that can perform that maneuver or assume that forma-
  tion. They also increase the damage by one when an 
  attack hits.
   
  Example. A brigade has three infantry and two 
  archer units in it. The archer units have the “Volley 
  (Darken the Heaves)” formation, normally d8/d2 for 1 
  damage. If the brigade attacks with this maneuver, the 
  attack is d10/d2 (increased one die size for the second 
  unit) and it does 2 damage.
   
  All troops in a brigade add their health scores 
  together to find the health of the brigade.
   
  The spirit score of a brigade is equal to the 
  lowest spirit score of any troop in the brigade. Some 
  troops break this rule; it can be useful to combine zeal-
  ots with other troops to keep morale up.
  Brigades
  Disbanding a brigade (called unstacking) requires a 
  command. An unstack command only applies to one 
  brigade, but from that brigade, you may unstack as 
  many troops as you like into as many brigades as you 
  like.
  When a brigade unstacks, its health damage is spread 
  equally among all the troops. In the likely event that 
  there is an uneven amount of damage, determine 
  randomly which groups take a slightly greater share of 
  the health damage. Spirit damage, on the other hand, 
  applies equally to every troop in the brigade. In other 
  words, if the brigade had taken 4 spirit damage, then 
  when it disbands, every troop in the brigade has 4 
  spirit damage.
  Disbanding
  Brigades
  When you command a unit to attack, you designate 
  a unit as the target. Unless it has a special targeting 
  ability, the attacking unit cannot pick out an individual 
  troop within a brigade as its target. It attacks the bri-
  gade as a whole.
  Targeting
  Similarly, no unit can target an individual creature 
  unless the opposing force consists of nothing but 
  individual creatures. In this rare case – perhaps when 
  the opposing legions have been routed while its heroes 
  stay behind – a mass combat unit can attack an in-
  dividual creature. When this happens, the mass unit 
  always captures or destroys the creature.
   
  There is one exception to this rule that no mat-
  ter the prowess of one individual, he cannot prevail 
  against a mass combat unit. That exception is in the 
  case of creatures (usually large creatures) who have 
  both mass combat statistics and individual combat sta-
  tistics. If such a creature targets an individual, resolve 
  the combat normally using individual combat rules.
  Troops
  vs. Individuals
  
  7
  Spellbound troops are assumed to be using cabalistic 
  casting and master-apprentice chains in a battle. Each 
  spellbound troop counts as one spellbound creature for 
  purposes of interference.
   
  Example. In the Rithite Vanguard, there are 
  two Covens circled in the commander’s tent, chanting 
  and glamering the vanguard’s flanking scouts. In the 
  opposing Dresgilioch ranks, there is one war wizard 
  with ten acolytes. On the entire battlefield, there are 
  considered to be three spellbound creatures. The stan-
  dard interference rules apply: any magic roll that is 
  under 3 causes a magic surge that attacks one random 
  unit on the battlefield.
  War magic
  Strategic
  vs. Tactical
  movement
  Strategic movement refers to movement outside of 
  combat. A legion uses strategic movement to patrol 
  a road, caravan to a different earldom, or haul equip-
  ment to a naval port. Unit descriptions state their stra-
  tegic speed. The scale used for this is abstract and is 
  for your reference, especially as a comparison to other 
  units. In your game world, you should decide how 
  long it takes a basic troop - light footmen, say - to 
  cross a region. Then scale the other movements from 
  there. For the Kingdoms, this information is provided 
  in Part V.
   
  Tactical movement occurs within a battle. It is 
  smaller in scale and is suitable for individual heroes. 
  Unless otherwise stated, a unit can move 1 area per 
  round in a combat (and only if it receives orders to do 
  so!).
  Battle starts, 
  ends, and escapes
  A troop, brigade or legion can start a battle at any time 
  by attacking another force. If you are using a regional 
  map, the two forces must be in the same area on the 
  regional map.
   
  On the tactical map at the start of the battle, the 
  GM points out where you can place your units to start 
  the battle based on terrain, position on the strategic 
  regional map, and the events in the campaign world.
   
  Escaping a battle requires a successful retreat 
  off the tactical map.
   
  If a troop, brigade, or legion leaves a battle by 
  escaping, it appears on the regional map any distance 
  up to the limit of its strategic movement speed, at the 
  player’s discretion.
  Recovery
  After a battle, the winner’s forces remain in the area 
  of the battle. The loser’s forces that were in the area at 
  the time of defeat appear together with any escaping 
  troops in the escaping troops’ area. If there were no 
  escaping troops, the loser’s forces appear in an area up 
  to two areas away.
   
  For every troop that was brought to zero 
  health, each side rolls its organization’s Force score 
  against the region’s Doom. A successful roll means 
  that enough members of the troop have survived to 
  maintain the troop. It has Health 1. An unsuccessful 
  roll means that the troop is lost. A new one may be 
  mustered in its place.
  
  8
  Fallout
  Wars devastate the economy. Some sectors of the 
  economy may benefit – weaponsmiths, provisioners – 
  but whatever excess wealth comes to them is diverted 
  from elsewhere. The destruction of property and the 
  opportunity cost of marching to war inevitably depress 
  a region.
   
  When there is war in a region, or when 
  a 
  kingdom is at war, prices increase. The mini-
  mum wealth level required for all items 
  increases by 1. It increases another 1 for 
  each season that the kingdom remains at 
  war. This increase can be offset by other 
  advances; see the organization and 
  building 
  rules in Chapter 16, for instance.
   
  Wars also wear on the soul. At the 
  start of each scene in a region where a war is 
  raging, everyone rolls reason vs. the doom. 
  Failure indicates 1 mood damage.
   
  Not only the souls of individuals are 
  affected. The kingdom’s soul, such as it is, 
  is affected. Each year a kingdom is at war, 
  it loses one culture entry, determined 
  randomly. When this is eventually 
  replaced, it can only be replaced with a 
  culture entry that relates to war.
  Scenes
  & Timing
  Some battles take place over a period 
  of days or even weeks. Cutting away 
  from the battle can be an effective 
  narrative technique. When your 
  group chooses to play this way, stop 
  the battle scene after two or three 
  rounds rather than continuing it 
  until one group achieves victo-
  ry. Play a round or two of other 
  Any troop inside a building gains the 
  building’s defense score as a bonus die 
  when defending against invading at-
  tacks, melee or ranged. If the invading 
  troop is within the building proper, as 
  opposed to outside or on the walls, 
  then this bonus does not apply.
   
  A city or building comes under 
  siege when it runs short on food. 
  This occurs three weeks after the 
  beginning of the assault, although 
  food and water storage facilities 
  can prolong this pre-siege time 
  almost indefinitely. Once under 
  siege, the city must roll its 
  efficiency (the efficiency of 
  the commanding organiza-
  tion in the city) against the 
  force or efficiency roll of 
  the attacking organization 
  (the attacker chooses which die to 
  use). This opposed roll occurs each 
  week. If the city under siege loses 
  the roll, all troops inside lose 1 spirit 
  and 1 health. Once all troops reach 0 
  spirit or 0 health, mutineers open the 
  city gates to the invaders.
  Buildings & Sieges
  scenes, and then come back to the battle. This can give 
  a strong illusion of depth to the game world. It also 
  facilitates two-tier gameplay where individual heroes 
  are the focus in some scenes and organizations and 
  massive scale combat are the focus in other scenes.
  
  1
  Part II
  Chapter Nine: Investigations
  & Explorations
  Continuing Past 
  Dead Ends
  Investigations and explorations are classic roleplaying. 
  A dungeon raid. A murder investigation. Setting your 
  friend up on a date with the talking, refuse-digesting 
  (and lonely) sewer monster. Use this as the “catch-all” 
  category for any scene that doesn’t fall into the other 
  four types.
   
  These scenes do not have to be explorations 
  or investigations in the strict sense of discovering 
  new land or interrogating a suspected thief. Explor-
  ing the game world in any of its facets is enough. A 
  winter’s night staring through your breath to stake out 
  the castle guard rotation, or shattering windows and 
  smearing pepper-musk on a tax house to get in good 
  with the thieves guild, or testing a new poultice on a 
  palsied dockworker – all of these are investigations 
  and explorations of a sort.
   
  Let’s take a look at how these scenes play out 
  in Spellbound Kingdoms.
  Like other scenes, an investigation or exploration is 
  almost always focused on conflict. Often, this con-
  flict stands between the PCs and information: track 
  down a rumor among the uncooperative trolls of the 
  Exchequery, search the bordello with an outraged 
  madam haranguing you at every turn, examine the 
  plague fixer’s corpse without catching the plague. It 
  is the GM’s job to make the PCs’ pursuit of informa-
  tion challenging and entertaining (it is also the play-
  ers’ job, of course: be an active player!).
   
  The group may wish to resolve an investiga-
  tion or exploration with a quick roleplay, a single 
  roll, or a combination of both. This is always a valid 
  choice, and it keeps the game moving.
   
  For more extended investigations or explo-
  rations, use two ideas. The first is the investigative 
  version of Things Get Worse, which allows you to 
  continue past dead ends that might otherwise bring 
  an investigation to a screeching halt. The second is 
  the threat system. The next few sections discuss 
  these two ideas.
   
  Finally, remember that large investigations 
  or explorations, those intended to be the focus of 
  an entire evening’s play, are best handled as many 
  different scenes: combat, chase, and social scenes.
  Overview
  Often investigations are sequential: find the first clue, 
  which leads to the second, which leads to pulling the 
  mask off the terrible old man. There are two potential 
  problems: dead ends and pace. This section discusses 
  the former; the threat system discusses the latter.
   
  Dead ends can occur because a group fails to 
  find the clue. Their characters might fail their search 
  or intimidate or gambling checks and thus miss out on 
  critical information. It is true that the GM can always 
  plant more clues to be discovered, but it is also true 
  that the characters can meet an especially bad run of 
  luck and miss six clues from six different sources. 
  Dead ends can also be reached through player, as op-
  posed to character, obtuseness, although certainly not 
  in your group, constant gamer!
   
  Must an investigation stop like an ox at an 
  endless thistle patch every time the players reach a 
  dead end?
   
  No. Instead, apply the rule of lost scenes: 
  things get worse. The investigation continues, but 
  something gets worse. For quick investigation scenes 
  meant to be played out as a piece of an overall eve-
  ning’s gaming session, allow the party to go on but 
  increase the doom by 1, only until the end of the 
  investigation. The climax of the investigation should 
  feature something that will harm the party if they fail 
  a roll against the doom: a salt mamba poison dart trap, 
  passing off a forgery that could land them in oubli-
  ettes if discovered, or crossing a rope bridge that is 
  
  2
  swaying over a raging cataract. This way, if they have 
  failed too many checks earlier in the investigation and 
  the doom is high, the party faces a serious risk. They 
  do have the choice to continue, however, instead of 
  being stopped at a dead end. Of course, as the doom 
  rises, they may wish to abandon the investigation for 
  now rather than face the climactic challenge with the 
  world set against them.
   
  To plausibly continue the investigation in the 
  face of a dead end, use a deus ex machina. The Tool-
  box lists several. Use one of these to provide a clue 
  when the party reaches a dead end. Then increase the 
  doom by one – make sure the players are aware – and 
  continue on with the investigation!
  Threat System and 
  Play Style
  If your group is playing in the classic style, then in-
  vestigations and explorations are probably prepared in 
  advance by the GM. As mentioned earlier, this style 
  works well for longer adventures where the entire 
  group is focused on a common goal: a grand explora-
  tion of a sprawling, abandoned castle; tracking a mur-
  derer through three villages with two warring noble 
  houses bickering for and against you; assaulting the 
  wizard’s tower after an experiment has gone stalky; or 
  smuggling the fixer across the border so he can save 
  his sister from the blink. In this case, the threat sys-
  tem is merely an aid to the GM in preparation. Do not 
  let it rule you in any case.
   
  If your group is playing in scene order (for 
  any reason: in between grand missions; playing 
  sandbox style; there is a war going on and every in-
  stant counts), then the GM may not have a particular 
  investigation or exploration prepared in advance. In 
  that case, he may turn to threat system in the Toolbox 
  section to run one extemporaneously.
  Threat System
  To use the threat system, roll on the Clue Location 
  table, Conflict table, and Final Challenge table. Roll 
  (or choose) as many times on the clue location and 
  conflict tables as you must to tailor the investigation 
  scene length to your tastes. Anything more than three 
  clues, however, is probably best handled as a larger 
  adventure made up of several other scene types: com-
  bat with the seradynn Low God cultists yields one 
  clue, a social encounter with a thieves guild stooge 
  yields another, a chase yields a third clue, and so on.
   
  Decide on the Final Conflict at the start. This 
  allows you to use the foreshadowing elements in the 
  early parts of the investigation.
  Pacing
  It is important to keep the pace up in investigation and 
  exploration scenes. If you are using the threat system 
  and the Things Get Worse rule, a lot of the work is 
  done for you. One challenge after another should fol-
  low in rapid succession. If the PCs fail, do not waste 
  time with fruitless leads (maybe one fruitless lead, 
  especially if it is entertaining!). Instead jump right to 
  the deus ex machina, ramp up the doom, and move 
  to the next location and next clue. Investigations and 
  explorations should take no longer than social en-
  counters and combats.
   
  If you are not using the threat system, then it 
  is up to the GM and players to move at an acceptable 
  pace through the encounters. Do not let things drag, 
  and if a dead end comes up, either swing around it 
  (with another clue or another path to success), blast 
  through it (deus ex machina), or end the scene.
  
  3
  Always a 
  meaningful
  Consequence
  Every scene has a meaningful consequence. Investiga-
  tions and explorations are no different.
   
  If the characters succeed, the meaningful 
  consequence is the achievement of their goal. Usually 
  that’s information. If they fail, then not only do they 
  not get their goal, they suffer a penalty. The final chal-
  lenges in the threat system have clear penalties: poi-
  sonings, maimings, reputation damage, wealth level, 
  mood damage, even a crisis of confidence leading to a 
  loss of inspiration is possible.
  If The Threat is 
  Too much
  The challenges faced by a character or party in an 
  investigation or challenge may be too much for them 
  to handle. Some groups enjoy these challenges, oth-
  ers do not. Too-difficult challenges lend depth to the 
  campaign world for some, but they cause frustration 
  for others. Judge your group’s appetite for failure and 
  feed as appropriate.
   
  The inspiration mechanic in Spellbound King-
  doms is your campaign insurance against threats that 
  are too high. As long as a character has a love of three 
  or more, he cannot be cut down before his time. (Of 
  course, if he does not have such a score, he can be 
  killed. In such a case, however, the investigation or 
  exploration should be a climactic encounter, 
  fitting in scope and grandeur to a hero in such 
  desperate straits. In other words, the adventure should 
  be planned and considered, rather than just thrown 
  together randomly from the threat system.)
  
  1
  Part II
  Wealth
  Chapter Ten: miscellanoeous Rules
  Every character has a wealth level. The starting 
  level for PCs is 1`v unless otherwise stated. Wealth 
  levels allow PCs to equip their characters without 
  worrying about accounting details. They also 
  allow the group to easily alter the econo-
  my in a region.
   
  A character can pur-
  chase up to five items 
  of 
  his wealth level and five 
  items of each level be-
  low that. You can always 
  “trade up” and purchase 
  an item at a higher wealth 
  level. You cannot “pool” 
  lower wealth level slots to 
  purchase a higher level item; 
  that is, you cannot spend two 
  or more wealth level two slots 
  to buy one wealth level three 
  items. This is impossible be-
  cause wealth level is not simply 
  a matter of additive cash value but an abstract repre-
  sentation of financial and social status.
  An impoverished character at wealth level 0 cannot 
  purchase anything except with cash.
  After maxing out the purchases allowed by your wealth 
  level, you must wait a week before replacing any con-
  sumed or broken items.
              Example. Nicolas is wealth level 4. He pur-
  chases a sword, a shield, and armor at wealth level 4. 
  He also purchases a fixer’s potion, wealth level 4, and a 
  black market Letter in the Wine spell, wealth level 4. If 
  he drinks the fixer’s potion and reads the spell, then he 
  can buy two more wealth level 4 items, but not until a 
  week passes, giving his cash flow time to adjust.
   
  To move up a wealth level, a character must 
  invest gold in capital. The capital could be land, an 
  investment in a trading company, a loan to a noble 
  house, or a simple deposit with a moneylender. Once 
  the investment is made, the gold is gone, and the 
  character lives at one higher wealth level.
              You must invest gold equal to your cur-
  rent wealth level times 1000 to advance to the next 
  level. That is, if you are at wealth level 2, then you 
  must invest 2000 gold to advance to wealth 
  level 3. If you are at wealth level 6, you 
  must invest 6000 crowns to advance 
  to wealth level 7. The exception 
  here is level 0. You must 
  invest 100 gold to go from 
  wealth level 0 to wealth 
  level 1. 
   The maximum wealth 
  level is 20. Any item above 
  wealth level 20 is “price-
  less.” This is a misnomer, of 
  course. The point is that such 
  items can only be purchased 
  in cash, for hard gold, not by 
  virtue of wealth level and its 
  attendant status, social influ-
  ence, and credit.
  This chapter covers all the miscellaneous rules that 
  glue the combat, social encounter, and other rules to-
  gether. They include wealth of nations and individuals, 
  cultures, reputations, crafting, and two forces that are 
  as powerful as kings: disease and disaster.
  Dropping a 
  Wealth level
  You can voluntarily drop a wealth level (by selling off 
  assets, cashing in favors, etc.) and gain back half of 
  what you invested to attain that wealth level. For ex-
  ample, if you drop from wealth level 7 to 6, you gain 
  back 3000 suns. Wear and transaction costs prevent 
  you from regaining the full amount in cash.
   
  Note, however, that there are properties that 
  
  2
  do return positive value on your investment. These are 
  buildings that increase an organization’s income. They 
  are detailed in chapter 16.
  Cash
  You can buy items with gold instead of with your 
  wealth level. See the accompanying table for how 
  much an item of a given wealth level costs in cash.
              For some characters, paying in cash is wise. 
  For others, investing their gold and climbing the 
  wealth levels is the better choice (especially because 
  some social functions do not welcome characters be-
  low a certain wealth level).
  Cash Value of Items
  Item’s
  Wealth Level
  Item’s Cash Value
  1
  50
  2
  100
  3
  300
  4
  600
  5
  1000
  6
  1500
  7
  2100
  8
  2800
  9
  3600
  10
  4500
  11
  5500
  12
  6600
  13
  7800
  14
  9100
  15
  10500
  16
  12000
  17
  13600
  18
  15300
  19
  17100
  20
  19000
  I’m hiding this down here so 
  nobody gets intimdated. Not that 
  this is that bad, but some people 
  don’t like math. If you’re inter-
  ested, though, the formula for the 
  cash value of an item of level n is 
  [n(n-1)/2]*100.
  Two Notes
  The second note concerns coins. Gold coins are 
  called crowns, dragons, suns, rings, and orbs. Sil-
  ver and bronze coins exist, often called moons and 
  dirt, usually worth 1/10 and 1/100 of their gold 
  counterparts.
  If you sell an item above your wealth level, you gain 
  gold as dictated by the roleplaying of the sale. If you 
  sell an item below your wealth level that you did not 
  purchase – an item found in a treasure hoard, for ex-
  ample – then you gain gold in the same way.
   
  In contrast, items that you acquired using your 
  wealth level do not generate gold for you when you 
  sell them. Their sale price is subsumed in your wealth 
  level statistic. You obtained them partially on credit, 
  investment, and social standing. Just as you didn’t pay 
  cash for them at purchase, you do not gain cash for 
  them at sale. 
  Selling Items
  Anyone with a wealth level of 1 or higher is assumed 
  to have enough wealth on hand to afford the neces-
  sities of life that are available at level 0. For those 
  destitute characters at wealth level 0, the cost (usually 
  in moons and dirt) of necessity items is left to the GM 
  and roleplay, as prices at that level are variable, be-
  ing whatever the miserables can get for their wares. In 
  other words, haggle! 
  Beggars, misers,
  & rogues
  
  3
  Some organizations and individuals have attacks that 
  can reduce your wealth level. They can attack your 
  credit, defame your name, increase the costs of doing 
  business, or outright steal from you. Often, an organi-
  zation of your own is the best way to defend against 
  attacks on your character, credit, and personal hold-
  ings. High reputation can also help.
              Keeping your money in cash, rather than 
  investing in wealth levels, can help you avoid attacks 
  such as this. In that case, you are still susceptible to 
  robbery – probably moreso. There is no sure thing in 
  the Kingdoms.
  Attacks
  on Wealth
  Spellbound Kingdoms tracks economies in cities, re-
  gions, kingdoms, or other abstract areas. Sectors of the 
  economy – arms, magic, farming, shipping, what have 
  you – can also be tracked. When a player or the GM 
  changes the economy in an area through the actions of 
  a character or organization, simply make a note of that 
  in the campaign log. Or don’t make a note of it, and 
  Economy:
  The Wealth of
  Kingdoms
  Wealth Level 
  & Social Class
  Wealth 
  Level
  Typical Social Class
  0
  Beggar, impoverished shepherd, sailor (pre-voyage); rogue or miser keeping funds in cash
  1
  Peasant, hired hand, common townsfolk, brute, common whore, impoverished trader
  2
  Farm holder, guildsman, novitiate priest, fixer, sailor (immediately post-voyage)
  3
  Artisan, guild official, low Dryght or other cabal wizard, successful trader
  4-7
  Kingsman, priest, artist with patrons, established fixer, petty bourgeoisie
  8-12
  Bishop, guild boss, master trader, ship’s captain, bourgeoisie, ranking wizard
  13-18
  Peerage, nobility, archbishops, guild founders, transmuters, archmagi
  18-20
  Royalty, select nobility
  trust that if it is important enough, you (or the player 
  to whom it is important) will remember.
              An area’s economy is tracked in deviations 
  from the normal wealth level. If the economy is roll-
  ing, then items become available at lower wealth 
  levels. For example, an spool of riotwire is normally 
  wealth level 4. In a region where the economy in the 
  weapons, smithing, or mining sector is doing very 
  well, it is available at wealth level 3 or even wealth 
  level 2. Or perhaps a region is known for its vineyards, 
  and all wine is available at one wealth level lower than 
  usual. On the other hand, if the economy foundering, 
  then items are available at wealth levels higher than 
  normal. A region where war and famine have driven 
  up prices might have roofswords, normally wealth 
  level 4, available at wealth level 5 or 6. More than two 
  deviations in any direction, no matter the source, is 
  generally impossible without accomplishing signifi-
  cant story goals.
              Items at wealth level 0 cannot jump up an 
  entire wealth level. Instead, they increase in price ac-
  cording to the GM’s judgment. More importantly, they 
  continually decrease in value and appeal. In a wartorn 
  land, where the economy is in shambles, people still 
  manage to subsist. Food does not suddenly cost 400 
  gold per meal. But the food does steadily decrease in 
  quality, from potatoes to roots to grubs to scavenged 
  leather, vellum and insects.
  
  4
  There are many ways in Spellbound Kingdoms to 
  change a region’s economy. War depresses the econo-
  my. A high spell can bring plague or famine, sending 
  prices of food to the clouds. Even a well-placed rumor 
  at court can be enough to cause prices in one sec-
  tor to go up or down. At the GM and players’ option, 
  even a simple action from a high-scope organization 
  can affect the economy. For example, after many play 
  sessions that have seen a scope 14 thieves guild rise to 
  dominate Muda-Tarsk, the GM may allow a shadow 
  roll against the doom to lower all fixers’ goods prices 
  in the port city by one wealth level for a month.
   
  GMs can also place story goals that have pro-
  found effects on the economy. Perhaps the goal of an 
  evening’s play session is to re-open a mine that will 
  flood the market with iron and reduce the wealth level 
  of metallic products by 1, in addition to affording each 
  character a reputation boost and a history item. There 
  are more reasons than gold to go into a monster-haunt-
  ed mine!
  Changing the 
  Economy
  Cultures manifest in several ways in Spellbound King-
  doms.
              One way is a reputation bonus. In Marnh, for 
  example, anyone with a sailing reputation increases 
  that reputation by two points, such is the esteem in 
  which they hold the sea and the men who ride it. A 
  culture’s effect on reputation is not always positive. In 
  night-haunted Dynn, anyone known to be spellbound 
  gains a reputation 8 (or 8 points to an existing reputa-
  tion) for wickedness and depravity.
              Another way to model culture is in the econo-
  my. In Jakatta, sun plate is a valued tradition. All sun 
  plate is two wealth levels lower than normal. In Oryn-
  ja, where the spell economy is far more open than in 
  the west, spells are sold at two wealth levels lower 
  than normal.
  Culture
  
  5
              Perhaps the most powerful expression of 
  culture is the doom. Many monarchs have intertwined 
  their doom with the culture of the region. A change in 
  culture can lower the doom (or increase it, of course).
              Finally, some cultures naturally resonate 
  with some values. Anyone who holds an inspiration 
  matching a cultural value may benefit from this with 
  a one-point increase in her inspiration. For example, 
  a warrior who has the inspiration Duty to protect (3) 
  will see it increase to a value of 4 when she travels to 
  Jakatta, where duty is instilled in the blood of all.
   
  Most kingdoms and regions have three culture 
  entries, although an area could have more or less.
  It is harder to change a culture than to change an 
  economy.
   
  Typically, there are three culture items in a 
  region. Two are from the kingdom, and one is from the 
  local region. At each new year, the three highest scope 
  organizations in the kingdom roll their efficiency. The 
  winner can replace one of the two kingdom culture 
  items. The same struggle for cultural dominance 
  transpires at the regional level, but only organizations 
  with headquarters in the region can participate. The 
  top three regional organizations roll efficiency, and the 
  winner is allowed to rewrite the regional contribution 
  to the culture.
   
  The people of the Kingdoms are accustomed 
  to capricious and arbitrary kings. Still, if the GM rules 
  that a culture change is too silly, too radical, or too ir-
  rational, then you must write another culture.
   
  Culture can also be changed through roleplay 
  and story goals. The GM may allow you to set a story 
  goal that changes the culture: “If my character accom-
  plishes Y, the culture will change in X way.”
   
  Finally, there are class powers that can affect 
  culture, most notably the Chosen One’s drive toward 
  transcendence.
  Changing
  The Culture
  Reputations are histories, but they do not count against 
  the maximum number of histories that a character can 
  maintain. A character can have any number of reputa-
  tions.
              Beneficial reputations are used just like skills. 
  Most apply only in social encounters. When a reputa-
  tion could help a character, any positive reputation 
  below 4 is a one die-size increase to the character’s 
  roll. Unlike other skills, the increase is always only 
  one die-size, no matter what the value of the reputa-
  tion. For any positive reputation 4 or larger, the player 
  gets a one die-size increase and also rolls the reputa-
  tion as a bonus die. This works like a characteristic: if 
  the reputation is value 5, then roll a d4; if it is 8, roll 
  a d8; if it is 11, roll a d10. In other words, roll as your 
  bonus reputation die the largest die that is not bigger 
  than your reputation size.
              Harmful reputations are given by the GM as 
  bonus dice to the opposition. When a reputation could 
  hurt a character, any negative reputation below 4 is a 
  one-die bonus to the opposition’s roll. For any nega-
  tive reputation 4 or larger, the opposition gets a one-
  die size increase and rolls a d4 (or larger) bonus die. 
  For example, if a trader with a “Mocked in Opana for 
  a boar-hunting accident (6)” reputation was trying to 
  convince an Opanan to join a dangerous route as a 
  caravan guard, the Opanan would roll a d6 bonus die 
  in her attempts to resist the trader. 
   
  After each adventure, when experience is 
  handed out, subtract one from any reputation that 
  was either a) not used or b) does not have an affected 
  population in the location where the adventure took 
  place. People forget.
  Reputation
  
  6
  The Kingdoms are unclean. Diseases are common, 
  progress rapidly, and range in effect from cosmetic to 
  lethal.
              Diseases are resisted with a strength check 
  made against the virulence numbers given here. A 
  strength check that equals or exceeds the virulence 
  avoids the disease.
   
  Once she has contracted a disease, a victim 
  recovers with a strength check against its virulence. A 
  check for shaking off the disease is made each week. 
  After a disease is shaken off, healing occurs naturally 
  (see the chapter on combat for healing rules).
              Here are some common diseases in the King-
  doms along with their virulence, their symptoms, and 
  their effects.
              1 Common cold (3). Strength and Quickness 
  are reduced by one.
              2 Influenza (3). Strength and Quickness are 
  reduced by 1 each week. If the recovery check never 
  succeeds before both statistics reach zero, it is fatal.
              3 Pox (3). Strength and Charisma are reduced 
  by 2 for the duration of the disease. Once the victim 
  recovers, the victim rolls a Charisma check (2). Fail-
  ure indicates a permanent loss of one Charisma point 
  due to severe pockmarking and scarring. A character 
  can never have the pox twice.
              4 Dysentery (4). This proceeds as the flu, ex-
  cept that the loss of strength and quickness in the first 
  week is 2.
              5 Ague (3). Reason and Strength are reduced 
  by 2 until the character begins to recover.
              6 Scabies (3). Maddening itching reduces rea-
  son by 1. The mites jump to anyone who touches the 
  victim (including in combat).
              7 Consumption (3 to resist contraction; 6 to 
  recover). Strength is reduced by 1 each month. When 
  it reaches 0, the victim dies without care. With care, 
  she is bedridden for a number of months equal her 
  original strength score, and then dies (recovery checks 
  continue as normal).
              8 Flake plague (4). A noxious odor accompa-
  nies the flaking of skin. A stiff wind can cause a flake 
  plague victim to resemble a tree in autumn shedding 
  its leaves. Flaking of mucosal membranes makes 
  speech above a hoarse whisper difficult and painful. 
  Strength, Quickness, and Charisma are reduced by one 
  each week. Once all three are zero, the character dies.
              9 The plow (3 to resist contraction; 5 to re-
  cover). A black v-shaped line plows its way across the 
  victim’s skin, usually in the upper chest, arms, or back, 
  during the course of this disease. The plow is accom-
  panied by muscle spasm and amnesia. Quickness is 
  reduced by 2, and the victim must roll a reason check 
  against the recovery virulence or forget one randomly 
  selected history each day (memory of it returns the 
  next day). The plow is chronic and does not worsen 
  over time. Even after recovery, the v-shaped line made 
  by the disease remains.
              10 Leprosy (2 to resist contraction (4 for 
  wights); 4 for monthly checks; cannot be shaken off). 
  A strength check against the virulence is made each 
  month. If failed, another piece of the body (GM or 
  player’s choice) withers away over the course of the 
  next month. Each time something withers away, cha-
  risma is reduced by 1. The character does not neces-
  Disease
  
  7
  as a player character (see Part V Toolbox). If spell-
  stalks are resisted, the victim desquamates and is rid of 
  the stalks. Though the victim has recovered, the stalks 
  slither off, forming an aberration with strange goals 
  and designs, and a deep hatred above all for its parent 
  character (again, see the Toolbox).
            Madfire (4; cannot be shaken off). The fire of 
  wild magic burns in your eyes; everyone can see it. 
  You are spellbound.
   
  Whenever a wild surge occurs in your area, 
  fire roars from your skin in a blast wave. Everyone 
  in the area is attacked by a magic attack (d6; physi-
  cal and magical defenses apply) for 1 point of body 
  damage. Every time you blast like this, you perma-
  nently replace one of your inspirations with something 
  utterly mad, chosen by you and the GM. Once all of 
  your inspirations are replaced, you have gone mad and 
  become a madfire outcast (see Toolbox).
              Blink (3; cannot be shaken off). Pieces of the 
  victim blink out of existence for a short time. As time 
  goes on, larger pieces blink away for longer times. 
  Eventually, all of the victim disappears for all of time. 
  The victim is not simply invisible; she is gone. There 
  is a recorded case of a woman who blinked away, was 
  presumed gone, and then fifty-two years later returned, 
  weeping, at her husband’s side. He didn’t have the 
  chance to finish his exclamation of surprise and joy 
  sarily die when charisma reaches 0. He must fail two 
  more consecutive strength checks before he dies. In 
  the meantime he gains a reputation point as a legend-
  ary leper every time he makes a strength check.
              11 The tics (4). The victim has contorted facial 
  tics and blurts strange noises. Reduce all social attack 
  dice by three sizes.
              12 Ergotism (4). Caused by eating bad wheat, 
  ergotism induces auto-amputation and hallucinations. 
  Once per scene, at a stressful point, roll reason vs. the 
  virulence. Failure results in a hallucination, and the 
  character spends every other round dealing with the 
  hallucination rather than the real world (GMs may rule 
  that exceptionally good roleplay with the hallucina-
  tion – a stirring speech, for example – may still have 
  an influence on others in the real world who happen to 
  overhear). In addition, once per week, roll strength vs. 
  the virulence. Failure indicates that a piece of the body 
  has atrophied and auto-amputated. The character takes 
  a scar or a maiming wound (see the chapter 3) after 
  the auto-amputation, and the disease is gone.
  There are many other diseases in 
  the kingdoms. But they don’t all 
  have different effects. You might 
  contract jungle weep, pneumonia, 
  threads, or any of a dozen other 
  diseases that all have the same 
  mechanical effects as the flu or 
  consumption. GMs should feel 
  Other Diseases
  free to replace the names and symptoms of diseas-
  es here with local bugs suited to the flavor of the 
  campaign, while keeping the mechanical effects 
  the same. Or tweak the mechanical effects too – 
  build your world!
  magical Disease
              Magical diseases are rarer than physical dis-
  eases, but they can be even more devastating. A magi-
  cal disease is resisted with the magic score. Otherwise, 
  they are similar to physical diseases.
              Spellstalks (6). First an eye appears in the skin, 
  blinking, gazing out at the world. Then a stalk appears 
  underneath it, and it slowly extrudes, lolling outward, 
  dumbly watching. It is not always an eye – sometimes 
  a finger, or a talon, or a dripping pustule tips the stalk. 
  Sometimes the victim becomes a madman, recogniz-
  able as once-human. Other times the stalks slough 
  off, slither away, and the victim devolves into nothing 
  more than an ooze of tissue. Sloughed or not, stalks 
  often display a strange intelligence, and there are 
  many who believe that spellstalks communicate and 
  conspire to steal the world of men.
   
  Reason and charisma are reduced by one each 
  week. When either reaches zero, the victim has com-
  pleted his transformation and is no longer controllable 
  
  8
  before she blinked away again.
   
  Once per scene, the victim rolls magic against 
  the virulence. In the first season that the victim has the 
  disease, if the roll fails, a vital part of the victim blinks 
  away. Any combat or social dice the victim rolls this 
  round are reduced by three sizes. After one season, 
  when the victim blinks, she disappears for one round. 
  After two seasons, she disappears for two rounds. This 
  continues for eight seasons, and as the second year of 
  the disease, the victim blinks away forever.
              Abynder akkas (4). Glyphs and letters appear 
  in relief n the victim’s skin. Often they are red and 
  angry, as if hot irons were pressing up from within 
  the body, trying to break out. Any spellbound creature 
  can read the glyphs, which spell out the secrets of the 
  victim: his loves, his hates, his inmost considerations. 
  The abynder akkas victim can attempt to conceal this 
  with long sleevs and perukes up to the chin, but some-
  how the disease finds a way to betray him as long as 
  any part of the body at all, even the eyes, is exposed. 
  Any spellbound creature looking on an uncovered 
  abynder akkas victim learns one secret and knows his 
  current thoughts.
   
  Unfortunately for kings who would use abyn-
  der akkas against suspected spies or prisoners to be 
  interrogated, the akkas seems to be completely resis-
  tant to domestication.
   
  Drain (3). Whenever the victim loses mood - 
  including when he uses mood to benefit himself - ev-
  eryone else in the area must make a magic roll against 
  the doom or lose a mood also. Spellbound characters 
  must make two checks, possibly losing two mood. 
  Characters with the drain are also, idiopathically, mag-
  nets for undead.
  BUILDYOURWORLD
  BREAKTHESPELL
  Misfortune is not limited to a personal scale. Disasters 
  on a regional scale – both natural and man-made – 
  have shaped the physical and emotional landscapes of 
  the Kingdoms.
   
  Earthquake.* Temblors shake all buildings for 
  damage equal to the doom. Falling debris, landslides, 
  and cracks in the shifting earth harm characters for the 
  same amount of damage unless the character makes a 
  quickness check against the doom.
   
  Tornado cluster. Twisters rip 1 in every 20 
  buildings. They destroy wooden buildings; they cause 
  damage equal to the doom to stone buildings. Twisters 
  Disaster
  have the same chance of hitting a character in the area, 
  and if the character fails a quickness check against the 
  doom, he takes damage equal to the doom.
   
  Flood.* Floods do 1 damage per hour to all 
  structures in the affected areas. The flood crests, 
  peaks, and ebbs over a number of hours equal to twice 
  the doom. Crashing flotsam, collapsing buildings, and 
  cascades harm characters similarly for each hour they 
  do not succeed in a quickness or reason check against 
  the doom.
   
  Hurricane.* Hurricanes do damage as a flood 
  with maximum damage equal to half the doom (round-
  ed down). A hurricane can cause a flood, and then the 
  flood does additional damage.
   
  Blizzard. The blizzard freezes characters 
  outside of shelter, causing 1 point of damage per half 
  hour unless the character makes a strength check 
  against the doom. Pilots crash vehicles unless they 
  
  9
  make a piloting check (reason) against the doom each 
  half hour.
   
  Creeping doom.* Locusts, ants, beetles, wasps 
  and a hundred other stinging, biting, buzzing insects 
  cause damage equal to the doom to all living creatures 
  who do not make a reason check against the doom. 
  The creeping doom endures until sundown (or sun-
  rise).
   
  Fire. The fire burns wooden buildings in the 
  area for damage equal to twice the doom. It does dam-
  age equal to the doom to any character that does not 
  make a quickness or reason check against the doom.
  Avalanche/mudslide. Avalanches do damage as an 
  earthquake, but they trap and suffocate any character 
  who critically fails his quickness check (that is, rolls a 
  1).
   
  Madfire. Madfire ignites and burns throughout 
  the area: on a wainwright’s sign; on the nightgown 
  of the cooper’s wife; on a milking jar or a violin or a 
  duelist’s best plume.
   
  Double the number of spellbound creatures and 
  objects in the area, as each madfire counts as one.
   
  One in every ten creatures must make a magic 
  check against the doom or contract the madfire dis-
  ease.
   
  Faces like pillars of light. Faces are lost when 
  beams of light erupt straight forward. 1 of every 10 
  characters is transformed unless he makes a magic 
  check against the doom. A transformed character 
  takes damage equal to the doom. The radiance that 
  pours from the faces of the victims contains an image 
  visible across the region: dragons are projected into 
  the sky, or a witch burns in the eruption of light, or a 
  skull cracks and hatches a son. The GM or an affected 
  player selects the image. It causes mood damage equal 
  to the doom to all who fail a reason check against the 
  doom, and it causes 1 damage to all buildings as the 
  light erupts through ceilings, higher floors, and roofs.
   
  Glass. Buildings and characters begin to turn 
  to glass unless successful on a quality or magic check 
  against the doom. The vitrification takes seven days. 
  Each day, a new body part or building area vitrifies, 
  but each day allows a new quality or magic check. Vit-
  rification of a body part must be taken as a maiming, 
  taking the place of one history item.
   
  If the eyes are cut out of a fully vitrified man, 
  then for a day afterwards, no matter how far away they 
  are taken, what they see appears as an image in the 
  glass of the eyeless body. 
   
  Sink. Creatures sink into surfaces that they 
  are touching. Once inside, they do not die, but can-
  not speak to those outside. They slide around through 
  the surfaces, able to gesture, but not able to manipu-
  late any objects save those they brought with them. 
  A sunken character cannot affect the outside world 
  in any way, though he may be able to communicate 
  with it through silent images, pantomimes, or writing. 
  A magic check against the doom allows the character 
  to avoid sinking; one check is allowed per hour. The 
  sinking process takes four hours, during which the 
  character is stuck to the surface into which he is sink-
  ing.
   
  Soulhail. No one works or plays; all lie in bed 
  and writhe as these agonizing stones deluge from a sky 
  gone mad. Inspirations drop one point for every heart 
  roll failed against the doom. The hail takes three hours 
  to clear; checks are made hourly. Acting in any coher-
  ent manner during a storm requires a magic check 
  against the doom; checks are made every quarter hour.
   
  Rain of rocks. Pebbles and boulders fall. 
  Wooden buildings and characters take damage equal 
  to the doom unless successful with a quality or reason 
  check against the doom. Immediately after rocks fall, 
  one prophesy comes true.
   
  *After these disasters, the agriculture economy is 
  damged 1 (75%) or 2 (25%) wealth levels. Agriculture 
  generally includes a kingdom’s troops, subsisting as 
  they do on food.
  Deprivation
  Characters can go three weeks without food and three 
  days without water. After that, they lose 1 point from 
  each characteristic each day (in the case of food) or 
  every two hours (in the case of water).
   
  A character can go without air for a minute and 
  a half. After that, a character who cannot breathe must 
  make strength rolls against the doom, one per round. 
  
  10
  eXPERIENCE
  Experience is awarded after every session. Characters 
  gain experience based on their amount of participation 
  in the story. It does not matter what they participated 
  in, as long as they participated. If a character was pres-
  ent in more than half the scenes in a story, she gains 
  experience.
   
  Gaining experience results in one of two 
  rewards: a history point or a level (which includes a 
  history point). The GM chooses which is appropriate 
  based on the session’s play.
  In general, the reward cannot be two history points in 
  a row. That means that a character should gain a level 
  at least once every two sessions.
   
  To make an item, roll your skill vs. the quality of the 
  item. If you succeed, you have put one quality point in 
  the item. Once it reaches its full total of quality points, 
  the item is complete. If you ever critically fail a roll, 
  the item is botched and must be started over. You must 
  have a history or skill of the appropriate sort; no craft-
  bREAKING iTEmS
  Roll an attack against the defense value of the build-
  ing or the quality of the item. If you succeed, you deal 
  one quality damage to the building or item. The GM 
  may rule that some items cannot damage other items 
  on a reasonable time scale (daggers vs. iron bars, river 
  water vs. desert rock, &c.). He may also rule that some 
  items always break others (cannonball vs. stained 
  glass window, headsman’s axe vs. neck, knife vs. 
  sausage, &c.). In particular, only siege weapons can 
  do damage to buildings or other objects with a defense 
  value.
  After he fails one, then he starts losing 1 body and 1 
  reason per round until his body reaches zero. 
   
  Characters exposed to extreme environments 
  take 1 point of damage per half hour unless they suc-
  ceed in a strength check against the doom.
  cRAFTING
  ing roll is possible without some training. The base 
  characteristic is almost always reason or quickness 
  (quickness in the sense of fine motor control).
   
  It takes you a number of days equal to the 
  final quality of the item to make a crafting check. The 
  time spent working is “off-screen”; as long as you 
  have several hours per day to devote to crafting, you 
  can continue your normal adventuring career while 
  crafting. You may even adventure on the road or in 
  semi-hostile climes, depending on what you are craft-
  ing.
   
  The total cost of the creating the item is equal 
  to half its cash purchase cost.
   
  Especially large items, including buildings, 
  operate on a different scale. Use the same rules as 
  above, but all times are doubled with a minimum time 
  of one month per quality point. Buildings that are 
  critically botched lose only half of their current total 
  of quality points.
   
  Organizations can contribute a bonus die to 
  your roll. This counts as an action for the organization 
  for the week. Crafting can also be conducted entirely 
  by organizations, freeing up characters for more 
  adventurous concerns. Of course, in that case the 
  crafting is conducted using the organization’s relevant 
  score rather than the character’s skill, and the crafting 
  is one of the organization’s actions for the week.
  
  1
  Part III
  Chapter Eleven: 
  Races & Characteristics
  There are many in the Kingdoms who have the poten-
  tial to be greater than what they are today. What sort 
  of character do you want to play?
   
  Does your character swing a sword hard 
  enough to shatter corundum? Does she have the grace 
  to make a tree weep and a stone smile? Has she stood 
  silent upon a peak in Ku-to-en, witness to the White 
  Sea?
   
  There are many paths untaken and lives half-
  lived in the Kingdoms. Take one. Live one.
  Use each of the sections below and in the next chapter 
  to generate your character. Here is a summary of the 
  steps involved:
  I. 
  Choose species and race (this chapter).
  II. 
  Assign chracteristic scores (this chapter).
  III. 
  Choose a class (next chapter).
  IV. 
  Choose a history or skill (next chapter).
  V. 
  Choose what inspires your character (next 
  chapter).
  Overview
  There are two intelligent species in the Kingdoms: 
  the sturdy humans and the elegant trolls. Other intelli-
  gent creatures exist, but they are singletons, freaks of 
  magic: a cranky aspen, a riddling weasel, a man gone 
  to spellstalks.
   
  Trolls appear similar to humans. There are two 
  races of trolls: “rain” trolls, sometimes called simply 
  trolls, and the seradynn. Rain trolls are ten percent 
  taller and more massive than the average human, 
  and their skin tones vary from icy blue to deep water 
  green. Occasionally, rain trolls have one- to six-inch 
  horns, and even more rarely, they annually shed and 
  regrow two- to ten-point antlers. Seradynn are on av-
  erage ten percent smaller than humans, and their skin 
  tones include all the human tones, rain troll tones, 
  Humans & Trolls
  plus a few shades running from rose to gold. Seradynn 
  are much more likely to have small horns than rain 
  trolls are. Tails are rare but known.
   
  Intellectually, trolls and humans are on par. 
  Troll engineers, troll wizards, and troll artists are, on 
  the whole, no better or worse than their human coun-
  terparts. Trolls possess no more acute senses than hu-
  mans; they are no more able to see in the dark or smell 
  cinnamon or hear a mouse’s heartbeat from fifty yards 
  away.
   
  There is one profound difference between 
  trolls and humans, and that is their relationship with 
  magic. 
  Trolls use magic to regenerate. This is natural magic, 
  which means that regeneration does not make a troll 
  spellbound or interfere with other magic.
   
  As you would imagine, regeneration informs 
  the troll psyche. Rain trolls, especially, tend to be 
  equanimous and favor the long-range view of life. 
  They are slow to anger: why fret when whatever went 
  wrong will just grow back in a month? This attitude 
  also makes trolls appear brutal to some humans. In-
  stead of confining his misbehaving son to the home, a 
  troll father rips his son’s arms off for a week.
   
  Humans have a different relationship with 
  magic. Instead of embracing it and using it to regener-
  ate, human bodies resist magic. This resistance does 
  not prevent humans from becoming wizards. Rather, 
  they seek to master magic more than it masters them. 
  This urge to control, along with intense passions, 
  contribute to the perception of humans throughout the 
  Kingdoms as fiery, stubborn, proud, and ambitious.
  Humans, Trolls,
  & magic
  
  2
  This point must be emphasized: generalizations do 
  not apply to individuals. There are friendly trolls and 
  friendly humans, cruel trolls and cruel humans, gener-
  ous and vindictive and moronic and beautiful exam-
  ples of both species.
   
  In the end, choice of action, not chance of 
  birth, defines the man.
  The Kingdoms have been here 
  for centuries. Is it possible that a 
  human is born with the ability to 
  regenerate? Absolutely. If you like 
  and everyone at the table agrees, 
  then choose the racial abilities that 
  you want, and assign them to any 
  phenotype you desire. Couple the 
  Play What You Want
  wight’s abilities with a seradynn troll’s horns and 
  tail. Put the prince of wolves’ abilities in a wight’s 
  pale skin and gaunt frame. Play what you want
   
  Or toss out the Kingdoms and go from 
  scratch: a waterworld where a crisis surge sank 
  all the continents; a dawn world where magic 
  doesn’t interfere and has just been discovered by 
  twins who happen to despise one another; a barren 
  world where magic not only interferes but there is 
  only one wizard per kingdom, and he’s the king. 
  Build your world!
  There are four different human races:
   
  • Nineblood. These are the most common hu-
  mans, sturdy, industrious, and intense.
   
  • Islander. Brought up in the chaotic islands, 
  these humans have a reputation for being survivors.
   
  • Prince and princess of wolves. These are 
  feral children, abandoned to the wild and reared by an 
  awakened pack of wolves or dogs.
   
  • Wights. Tampering with lifespan and the 
  origin of life itself has prolonged, and some would say 
  stained, the wights’ lives.
  Humans
  This is the most common race in the Kingdoms, and 
  for a reason, or so the ninebloods say. Nineblood hu-
  mans are the distillation of thousands years of civiliza-
  tion. They are hardy on the whole and variegated on 
  the part: tone of skin, tint of hair, and timbre of voice 
  vary, but their sculpted frames and annealed constitu-
  tions are consistent and renowned. Ninebloods are the 
  first thought for most upon hearing the word “human.” 
   
  The nineblood intensity is legendary. There is 
  an old joke: How many mining picks does a nineblood 
  need? None. He just stares at the shaft wall until it 
  gives up and spits out some gems.
   
  In many places, that intensity has been frus-
  trated. Ninebloods are entrepreneurs, innovators, and 
  explorers; beggars when they must be and princes 
  when they can be. They are found in every Kingdom 
  and at many levels of society. Their range of settle-
  ment and trade has fostered a race of multiple talents 
  Ninebloods
  
  3
  and sundry beauties. But the culture of the Kingdoms 
  is restraint. As men have learned more and more of the 
  secrets of magic, the kings have hoarded a greater and 
  greater share of those secrets for themselves. The les-
  son of magic in the current age is fear, and the spirit of 
  the times is paranoia. While the intensity of the nine-
  bloods has brought them this far, the future is uncer-
  tain. There are many who believe that the nineblood 
  race is ready to boil over – or evaporate.
   
  In the game. Ninebloods make excellent all-
  around characters. Their racial abilities are useful 
  everywhere from royal audience chambers to muddy 
  battlefields. Any character expecting to cross a wizard 
  at some point can benefit from resistance to spells, and 
  the nineblood intensity that manifests as a bonus to the 
  Heart score is a valuable resource in every conflict.
  Whatever class you pursue, you should play to the 
  strengths of the nineblood: his heart and his inspira-
  tions. Spend game time cultivating your inspirations. 
  Learn talents that capitalize on your relationships and 
  values. When pinned down, do not be afraid to take on 
  fear; your high heart score means that you can afford 
  to do a little more of this than others. Since you expect 
  to rely on your inspirations, choose talents and place 
  characteristic scores that protect and serve them. If 
  many of your inspirations are personal relationships, 
  take social talents or a high Charisma score. If many 
  are material possessions, take shadow or martial tal-
  ents to seize and safeguard them.
   
  Creating and playing a nineblood. Creating a 
  nineblood leaves you with a lot of possibilities. Ap-
  pearance, culture, and history can vary widely because 
  ninebloods are present in so many different fields and 
  so many different forms. There are skinny merchant 
  ninebloods, fat noble ninebloods, dark ninebloods, 
  light ninebloods, redheads and brunettes and twenty 
  different sorts of blondes. The most common factor, 
  which is by no means a universal factor, is the nine-
  blood intensity and passion. Here are a few ideas to 
  take to the game table with your nineblood character.
   
  • Bring the intensity. Every now and then, bang 
  the table for emphasis when talking. Look directly at 
  the person you are addressing. React with passion in 
  combat: exult in your victories and curse your defeats.
   
  • Develop an oath and utter it whenever your 
  character is angered, frustrated, or just plain fired up. 
  Something mundane like “Blood of the dog” works, 
  but something setting-specific like “Mother’s madfire 
  milk” or “Jungle piles” is great too.
   
  • Spend time on your inspirations. Make sure 
  that everyone at the table knows what your inspira-
  tions are. Talk about them often.
   
  • If possible, pick someone else at the table to 
  be one of your inspirations. Friend, rival, lover, sister 
  or brother; it doesn’t matter. By involving another 
  character • with your own, you are helping to focus 
  and layer the game play.
   
  Racial abilities. When resisting magic, increase your 
  die size by one.
   
  Increase your heart by 1.
   
  You can use one inspiration a second time in 
  an encounter. This does not have to be the same inspi-
  ration every time.
  Islanders
  At the edge of the world, assailed by storms and sur-
  rounded by skies and seas, the islanders have remained 
  distinct from the nineblood humans of the Claw.
   
  The islanders are a race of survivors. Cyclones, 
  volcanoes, madfire, sodden hordes of undead, and 
  soulhail have all failed to scour life from the Dragon 
  Isles. Because the islands are isolated, each one is an 
  ideal demesne (in some cases, ‘toy’ is the better word) 
  for any wizard that can chase off or exterminate all 
  others casters on her island. Witch doctors, houngans, 
  magi, skinstealers and loa callers rise and fall as magi-
  cal chiefs and queens in the Dragon Isles, some faster 
  than the seasons can change. The Ephemera, these 
  kingdoms are called, and they bring war and destruc-
  tion to the sands and jungles of the archipelago.
   
  To persevere athwart this tide of misfortune, 
  the islanders are slightly more magic-resistant than 
  even the ninebloods. Their magic resistance extends 
  even to the land’s doom. When pushed, an islander can 
  push back against the doom, diminishing it.
  
  4
   
  Another difference from the ninebloods is the 
  islanders’ appearance. Where the mainlanders have a 
  great diversity in appearance, the islanders almost all 
  are brunet, with blue or silver eyes, and dark skin.
   
  The last difference is subtle. It goes to the 
  heart of what it means to be an islander. In short, it is 
  this: islanders are the most paranoid of people. From 
  natural disasters to the walking dead, from madfire 
  one season to a mad free mage the next, the islands are 
  roiling with peril. Even if she is reclining in a bower 
  of heliotrope, sipping indaja nectar from a teak cup 
  and licking roast peacock juices from her fingers, an 
  islander is always on edge, watching for shadows in 
  the bower and poison in the nectar. It is not something 
  taught, this edginess; it is how simply the blood runs 
  on the edge of the world.
   
  In the game. Islanders make excellent shadow 
  and social class characters. Their paranoia is excel-
  lent for intelligence operations, scouting missions, 
  and dinner conversations that are little more than open 
  interrogations. The ability to decrease a doom is a 
  potentially life-saving ability for a spy who plans to 
  operate in dangerous environments without immediate 
  back-up.
   
  Most rolls against the doom are made by skills 
  and characteristic checks. Try to amass as many skills 
  as possible. Again, shadow and social classes excel 
  here.
   
  Creating and roleplaying an Islander. Full of 
  salt water and magma, sun and storm, islanders are 
  prone to paradox. Remember the “love what you hate” 
  adage that is common in the Kingdoms; it meshes 
  paritcularly well with the islander mind set. Other 
  roleplaying tips follow.
   
  • Pick one island for your home and develop 
  it. Who lives there? How did it influence you? There 
  are unnumbered islands in the Dragon archipelago, so 
  there is plenty of room for one more that you make up. 
  Match it with your character’s inspirations, history, 
  and goals.
   
  • Indulge yourself. A typical islander grew up 
  in the midst of hauntings, jungle drumbeats with un-
  nerving origins, and dragon flight clashes that shook 
  the stones off the volcanoes. Yet you managed to 
  survive. Likely, your character is the type who knows 
  how to relish a meal of roast pig while watching the 
  end of all things.
   
  • Develop some paranoid habits. Sooner or 
  later, the dread gets to everyone in the islands. Maybe 
  your character has facial tics. Maybe he stutters (but 
  keep this one minimal; it can annoy your fellow play-
  ers). Maybe your character carries two coconut seeds 
  in his left hand, and he won’t stop rolling and clicking 
  them.
   
  • Give your character a motive for leaving the 
  islands. A lost love, a chance at riches, an arcane com-
  pulsion. Tie it to an inspiration if you like.
   
  Racial abilities. When resisting magic, increase your 
  die size by one.
   
  Decrease the doom by one for any roll for 
  which you invoke an inspiration. The doom is lowered 
  only for you, not anyone else.
   
  You gain a one die-size increase on perception 
  rolls.
  
  5
  Wights
  If fear is the oldest emotion, then power is the oldest 
  desire. That desire formed the wight race.
   
  Unlike the other races, with the arguable 
  exception of the princes and princesses of wolves, the 
  wights are artificial. They made themselves. It started 
  millennia ago, in the inner caves of the outer isles, 
  where chalk and ochre drawings on cave walls de-
  pict the early kings dangling stick-figure infants over 
  bubbling cauldrons. The fire spits groaned under the 
  weight of undying sacrifices, mothers burnt charms 
  over wailing babes, and the kings anointed the first-
  born in each warren. Misguided or inspired as they 
  may have been, these people were not cowards. Seek-
  ing power, immortality, or knowledge, they fashioned 
  their hearts, souls, and minds from darkness and hu-
  man clay. The wights emerged.
   
  Today wights partially fulfill the dreams – or 
  nightmares – of those early cauldron tenders. They 
  are human, but they are also more. They 
  live somewhat longer than other humans 
  and trolls; up to 80 years of undiminished 
  agility and acumen precede a precipitous 
  decline into dust. Wights can survive for six 
  minutes without air, six days without water, and six 
  weeks without food (values that are roughly double 
  the human norm). Cold and poisons do little to harm 
  a wight, whose body is already cool to the touch, and 
  whose blood is already almond-scented poison. But 
  the early kings would be most proud of the wights’ 
  ability to thrive on the fear of their weaker, unaltered 
  cousins. It is this ability, the ability to exploit oth-
  ers’ fears, that other humans find most threatening in 
  wights.
   
  Rarely, wights are tolerated by Kingdoms 
  society. More fequently they are pariah or even prey. 
  There are rumors of kings keeping covens of wights 
  for purposes only guessed at. In a few places, how-
  ever, wights dominate. The kings are cold in Varteka, 
  Malyrigaaz, and Muda-Tarsk, as well as in many 
  (likely ephemeral) kingdoms of the Dragon Isles. 
  Where wights rule, common folk of other races emi-
  grate. They have no desire to live in a territory ruled 
  by a monarch who can eat their fear.
   
  In the game: Fear is a powerful tool for you. 
  The more your adversaries are afraid, the better off 
  you will be. Consequently, learn talents that play on 
  fear. The aptly named Fearsome is one. Your home can 
  be another way another way to raise hackles. Appoint 
  it in keeping with your desire to inspire fear and its 
  heralds, unease and dread. Choose your organization 
  to support your lifestyle. The sunny amphitheater of 
  the Royal Jongleurs’ Repertory company probably is 
  no place for a wight; but the mausoleum of the Necro-
  mancer’s Guild is.
   
  Wights, like ninebloods, have no specific pre-
  ferred class. Battlefields are often awash in fear, and 
  wights are able warriors. But they also make danger-
  ous diplomats, courtiers, and traders. The battlefield 
  is not the only place where a wave of fear can turn the 
  
  6
  tide.
   
  Creating and playing a wight. Artificial wights 
  may be, but they are not necessarily wicked. Most 
  wights srruggle to decide whether or not to promul-
  gate fear and dread. On the one hand, the wight gains 
  personal power from doing so. On the other hand, the 
  wight may have a conscience, or he may wish to avoid 
  finding himself at the end of a pitchfork or tied to a 
  stake after spreading one terror too many. Emphasize 
  the temptation and struggle of a wight in your roleplay 
  (unless you are consciously playing against type). 
  Here are some tips for freighting your wight’s scenes 
  with fear.
   
  • Give your wight a distinctive presence. May-
  be she smells like humus. Maybe blackbirds always 
  land near her when she’s outside. Maybe her voice 
  sometimes sounds much further away than it should. 
  Maybe windows and wine glasses break now and then 
  when she walks by.
   
  • Consider appearance. A wight’s skin is pale, 
  although it may have garnet, white, black, or sallow 
  overtones. They have lightning-white hair, or bitumen 
  hair, or hair that is white with black like a snowfield 
  crossed by ravens. Most wights are thin. Eyes range 
  from black to cerulean, and facial features tend toward 
  aquiline and vulpine elegance.
   
  • Keep some mystery. The oldest and strongest 
  fear is the fear of the unknown. Keep the other players 
  apprehensive with your secrets. 
   
  • The best way to be associated with fear is to 
  be scary. To scare NPCs, consider the tactics discussed 
  in “In the game” above. To scare your fellow PCs, 
  learn some risky spells or maneuvers. If you have a 
  small chance of magical catastrophe every time you 
  start an incantation, you can bet the other players are 
  going to think you’re a little bit scary. They might 
  think other things about you, too, but that’s what play-
  ing a wight is all about.
  Racial abilities. When resisting magic, increase your 
  die size by one.
   
  You take 1 less point of damage (body damage 
  or characteristic damage) from cold, poison, disease, 
  and death magic.
   
  You feed on other’s fears. Once per scene, you 
  can use someone else’s fear as an inspiration. If it is 
  fear of you, you can use it twice. You know if there is 
  fear in a man (you must be able to see him).
  Prince of Wolves, 
  Princess of 
  Wolves
  A prince or princess of wolves is a child abandoned in 
  the wild.
   
  Why would a mother do this? If you lived in 
  the Kingdoms, you wouldn’t have to ask. Kings are 
  not kind to children. Children dream, and hope, and 
  love. The kings teach them how wrong this is, how un-
  bridled inspirations can have disastrous consequences. 
  Their lessons are not gentle. They are wicked enough 
  that a tradition has developed, fervently denounced 
  by the monarchies, that if the stars are the right color, 
  and the season is right, then when a mother lays her 
  babe down on a bed of moss and ferns in the forest, 
  or rubbish in the alley, magic can save the child. The 
  tradition says that a pack of wolves, or perhaps wild 
  dogs, awakens to intelligence, and runs with the child, 
  keeping it safe from kings and cruelty.
   
  The mothers are driven to this from different 
  backgrounds. A courtier who despises the society she 
  uses. A farmer’s wife who refuses to watch another 
  son broken by the Duke’s professors. A housemaid 
  who sees what the nobility do to children with too 
  much spirit. All that they share is desperation. They 
  choose to leave the child to the wolves rather than to 
  let the child be brought up in a Kingdom where he will 
  learn to forego passion, forget love, lose himself in the 
  safety of the Kingdom.
   
  Most times, the trick does not work. The chil-
  dren are never seen again. But now and then, when 
  magic and the stars are right, it does work. The ad-
  vent of a human child awakens the wolves. The pack 
  becomes intelligent. It raises the child, and it loves the 
  child.
  
  7
  And then the child leaves the pack. Often many years 
  have passed, and he is now a man. At night, he jogs 
  over manicured lawns and scampers over city walls. 
  He is coming back. Some come back wild, some 
  angry, some hurt. Some come back to the very house 
  they were born in; others come back to villages and 
  cities they have never seen before. They are never the 
  same. They always come back missing the pieces left 
  with the wolves and carrying the pieces the wolves are 
  missing. There are sorrowful howls in the forest where 
  the child has left.
   
  From there, stories diverge. Some princes of 
  wolves are able to masquerade in society; happy in 
  some fashion for decades. Others return to their packs 
  after tasting and despising society. Some take the time 
  before returning to the woods to break their mothers’ 
  hearts, cruelly and at length. And there are some who 
  successfully reunite with both their wolf family and 
  their human family.
   
  In the game. Princes of wolves make ex-
  cellent warriors and rogues. Their mobility means 
  that they can reach targets quickly, and the hu-
  man magic resistance means that they are often 
  able to ignore any magical obstacles on the battle-
  ground. When selecting combat styles, choose 
  styles that can take advantage of mobility. Savage and 
  mounted are ideal for princes of wolves.
   
  Ironically, princes and princesses of wolves are 
  valued in human organizations. Their mobility makes 
  them valued members of vanguards and thieves guilds 
  across the Claw. They are also held – especially in the 
  case of twins – as icons of resistance to the monarch’s 
  authority.
   
  Creating and roleplaying a prince of wolves. In 
  some ways, the prince of wolves is a narrower concept 
  than other races. You must work harder to make your 
  character stand out from other princes of wolves. Con-
  sider these tips: 
   
  • Describe your pack. Name the wolves, 
  sketch their personalities, draw a map of their hunting 
  grounds, talk about the way the pack smelled on cold 
  mornings and summer mornings and after crossing a 
  river. Talk about memorable hunts, favorite prey, and 
  pack enemies.
   
  • Know why you came back (or didn’t). This 
  is arguably the most important decision a prince of 
  wolves ever makes: Ought I return to society? Make 
  sure that your prince has an answer to that question.
   
  • Keep the wilderness in your character. Sniff 
  everything. Howl sometimes just to see if anything 
  howls back. Pace in circles. Try to set up the party 
  like a pack, with an alpha, beta, and omega. Not all of 
  these ideas work for every group – and perhaps none 
  of them do for yours. But consider them.
   
  • Twin princes or princesses of wolves are leg-
  endary and held to be omens: future kings and queens, 
  or destroyers. Are you a twin? Who is your twin? 
  Male, female, lost, known, loyal, traitor?
  Racial abilities. When resisting magic, increase your 
  die size by one.
  When a prince of wolves uses an inspiration with 
  chase action or with a combat maneuver that involves 
  movement, he can gain one extra range increment in 
  the chase or moves one extra area in combat.
   
  A prince of wolves gains two bonus points in 
  one Inspiration he has that involves his pack or his 
  human family. This does not count toward the normal 
  limit on inspiration points (ie, the character’s Heart 
  score).
  
  8
  outside of combat, or in between two combats. While 
  the blades are still out, regeneration is anything but a 
  guarantee of survival.
   
  A rain troll’s equanimity is a boon in negotia-
  tions. Trolls make excellent “face” characters because 
  they are not likely to fall for emotional tricks. If you 
  are building troll “face,” make sure that you place a 
  high score in reason as well as charisma so that you 
  are as cool-headed and temptation-proof as possible.
  Creating and roleplaying a rain troll. When describing 
  your rain troll’s appearance, remember that rain trolls 
  are ten percent larger than humans, with skin tones 
  ranging from icy blue to deep-water green, and small 
  permanent horns or seasonal antlers.
   
  Consider these tips for roleplay:
   
  • If you are playing an iconic advisor troll, 
  think of some aphorisms ahead of time. “The rose 
  does not always go to the most beautiful.” “Such a 
  tragedy that love does not preclude hate.” “How sad 
  that what is pleasing to the purse is not always pleas-
  ing to the heart.” Utter them often to chide your fellow 
  players or to make wise but obscure statements about 
  the future.
   
  • Know how your regeneration works, and 
  Rain Troll
  The rain trolls have always been in the Claw. In the 
  days before the seradynn arrived, they were called 
  simply trolls. Nowadays, they are sometimes still 
  called simply trolls, but they are also known as ‘rain 
  trolls’ because of their high populations and presumed 
  origins in the deluged jungles of Jakatta.
   
  Other than occasional horns, slightly larger 
  frames, and blue-green skin tones, rain trolls appear 
  similar to humans. Appearances do not tell the whole 
  story here, however, for there is an important differ-
  ence. Trolls regenerate.
   
  Regeneration allows trolls to approach crises 
  more philosophically than many humans would. After 
  all, it is easier to remain calm despite an arrow pierc-
  ing your liver if you know that the organ can heal 
  itself almost as quickly as you can remove the shaft. 
  This calm and deliberate outlook is stereotypical of the 
  rain trolls. Many humans in the Kingdoms say that to 
  truly understand a troll, you have to understand some-
  one who would rip his own arm off just to scratch his 
  back better. This is an exaggeration, of course. Trolls 
  feel pain as humans do, and they avoid autoamputa-
  tion. As with much hyperbole, however, the adage 
  contains a kernel of truth. Troll regeneration offers 
  options beyond the reach of humans.
   
  The iconic image of a troll is a wise counselor, 
  vizier, or sage. Their “long view” approach to life al-
  lows them to master a broad array of skills. But they 
  are not exclusively advisors and eminences grises. 
  On the contrary, rain trolls are to trollkind what nine-
  bloods are to humankind: the most numerous, suc-
  cessful, and known of their species. Trolls fill many 
  roles across the Kingdoms. They are farmers, miners, 
  rebels, bakers, soldiers, brewers, and anything else 
  that can make gold and love in the world.
   
  In the game: Troll regeneration is a valu-
  able ability for any warrior, but it can be handy for 
  other characters as well. Using it in combat requires 
  two rounds, so look for talents, fighting styles, class 
  abilities, and allies that can buy you a round. Also, 
  avoid overconfidence. Regeneration is often best used 
  
  9
  take advantage of it. Often this means contriving some 
  short rest after combats. Think about how your re-
  generation looks and sounds (do you hear bones pop 
  back together? Does it smell like ozone?). Be ready to 
  describe your regeneration as well as use it.
   
  • Play up to or play against the stereotype of 
  the troll as a wise counselor. Either nod sagely and 
  treat everyone else in the party as a student, or play a 
  fixer-loving, wizard-mocking, wild troll with a mess 
  of a personal life and a shaved stripe down his scalp 
  tattooed with Thus to Tyrants.
   
  • In social encounters, maintain an even 
  emotional keel. When someone insults you, raise an 
  eyebrow. When someone insults your parents, your 
  homeland, your children, and what your parents and 
  your children do together in dark recesses of your 
  homeland, pause a beat as if you are studying him, and 
  say, “Fascinating.”
  Racial abilities. Trolls regenerate. They can regener-
  ate their body score per season (so, 4 or 5 Body per 
  season for the average troll). This can re-attach limbs, 
  organs, and the head. If a vital part of a troll’s anatomy 
  is withheld or prevented from regrowing for a sea-
  son, then the troll dies. Parts with the ability to move 
  (crawling hands, inching legs) move dumbly toward 
  their fellow parts if such exist within 50 feet; other-
  wise, detached parts are inert. If a troll is brought to 
  0 body and burned, it cannot regenerate. In combat, a 
  troll can regenerate 1 body by using two consecutive 
  tricks. Troll regeneration does not regenerate charac-
  teristic damage unless the troll has another ability that 
  allows this.
   
  When resisting any social attack or a change in 
  mood, increase your die size by one.
   
  You can have one more history than normal 
  (that is, one more than your Reason score).
  Seradynn
  The seradynn arrived forty-eight years ago, in living 
  memory for some in the Kingdoms.
   
  The first discovery took place aboard the 
  Windsnare. The discovery was a troll foot, wrapped in 
  cheesecloth, in a crate of bacon forks destined for the 
  table of a tycoon of far Oryn-ja. The stevedore who 
  unwrapped the foot did not know what to make of it. 
  Contrastingly, the foot knew exactly what to make 
  of itself. Namely, a new troll. It twitched out of the 
  shocked stevedore’s hand and began an awkward toe-
  crawl toward a pottery crate. Out of that crate flopped 
  a troll leg. The foot and leg attached. Then they 
  knee-hiked to a wine barrel, where a one-armed torso 
  groped over the rim and assembled itself with the foot-
  leg. And so on. Other stevedores watched troll bodies 
  reform all across the Windsnare.
   
  The same events played out everywhere in the 
  harbor of far Oryn-ja that day. Not a single regener-
  ated troll knew where he had come from or why he 
  arrived dismembered and scattered in cargo holds. The 
  origin of the seradynn remains a mystery to this day.
   
  The new trolls were not the same as the old. 
  Where rain trolls are slightly taller than humans and 
  thick, seradynn are slightly shorter and lithe. The 
  horns of seradynn are varied, and many seradynn have 
  a tail. Despite these bestial accents, the seradynn retain 
  elegant facial features. This combination of the savage 
  and the beautiful has earned the seradynn the epithets 
  Dark Graces and Beast Troll (the word seradynn itself 
  derives from a prophecy of the Inquisition in Dynn 
  that speaks of a race of beasts rising in the land of 
  men).
   
  Seradynn do not in general share the same sage 
  minds as the rain trolls. Their even closer relationship 
  to magic turns them down other paths.
   
  In the game. Seradynn are known to be magi-
  cal, so be prepared for enemies to meet you with 
  Parapet Defense in combat and a spellbound coterie at 
  feasts and social occasions.
   
  Keep in mind that the strength of the seradynn 
  is his magic score. Pick up talents, abilities, and styles 
  that capitalize on your magic score. Dramba sympathy 
  magic and Hearts both allow you to take damage in-
  
  10
  stead of allies; this is combines well with your regen-
  eration ability.
   
  The bonus to magic does not mean that you 
  need to be a witch or wizard. Far from it. Magic per-
  meates the world. There are many ways to draw on 
  its power and leverage your increased magic score: 
  building your home in a magical place, acquiring and 
  using items that only function for someone with a high 
  magic score, or learning combat maneuvers that train 
  physical defenses while leaving you to rely on natural 
  talent (ie, your high magic score) for magical defense.
   
  Creating and roleplaying a seradynn troll. The 
  seradynn are a blank slate. They have appeared in the 
  Kingdoms with no past and no memories.
   
  • Decide what your character believes about 
  the origin of the seradynn. Are they on the run from 
  one of the savage parts of the world? Are they an 
  experiment by a mad king? A magic accident? There 
  is a popular culture in the Kingdoms that has decided 
  the seradynn must be on the run from someone or 
  something. But there is no consensus as to what that 
  someone or something is, and there is little evidence 
  save the seemingly last-resort nature of the seradynn’s 
  arrival to support the culture in the first place.
   
  • Affect a habit involving one of your non-hu-
  man body parts. Perhaps you’re ashamed of your tail 
  and always hiding it. Perhaps your horns made you an 
  outcast in a human village growing up. Or maybe your 
  tail always rises embarrassingly whenever you smell 
  chocolate.
  
  11
   
  • Seradynn often feel the need to settle. Own 
  a home and secure it. Define the areas with social en-
  counter bonuses that suit your troll. When other char-
  acters come over, make them wait while your guards 
  check them.
   
  • As always, choose inspirations to match your 
  character’s goals, personality, and background. Does 
  she embrace magic or resent it? Does she want to dis-
  cover her race’s past or forget it? 
   
  Racial abilities. Trolls regenerate. They can regener-
  ate their body score per season (so, 4 or 5 Body per 
  season for the average troll). This can re-attach limbs, 
  organs, and the head. If a vital part of a troll’s anatomy 
  is withheld or prevented from regrowing for a sea-
  son, then the troll dies. Parts with the ability to move 
  (crawling hands, inching legs) move dumbly toward 
  their fellow parts if such exist within 50 feet; other-
  wise, detached parts are inert. If a troll is brought to 
  0 body and burned, it cannot regenerate. In combat, a 
  troll can regenerate 1 body by using two consecutive 
  tricks. Troll regeneration does not regenerate charac-
  teristic damage unless the troll has another ability that 
  allows this.
   
  Increase your magic score by 1.
   
  Any time you gain a talent, you can take a 
  magic talent regardless of the options listed.
  Assign a 3, 4, 5, 6, 7, and 8 to each of the following 
  characteristics. You can increase these characteristics 
  as you gain levels.
   
  The characteristics are:
   
  • Strength
   
  • Quickness
   
  • Reason
   
  • Charisma
   
  • Magic
   
  • Heart
   
  As you advance, your characteristics increase 
  (see the next chapter). But there is a limit to troll and 
  human bodies and minds. No characteristic except 
  Characteristics
  heart can be raised above 15. As always, magic and 
  other exceptions may apply, but 15 is the normal limit 
  to characteristic scores.
  Strength
  Quickness
  Reason
  Strength measures the force you can exert and the pun-
  ishment you can take. Some fighting styles, weapons, 
  and armor require minimum strength scores.
   
  Stronger characters are more likely to resist 
  diseases, withstand the elements, or hang on to the 
  peak of the obelisk until the zeppelin arrives and 
  throws down a rope. During the course of play, you 
  might need to make a strength roll to bend bars or lift 
  gates, to push a wizard off a cliff, to shrug off the ef-
  fects of a poison, or to endure in a blizzard.
  A quick character can dodge blows and strike with 
  an accuracy improved by speed. Quickness is also an 
  index of a character’s overall agility. You want a high 
  quickness if you plan on picking pockets in the bazaar, 
  scaling courtyard walls, or melting into the shad-
  ows before the queen’s guards can see you. As with 
  strength, certain fighting styles and weapons require 
  minimum quickness scores. Quickness is the default 
  characteristic in chase scenes, making it essential for 
  characters that live on the run.
   Reason allows you to resist taunts, maintain your 
  compsure in battle, and discern the details that a duller 
  mind misses. If you want a character that builds tre-
  buchets, pilots zeppelins, and maintains a castle, you 
  want that character to have a high reason score.
   
  Reason along with charisma is very important 
  in social encounters, where it allows you to defend 
  against the insinuations, backhanded compliments, ac-
  cusations and insults of your fellows.
  
  12
  Every child is born 
  with some amount 
  of magical aptitude. 
  This characteristic 
  measures that apti-
  tude. Magic is used 
  to cast spells, but it 
  is also used to resist 
  spells. You roll your 
  magic die to survive magic storms, activate a warded 
  item, or fight off a magical disease. A wizard character 
  needs a high magic score. Anyone who expects to be 
  fighting witches and wizards also does well to invest 
  in a high magic score.
  Charisma
  magic
  Heart
  A character with a high charisma might be a leader, 
  a comedian, or a beauty. A high charisma score may 
  mean that you create a great first impression, that you 
  are a warm friend, or that you cut an imposing figure 
  on the battlefield. You should decide at character cre-
  ation the origin of your character’s charisma (or lack 
  thereof!).
   
  As the game plays out, you might make a 
  charisma roll to barter for a cheaper sword at the 
  blacksmith, to win the princess’s hand, or to rally your 
  troops.
   
  Not surprisingly, charisma is very important in 
  social scenes. It is also important if you want to fully 
  employ flamboyant, 
  extroverted combat 
  styles like Swash-
  buckler.
  Courageous men have conquered more kingdoms than 
  all the clever magicians and strong warriors combined. 
  A character with a large heart may be generous, ambi-
  tious, kind, or intransigent. His passions burn hotter, 
  his loves are fiercer, than those of ordinary men. You 
  might need Heart to swing your sword even as your 
  vision grows dark from your wounds, or to love a 
  Health
  There is more than one way to hurt a man.
   
  Body. Body represents physical health. 
  Wounds, disease, poison, fatigue and more can lower 
  it. Rest, care, and magic can raise it. It starts at 5. 
  Rules for body 
  damage and recov-
  ery are in Chapter 
  3 with the combat 
  rules. 
   Mood. A char-
  acter’s mood 
  shades his actions. 
  Characters mired 
  in depression are 
  less effective than 
  characters ener-
  gized by a sense 
  of purpose. A 
  high mood score 
  might represent 
  happiness and 
  fulfillment, but 
  it could just as easily represent intensity, confidence 
  or righteousness. A low score might represent sad-
  ness or despair, but it could also represent frustration, 
  confusion, or guilt. Mood starts at 1. The full rules for 
  mood are in Chapter 2.
   
  Reputation. Reputation measures the social 
  health of a character. Unlike body and mood, a char-
  acter can have multiple reputation scores. All his 
  reputations start at zero; they change only when a 
  character does something notable. Chapter 10 ex-
  plains how to gain and lose reputation.
  woman that the entire kingdom despises, or to 
  persevere after your son falls in battle.
  
  1
  Part III
  Chapter Twelve: 
  Classes & Advancement
  Your character’s choice of class determines his access 
  to fighting styles, magic styles, talents, characteristic 
  increases, and special abilities. Choices within a class 
  are often more important than the class itself. A rogue 
  who learns free sword and chooses martial talents 
  plays much differently than a rogue who learns dag-
  ger-and-wine and chooses social talents, for example. 
  Still, class makes a difference.
   
  When creating a new character and whenever 
  your character gains a level, choose one class and 
  advance one level in that class.
   
  The classes are:
  • 
  Chosen One
  • 
  Engineer
  • 
  Fixer
  • 
  Noble, Courtesan, Courtier
  • 
  Rogue, Assassin
  • 
  Savage
  • 
  Trader
  • 
  Warrior
  • 
  Wizard, Witch
  Chosen One
  The chosen never choose. Destiny chooses them.
   
  Chosen are the children of fate, the inheritors 
  of doom, the unlucky souls who do not choose great 
  power or great responsibility but have both thrust upon 
  them. A chosen one is a normal person until the time 
  that destiny calls.
  A chosen one might be the reincarnation of an ancient 
  mystery cult’s savior, with no knowledge of his true 
  identity until the cult lamas come to venerate 
  and instruct their reincarnated lord. A chosen 
  one might be a farm girl whose tilling turns up 
  an ancient sword that begins to whisper 
  
  2
  CHosen One
  Level
  Level Title
  Powers Gained
  1
  Awakened
  Two fighting or magic styles (apprentice); Focus skill.
  2
  +1 Strength, Quickness, or Magic
  3
  Talent (martial, magic).
  4
  Fighting or magic style (master).
  5
  Chosen
  Fighting or magic style (apprentice). Focus inspiration. +1 Body.
  6
  Talent (any save doom).
  7
  Fighting or magic style (master).
  8
  Talent (any).
  9
  Talent (martial, magic). +1 Strength, Quickness, or Magic.
  10
  Destined
  Grand fighting or magic style (apprentice). Doom talent. Shrine.
  15
  Movement. Doom talent.
  20
  Revolution. Doom talent.
  Like all classes, a chosen one gains a history with every level increase and a heart increase at every level divis-
  ible by five (5, 10, 15, etc.).
   
  The styles taken at level one do not have to be of the same type (martial or magical), but one must be 
  designated the “primary” style. If the primary is a magic style, then the chosen one’s levels count as magic 
  levels. If it is a fighting style, then the chosen one’s levels count as martial levels. The chosen one’s mastery at 
  level four and grand style at level five must be the same type as the primary style.
  At 11th level and every third level past 10 (13, 16, 19, etc.), a chosen one gains one talent of any type (except 
  doom).
  At 12th level and every fourth level past ten (14, 18, 22, etc.), a chosen one gains apprenticeship in a new 
  fighting or magic style (including a grand style) or mastery of a style she already knows. The apprentice cannot 
  choose fighting styles if he is primarily a magic class, and vice versa.
  At every other level not listed above, a chosen one gains +1 to strength, quickness, or magic; gains the Move-
  ment ability; increases his focus inspiration by 1; or increases his focus skill by 2, or a doom talent if the level 
  is divisible by 5.
  
  3
  to her and urges her to join a millennia-old shadow 
  war.  Another chosen one might be a young girl who 
  catches a book falling from a passing zeppelin, reads 
  it, and suddenly finds herself inducted into a secret 
  society she never knew existed.
  Hosting an ancient spirit, inheriting forbidden 
  knowledge, discovering new secrets: there are many 
  ways to be chosen. The result is what matters. The 
  character is now part of something greater than her-
  self (and likely much older).
   
  Some chosen develop physical prowess, oth-
  ers arcane. All are powerful. A chosen:
  • 
  Draws power from a source of legend.
  • 
  Battles with blade, spell, or both.
  • 
  Heralds a time of great change – if she lives.
  Adventure Ideas:
  Chosen are almost precluded by their nature from 
  leading normal lives. A momentous event has 
  brought great power to them, and nothing can ever 
  be the same again.
   
  Chosen adventures concentrate on several 
  themes. Self-exploration is a major one. Why were 
  they chosen? What is special about them, if any-
  thing? And if nothing is, do they really deserve their 
  gift and their burden? Other recurrent themes in 
  chosen adventures include living up to one’s destiny, 
  discovering one’s destiny, and fighting off the cults 
  that have arisen over centuries to prevent a prophesy-
  girl like you from coming to power.
  In the Kingdoms:
  The monarchs hunt chosen ones. Some kings act 
  on the barest hint of prophecy, and they fill rows of 
  oubliettes with children in iron masks and manacles, 
  each child bearing the stink of destiny from one 
  soothsayer or another. Kings suspect everyone, but 
  they know that their suspicions are correct, always, 
  when it comes to a child of fate. Kings cannot suffer 
  prophecy.
   
  Commoners hunt chosen ones too. But with 
  commoners, the chosen one has a chance. Often, the 
  villagers blame the chosen one for the latest magi-
  cal disasters, droughts, and famines, and many are 
  stoned. If the chosen one is charismatic enough, 
  however, and especially if she is powerful enough, 
  a village or neighborhood may adopt her as a totem. 
  She wakes up every morning to strawberries, peo-
  nies, and weak beer on her sill.
   
  If she grows powerful enough and wise 
  enough, a chosen one fulfills her destiny. Usually 
  this destiny is greater than her and affects her world 
  in profound ways. She might change the culture of 
  an entire kingdom, herald the end of a decades-long 
  war, or quiet the magic that has plagued a coast.
  Chosen Abilities
  Spellbound. If you learn magic abilities, you are spell-
  bound.
  Apprentice in a style: You may use all the spells or 
  maneuvers of one fighting or magic style that are not 
  mastery spells (marked with M).
  Mastery of a style: You may use all the spells and 
  maneuvers of the fighting or magic style. You must 
  already know the style at the apprentice level.
  History. At each level, you gain one history point.
  Talent. You gain a talent of the designated type. If 
  your chosen one levels are martial, you cannot take 
  the magic option when given a choice between martial 
  and magical, and vice versa.
  Focus skill. Choose the focus of your power: a ring, a 
  sword, a shield, a second spirit that shares your body. 
  The focus shares the history of its legend to you. You 
  gain an extra history with value 6, but the history must 
  relate to the focus and why you are chosen. This does 
  not count against your normal history limit; you may 
  raise it as if it were your own.
   
  If your focus has a physical form, you can 
  
  4
  repair it and even increase its quality. The cost rep-
  resents gold for fixer’s oils, smiths’ labor, and secret 
  ceremonies to revive the dormant power in the focus. 
  It costs as much to increase the quality of your focus 
  as it would to buy any other object of the same type 
  and increased quality.
  In other words, buy a new sword and increase its qual-
  ity by one. That’s your new focus sword (or whatever 
  item you buy). The intent of this rule is to keep your 
  focus scaling with your wealth and level, so that you 
  don’t become a level 20 chosen one fighting with a 
  quality 3 sword (unless you are impoverished and 
  down on your luck, in which case, your focus may or 
  may not be as damaged and worn as you are!).
   
  Finally, although your focus can be separated 
  from you or damaged, its destiny is tied to your own. 
  As long as you survive, circumstances conspire to 
  keep the focus from being destroyed (or even kept 
  separated from you for very long, say, more than a few 
  days).
  Focus inspiration. Your focus has its own destiny and 
  inspiration. Choose one in keeping with its motiva-
  tions and write it down on your character sheet. The 
  inspiration’s value is 2 and its heart is equal to your 
  chosen one level. You may use the focus’s inspiration 
  to aid you, although the GM retains veto power over 
  this use because the inspiration belongs to the focus, 
  not you. The GM may also compel the inspiration’s 
  use if the right occasion arises. This does not count 
  against your normal limit of inspirations.
  Movement. Your destiny pulls others. A cultural move-
  ment gathers in your wake. If you do not already have 
  one, you gain an organization of followers. Usually 
  this is an armed legion or secret society. If you do 
  already have one, increase its scope, efficiency, and 
  one other characteristic by 1. You also gain reputations 
  equal to your Charisma, if you wish (you may be a 
  faceless, anonymous hero if you prefer).
  Revolution. Your destiny has rallied the people to your 
  cause. You can rewrite the culture entry of one area 
  whose scope is no greater than your chosen one level 
  (this could be a small kingdom). You should choose 
  this area early on in and relate it to your focus.
  Engineer
  Engineers build cathedrals, zeppelins, castles, cannon 
  and more. They live by their wits. This is not so dif-
  ferent from a courtesan or an ambassador, but where 
  those seek to master men, an engineer seeks to master 
  nature.
  An engineer’s devices must survive and function in a 
  world filled with magic and chaos. Not every device 
  functions perfectly every time, but engineering in the 
  Kingdoms has advanced to the point where reliable 
  items are possible. There are few people in civiliza-
  tion, at any level of society, who do not know of the 
  benefits that an engineer affords his fellow man. The 
  
  5
  Engineer
  Level
  Level Title
  Powers Gained
  1
  Draftsman
  Engineering. Signature item. Fighting style (neophyte).
  2
  +1 Reason.  Fighting style (apprentice). Advanced learning.
  3
  Maintenance. Talent (shadow, social).
  4
  Engineer
  Artisan’s quality. Master of the environment. Combat engineer.
  5
  Fighting style (neophyte). Advanced learning.
  6
  Fighting style (apprentice). Talent (social, shadow, or martial).
  7
  Construction. Combat engineer.
  8
  Higher learning.
  9
  +1 Reason. Fighting style (neophyte). Talent (shadow, social).
  10
  Chief Engineer
  Research.  Mechanical advantage. Combat engineer. Apprentice of a 
  grand fighting style. Higher learning.
  15
  Work of genius. Improved artisan’s quality.
  20
  Master of Wonders.
  Like all classes, the engineer gains a history at each level and a heart increase at every level divisible by five (5, 
  10, 15, etc.).
   
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (social, shadow, or 
  martial).
   
  At 12th level and every fourth level thereafter (16, 20, 24, etc.) you gain apprenticeship in a new fighting 
  style (including a grand style) or mastery of a style you already know at the apprentice level.
   
  At every level not included above or listed on the table, the engineer either gains higher learning, combat 
  engineer, +1 reason, or work of genius.
  heated floors, soaring aqueducts, giant mills and 
  dams, and ponderous zeppelins are testimony to the 
  efficacy of engineers.
  An engineer on an adventure usually clutches his 
  gadgets like talismans. Tuned monocles, trick 
  staves, wheellock pistols and spring-loaded grap-
  pling hooks are staples of the engineer’s adventur-
  ing kit. 
   
  Play an engineer if you want to:
  • 
  Direct bombardments and sieges.
  • 
  Collapse walls and crash chandeliers on 
  your opponents’ heads.
  • 
  Deploy an arsenal of gadgets.
  Adventures
  Engineers find power in machines. They constantly 
  go into the field to test new gears, new vehicles, 
  new weapons. Among the armed legions, engineers 
  are valued highly. A combat engineer can change 
  the course of a battle with sapping, entrenchment, 
  or a trebuchet bombardment. On a more individual 
  scale, adventuring companies also value engineers. A 
  dungeon engineer is frequently essential for crossing 
  difficult impasses or breaking into sealed vaults, and 
  a wilderness engineer is indispensable for piloting the 
  expedition’s vehicles and crafting traps, shelter, and 
  
  6
  artillery from scavenged local materials.
  In the Kingdoms
  Engineers are a relatively new profession. They are 
  still rare, but their advances have made them stand 
  out among the woodsmen, farmers, tailors, and the 
  rest. Reliable zeppelins are perhaps the engineers’ 
  most significant achievement, and the new prototype 
  submersibles may soon rival them. Kings are taking 
  notice. Whether or not that is good or ill for the engi-
  neers remains to be seen.
  Engineer Abilities
  Fighting style (neophyte). You may use the balanc-
  ing maneuvers and two others of your choice from 
  a particular fighting style. You must be able to reach 
  your chosen maneuvers from one of the balancing 
  maneuvers.
  Fighting style (apprentice): You may use all the 
  spells or maneuvers of one fighting or magic style 
  that are not mastery spells (marked with M). You 
  must already know the style at the neophyte level.
  Fighting style (mastery). You may use all the spells 
  and maneuvers of the fighting or magic style. You 
  must already know the style at the apprentice level.
  History. At each level, you gain one history point.
  Talent. You gain a talent of the designated type. If 
  your chosen one levels are martial, you cannot take 
  the magic option when given a choice between mar-
  tial and magical, and vice versa.
  Engineering. Roll your engineer level as a bonus die 
  on all rolls related to engineering (minimum d4).
  Signature item. Pick one engineering item. It be-
  comes your signature item. As long as you can 
  narrate your actions plausibly, you can always use 
  your signature item in combat with an environmen-
  tal trick to increase or decrease the trick’s attack or 
  defense die size by one. If your narration is thrilling 
  and draws cheers, you can increase or decrease the 
  die size by two. You can change your signature item 
  when you gain a new wealth level. 
  Advanced learning. You gain two histories instead of 
  just one.
  Artisan’s quality. When you use an engineering item, 
  consider its quality to be one higher than it actually is.
  Maintenance. Choose three items (weapons, armor, or 
  engineering item). You can maintain them at a qual-
  ity two higher than normal. The items cannot have a 
  wealth level greater than your engineering level. The 
  items need not be your own, but you must have daily 
  contact with them.
  Master of the environment. Roll your engineering 
  level as a bonus die when attempting a mechanical 
  environmental trick.
  Construction. Treat all buildings as one wealth level 
  lower and one quality higher than listed for purposes 
  of purchase and construction (your organization gets 
  this bonus as well).
  Combat engineer. Pick one troop in your organization. 
  Your maintenance and oversight of that troop’s gear 
  increases their health, spirit, all maneuver attack, or 
  all maneuver defense dice by one size.
  Higher learning. You gain three histories instead of 
  just one.
  Mechanical advantage. Your environmental tricks do 
  1 extra point of damage in combat.
  Research. Your assistants in the laboratory know how 
  you like things done. When your organization does 
  research on engineering items or buildings, you can 
  roll as if you were there, even if you are far afield.
  Work of genius. An advancement suddenly becomes 
  clearer. Build one engineering item, building, or com-
  bat unit normally. Its quality is 3 higher than normal. 
  You can never build another work of genius of this 
  type.
  Improved artisan’s quality. When you use an engi-
  neering item, consider its quality to be 4 higher than it 
  actually is.
  Wonder worker. Your organization can build wonders.
  
  7
  Fixer [Shadow]
  Fixers are the apothecaries, surgeons, fences, and sag-
  es of the underworld. Like the traders, they maintain a 
  loose network across the Claw. Unlike the traders, the 
  fixers are a dark fraternity. Their fraterni-
  ty is built upon centuries of secrets, upon 
  knowledge lost and found and lost again, 
  upon betrayals masked with lies.
  Some fixers are heroes in the slums. They 
  cure the sick and shelter the innocent. Other 
  fixers are kingsmen and sadists. They exult 
  in pouring ratlight attar, redolent of anise 
  and decay, down the throats of struggling 
  traitors.
   
  A fixer refines nature in order to 
  create something more than nature. He 
  transmutes ash to death and water to life. 
  His potions, dusts, elixirs, sticks, and salves can burn, 
  disintegrate, petrify, heal, and transform. But fixers 
  do not rule their underworld demesnes because they 
  can distill from the natural world a spell’s power. No. 
  They rule because they can nullify a spell’s power.
   
  A fixer stands athwart magic and says, “Stop.” 
  His is the Great Work.
   
  You should play a fixer if you want to:
  • 
  Brew alchemical mixtures and transmute sub-
  stances and people.
  • 
  Fight against atrocities of magic.
  • 
  Join a clandestine fraternity that 
  extends as far as the Claw reaches.
  Adventure Ideas
  Fixers always need reagents, but even 
  more than that, they need knowledge. 
  A rumor of an eastern island king who 
  knows how to intensify drakatizon is 
  enough to send a fixer sailing into the 
  sunrise. Fixers plumb tombs and rummage 
  through every table overflowing with gew-
  gaws in the bazaar. They whisper with haggard 
  old crones on their death-beds and lonely nobles 
  in their marriage beds. All for a chance at knowledge.
  
  8
  Fixer
  Level
  Level Title
  Powers Gained
  1
  Fence
  Alchemy. Signature item. Fighting style (neophyte).
  2
  Inventory. +1 reason or charisma. Fighting style (apprentice).
  3
  Talent (social or shadow).
  4
  Fixer
  Fix. Artisan’s quality.
  5
  Battle fix. Fighting style (apprentice).
  6
  Talent (any save doom).
  7
  Hack, Barber
  Fixer’s friends. Research.
  8
  Battle fix. Fighting style (master). 
  9
  +1 reason or charisma. Talent (social or shadow).
  10
  Doctor, Artiste 
  Transfuse. Transmute. Fighting style (apprentice). Battle fix.
  15
  Sanctuary. Improved artisan’s quality.
  20
  The Great Work.
  Like all classes, the fixer gains a history at each level and a heart increase at every level divisible by five (5, 10, 
  15, etc.).
   
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (social or shadow).
   
  At 12th level and every fourth level thereafter (16, 20, 24, etc.) you gain apprenticeship in a new fighting 
  style (including a grand style) or mastery of a style you already know at the apprentice level.
   
  At every level not included above or listed on the table, gain one of: battle fix, +1 reason or charisma, +1 
  to any one of your organization’s scores, increase by one the number of characters you can place in sanctuary 
  (you must already have that ability), or pick a new zombie or golem type for your ichor or one to all infusion 
  ability. You may also choose to increase by 1 any number in transfuse or decrease a wealth cost by half. You can 
  only choose a numerical increase or decrease twice per transfusion type.
   
  Often – too often for some - adventure comes 
  to a fixer. Jealous magi, supplicating cripples, enraged 
  inquisitors, and desperate children all seek out fixers 
  to one end or another. It’s up to you what you do with 
  them.
  In the Kingdoms
  History is breaking, and fixers are to blame.
   
  For centuries, there were wizards, witches, and 
  everyone else. Eventually engineers began to part the 
  clouds with their zeppelins and bombard walls with 
  their cannon, but even then the kings scorned these 
  rude mechanicals as tools to be manipulated. Fixers 
  are different.
   
  Fixers have always been moving in the un-
  dercurrents of society. The first King Below in East 
  Fire was an alchemist. There are alchemists’ marks on 
  the walls in the Old Bastion in Thyre that talk about 
  a time before the stars had color. Alchemy has been 
  around for centuries, and there are places in ancient 
  Varteka and Muda-tarsk where the cisterns still reek 
  of alchemist acid.
   
  Not until recently, however, did alchemy have 
  the power to turn a man into a quickruby golem. Not 
  until recently did alchemy have the power to dissolve 
  
  9
  spellstalks, stop the blink, quench madfire, and chase 
  the haile addaka.  Not until recently did alchemy have 
  the power to cure magic.
   
  Small wonder the kings are concerned.
  Fixer Abilities
  Fighting style (neophyte). You may use the balancing 
  maneuvers and two others of your choice from a par-
  ticular fighting style. You must be able to reach your 
  chosen maneuvers from one of the balancing maneu-
  vers.
  Fighting style (apprentice): You may use all the spells 
  or maneuvers of one fighting or magic style that are 
  not mastery spells (marked with M). You must already 
  know the style at the neophyte level.
  Fighting style (master): You may use all the spells and 
  maneuvers of the fighting or magic style. You must 
  already know the style at the apprentice level.
  History. At each level, you gain one history point.
  Talent. You gain a talent of the designated type. If 
  your chosen one levels are martial, you cannot take 
  the magic option when given a choice between martial 
  and magical, and vice versa.
  Alchemy. Roll your fixer level as a bonus die on all 
  rolls related to alchemy (minimum d4).
  Signature item. Pick one alchemical item or substance. 
  It becomes your signature alchemical item. As long as 
  you can narrate your actions plausibly, you can always 
  use your signature item in combat with an environ-
  mental trick to increase or decrease the trick’s attack 
  or defense die size by one. If your narration is thrilling 
  and draws cheers, you can increase or decrease the die 
  size by two. Use of the signature item consumes it as 
  normal. You can change your signature item when you 
  gain a new wealth level.
  Inventory. You keep on hand three alchemical items of 
  your maximum wealth level or lower (if your wealth 
  level is less than 3, consider it to be 3 for purposes of 
  this ability). These items do not count toward your 
  regular wealth level limit. If you use any of the three 
  items during a week, you can replenish them for the 
  next week as long as you have access to a fixer’s kit or 
  an alchemical laboratory.
  Artisan’s quality. When you use an alchemical item, 
  consider its quality to be one higher than it actually is.
  Fix. You have a chance to end any ongoing disease, 
  magic or alchemical effect, or poison that targets 
  an individual creature. Roll your reason against the 
  virulence of the disease, the quality of the poison or 
  alchemical concoction, or the magic of the caster (or 
  the doom if neither of those is appropriate). You gain 
  your fixer level as a bonus die as normal for alchemi-
  cal rolls. If you succeed, the victim is cured or dis-
  pelled. You may attempt this multiple times per week, 
  but only once per week on a given person. You must 
  have access to a fixer’s kit or alchemical lab to do this. 
  If done in combat, it requires three consecutive tricks 
  during which neither you nor your patient can move or 
  take any strenuous action.
  Battle fix. Ointments, balms, salves, and poultices 
  maintain one mass combat troop in tip-top shape. 
  Increase its health by 1. Each subsequent time you 
  gain this ability, you learn how to support more troops. 
  Pick another troop to receive the bonus. You can 
  change troops at any time that you are with the troop. 
  A change requires a week to take effect.
  Fixer’s friends. The dark fraternity of fixers welcomes 
  you. You have a “One of our own (8)” reputation with 
  all other fixers, assuming you can prove to them you 
  really are a fixer.
  Research. Your assistants in the laboratory know how 
  you like things done. When your organization does 
  research on alchemical items or methods, you can roll 
  as if you were there, even if you are far afield.
  Transfuse. The victim lies down in your laboratory, 
  and you perform a transfusion. You must have access 
  to an alchemical laboratory. The transfusion takes one 
  hour. If the character fails a strength check against 
  the doom (using your fixer levels as a bonus die), the 
  transfusion fails and he takes 2 strength and 2 body 
  damage. A character can receive one transfusion per 
  week at these odds. For each subsequent transfusion 
  
  10
  attempted, the doom is increased by five and the 
  strength and body damage by two, cumulatively.
   
  Phlegm. You restore up to 3 strength and 3 
  quickness.
   
  Bile. You restore up to 3 reason and 3 cha-
  risma.
   
  Carmotic plasma. You heal the patient of 2 
  body damage.
   
  Ichor. You transfuse ichor into a corpse. The 
  corpse becomes a zombie (see Toolbox), although it 
  attacks you just as readily as anyone else. After one 
  week, unless it receives another injection, the zombie 
  de-animates. The cost is 300 gold.
   
  Quintessence. You transfuse orichalcum into 
  the subject. He can survive without  air and can with-
  stand extremes of hot and cold (including lava) for 1 
  hour per fixer level. If he does not receive a second 
  transfusion – this time back to blood – before the time 
  is up, he takes 1 damage to his body per hour until he 
  does receive a transfusion. The cost is 500 gold.
  Transmute. You can turn lead into gold. The process 
  requires expensive materials and a lot of time, but as 
  long as you can be in your lab for one week per sea-
  son, then for that season you gain 100 gold per fixer 
  level.
  Sanctuary. The fraternity of the fixers is ancient, 
  obscure, and powerful. Pick one character to enter the 
  fixers’ sanctuary. The protected character gains your 
  organization’s shadow score as a bonus die against 
  any cultural, economic, or organizational attacks. This 
  does not count as one of the organization’s actions for 
  the week.
  Improved artisan’s quality. When you use an alchemi-
  cal item, treat its quality as 4 higher than it actually is.
  Great Work. Add the following options to your trans-
  fuse ability:
   
  Spellstalk cruor. The transfused patient is 
  spellbound for the duration of the transfusion (1 day).
   
  Sulphur of Vim. The transfused patient in-
  creases his magic score by four.  Sulphur of vim does 
  not work on spellbound creatures. It is primarily used 
  to boost the patient’s defense against magic. The 
  transfusion costs 1000 gold and endures for 1 day.
   
  One to all. You know how to meld a man’s 
  flesh into stone, metal, and other substances. Pick 
  one type of golem. With 1000 gold in components, 
  you can transform a man into that golem for 1 day. He 
  maintains his own mind (reason, charisma, heart, in-
  spirations, mood, fighting styles, and history. He gains 
  the other scores and abilities of the golem.
  Noble, Courtier, 
  Courtesan [Social]
  
  11
  Noble, Courtier, Courtesan [Social]
  Level Noble 
  Level 
  Title
  Courtier, 
  Courtesan 
  Level Title
  Noble Abilities Gained
  Courtier and Courtesan 
  Abilities Gained
  1
  Lord, Lady
  Dilettante, Debu-
  tante
  Peer. Noble House. Fighting or 
  magic style (apprentice).
  Friends at court. Fighting or magic 
  style (neophyte).
  2
  +1 Charisma. Reputation. Fighting 
  or magic style (neophyte).
  +1 Charisma. Reputation. Fighting 
  or magic style (apprentice).
  3
  Talent (social, martial, or magical).
  Talent (social or martial).
  4
  Noble Title 
  (per regional 
  custom)
  Courtesan
  Reputation. Fighting or magic style 
  (apprentice).
  Reputation. Fighting or magic style 
  (neophyte).
  5
  Ruin. Fighting or magic style (mas-
  ter).
  Friends at court. Fighting or magic 
  style (master).
  6
  Reputation. Talent (any save doom). 
  Grand fighting or magic style (neo-
  phyte).
  Reputation. Talent (social or mar-
  tial).
  7
  Talent (any).
  Fighting or magic style (appren-
  tice).
  8
  Reputation. Fighting or magic style 
  (apprentice).
  Reputation.
  9
  +1 Charisma. Talent (social, mar-
  tial, or magical).
  +1 Charisma. Talent (social or 
  martial).
  10
  Noble Title 
  (per regional 
  custom)
  Eminence Grise, 
  Glitterati
  Reputation. Doom talent.Fighting 
  or magic style (master).
  Tempt, Inspire. Friends at court. 
  Reputation. Fighting or magic style 
  (master).
  15
  Noble Title 
  (per regional 
  custom)
  Grand house. Doom talent.
  Secret sharer. Advance at court.
  20
  Noble Title 
  (per regional 
  custom)
  Peer of renown. Doom talent.
  Twist the knife. Advance at court.
  
  12
  Like all classes, nobles, courtesans, and courtiers gain a history at each level and a heart increase at every level 
  divisible by five (5, 10, 15, etc.).
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (social for courtesans; 
  shadow, social or martial for nobles).
   
  At 12th level and every fourth level thereafter (16, 20, 24, etc.) you gain apprenticeship in a new fight-
  ing style (including a grand style) or mastery of a style you already know at the apprentice level. Nobles may 
  choose magic styles instead of fighting styles.
  At every level not included above or listed on the table, a noble may gain +1 charisma, two reputation points, 
  grand house (only if you already have it once from 15th level), an increase in your Peer of renown reputation 
  (only if you already have it once from 20th level), or a doom talent (only at levels divisible by 5).
  At every level not included above or listed on the table, a courtesan or courtier may gain +1 charisma, two repu-
  tation points, friends at court, or advance at court. Once above 10th level, the courtier or courtesan can choose 
  his friends at court from any court in the known Kingdoms.
  Nobles are the ruling class. Most are born to the privi-
  lege, while a very few are elevated from the subject 
  class, usually after blackmail, murder, or a fortune 
  in bribes. Nobles are no stranger to swordplay and 
  combat, as duels, hereditary appointments to military 
  offices, and tournaments form a significant part of the 
  lifestyle. There is a saying in the kingdoms: The dif-
  ference between a noble and a savage is that the noble 
  wipes his sword after stabbing you.
   
  A courtesan could be many things: political 
  deal broker, socialite, ambassador, concubine. Many 
  peasant girls dream of a life at court filled with glit-
  ter, masquerades, spice wines and rose attar. Some of 
  them grow up to realize their dreams, and they learn 
  that there is all of that and more at court. Whispers 
  behind closed doors, backstabbing, and the buying 
  and selling of friendships – and more - are common. 
  Some courtesans retain their innocence, but most lose 
  it (or never had it to begin with). Some courtesans 
  have designs on the throne itself. Whether her days 
  and nights take her to the exchequery, the throne 
  room, the party halls, or the bed chambers, a courte-
  san either masters her social skills or she finds herself 
  suffering her worst nightmare: exclusion.
   
  Nobles, courtesans, and courtiers have much 
  in common. They share the same class advancement 
  table, although some abilities are exclusive to one 
  class or the other.
   
  Play a noble if you want to:
  • 
  Glitter in social encounters.
  • 
  Ruin your enemies with an insult at the dinner 
  table or a counter-lunge on the duelist’s mat.
  • 
  Control the fate of a kingdom.
  Adventure Ideas
  For a courtesan, living in the capital does not just 
  mean court life: it means court life or death. Every-
  day, tea in the salon, promenade in the tulip garden, 
  verbal snipes and subtle knives turn the course of life 
  to a gauntlet of hazards. One wrong word and a life 
  – a kingdom – can be changed forever. Courtiers and 
  nobles live adventure without ever leaving the sweet 
  meats, custards, and violin music of the palazzo.
   
  It is the culture all across the Claw (save in 
  Jakatta) that nobles take the field with their legions, 
  albeit usually in the back of the ranks rather than the 
  front. But courtiers and nobles can be thrown out or 
  lured out of the palace for reasons short of war: exile, 
  ambassadorship, parties, the founding of a new keep 
  on the borderlands, a parade, a rare tulip rising on a 
  hilltop north of the Caves of Komark. But any excur-
  sion beyond the curtain walls is freighted with risk and 
  treated as such. An entourage of lancers, musketeers, 
  and a wizard accompanies any noble not slumming 
  incognito. For the ruling class, even the calmest social 
  opportunity can boil over with peril.
  In the Kingdoms
  
  13
  Nobles and courtiers are a separate class of people, not 
  the same as common folk. Most commoners look on 
  nobles with deep respect, fear and gratitude. Respect 
  because the nobles are powerful; fear because the 
  nobles are vindictive; and gratitude because the nobles 
  are spellbound. The commoners know the dangers of 
  magic. Most of them consider that the nobles are bear-
  ing a heavy burden by controlling magic and prevent-
  ing its spread through the commoners’ ranks, thus 
  minimizing the danger of  wild magic catastrophes and 
  crisis surges. A few radical thinkers believe that com-
  moners should have the right to wield magic, but most 
  believe that the ruling class is a necessary evil.
   
  On the rare occasion of a king’s death, noble 
  titles are passed down to the first son or, in a few king-
  doms, the first daughter. When a first son or daughter 
  proves an incompetent monarch, courtiers and cour-
  tesans scramble to seize the dropped reins of power. 
  Wars of succession are common when a king passes, 
  but kings prolong their lives through magic. A coro-
  nation is unlikely to happen twice within a hundred 
  years.
  Noble, Courtier, 
  and Courtesan 
  Abilities
  Spellbound. If you learn magic styles, you are spell-
  bound.
  Fighting style (neophyte). You may use the balanc-
  ing maneuvers and two others of your choice from 
  a particular fighting style. You must be able to reach 
  your chosen maneuvers from one of the balancing 
  maneuvers.
  Fighting style (apprentice): You may use all the spells 
  or maneuvers of one fighting or magic style that are 
  not mastery spells (marked with M). With the excep-
  tion of the style that you begin with at first level, you 
  must already know the style at the neophyte level.
  Fighting style (master): You may use all the spells and 
  maneuvers of the fighting or magic style. You must 
  already know the style at the apprentice level.
  Noble house. Begin play with a noble house, scope 1. 
  Also, your wealth level is 4.
  Peer. Begin play with reputation points equal to your 
  charisma score. You cannot put more than 4 points 
  into a single reputation to start the game.
  Friends at court. Friends in high positions pull strings 
  for you. When you gain this ability, identify an orga-
  nization at court with whom you have contact (create 
  its statistics unless the GM already has them). Once 
  per season per organization, you can make a charisma 
  check opposed by the efficiency of the organization. 
  If you win the check, you can direct the organiza-
  tion for one action during the current week, as if you 
  controlled it normally. The organization cannot have 
  a scope more than three greater than your courtesan 
  level. For example, a second-level courtesan cannot 
  direct an organization of scope 6 or higher. Of course, 
  other characters (and you) can recruit friends at court 
  through normal roleplay. This ability, like other abili-
  ties, does not imply exclusivity. It simply saves you 
  effort and time, and it models your above-average 
  capability in this regard.
  Reputation. Rumors swirl. Gain two reputation points 
  allocated as you wish.
  Ruin. A word from your lips withers your opponent’s 
  finances, scaring away commerce and encouraging 
  thieves. You can make an attack in social encounters 
  that reduces someone’s wealth level by one, as long 
  as there are other people of his wealth level or greater 
  present (you must have someone present who can go 
  forth and ruin him). You may attempt this only once 
  per encounter, regardless of success. A person may 
  only have his wealth level reduced by three per en-
  counter by this ability, regardless of number of attacks 
  by separate nobles.
  Tempt, Inspire. When you seduce someone, terrorize 
  them, or attempt to inspire them in any other way – 
  in game terms, whenever you attempt to force your 
  target to take an inspiration point involving you – he 
  resists only with his reason score. (In the standard 
  case, both reason and charisma are used to reduce 
  seduction and terrorizing attempts). All other bonuses 
  and penalties apply normally.
  Grand house. Increase two of your noble house’s 
  
  14
  scores by one point.
  Secret sharer. When you win a secret in a social 
  encounter, you gain another from the same source 
  instantly.
  Twist the knife. Double all inspiration dam-
  age. That is, when you cause an opponent to 
  lose an inspiration point, he loses two instead 
  of one.
  Peer of renown. You have a reputation “Scion of 
  [your noble house] (6)” in all civilized lands in 
  the Claw.
  Advance at court. Pick one of the organizations 
  that are your friends at court. Increase two of 
  their characteristics by two.
   
  Multiclassing note for nobles: you cannot multiclass 
  into the noble class without a title being granted dur-
  ing gameplay.
  Starting class note for nobles: a character who begins 
  play as a noble begins at wealth level 4 rather than 
  wealth level 2.
  Rogue, Assassin 
  Rogues and assassins share many traits. Both 
  deceive, beguile, and sneak. They learn many 
  of the same abilities as they gain levels, but 
  there are significant differences.
  The focus of an assassin is needle sharp: infil-
  trate, execute, and escape. To be sure, a tricky 
  infiltration may require scaling the castle wall 
  or impersonating the target’s daughter, and 
  thus to a master assassin, wit and charm can 
  be as valuable as poison and riotwire. But 
  for an assassin the point is, logically, assas-
  sination.
  Rogues have a broader focus. Spy, thief, 
  confidence man: few lives are as varied and 
  eventful as a rogue’s. Although he attempts to 
  remain in the shadows as much as possible, the 
  rogue knows that there are times when he will 
  
  15
  Rogue/Assassin
  Level Rogue 
  Level 
  Title
  Assassin 
  Level Title
  Rogue Abilities 
  Gained
  Assassin
  Abilities Gained
  1
  Right Person
  Right Person
  Hunter and hunted. 
  Fighting style (appren-
  tice).
  Hunter and hunted. Fighting style (apprentice).
  2
  Expertise. +1 quick-
  ness.
  Expertise. +1 quickness.
  3
  Talent (shadow). Fight-
  ing style (apprentice).
  Talent (shadow). Fighting style (apprentice).
  4
  Rogue
  Brother
  Trickster.
  Targeted strike.
  5
  False identity. +1 body.
  False identity. +1 body.
  6
  Spy, Thief, 
  or Rakehell
  Killer
  Talent (shadow or 
  social). Fighting style 
  (master).
  Talent (shadow or social). Fighting style (mas-
  ter).
  7
  Fighting style (appren-
  tice).
  Fighting style (apprentice).
  8
  Agent, Boss, 
  or Swell
  Artist
  Expertise.
  Expertise..
  9
  Talent (shadow). +1 
  quickness. Fighting 
  style (master).
  Talent (shadow). +1 quickness. Fighting style 
  (master).
  10
  Guild Boss, 
  Spymaster, 
  or Earl Be-
  low
  Father
  Impostor. Fighting style 
  (master).
  Assassinate. Fighting style (master).
  15
  Duke Below
  Ruse.
  Fear the reaper.
  20
  King Below
  Grandfather of Assas-
  sins
  Fool.
  Finish the job.
  Like all classes, rogues and assassins gain a history at each level and a heart increase at every level divisible by five (5, 10, 
  15, etc.).
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (shadow, social, or martial).
   
  At 12th level and every fourth level thereafter (16, 20, 24, etc.) you gain apprenticeship in a new fighting style (in-
  cluding a grand style) or mastery of a style you already know at the apprentice level.
  At every level not included above or listed on the table, a rogue or assassin may gain +1 charisma or +1 quickness, exper-
  tise, or another false identity.
  
  16
  be alone in the camp of the enemy. At these times, 
  he must have the right tool for the job, whether it is 
  a smile and a pat, a ribald joke in the enemy’s native 
  tongue, or a dagger in the gut.
   
  When an assassin or a rogue does his job well, 
  no one knows who he is. There are statues of generals, 
  kings, and wizards, but of the world’s greatest rogues, 
  there are no records at all.
  On the other hand, it may be that there are many such 
  records, each under a different name…
   
  Play a rogue if you want to:
  • 
  Sneak through shadows and cut your foe down 
  quickly.
  • 
  Play the knave and break hearts.
  • 
  Embarrass your enemies in chases across roof-
  tops.
  Adventure Ideas
  Rogue and assassin adventures start and end in the 
  shadows. Stealing signet rings from nobles to forge 
  war orders, prying jacinth eyes from horned idols in 
  sealed temples, tempting the dauphin into the salubri-
  ous underworld of the city to distract him from the 
  dangers of the coming revolution – all of these are ad-
  ventures fit for rogues. Assassin adventures are much 
  the same, but they usually end with more blood on the 
  flagstones.
   
  Rogues and assassins often combine forces 
  with members of other classes. Warriors provide 
  muscle and occupy the guards while the rogue tries to 
  sneak behind the lines and purloin the wizard’s tome. 
  Social characters such as traders and courtesans often 
  hire rogues and assassins to protect them on diplomat-
  ic missions. They usually make much better conversa-
  tion while on the road than warriors or savages, and if 
  anyone knows how to foil a thief, it is another thief.
  In the Kingdoms
  In public, the Kings denounce thieves guilds, issue 
  proclamations decrying the sins of the underworld, 
  and sign treaties forbidding the use of assassins in 
  domestic affairs. In private, the aristocracy delights 
  in the company of rogues – many are rogues – and 
  would not know what to do if there were not an assas-
  sins’ brotherhood to provide a soupcon of lethality to 
  the boring stew of court negotiations, backstabbing, 
  and peasant-trading.
  Day to day, rogues and assassins have semi-mundane 
  lives among the commoners and demimondaines. 
  Hours pass ho-hum, as the shadow walkers practice 
  their slight of hand on lemons and cards, trail watch-
  men to learn the patrol patterns, and leave wine 
  bottles and chocolate roses on the proper doorsteps. 
  Then, when opportunity comes like a cloud across the 
  face of the sun, the rogue’s time is at hand. He raids 
  warded warehouses, dungeon vaults whose existence 
  is known to only a few, and the freesia-scented bou-
  doirs, conservatories, and libraries of the city’s oldest 
  and noblest families.”
  Rogue and        
  Assassin Abilities
  Apprentice in a style: You may use all the spells or 
  maneuvers of one fighting or magic style that are not 
  mastery spells (marked with M).
  Mastery of a style: You may use all the spells and 
  maneuvers of the fighting or magic style. You must 
  already know the style at the apprentice level.
  Hunter and hunted. Increase your quickness die one 
  size in a chase scene.
  Expertise. You gain three histories instead of just one 
  this level.
  Trickster. You gain your shadow levels as a bonus die 
  when attempting to deceive someone.
  Targeted strike. You can make precision strikes against 
  organizations, taking out key personnel and disrupt-
  ing command and communication. Roll your shadow 
  levels against the organization’s shadow score. If you 
  succeed, you have assassinated a key member. Reduce 
  one of the organization’s scores (your choice) by one. 
  Targeted strikes require a great deal of planning and 
  patience waiting for the right opportunity; you may 
  only attempt one per season.
  
  17
  False identity. Create a fake identity with up to 8 
  points in reputation. You can live as this character, 
  and while you do so, any reputation gains or losses 
  accrue to this personality, not yours. While living 
  under your false identity, you gain your shadow class 
  levels as a bonus die three times per scene when at-
  tempting to resist divulging a secret. As with other 
  abilities, this does not mean that other characters 
  can’t do this. Rather, this ability simply saves you the 
  time of building up a false identity and eight points in 
  reputation, and it awards you a bonus in the form of 
  your shadow levels when living as Bunberry or who-
  ever your false identity might be.
  Assassinate. Training has made you strong. You can 
  kill someone even if she still has 3 or more inspiration 
  points in love or fear (or 4 more inspiration points in 
  any other category.)
  Impostor. With a successful roll (shadow level vs. the 
  reason of your target; organizations can aid with their 
  shadow scores), you confuse your victim. He shows 
  up at the wrong venue, and in disguise you take his 
  place in any social encounter. As with other abili-
  ties, this does not mean that other characters can’t do 
  this. Rather, this ability simply gives you a short cut 
  to accomplish a scheme that is part of your signature 
  repertoire. With this ability, you can only imperson-
  ate the same character once per season. At the social 
  encounter, any reputation penalties that you incur are 
  transferred to the character you are impersonating. 
  Normal chances to see through your deception apply.
  Ruse. When someone attacks one of your inspirations, 
  it turns out that wasn’t your true inspiration at all. You 
  may declare the use of this power after a scene, when 
  you know if you’ve won or lost. If your opponent 
  beats you at a charisma vs. charisma roll, then you do 
  not fool anyone. If you beat your opponent, however, 
  then his attack goes for naught, as its target was not a 
  real inspiration for you. Set that inspiration to 0 (that 
  is, remove it from your character sheet), and show the 
  GM the true inspiration, which must be of the same 
  type and magnitude.
  Fear the reaper. If you are attempting to make some-
  one fear you (take an inspiration point in “Fear of 
  [you],” he can defend only with charisma. Normally 
  when you force an inspiration on a target, the target 
  defends with both charisma and reason. You also gain 
  the Fearsome talent for free.
  Fool. You play the ultimate trick on an enemy. You 
  might convince him that his wife is unfaithful. Or 
  that his god has abandoned him. Or that the princess 
  is slavishly in love with him. One of his previous 
  inspirations keeps its same value and object, but you 
  change the other words. “Love for wife (4)” might 
  become “Hate for wife (4).” “Pride in conquest of 
  the Farmarch (2)” might become “Shame in conquest 
  of the Farmarch (2).” You must succeed in a social 
  encounter for this to work. Each time you fool a char-
  acter, he gains a cumulative d20 bonus die to resist 
  further attempts to fool him.
  Finish the job. If you drop an opponent to 1 body, you 
  may make an immediate melee attack against him. 
  The attack uses your quickness as the attack die; your 
  defense remains whatever it otherwise would have 
  been this round.
  Savage [Martial]
  Savages are the hunters, herders, husbands, and wives 
  of the hordes that roam the wilderness. From birth, 
  they are raised in an environment of predator and 
  prey. The shrieks of wyverns, the rustle of porkleaves, 
  and the sudden flap of owls diving for mice are the 
  sounds that lull children to sleep in the wild.
  The civilized folk often say that the savages have 
  the mercy of a thunderstorm and the intelligence of 
  a rock. The latter is as false as the former is true. 
  Savage culture is far from nonexistent. It is merely 
  informed by forces that he does not know how to con-
  trol: magic, weather, luck, and the spirits of beasts.
  A savage:
  • 
  Leaps into battle and fights like a wild animal.
  • 
  Exults in the fury of battle.
  • 
  Finds strength and comfort in the horde.
   
  
  18
  Adventure Ideas
  Like warriors, savages are at home in combat. When 
  raiders start harassing his tribe, a savage is meets the 
  threat with brawn and weapons, not charm and trea-
  ties. His adventures highlight martial action: shoot-
  and-run bow combat through the forest, or a vision 
  quest to wrestle a lake serpent, or a spirit war leading 
  the horde to sack a decadent city.
   
  In adventuring groups, savages often play 
  the role of guide. They frequently have skills that 
  aid survival in the wilderness, and their homes 
  are almost always in such a place. Many of 
  the savage’s adventures, therefore, take place 
  outdoors. Some may involve his native tribe. 
  Single combat for the right to be chieftain, 
  bloody skirmishes in territorial wars, and 
  hunting the witch doctors of enemy tribes 
  are common blazes along the life trail 
  of the savage.
  In the Kingdoms
  Savages are found 
  on the 
  fringes of the Kingdoms. The Fyrajj forest, 
  the Waylorn Mountains, the Kvalt range, and 
  the plains north and south of Windhover 
  valley are almost exclusively populated by 
  savages. Especially along the Free Road in 
  the north, savages rely on trade with the 
  civilized world for many staples, sell-
  ing furs, ivory, herbs, and intelligence in 
  return. Sometimes slaves are also traded, 
  although this occurs more in the Drag-
  on Isles than anywhere else.
   
  Within the Kingdoms, most com-
  mon folk and nobles share the same opinion 
  of savages: they are dangerous, unenlightened 
  people who live far below the ethical, cul-
  tural, and technological standards of any 
  civilized Kingdom. They can be amuing 
  for    
  a week at court. They can be  
  useful to hire as guides or to court as 
  allies. They can be exploited for   
  their knowledge of the land. But with rare exceptions, 
  they cannot ever be trusted, relied upon, or respected 
  as equals.
  
  19
  Savage [Martial]
  Level
  Level Title
  Powers Gained
  1
  Brave
  Fighting style (apprentice). Tribal communication. Native.
  2
  +1 strength or quickness.
  3
  Talent (martial). Fighting style (master).
  4
  Savage
  Exult in battle. +1 body. Fighting style (apprentice).
  5
  Fighting style (apprentice).
  6
  Talent (martial). Fighting style (apprentice).
  7
  Chieftain
  War chieftain. +1 body.
  8
  Fighting style (master).
  9
  +1 strength or quickness. Talent (martial).
  10
  Chieftain of Chieftains
  Council chieftain. Exotic charm. Grand fighting style (appren-
  tice).
  15
  Shake it off.
  20
  Combat mastery.
  Like all classes, savages gain a history at each level and a heart increase at every level divisible by five (5, 10, 
  15, etc.).
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (martial or social).
  At 12th level and every third level thereafter (15, 18, 21, etc.) you gain apprenticeship in a new fighting style 
  (including a grand style) or mastery of a style you already know at the apprentice level.
  At every level not included above or listed on the table, you gain +1 strength or +1 quickness, war chieftain, or 
  council chieftain.
  Savage Abilities
  Poor. Savage characters begin at wealth level 0 with 
  no gold.
  Apprentice in a style: You may use all the spells or 
  maneuvers of one fighting or magic style that are not 
  mastery spells (marked with M). If you do not already 
  know it, you must learn the Savage style before ap-
  prenticing in anything else.
  Mastery of a style: You may use all the spells and 
  maneuvers of the fighting or magic style. You must 
  already know the style at the apprentice level. If you 
  do not already know it, you must master the Savage 
  style before mastering anything else.
  Native. In any roll that deals with the wilderness and 
  your tribal lands, you gain your savage levels as a 
  bonus die (minimum d4).
  Exult in battle. You gain 1 mood every time physical 
  combat begins. Increase your organization’s force by 
  one and any other characteristic by one.
  War chieftain. Choose two troops under your com-
  mand, Increase their health by one and one maneu-
  ver’s attack and defense dice by one size.
  Council chieftain. If your organization is a tribe, 
  increase its force by one and one other characteristic 
  by one.
  Exotic charm. Nobles from civilized lands are fasci-
  nated by you. Increase your charisma by two when 
  dealing with them. You lose this ability if you have 
  levels in the noble class.
  
  20
  Tribal communication: You know your tribe’s lan-
  guage in addition to Akran (if you are from the claw) 
  or Jakattan (if you are from the islands). Additionally, 
  you know how to send a signal across your tribal lands 
  in one day, using smoke signals, messenger birds, 
  watch-fires, or the like. Your tribal lands extend up to 
  roughly 100 miles in radius (and may be much small-
  er). You may communicate up to twenty-five words in 
  your message.
  Shake it off: The first time you take damage in an 
  encounter, if the attack roll does not beat your Body 
  score, you ignore the damage.
  Combat mastery. If you are fighting in a style that you 
  have mastered, and your opponent has not mastered 
  any styles, you score 1 extra point of damage with 
  each successful blow. (This bonus applies to other 
  people. Monsters, unless marked as noncombatants, 
  are assumed to have mastered their native fighting 
  styles.)
  Trader [Social]
  Traders believe that money is the root of all good. 
  Some are champions of freedom, some 
  are kingsmen through and through, but all 
  believe that the next big deal is waiting in 
  the vil-
  lage just around the bend.
  Entrepreneurship knows no borders. Traders jour-
  ney beyond the fields we know and transform the 
  unknown world into the known world. They are the 
  pollinators of civilizations, sowing secrets like seeds 
  across the Claw. Silks, jewels, spells, art, and arms 
  are their harvest.
  Few can claim to have seen as much territory and 
  known as many cultures as a trader. On the rare days 
  that a trader is at home in a village or city neighbor-
  hood of his own, the locals often ply him for tales and 
  advice.
   
  Traders, like all classes, are not uniform. 
  There are those who conduct business without ever 
  
  21
  leaving a table: usurers, goldsmiths, insurers. Some 
  traders are covered-wagon hucksters peddling gnarsk-
  leather breechcloths and roc feather suits. Others are 
  much more or much less. There are caravans that 
  trade in troll delirium, slave girls, and spells.  Others 
  stake territory and trade rights to mountains, lakes, 
  and ruins. Still others negotiate treaties on behalf of 
  kings and caravan a hundred wagons through moun-
  tains to transport one royal bride. But no matter if 
  he travels or not, no matter the value of his goods, a 
  trader lives by his words and his salesmanship. In the 
  end, the trader deals with people, not gold.
   
  Adventures
  Trader [Social]
  Level
  Level Title
  Powers Gained
  1
  Explorer
  Fighting style (neophyte). Superior merchandise. Language.
  2
  +1 reason or charisma. 
  3
  Talent (social).
  4
  Trader
  Haggle. Fortune. Fighting style (apprentice). Language.
  5
  Expertise. Fighting style (apprentice).
  6
  Talent (any save doom).
  7
  Friend in every port. Language.
  8
  Fighting style (master). Fortune.
  9
  Talent (social). +1 reason or charisma.
  10
  Magnate
  New culture. Fighting style (apprentice). Language. Fortune.
  15
  Best of all possible worlds.
  20
  Exotica.
  Like all classes, traders gain a history at each level and a heart increase at every level divisible by five (5, 10, 
  15, etc.).
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (any but magic).
  At 12th level and every fourth level thereafter (15, 18, 21, etc.) you gain apprenticeship in a new fighting style 
  (including a grand style) or mastery of a style you already know at the apprentice level.
  At every level not included above or listed on the table, you gain +1 charisma or reason, a language, expertise, 
  fortune, new culture, or exotica (if you already have gained it once).
  Paradoxically, traders may seem both likely and 
  unlikely to encounter adventure. Likely because their 
  journeys are so wide-ranging; unlikely, because peace 
  and free commerce are essential to their livelihoods. 
  Precisley because of the importance of peace, many 
  traders seek out what others would call “danger.” 
  There is no altruistic motive here: the trader wishes 
  to nip the problem before it blooms. Many traders 
  use their organizations, their connections, and their 
  henchmen to raze bandit camps, hunt chimeras, and 
  negotiate favorable terms with the Thieves’ Guild 
  (one way or the other).
   
  Also note that adventure often comes looking 
  for traders. That much gold in one place is tempting 
  to more than just potential business partners.
  
  22
  In the Kingdoms
  Most traders wander four out of five seasons. They 
  do not want to overstay their welcome, and they are 
  aware that the Kings tolerate their presence only so 
  long as they continue to provide goods and services 
  otherwise unavailable. In the north, traders move 
  along the famed Free Road between Thyre and far 
  Oryn-ja. On the two eastern peninsulas, the two most 
  popular caravan routes are Azenahal to Dynn and 
  Syrbizond to Oryn-ja. Though these routes are the 
  most popular, they are still dangerous enough that the 
  caravans are well-guarded.
  In the south, traders are divided into two camps. One, 
  the “easy wagons,” trade along the Harvest Road 
  and the Kings Road. The wagons usually move in 
  small groups rather than the large caravans that band 
  together for safety on the Free Road and the eastern 
  peninsulas. The other group of southern traders are the 
  ship-borne merchants that ply the Sea of Princes. De-
  pending on their routes, they may experience nothing 
  but well known, calm waters (between Queensport, 
  Rithaign, Zocith, and Varteka) or harrowing adven-
  tures (beyond the Claw to the Dragon Isles and back to 
  Oryn-ja).
  Trader Abilities
  Fighting style (neophyte). You may use the balanc-
  ing maneuvers and two others of your choice from 
  a particular fighting style. You must be able to reach 
  your chosen maneuvers from one of the balancing 
  maneuvers.
  Fighting style (apprentice): You may use all the spells 
  or maneuvers of one fighting or magic style that are 
  not mastery spells (marked with M). With the excep-
  tion of the style that you learn at first level, you must 
  already know the style at the neophyte level.
  Fighting style (master): You may use all the spells and 
  maneuvers of the fighting or magic style. You must 
  already know the style at the apprentice level.
  Superior merchandise. You have a trader’s eye for 
  quality items. Anything you buy has a 1-in-4 chance 
  of being 1 higher quality than normal.
  Language. In your travels, you learn to read and write 
  an additional language. Unlike learning a language 
  normally, this does not count against your skill totals. 
  This ability grants the equivalent of a one-point skill 
  in the language. If you increase the language’s skill, it 
  counts against your history total normally.
  Haggle. Increase your charisma die one size in any 
  scene involving a negotiation.
  Fortune. Increase your wealth level and your organi-
  zation’s wealth level by one.
  Expertise. You gain three histories instead of one.
  Friend in every port. As long as you are in any known 
  city or its environs, you are within reach of your 
  organization. A known city is any city where trading 
  ships of the Claw (or your home) drop anchor at least 
  once per year.
  New culture. Traveling the world, you discover a new 
  civilization. This civilization is just now rising to 
  prominence. Your group has two approaches to this 
  ability. First, you define the civilization in coopera-
  tion with the GM and other players, and you choose 
  the characteristics, culture, and all other qualities 
  as any other civilization described in the Toolbox. 
  Second, you may skip all this and simply say that the 
  new civilization is an enemy or ally of one kingdom 
  or one organization. As a result, that kingdom or 
  organization must deal with the new culture, either by 
  raising or lowering (your choice) two of its numerical 
  characteristics by two. This represents the benefits of 
  trade with a new ally or the costs of contending with 
  a new enemy.
  Best of all possible worlds: Your deals benefit both 
  parties. Any time you seal a (meaningful) deal be-
  tween individuals, both parties increase their mood 
  by 1.
  Exotica. An engineer surrounded by blasting furnaces 
  and clanking gears in a basement in Thyre. A jongleur 
  in Rithaign who is selling his dead grandfather’s 
  spells. A ruin near Varteka. No matter what the source 
  is, you’ve found an important item. Choose any item 
  other than a wonder from Chapter 16. You have found 
  one. You can sell it to the highest bidder or keep it for 
  yourself.
  
  23
  Witch or Wizard 
  [Magical]
  Wizards and witches live 
  with danger. 
  They attempt to control 
  a volatile and 
  potentially devastating 
  natural force: 
  magic. Those who suc-
  ceed can turn 
  invisible, breed lilacs from 
  dead ground, 
  and call down the fires of 
  the firmament. 
  Those who fail are often 
  burnt by their 
  own fire.
   
  Style of magic de-
  fines a wizard. 
  A dramba witch doctor is 
  different from 
  an incandescent mage, and 
  a weremagician 
  is another beast entirely. 
  The traits common to 
  almost all wizards and 
  witches are a strong affin-
  ity for the arcane arts (as 
  measured by a high Magic 
  score) and the will to use it. 
  Many have one or the other; few have 
  both.
   
  A wizard:
  • 
  Haunts dreams and throws 
  fireballs.
  • 
  Whispers in kings’ ears.
  • 
  Burns for his sins.
  ‘Wizard’ usually, but not always, refers 
  to a male; ‘witch’ always refers to a 
  female. The abilities they gain are 
  identical.
  Adventure Ideas
  A wizard’s styles influence his 
  adventuring choices. Battlecraft 
  wizards find adventure on the 
  battlefield, while spellsmiths plunge 
  into dungeons and uncharted lands in 
  search of ingredients for their cre-
  ations.  With the right styles, a wizard 
  is capable of meeting challenges in any 
  
  24
  number of arenas: guild halls, noble courts, tombs, the 
  fields of war, and alleys by moonlight.
   
  There is also a strong adventure hook built into 
  the wizard’s progression. Namely, the need for train-
  ing. Who knows what a master wizard might require 
  of a potential student?
   
  Wizard adventures often run afoul of local 
  authority. Magic is a mysterious and dangerous force. 
  When a magical beast begins prowling the town 
  streets at night, the townspeople go looking for a hero. 
  A large troll with a sword is a likely hero: he is wel-
  comed to town, and a pig is roasted in his honor. The 
  Witch or Wizard [Magical]
  Level
  Level Title
  Powers Gained
  1
  Student 
  Magic style (apprentice).
  2
  Familiar. +1 Magic.
  3
  Talent (magic). Magic style (apprentice).
  4
  Detect spellbound.
  5
  Wizard or Witch
  Magic style (master).
  6
  Talent (magic, social). Magic style (apprentice).
  7
  Implement.
  8
  Magic style (master).
  9
  Talent (magic). +1 Magic.
  10
  Master Wizard or 
  Lady Witch
  Imrpoved implement. Grand magic style (apprentice).
  15
  Vizier.
  20
  Archmage or 
  Witch Queen.
  Arcane supremacy.
  Like all classes, wizards gain a history at each level and a heart increase at every level divisible by five (5, 10, 
  15, etc.).
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (magic or social).
  At 12th level and every third level thereafter (15, 18, 21, etc.) you gain apprenticeship in a new magic style 
  (including a grand style) or mastery of a style you already know at the apprentice level.
  At every level not included above or listed on the table, you gain +1 magic or reason, an increase of 1 to one of 
  your familiar’s characteristics, an extra use of your implement per encounter (to a maximum of three uses per 
  encounter), or vizier (if you have already gained it once).
  wizard is an unlikely hero, and more often than not, 
  the wizard instead of the pig is roasted. Many wiz-
  ards work in isolated towers, adventure in secret, and 
  return to their towers alone and uncelebrated.
  In the Kingdoms
  Wizards and witches are the most magical people in 
  the known world, and as such, they are among the 
  most feared, hated, and entreated. Common folk fear 
  and rue magic. Nobles hunt outlaw magi zealously 
  and persistently. The only exceptions – the only wiz-
  
  25
  ards not widely hunted and hated - are noble wizards 
  or their handpicked magi. In most Kingdoms, these 
  are recognized as the sole legitimate users of magic. 
  Any non-noble or designee of a noble who dares to 
  use magic is an outlaw. In most kingdoms, the nobles 
  are so jealous that the penalty for unlawful magic 
  use is death. Noble and noble-designated wizardry is 
  shielded from the commoners, but it is widely known 
  that there are many spellcasters of all styles among the 
  Kingdoms’ nobles.
  Witch/Wizard 
  Abilities
  Spellbound. You are spellbound.
  Magic style (apprentice). You may use all the spells of 
  a style that are not mastery spells (marked with M).
  Magic style (master). You may use all the spells and 
  maneuvers of the magic style. You must already be an 
  apprentice of the style.
  Familiar. Choose a familiar from the sidebar. The 
  familiar must also be an inspiration (what type is left 
  to the player to decide). No extra inspiration points are 
  awarded, so the familiar must fit within the character’s 
  current inspirations.
   
  This is the way of magic: you may kill and eat 
  your familiar to gain +1 to your magic score. You can 
  never have another familiar again.
  Sidebar: Faniliars
   
  A familiar is a small creature that serves its 
  friend and master: you. Unless otherwise noted, famil-
  iars have 1 Body, Strength 2, and all other characteris-
  tics 4. Their intellect is roughly equivalent to that of a 
  young human child. Familiars understand but cannot 
  speak their master’s native language. Familiars are 
  spellbound.
  The exact benefit conferred by the familiar is as fol-
  lows:
   
  Mongoose – In combat, once per encounter, 
  you may add a move to any action.
   
  Cat – Increase your organization’s arcana and 
  efficiency scores by one.
   
  Dwarf Bear –Has Str 6, Qck 6, and 2 Body. 
  Dwarf bear plate armor is available in many styles at 
  all quality levels (wealth level = quality level + 3).
   
  Toad – add 1 to your body score.
   
  Floating Skull – Skull knows two history cat-
  egories of your choice at a level equal to your level.
   
  Raven – Can see through raven’s eyes 1 min-
  ute/day to a range of 10 miles/magic level.
   
  House Dragon – 1d2 mood increase each 
  week; generate 1’ flame equivalent to a large candle at 
  will.
   
  Note that these species traits, just like character 
  racial traits, can be mixed. Those listed above are the 
  norm. But if you want a familiar that is a toad but has 
  the dwarf bear’s stats, you can have it. This is magic.
  If a familiar is ever killed or lost – and it cannot be 
  unless your inspiration for it is reduced to zero simul-
  taneously or beforehand – then you may find another 
  one after a week.
  Detect spellbound. Roll your magic vs. a target’s 
  magic. If you win, you know if he is spellbound or 
  not. You can use this once per person per scene.
  Implement. Once per day, you may use your imple-
  ment (staff, wand, orb, what have you) to grant one 
  spell a bonus die equal to your magic levels, useable 
  on any one roll. If you lose your implement, you must 
  spend a season replacing it. At 10th level, you may use 
  your implement twice per day.
  Vizier. You grant your organization +1 to its efficiency 
  and +2 to one other score.
  Arcane supremacy. Whenever you make an attack roll 
  with a spell in a grand style that you have mastered, 
  you cause an additional effect: pick up to three foes 
  in the area casting a spell in a school that he has not 
  mastered. They each must recast.
  
  26
  Warrior  
  [Martial]
  Warriors are soldiers, pit fight-
  ers, tavern brawlers, mercenaries, 
  and bodyguards. Some warriors 
  are charismatic generals, some are 
  straight-on bashers, and still others 
  are spellbound multi-talents. But all 
  share one trait: their craft is violence. 
  They laugh at those who say    that 
  violence never settles anything. 
  Throughout history, nothing has ever 
  settled more issues than raw, brute 
  force.
  A warrior:
   
  * charges into combat.
   
  * commands and inspires 
  troops on the battlefield.
   
  * masters more fighting styles 
  than any other class of charac-
  ter.
  Paths
   
  Background.
   
  Advancement.
  Adventure Ideas
  Gear is important to a warrior, and 
  the desire to acquire sharper weap-
  ons and stronger armor is always an 
  impetus to adventure. Ultimately, 
  however, there are things far more 
  important to a warrior than gear. 
  Glory and honor motivate some. 
  Many more fight for a cause. 
  Whether this is one of your Inspi-
  rations or not, you should decide 
  why your warrior risks his life 
  in armed combat.
   
  Warrior adventures 
  are red-blooded and white-
  knuckled. Ringing steel, narrow es-
  capes, and the cries of battle take the 
  stage in physical, visceral adventures. Not for warriors 
  the niceties and subtle wit of court. Warrior adventures 
  are more likely to feature action: 
  slaughtering zombies, hunting manticores on the bor-
  der-
  lands, and charging enemy lines.
  In the Kingdoms
  Warriors are the most versatile and 
  abundant armed combatants in the 
  Kingdoms. They serve in 
  the armies of Marnh and 
  Talisare; they guard the 
  Crypt August in Varteka; 
  they bounce in the glit-
  ter clubs of Azenahal. It 
  takes gold and time to 
  train a warrior, and those 
  two investments are 
  what separate the war-
  rior from the savage. 
  Warriors are awarded 
  
  27
  respect and even friendship by the villagers and com-
  mon folk of most kingdoms. The commoners respect 
  the force of arms much more than they respect the 
  vicissitudes of magic.
  Warrior [Martial]
  Level
  Level Title
  Powers Gained
  1
  Fighter
  Live by the sword. Two fighting styles (apprentice of each).
  2
  +1 strength or quickness. 
  3
  Talent (martial). Fighting style (apprentice).
  4
  Warrior
  Domination. Fighting style (master).
  5
  +1 body. Fighting style (apprentice).
  6
  Talent (martial or social).
  7
  Veteran
  Battlefield leader. Talent (martial).
  8
  War stories. Grand fighting style (apprentice).
  9
  Talent (martial). +1 strength or quickness. Fighting style (master).
  10
  Hero
  Demoralization.  Troop training. Grand fighting style (master). Battle-
  field inspiration.
  15
  Marshal. Devastation.
  20
  Combat mastery. Supreme inspiration.
  Like all classes, warriors gain a history at each level and a heart increase at every level divisible by five (5, 10, 
  15, etc.).
  At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (magic or social).
   
  At 12th level and every third level thereafter (15, 18, 21, etc.) you gain apprenticeship in a new fighting 
  style (including a grand style) or mastery of a style you already know at the apprentice level.
  At every level not included above or listed on the table, you gain +1 strength or quickness, another war story per 
  social scene (to a maximum of three), troop training, or marshal.
  Warrior Abilities
  Apprentice in a style: You may use all the spells or 
  maneuvers of one fighting or magic style that are not 
  mastery spells (marked with M).
  Mastery of a style: You may use all the spells and 
  maneuvers of the fighting or magic style. You must 
  already know the style at the apprentice level. 
  Live by the sword. Treat your weapons as 1 quality 
  higher than they actually are.
  Domination. In combat, when you score a critical hit, 
  your opponent must rebalance.
  Battlefield leader. You increase the spirit of up to 
  three troops by 2 each as long as you are in the battle 
  (somewhere, not necessarily attached to the troop).
  War stories. Once per social encounter, you can tell 
  a war story. Instead of using your charisma, you use 
  your martial levels as your social attack die.
  Troop training. Pick two troops. Increase the attack 
  and defense dice for one of their maneuvers by one 
  die size.
  
  28
  Demoralization. Whenever you score a critical hit, 
  you also deal one mood damage to your enemy.
  Battlefield Inspiration. Your personal inspirations 
  also inspire your troops. For each inspiration that you 
  have, you can roll a Heart die once per battle in place 
  of any unit’s roll. You can decide to use this after the 
  results of the first roll are known, just as with a nor-
  mal inspiration roll.
  Marshal. Your leadership stirs the hearts of many. 
  Increase the force of your organization by 1 and one 
  other characteristic by one.
  Devastation. In any style that you have mastered, you 
  score critical hits not just when your opponent rolls a 
  1, but also on a 2 (assuming you hit and roll over half 
  on your attack die).
  Combat mastery. If you are fighting in a style that you 
  have mastered, and your opponent has not mastered 
  any fighting styles, you score 1 extra point of dam-
  age with each successful blow. (This bonus applies 
  to other people. Monsters, unless marked as noncom-
  batants, are assumed to have mastered their native 
  fighting styles.)
  Supreme Inspiration. When you use your Battlefield 
  Inspiration ability, the heart die is increased a number 
  of times equal to the value of your inspiration.
  When a character gains a level, he is free to train in 
  whatever class he likes. He then adds 1 to his previ-
  ous level in that class.
   
  Progressing in multiple classes strains the 
  psyche. A character takes 1 mood damage per day 
  if he starts a new class before raising all currently 
  known classes to name level. Name level means the 
  level that includes the name of the class (usually 3rd, 
  4th, or 5th level). This penalty is cumulative. For ex-
  ample, a character who is name level only in Warrior 
  but also has levels in Rogue and Savage takes 2 mood 
  damage per day. If he then raised Rogue to name 
  level, he would take only 1 mood damage per day. If 
  he then raised Savage to name level, he would stop 
  taking mood damage.
   
  There is a talent, in the next chapter, that 
  allows for low-level multiclassing without a mood 
  penalty.
  History
  Choose one history item for your character at first lev-
  el. He gains one more history per level (at least) after 
  that. See chapter 2 for more information on histories.
  Inspiration
  Choose inspirations for your character at first level. 
  See chapter 2 for more information on inspirations.
  Wealth Level
  Unless otherwise stated, your character begins at 
  wealth level 1.
  To add the finishing touches to your character, write 
  down other details as you like in the time-honored 
  RPG fashion. Hometowns, lost loves, the sound of the 
  dam breaking in the spring of 1602 before your vil-
  lage was washed away, the screams of your brother as 
  some cataclysm of flood magic transmuted him into 
  an eel-armed chimera – whatever details make your 
  character your own!
  Finishing Touches
  Future Plans: 
  Multiclassing
  
  1
  Part III
  Chapter Thirteen: Talents
  Here are the talents available to your character 
  as she follows her path in the Kingdoms.
  Magic Talents
  Combat spell accuracy. Choose one combat 
  spell with an attack roll. Increase its attack die 
  size by one. You must be a master of the style, 
  and even then, the style can only be pushed so 
  far. You may only choose one such spell per 
  style, and you cannot choose a recasting spell.
  Vicious implement. When you attack with your 
  implement, you deal 1 point of characteristic 
  damage. Choose which damage type you deal 
  when taking this talent; it cannot change later. 
  You must have the Implement ability.
  Vampiric implement. Your implement attack 
  characteristic damage gives you the 1 charac-
  teristic point that it drains from the target. You 
  must have the implement ability and the vicious 
  implement talent.
  Spell power. Choose one close spell (including a com-
  bat spell). When that spell would fizzle to no effect 
  through a wild surge, you gain a magic roll against the 
  doom. If you succeed, the spell manifests normally 
  instead of fizzling.
  Channeler. Increase the physical defense die size of 
  any channeled spell by one. A channeled spell is any 
  spell that maintains an effect from round to round in 
  combat only if you repeat the maneuver each round.
  Passover. Choose a style. When casting close spells 
  with this style, reduce by one the effective number of 
  spellbound creatures in the area.
  Improved Passover. Choose a style that you have 
  Passover in. When you cast a high spell with this style, 
  reduce by two the number of spellbound creatures in 
  the regional area.
  Suppress. As a trick in combat, you can roll your 
  magic against the doom. If you succeed, you don’t 
  count as spellbound next round.
  Artificer. For purposes of crafting only, reduce by one 
  the quality of any arcana item that you are crafting. 
  Once complete, the item attains its normal quality.
  Arcane endurance. If you succeed in a strength vs. 
  doom roll, you can attempt a second high spell in a 
  day. You must be a master in the style. Even with this 
  talent, you may only accomplish this feat of endurance 
  once per week.
  Stability. Increase your rolls to defend against wild 
  surges by one die size.
  
  2
  Improved familiar. Increase two of your familiar’s 
  stats by one each. This can be taken up to three times.
  Little wizard. Your familiar can cast one of your 
  trapped spells per day. You must have taken the im-
  proved familiar talent.
  Familiar bond. Distress, satiety, curiosity – whatever 
  your familiar is feeling, you are aware of it, no matter 
  the distance between you. You are also always aware 
  of your familiar’s approximate distance and direction.
  Guild mage. You know how to contribute to an orga-
  nization. Raise the arcana score of your organization 
  by 2 points.
  Silent school. Normally spell-casting requires sound. 
  With this talent, you know how to cast spells from 
  one school without using sound. You can take this 
  multiple times. Each time it applies to a new school. 
  You must be a master of the school.
  War wizard. Increase by one die size all magic attacks 
  and defenses of any troop that you are attached to 
  in battle. You must have mastered at least one grand 
  style.
  Magical beast lord. With your help, your organization 
  can raise and tame magical beasts at one wealth level 
  lower than usual.
  Master and apprentice. You take an apprentice. The 
  apprentice does not count as spellbound for you, 
  allowing you to cast without worrying about interfer-
  ence from him (his trapped spells, just as yours, do 
  count as spellbound). Likewise, you do not count as 
  spellbound for your apprentice. You may choose this 
  multiple times; each time, select a new apprentice. If 
  an apprentice leaves your service, which he can do at 
  any time, this talent is wasted for you.  You may can-
  cel your apprentice’s spells with a free action magic 
  roll opposed by your apprentice’s magic roll. You 
  may attempt this once per round.  Your apprentice 
  must have you as one of his inspirations. Your appren-
  tice also increases his magic score to one lower than 
  yours, as long as he is within the same region as you.  
  Magi typically write a covenant that states the respon-
  sibilities of master and apprentice to each other.
  Hidden caster. Once per week, you can cast a high 
  spell that has no chance of being detected unless you 
  roll a 1 on your associated magic or attack roll. In the 
  case of a 1, determine detection normally.
  Read the bindings. By looking at a spellbound crea-
  ture, you know which schools you share in common. 
  You must know that the creature is spellbound.
  High mastery. Choose one style that you have mas-
  tered. When casting in this style, if you roll a d8 
  or d10 and it explodes, then you roll a d20 as your 
  exploding die. When you roll a d12 and it explodes, 
  roll two d20s as your exploding dice. Take the highest 
  result as usual
  
  3
  Martial Talents
  Weapon generalization. 
  Choose one style 
  that you have mastered. 
  When fighting in this style, 
  you can use a weapon not de-
  signed for it (a mace with Free Sword, 
  for example). All your attacks are reduced by 
  one die size,  however, and specific maneuvers 
  may be still be impossible (Slice Open, for example, 
  is not possible with a club).
  Weapon specialization. Choose one weapon. When 
  using a weapon of that type, you treat its quality as 1 
  higher than it actually is.
  Armor specialization. Choose one type of armor. 
  When wearing an armor of that type, you increase its 
  quality by 1.
  Combat maneuver accuracy. Choose one combat ma-
  neuver with an attack roll. Increase its attack die size 
  by one. You must be a master of the style, and even 
  then, the style can only be pushed so far. You may 
  only choose one such maneuver per style, and you 
  cannot choose a balancing maneuver.
  Defensive trick. Your trick maneuver is 0/Quickness 
  instead of 0/d4.
  Overpower. Choose one combat maneuver in a style 
  that you have mastered. When you hit with it, if your 
  strength is greater than your opponent’s strength, you 
  add knockback (1 area) to the effects. You must be a 
  master of the style, and you can choose only one Over-
  power maneuver per style. It cannot be a re-balancing 
  maneuver.
  Improved critical. Choose a grand fighting style that 
  you have mastered. If your opponent rolls a 1 on his 
  defense die, then unless you roll a 1 also, your attack 
  is a critical (normally you must roll above half on your 
  die to make the hit a critical).
  
  4
  Set piece. You are an expert with one environment 
  trick. Increase its attack and defense dice 
  by one each.
  Measure of a man. If you are a master of 
  the style that your opponent is using, then 
  you can measure his soul by the way he 
  fights. You know your foe’s greatest inspi-
  ration: love, faith, fear, or something else. 
  If the object of that inspiration is martial 
  (love of war, fear of dying, pride in his 
  troops’ efficiency), then you know that too.
  High mastery. Choose one style that you 
  have mastered. When fighting in this style, 
  if you roll a d8 or d10 and it explodes, 
  then you roll a d20 as your exploding die. 
  When you roll a d12 and it explodes, roll 
  two d20s as your exploding dice. Take the 
  highest result as usual.
  Vicious two-hander. Choose a maneuver in a style that 
  you have mastered. When you wield a large weapon 
  in two hands and your strength is greater than your 
  opponent’s strength, you add 1 point of characteristic 
  damage to the attack. Choose one characteristic now; 
  you cannot change this later. You may choose this 
  multiple times, but only once per style.
  Spiritual leader. When you are the commander of 
  a legion, increase by 1 the spirit score of any troop 
  whose spirit is less than your charisma. Do this once 
  per troop; it can never be repeated for that troop.
  Siege commander. When you are the commander of 
  a legion, increase by 1 the quality of all your siege 
  engines.
  Naval commander. When you are commander of a 
  legion, increase by 1 the quality and speed of all your 
  naval ships (waterborne, not airborne).
  Admiral. When you are commander of a legion, bri-
  gades that consist of three or more ships gain a bonus 
  1 on all damage.
  General. When you are commander of a legion, bri-
  gades that consist of three or more ground troops gain 
  a bonus 1 on all damage.
  Sky commander. As naval commander, but with 
  zeppelins, bombardier balloons, and other airborne 
  vehicles.
  Sky captain. As Admiral, but with airborne vehicles.
  Field marshal. Prerequisite: you must be an admiral, 
  general, or sky captain. You generate one extra com-
  mand point in battle.
  Exploit secret. When you use a Trick to reveal a secret 
  about your opponent in physical combat (anything 
  that would shock him to know that you know or could 
  make public), you deal 1 Mood damage whether you 
  hit or not, and you force your foe to rebalance if you 
  do hit.
  Intimidate. The menace isn’t all in your words. You 
  can roll your strength as your social attack die (in-
  stead of charisma) whenever you try to intimidate 
  someone. All other effects and modifiers apply nor-
  mally.
  
  5
  War hero. Pick three important NPCs in the campaign. 
  You are their war hero, and they must take inspira-
  tions of value 2 or more to reflect that. You must have 
  fifteen or more marital levels.
  Camaraderie. Once per scene, you may have a friend 
  (someone for whom you have inspiration) defend you 
  in conversation or dive to take an arrow for you. Roll 
  your friend’s usual die size and take the best of the 
  two rolls (yours and your friend’s).
  The Bigger They Are. When you kill a monster that is 
  significantly taller than men in combat, you can strike 
  the final blow so that the giant zombie (or other crea-
  ture) topples down on another one of your foes. Roll 
  another attack at d10 against your target’s defense. 
  Standard attack rules apply (the target must be in the 
  same area, the damage is 1 body).
  Hero figure. If you are attached to a troop, though you 
  do not contribute command points to the legion, you 
  improve all rolls made by the troop by four die sizes. 
  You must be a hero or a chieftain of chieftains.
  Military historian. You gain two knowledge histories 
  that do not count against your normal limit (your Rea-
  son score). Each history starts with a value of 6.
  Fearsome. Anyone who fears you takes the heart pen-
  alty in the first two rounds of combat, not just the first.
  Delight in plans. When an environmental trick is suc-
  cessful in combat, you gain one mood. This works 
  once per combat.
  Shadow Talents
  Stealth commander. As long as your group of five or 
  fewer stays in the same area as you, your stealth rolls 
  – rolls to remain undetected or unseen – cover all of 
  you. No individual rolls are required.
  High mastery. When using a shadow skill (the GM is 
  the judge of what is a shadow skill: stealth, lockpick-
  ing, disguise, forgery, and the like), if you roll a d8 
  or d10 and it explodes, then you roll a d20 as your 
  exploding die. When you roll a d12 and it explodes, 
  roll two d20s as your exploding dice. Take the highest 
  result as usual.
  Set piece. You are an expert with one environment 
  trick. Increase its attack and defense dice by one each.
  Scavenger: Thief, agent, privateer – whatever the 
  brand of rogue, these sort know how to salvage gear. 
  If he is attached to a brigade that wins a battle, he 
  gains one random item martial item of wealth level 
  1-8 (again, randomly determined). [[@@a free roll on 
  Treasure Table..@@]]
  
  6
  Logical soul. Prereq: name level in engineer, fixer, or 
  trader. You can choose to resist all magic that affects 
  the mind with reason instead of magic.
  The Bigger They Are. When you kill a monster that is 
  significantly taller than men in combat, you can strike 
  the final blow so that the giant zombie (or other crea-
  ture) topples down on another one of your foes. Roll 
  another attack at d10 against your target’s defense. 
  Standard attack rules apply (the target must be in the 
  same area, the damage is 1 body).
  Dodge on the run. In a chase, your default defense die 
  is a d6 instead of a d4. You must be name level in a 
  shadow class to select this talent.
  Dodge magic. Increase your defense die size by one 
  when defending against magic. This only applies to 
  physical defense dice, not magical defense.
  Gambler. You gain a bonus quickness die once per 
  game. As with all such, use it at whatever point you 
  wish. This is in addition to any skill you might have in 
  gambling.
  Bluff. Increase your social attack die size by one when 
  bluffing.
  Hard life. You gain five history points.
  Shot on the run. In a chase, you increase all your 
  ranged attack die sizes by one.
  Slippery. When someone attempts to grab you in a 
  chase, you roll your shadow levels as a bonus die to 
  resist. Prerequisite: dodge on the run.
  Bad. Being scorned by one group makes you desired 
  by another. For each group with whom you have a 
  negative reputation, choose one related or opposed 
  group. With this related or opposed group, you can 
  roll your negative reputation as a positive one. For 
  example, Nico has the reputation “Despised by Marnh 
  professors and academicians for outrageous theories of 
  alchemy and engineering (8).” With the Bad talent, he 
  can roll this reputation as a positive with one related or 
  opposed group. He chooses “Wives of Marnh profes-
  sors and academicians.”
  Fearsome. Anyone who fears you takes the heart pen-
  alty in the first two rounds of combat.
  Scoundrel. You take only 1 mood damage from losing 
  an inspiration, and only 1 heart damage from losing a 
  love. True love damage applies as normal.
  Decapitating mission. On the battlefield, you can take 
  out the enemy officers and disrupt their command 
  structure. Roll your shadow levels against the enemy 
  force’s shadow; if you win, they lose a command point 
  next round.
  Guild master. Increase your organization’s shadow 
  score by two and one other characteristic by one. You 
  must be name level in a shadow class.
  Heist. Your organization gains a one die-size bonus 
  when attempting to steal from another organization.
  Obscure. Your organization gains a one die-size in-
  crease when attempting to keep a secret hidden (in-
  cluding when it aids another creature in doing so).
  
  7
  Trap lore. When rolling to disarm a trap, treat the qual-
  ity of the trap or the doom (whichever you are rolling 
  against) as one lower.
  Trap artisan. Any trap you make or buy has its quality 
  increased by one. Prerequisite: trap lore.
  Case the joint. If you study an organization’s head-
  quarters, you can roll your reason score with your 
  organization’s shadow score as a bonus die against the 
  opposing organization’s shadow score. Roll once for 
  each day that you study the headquarters, up to five 
  days. For each success, you learn one secret about the 
  organization: a characteristic, a building location, its 
  leader’s identity, etc., as worked out between you and 
  the GM.
  Calculating grenadier. Your “Shoot” basic combat 
  maneuver is Rsn/d2 rather than Qck/d2 when using 
  grenade-like weapons (vials of alchemist’s fire, for 
  example).
  Delight in plans. When an environmental trick is suc-
  cessful in combat, you gain one mood. This works 
  once per combat.
  Social Talents
  Dazzler. If your charisma is greater than your op-
  ponent’s reason, you can make social attacks that 
  cause him to forget about his true inspirations. Make 
  a social attack; instead of targeting your opponent’s 
  mood, as usually, you target his memory of what 
  defines his character. You try to blind him to his true 
  self. If your attack succeeds, your opponent loses ac-
  cess to one inspiration for the remainder of the scene. 
  This can only occur in social scenes, and you must 
  have name level in a social class.
  Free thinker. Reduce any negative culture effects on 
  you by 1, to a minimum of 0.
  High mastery. When using a social skill (the GM is 
  the judge of what is a social skill: bluff, read emotion, 
  negotiate, and the like), if you roll a d8 or d10 and it 
  explodes, then you roll a d20 as your exploding die. 
  When you roll a d12 and it explodes, roll two d20s as 
  your exploding dice. Take the highest result as usual.
  Logical soul. Prereq. Name level in engineer, fixer, or 
  trader. Resist mind magic with reason.
  Dilettante. You gain five history points.
  Martyr. You can increase your social attack die by two 
  sizes if you take 1 Mood damage through self-depre-
  cation.
  Scoundrel. You take only 1 mood damage from losing 
  an inspiration, and only 1 heart damage from losing a 
  love. True love damage applies as normal.
  Shame. Social talent. You make someone feel so bad 
  that, if you reduce them to less than 0 Mood, they 
  cannot appear in public until their mood is once again 
  positive. You must have at least ten levels in a social 
  class.
  
  8
  Fabulous invitations. Increase your charisma by two 
  die sizes when inviting someone to an event.
  Glorious invitations. No one can turn down an invita-
  tion to meet with you without suffering double the 
  normal mood penalty. You must have a reputation of 
  6 or more with the invitee for this to apply. Prereq. 
  Fabulous invitations.
  Gloss. You can gloss over a faux pas. Once per social 
  encounter (more than that and not even your skills 
  can bury such a glaring mistake), after an ally has 
  failed or lost a social roll, you can roll your Charisma 
  or social levels (whichever is higher) as a bonus die 
  for one of your ally’s actions. This does not count as 
  an action for you. You must be name level in a social 
  class.
  High gloss. You can use your gloss talent once per 
  person per encounter. You must have at least ten lev-
  els in a social encounter.
  Noble mandate.. You demand the best from your 
  colleagues. Once per person per combat encounter 
  (more than that and you sound hackneyed rather than 
  inspiring), you can roll your Charisma or social levels 
  (whichever is higher) as a bonus die for one of your 
  ally’s actions. This is a trick for you in combat.
  Flirt. When talking with someone who could be sexu-
  ally attracted to you (most often but not always a 
  member of the opposite sex), treat your Charisma as 
  2 higher. This bonus is lost if the conversation turns 
  antagonistic.
  Happy. You’re fundamentally optimistic. Your maxi-
  mum mood is 6 instead of 5.
  Depress. You can depress someone to such a degree 
  that they cannot gain points in an inspiration for two 
  weeks, or gain a new inspiration for a month. This 
  cannot be used on a person with positive mood more 
  than once per season.
  Mass negotiator. If you have as many or more social 
  levels as anyone else in the encounter, and you are 
  alone at home or on neutral ground, then you gain an 
  extra attack immediately after each enemy’s turn. That 
  is, you alternate turns as sides – one enemy goes, then 
  you go, then a different enemy goes, then you go, and 
  so on. This is talent finds use in audience chambers 
  and guild halls, when aristocrats and bosses entertain 
  several petitioners at once. You must be name level in 
  a social class.
  Interrogate. Once per encounter when you are attempt-
  ing to learn a secret from your foe, you gain your 
  social levels as a bonus die. You must be name level in 
  a social class.
  Pet theme. Pick one theme. Whenever you touch on 
  that theme, you increase your attack die size by one. 
  When you do this, you cannot “stack” it with other 
  theme bonuses.
  Passionate. When you use an inspiration to aid an at-
  tack roll, increase your own mood by 1. You must be 
  name level in a social class.
  Encourage, enlighten, and entertain. Once per en-
  counter, when you succeed at a social attack, you can 
  increase the mood of an ally within earshot by 1.
  Rumor. You can initiate a Rumors improve social 
  combat scene. You assign the rumors and potential 
  reputations. Ignore this talent if your group does not 
  play with improve scenes.
  Stunning revelation. Reveal a secret about your op-
  ponent. You gain the 3 die size increase to your attack 
  as usual for revealing a secret in social combat. If your 
  attack hits, then your opponent is stunned almost to 
  speechlessness. He takes 1 mood damage as normal, 
  and his charisma die size is reduced to d4 (or d2 if it 
  was already a d4) until the start of your next turn. You 
  must be name level in a social class.
  Damaging revelation. Reveal a secret about your op-
  ponent. You gain the 3 die size increase to your attack 
  as usual for revealing a secret in social combat. If you 
  hit with your attack, you deal 2 extra points of mood 
  damage. You must be name level in a social class.
  
  9
  Emotionally invested. Once per encounter, you can 
  roll your heart die as a bonus along with any other die, 
  just as if it were an (un-narrated) inspiration. If you do 
  not win the roll, however, you lose 1 mood.
  Clothes horse. You may purchase clothing and other 
  fashion items as if they were one wealth level lower 
  than they are.
  High fashion. Increase the quality of all fashion items 
  you own by 1.
  Glitter. If you have a fashion item 3 or more better 
  in quality than an opponent’s best fashion item, you 
  deal one extra point of mood damage if you make a 
  successful social combat attack while bringing the 
  disparity up in the conversation. You may do this once 
  per social combat. You may choose this ability up to 
  three times, each time gaining another use of Glitter in 
  combat.
  Flaunt. If your wealth level is higher than your oppo-
  nent’s wealth level, you gain one free attack during 
  a social encounter. The attack is resolved as wealth 
  level vs. wealth level. For example, if Charmaine 
  is wealth level 6 and Phineas is wealth level 5, then 
  they would resolve Charmaine’s Flaunt attack by 
  rolling a d6 for Charmaine and a d4 for Phineas. 
  You must be name level in a social class to take this 
  talent.
  Code. Write down one code that you live by. You 
  gain one point to your inspiration involving the 
  code. The point does not count toward your normal 
  cap (your heart score). If you break the code, you 
  lose 4 inspiration in the code’s category and you 
  drop to 0 mood.
  Doom Talents
  Agony. Once per day, you can force someone else to 
  roll magic against the doom. If he does not succeed, he 
  suffers excruciating pain for an hour, taking two pen-
  alty dice, heart and magic, on all activities. You must 
  be 20th level in a class that awards doom talents.
  Demesne. In your domain, the doom for you is always 
  one lower than for all else.
  Lucky escape. Any roll that would result in your 
  incapacitation or death must also beat your land’s 
  doom die. If it does not, the effects of the roll apply as 
  normal, but you are not incapacitated or dead. Instead, 
  narrate your escape as if you had enough inspiration to 
  allow you to do this normally.
  Prophecy. Predict that an inspiration will be lost, or 
  
  10
  that a new inspiration will start. For example, predict 
  that the love of Clea of Valte Riel and the rich fish-
  monger Fenton Durbwater will die. Or predict that 
  a savage princess will marry you. If that prophecy 
  comes to pass, increase your reason by one and one 
  other characteristic by one. You can only have one 
  successful prophecy per year.
  Torment. Choose one creature to torment. For that 
  creature, the doom of your land is increased by one.
  Nightfall. Increase the doom of your land by one each 
  time you select this talent.
  Enlightenment. Decrease the doom of your land by 
  one each time you select this talent.
  Culture. Replace or re-write one of the three culture 
  entries for your lands each time you select this talent. 
  You may instead add a fourth culture item with this 
  ability if the GM judges it a better fit for the campaign.
  Drive them out. Pick one species of monster or man 
  (you cannot choose the most common species of man 
  in your lands). That species leaves your lands.
  Take. You can grant a wizard the ability – once, under 
  your supervision – to use the high spell Take. He takes 
  away the ability to feel or to be inspired. He rolls his 
  magic die against the target’s magic die. All inspi-
  rations and other modifiers apply as normal. If the 
  wizard succeeds, the target never again knows love, or 
  hate, or sorrow, or fear, or faith or any other inspira-
  tion designated by you.
  The taken inspiration is bottled, and distills into 1-6 
  doses. It tastes exquisite, spiced, and rich. Drinking it 
  allows you to use the inspiration once within the next 
  minute. It keeps forever.
  If the target had any inspirations of the sort taken, they 
  are lost. They can never be regained.
  Taking is difficult. The doom of the land can only be 
  twisted into a taking attempt once per week, in any 
  part of your purview.
  Forgetting 
  Talents
  Just as with skills, it is possible to let a talent fade. 
  You can drop a talent at any time after you have not 
  used it for a season. After that, the next time you gain 
  a talent, you select two: one that you would have had 
  regardless, and one to replace the lapsed talent. The 
  talent that you select to replace the lapsed talent fol-
  lows the same “type” restrictions as the original (that 
  is, if the original were selected from social or martial 
  talents, the replacement must also be selected from 
  social or martial talents).
  
  1
  Part III
  Chapter Fourteen: Organization
  Creation, Advancement, & Decline
  A fantasy organization is an army of disciplined 
  legionnaires marching in rank, a screaming horde of 
  savages pouring over the riverbank, a cabal of wiz-
  ards plotting to usurp the throne, or a brotherhood of 
  thieves haunting the alleys.
   
  This chapter presents rules for creating and ad-
  vancing an organization. Chapter 7 presents rules for 
  adjudicating organization actions and impact on play.
  The seven types of organization are:
  	
  •	Armed	legion
  	
  •	Magic	order
  	
  •	Noble	house
  	
  •	Savages
  	
  •	Secret	society
  	
  •	Thieves	guild
  	
  •	Trading	company
  With the exception of noble characters, PCs do not 
  begin play in control of an organization. Rather, if 
  they desire the utility of an organization, then over the 
  course of the campaign, they must found or join one.
  Creation
  Each organization has these characteristics.
  Force. Force is physical might. A church’s Force 
  score might result from its templars and the crusaders 
  it can call up, while a barony’s Force score might rep-
  resent the baron’s knights, mercenaries, and soldiers. 
  Force also represents force of spirit, and your ability 
  to	resist	attacks	upon	battlefield	morale.	You	might	
  roll force to defend a castle, hold a border, sweep the 
  thieves out of the docks district, or maintain open 
  shipping lanes through a hostile Kingdom’s waters.
  Arcana. This measures the organization’s magical 
  power.	Magic	is	rare,	and	most	organization	types	
  have no facility with it. Others clutch after magic 
  with obsessive zeal, seeking the secrets that Kings and 
  Queens	hold	in	jealous	hearts.	You	might	roll	arcana	
  to change the weather, to prevent a rival organization 
  from controlling the magic in the area, or to increase 
  or decrease the number of freak magical monster 
  births to unsuspecting mothers.
  Shadow.	Shadow	is	the	ability	to	work	unseen,	to	
  commit acts never meant to see the light of day, and to 
  escape	the	consequences	of	your	actions.	You	might	
  roll shadow to steal from another organization, spy on 
  an individual, or to cover up your tracks so that no one 
  knows who has been working against them.
  Efficiency.	Efficiency	is	essential	for	any	organization	
  that wishes to be more than a bystander in world af-
  fairs.	Efficiency	determines	how	quickly	your	organi-
  zation can accomplish tasks, what sort of tasks may be 
  too complicated for it, and how well it communicates 
  and	coordinates	internally.	Inefficient	organizations	
  have	a	difficult	time	producing	wealth.	You	might	
  roll	efficiency	to	act	before	another	organization	can,	
  to conclude a deal without wasting kings, or to issue 
  multiple commands during wartime.
  
  2
  Scope.	Scope	represents	the	reach	and	influence	of	the	
  organization. The material size of the organization as 
  measured	in	population,	buildings,	and	territory	influ-
  ences its scope. Other factors also contribute: contacts, 
  favors, secrets, spells, artifacts, enslaved monsters, 
  and more. One religion may have a scope of 15 be-
  cause it has many temples and a congregation spread 
  throughout the countryside. Another religion with only 
  one small temple and a small congregation may still 
  have a scope of 15 because it has a network of allies at 
  court, a strong bloodline in two noble houses, and an 
  millenia-old alliance with a secret society of assassins.
   
  An organization’s scope and characteristics can 
  be	diminished.	An	invading	army	can	burn	your	fields,	
  raiders can steal your artifacts, and whispers in the 
  night can turn your agents. It is also possible to have a 
  large scope and yet have little real power. This repre-
  sents a “hollow man” organization, one that was once 
  great, or that has a widely known name and reputation, 
  and	yet	has	little	power	to	back	up	its	inflated	reputa-
  tion. Hollow men results when an organization’s scope 
  is	large	but	its	force,	arcana,	shadow	or	efficiency	have	
  been reduced to almost meaningless levels.
  	
  Many	abilities	have	scope	requirements.	An	or-
  ganization	with	a	scope	of	2	isn’t	renowned	or	influen-
  tial enough to mint its own coins, corner the market on 
  wheat, or blockade the East Fire harbor. Growing an 
  organization’s scope is similar to increasing a charac-
  Organizations in
  Fantasy Literature
  If you’re having trouble think-
  ing	of	how	organizations	can	fit	
  into a fantasy setting, here are a 
  few examples that might help.
  	
  •	Right	people	of		
  	
   
    Camorr, and   
   
   
    Locke Lamora’s  
   
   
    thieves
  	
  •	Riders	of	Rohan
  	
  •	Hogwarts
  	
  •	Mordenkainen’s	Circle	of	Eight
  	
  •	Thulsa	Doom’s	congregation
  	
  •	Anasurimbor	Kelhus’s	Holy	War
  Founding an 
  Organization
  Some	classes,	such	as	the	noble,	grant	you	an	orga-
  nization for free. Other characters must found their 
  organizations according to the following rules.
   
  Remember that your organization might be a 
  smaller part of a larger organization. Chapter 7 ex-
  plains this. For example, if you are a noble and part 
  of a large and powerful noble house like Rithaign’s 
  Tumenants or Azenahal’s Comnenus, then it wouldn’t 
  make sense to list your oragnizatino as Tumenants, 
  Scope	1.	Instead,	you	control	a	little	piece	of	the	Tu-
  menant noble house. Perhaps the current Earl of Frush 
  has given you 
  stewardship over his silkmetal mine 
  in the Way-
  lorn mountains. Then you could 
  ter’s level: it makes 
  the organization 
  more powerful, more 
  capable, and more resil-
  ient.
  
  3
  write down “Tumenant silkmetal mining camp, Way-
  lorn, Frush, of the Tumenant house” as your organiza-
  tion. As your organization grows, it represents your 
  rise	in	the	ranks	of	the	Tumenant	noble	house.	You	
  should	change	the	title	of	your	organization	to	reflect	
  your	stature,	and	of	course	you,	the	GM,	and	the	other	
  players should adjust your play at all points so that the 
  game’s narrative and the creative milieu accurately 
  portray your rise to power.
  Armed legion. Recruit two troops (purchasing them 
  normally as an individual) and invest 1000 gold 
  crowns.	Your	force	starts	at	4	and	your	scope	at	1.	As-
  sign a 3, 2, and 1 to the other three scores.
  Arcane	order.	You	must	have	mastered	one	spell	
  school and own any type of wizard’s 
  refuge (a building of wealth level 5, at 
  the	least).	Your	arcana	starts	at	4	and	
  your scope at 1. Assign a 3, 2, and 1 
  to the other three scores.
  Noble	house.	The	only	way	to	gain	a	
  noble house is to gain a level in the 
  noble character class. This can easily 
  be	done	if	it	is	your	character’s	first	
  level.	After	that,	it	is	difficult:	you	
  must gain a noble title during play. 
  Your	scope	starts	at	1.	Assign	a	4,	3,	
  2, and 1 to the other four scores.
  Savage	tribe.	You	must	be	a	savage	
  (4th	level).	Your	force	starts	at	4	and	
  your scope at 1. Assign a 3, 2, and 1 
  to the other four scores.
  Secret	society.	A	driving	sense	of	purpose	–	some	
  would	say	fanaticism	–	forms	the	basis	of	every	secret	
  society.	You	must	have	an	inspiration	4	or	more	that	
  relates to the purpose of the society and invest 500 
  crowns.	Your	scope	starts	at	1.	Assign	a	4,	3,	2,	and	1	
  to the other four scores.
  Thieves	guild.	You	must	be	name	level	in	a	shadow	
  class and own a safe house (any building will do). 
  Your	shadow	starts	at	4	and	your	scope	at	1.	Assign	a	
  Increasing Scope
  Increase your organization’s scope by 1 every other 
  time you gain a character level. This represents your 
  growth as a leader, time invested into the organization, 
  and	accumulation	of	financial	and	political	capital.	
  Certain buildings, wonders, cultures, and other actions 
  may also increase your organization’s scope.
   
  Organizations are only as good as the man at 
  the top. An organization cannot grow to 
  a scope larger than the number of char-
  acter levels of its leader. (An organiza-
  tion whose leader is somehow removed 
  and replaced with a lower-level leader 
  may retain its current scope.)
  3, 2, and 1 to the other three scores.
  Trading	company.	You	must	invest	2,000	gold	crowns.	
  Your	efficiency	starts	at	4	and	your	scope	at	1.	Assign	
  a 3, 2, and 1 to the other three scores.
  Armed Legion
  While the fops at court prattle on, and 
  the wizards stargaze from their towers, 
  the legions are out moving and acting. 
  If it weren’t for them, there would be 
  no one to keep the peace. Allies count 
  on legions for protection, and enemies 
  fear them for their might. The role of 
  the legion is either preserver or de-
  stroyer.
   
  Armed legions include the King’s army, a 
  band of mercenaries, and a homeless armada sailing 
  from an island Kingdom that sank beneath the waves. 
  Any organization primarily focused on increasing its 
  own physical might can be an armed legion.
   
  If your character runs an armed legion, then 
  during	the	course	of	a	game,	you	are	likely	to	find	
  yourself	in	the	thick	of	the	fighting.	Armed	legions	
  have high Force scores, and you can play to your 
  strength by marching to war, conquering new terri-
  tories,	and	policing	the	homeland.	Your	friends	may	
  purchase	your	aid	in	conflicts	of	their	own,	and	when	
  
  4
  the entire region is threatened, they look to you for 
  protection. Law enforcement - benign or tyrannous - 
  is another of your niches.
  	
  Scope	and	abilities.	At	each	even	scope	in-
  crease,	raise	your	force	or	efficiency	by	one.	At	every	
  level	divisible	by	five	(5,	10,	15,	20,	etc.),	increase	
  shadow or magic by 1. At each odd level scope in-
  crease, choose one of the following abilities.
  	
  •	Martial	construction.	Reduce	by	one	wealth		
   
    level the cost of any martial building (that is,  
   
    any structure directly related to war, such as 
   
    a barracks, keep, fort, training grounds,  
   
  	
  		etc.).@@	PUT	IN	MINIMUM	Scopes
  	
  •	Muster	a	troop	for	free.	The	troop	cannot		 	
                have a cost more than two above your 
                current wealth level. The troop never counts          
   
    toward your limit on troops.
  	
  •	Hardened	command.	Roll	your	force	score			
   
    as a bonus die whenever an opponent’s attack  
   
    would lower your command point total.
  	
  •	Improved	command	and	control.	You	gain			
  														one	extra	command	point	in	battle.	You	
                may only choose this once.
  	
  •	Battlefield	command	structure.	Your	
  														efficiency	score	is	treated	as	one	higher	
  	
  		during	battle.	You	may	choose	this	
                ability up to three times.
  	
  •	Marching	efficiency.	You	may	move	each	
   
    of  your troops on the overland map once per  
   
    week (or once per round in classic play) as 
   
    a free action. This only applies to troops not   
  	
  		fighting	a	battle.
  	
  •	Power	of	the	legion.	Once	per	round	to	a		 	
   
    maximum of three times per battle, you can  
   
    substitute your force score for the attack or   
   
    defense roll of one of your units. 
  	
  •	Spirit	of	the	corps.	A	unit	can	take	one	point		
   
    of health damage and apply it to spirit 
   
    instead. Each unit under your command can  
   
    do this once per battle.
  	
  •	We	are	legion.	Increase	the	number	of	troops		
   
    you can have under your command by two.  
  	
  		You	may	choose	this	ability	up	to	five	times.		
  	
  		Normally,	you	cannot	have	more	troops	than		
   
    your force score.
  	
  •	Terrorize.	Everyone	in	the	region	attacked			
   
    by one of your troops rolls their reason die.  
   
    If they do not beat your force total, they lose  
  	
  		1	mood.	You	must	have	scope	7	or	more.	You		
   
    can only attempt this once per season.
  	
  •	Destruction	and	inflation.	War	devastates		 	
   
    the region. In addition to the normal effects  
   
    of war, pick one type of item. That type 
   
    of item has its price increased one wealth   
   
    level beyond the normal fallout increase.   
   
    This power is usually used when your forces  
   
    are in an enemy’s territory.
  	
  •	Fortress.	Improve	the	quality	of	all	defensive		
   
    structures you own by 1.
  	
  •	Cultural	force.	You	roll	your	force	score	
   
    as a bonus die when attempting to change   
   
    the culture of a region. Here are some typical  
   
    martial cultures you might install:
   
   
  o Favored style culture. Choose one   
  	
  					
  			fighting	style.	Anyone	who	is	a
   
   
     master of that school gains a
   
   
     reputation (6) as a master of the most  
  	
  															prestigious	fighting	style	in	the	land.	
  	
  	
  o	Culture	of	might.	Your	soldiers	
                             intimidate the weak. Anyone in your       
  	
  	
  			home	region	with	a	Strength	of	4		 	
   
                 or less takes 1 mood damage each 
   
                 morning unless he makes a reason   
   
   
     roll against the doom. 
   
   
  o Culture of arms. Every day is a good  
  	
  	
  			day	to	fight.	All	troops	levied	within		
   
   
     your home region begin with spirit 1  
   
   
     higher than normal. Culture of
  	
  	
  			enforcement.	Your	soldiers	enforce		
   
   
     the law. Increase the doom by 1  
   
   
                 when someone attempts to break 
   
   
     the law (theft, murder, denounce a   
   
   
     noble).
   
   
  o Culture of violence. Any time 
   
   
     you disrupt a social scene, chase, 
   
   
     or any other scene with combat, the  
   
   
     reputation penalty is reduced by 2 (to  
   
   
     2) and the mood penalty is reduced  
   
    
     by 1 (to 2). 
  	
  •	Tyranny	of	arms.	If	you	are	the	largest	scope	
  
  5
  organization in your headquarters’ area by 3 or more, 
  then you can choose to install a tyranny of arms. All 
  organizations headquartered in the region that are not 
  armed legions have their wealth levels reduced by 2, 
  and	everyone	in	the	region	gains	fear	(4)	of	your	orga-
  nization and its members. This last can be avoided if a 
  character rolls reason vs. the doom, but it is repeated 
  each month until the character learns fear.
  Magic Order
  Not	everyone	is	born	with	magical	talent.	Those	that	
  are have the ability to boil seas, to whisper to a loved 
  one across a continent, or to pry into a man’s dreams. 
  They must either master or be mastered by the wildest 
  and most powerful force of nature: magic.
   
  If your character heads a magic order, she is 
  placing herself in a dangerous position. The potential 
  rewards are great: fame, gold, and what passes for 
  a	king’s	friendship.	But	the	risks	are	equally	great:	
  death,	corruption,	and	madness.	Sanctioned	magic	
  orders are rare, and a king’s blessing is far from 
  constant. Whether a king’s order or not, most magic 
  orders	have	high	shadow	scores.	You	never	know	
  when	you’ll	have	to	hide.	Most,	in	fact,	try	never	to	
  be	seen	in	the	first	place,	either	by	building	towers	in	
  the	middle	of	the	Serai	desert	or	by	hiding	in	plain	
  sight in the glassworks, slaughterhouses, and homes 
  of a city. 
  	
  Scope	and	abilities.	At	each	even	scope	in-
  crease, raise your arcana or shadow score by one. 
  At	every	level	divisible	by	five	(5,	10,	15,	20,	etc.),	
  increase	efficiency	or	force	by	1.	At	each	odd	level	
  scope increase, choose one of the following abilities.
  	
  •	Bound	together.	The	members	of	your	
   
    cabal practice rites that bind them all 
   
    to spells in the same way. This mitigates  
   
                interference. Everyone still interferes with   
                other, but the attack rolls of wild surges are
                reduced by one die size. This reduction 
                applies only to spells cast by members 
                of your order and affects only your order;  
                everyone else is still attacked by the full    
                strength wild surge.
  	
  •	Arcane	construction.	Reduce	by	one	wealth		
   
    level the cost of building any arcane 
   
    structure.
  	
  •	Research	institution.	You	increase	all	die		 	
  														rolls	related	to	arcane	research	by	one.	You					
    
    may only choose this ability once.
  	
  •	Consult.	Once	per	week	(or	scene),	your	
   
    organization may aid a character in a 
                sagely capacity as a free action. This could 
   
    be a roll to know the neighborhoods of a 
                city, the location of a shipwreck, or the 
   
    history of the relationship between a king   
   
    and his niece.
  	
  •	Monsters	of	war.	Your	organization	trains	
  	
  		the	spawn	of	magic	well.	By	training	a	
   
    monster unit such as war apes, troglodyte   
                shock troops, or a dragon at 1.5 times the 
                current wealth level cost, you can choose one  
   
    attack or defense die to increase by one size  
   
    permanently. This can be for either a 
   
    maneuver or a stance.
  	
  •	Power	of	the	order.	Once	per	round	to	a		
  	
                maximum of three times per battle, you can 
   
    substitute your organization’s arcane score  
  
  6
                for one of your spellbound unit’s attack or    
   
    defense roll.
  	
  •	Vault	resources.	Your	magic	order	stockpiles		
   
    resources that reduce the cost of casting any  
  	
  		spell	by	1	wealth	level.	Spells	that	have	no			
   
    casting cost are unaffected by this. 
  	
  •	Favored	familiar.	The	magi	of	your	order		 	
   
    tend to have the same sort of familiar. Anyone
                who does can increase one of his familiar’s  
   
    characteristics by one. 
  	
  •	Cabalistic	casting.	Pick	one	school.	Your	
    
    order knows a secret about interference and  
   
    this school. With a day’s preparation, you can
    
    cast any spell from this school with 
   
    assistance, rather than interference. Increase  
   
    all die sizes associated with casting the spell  
   
    (attack, defense, or magic) by one for each
    
    triplet of acolytes from your guild who assist  
   
    you, up to three triplets (nine acolytes total). 
  	
  		Your	order	must	have	scope	12	to	use	this		 	
                ability with high spells. This talent also 
   
    allows a magic order to produce wizard  
   
   
    cabals that function as a single unit on the   
  	
  		battlefield.	The	troop	maneuvers	in	Chapter		
                16 already include the cabalistic casting 
   
    bonuses; do not increase them further. 
  	
  •	Shadow	order.	Increase	your	arcana	by	one		
   
    die size when making a roll in a shadow war.
  	
  •	Terrorize.	Everyone	in	the	region	rolls	their		
   
    reason die. If they do not beat your arcana 
  	
  		total,	they	lose	1	mood.	You	must	have	scope		
  	
  		7	or	more.	You	can	only	attempt	this	once	per		
   
    season.
  	
  •	Cultural	force.	You	roll	your	arcana	score	as	
                a bonus die when attempting to change
    
    the culture of a region. Here are some typical  
   
    magical cultures you might install:
   
   
  o Killing an animal of the favored fa  
   
   
     miliar type is punishable by death.
   
   
  o All families must extend full
   
   
     hospitality including home, hearth,   
   
      
     and up to 5 gold per family member  
   
   
     to any magi that asks for it.
   
   
  o Culture of restraint. Anyone in the 
   
   
     region must decrease a Love by 1   
   
   
     each month if he does not beat your 
   
   
     arcana score with his heart roll. True  
   
   
     loves are immune, and no Love score  
   
   
     can drop below one as a result of this.
   
   
  o The doom is reduced by 1 for all   
   
       
     members of your organization. This 
   
   
     requires scope 10 and the king’s  
   
   
    
     blessing.
  	
  •	Tyranny	of	magic.	If	you	are	the	highest		
  	
   
    scope organization in your area by 3 or more, 
   
    then you can increase or decrease the average  
   
    spellbound creature number in the area by up 
  	
  		to	3.	You	can	also	force	wild	magic	to	spiral		
   
    out of control: all wild magic dice explode   
   
    whenever they roll over half on the die.
  Noble House
  A noble house is an extended family with 
  a history of power and wealth. One house 
  may be more martial, one may have ties to 
  the underworld, and one may be focused 
  on trade, but all noble houses are familiar 
  with political intrigue and the responsibili-
  ties and dangers that accompany privilege. 
  Most	go	to	great	lengths	to	secure	their	
  privilege against any challenge.
   
  In low- and mid-level play, yours 
  may the only organization with the power 
  to perform certain actions. While other 
  organizations are still scraping for every 
  last coin, you have the king’s ear. Use 
  this	power	wisely.	Spend	political	favors	
  where you can, and do not call too much 
  attention to your allies. Lacking your con-
  nections, they also lack your security. An 
  enemy who wouldn’t dare assault your house directly 
  might be tempted instead to eradicate your friends.
   
  Tradition is very important to an organization 
  whose power derives largely from the weight of prec-
  edent.	Noble	houses	often	place	special	emphasis	on	
  bloodlines, symbols and history. Create these for your 
  house. The most interesting noble houses are often the 
  
  7
  ones	with	rich	histories.	You	can	play	with	or	against	
  type when crafting your house’s history. Perhaps your 
  noble	character	is	a	lost	prince	–	perhaps	he	did	not	
  even	know	he	was	a	prince,	the	last	of	his	line	–	and	
  he has now been rediscovered and his house restored. 
  Imagine all the built-in enemies he has: every noble 
  sees him as an instant rival!
  Scope	and	abilities.	At	each	even	scope	increase,	raise	
  your	any	characteristic	save	efficiency	by	1.	At	every	
  level	divisible	by	five	(5,	10,	15,	20,	etc.),	increase	ef-
  ficiency	by	1.	At	each	odd	level	scope	increase,	choose	
  one of the following abilities.
  	
  •	Salon.	Your	noble	house	can	aid	you	once	in		
   
    a social scene one time per week (or round, in  
   
    scene order play) as a free action.
  	
  •	Philanthropy.	You	can	give	anyone	an	in	
  	
      
    crease of 1 or 2 (your choice) in a positive 
   
    reputation with any organization operating   
   
    within your region. Feel free to charge what 
  	
  		ever	the	market	will	bear	for	this	favor.	You	
   
    cannot boost a reputation like this more than  
   
    once per year.
  	
  •	Condemn.	Noble	invective	smears	the	
   
    target, tagging him with a 1 or 2 point 
   
    increase in a negative reputation with any   
   
    organization operating within your region.   
  	
  		Your	opponent	can	avoid	the	smear	if	he	
   
    makes 
  	
  •	Law.	Within	your	domain,	autocratic	rule		 	
    
    obtains. Write any law you wish, declare any  
   
    item contraband, proscribe any item. If you
    
    know the identity of a particular lawbreaker,  
   
    you can roll force or shadow against his 
   
    defense (usually his organization’s shadow).  
  	
  		Success	means	that	you	have	caught	the	
  
  8
   
    criminal, and you can punish him as you see  
  	
  		fit.	You’re	the	noble.		The	GM	and	the	other		
   
    players have veto power over any law or 
   
    excess that you promulgate with this power. 
   
    Remember to keep the good of the campaign
  	
  		as	a	whole	as	your	top	priority.	Your	noble			
   
    house must have at least scope 7 to write 
   
    laws beyond the assumed laws of most 
   
    kingdoms. 
  	
  •	Persecute.	You	torment	an	individual,	
   
    harassing him with taxmen, threats of 
   
    abduction, and hints at accusations of 
   
    treason. He loses 1 point from a random 
   
    inspiration per attack if he fails a reason roll 
   
    against whatever die is appropriate for your  
   
    attack (shadow for underhanded threats, force  
   
    for overt intimidation, magic for bringing out  
   
    oozing boils on his stomach).
  	
  •	Fealty.	Another	organization	swears	fealty			
  	
  		to	you.	You	gain	+1	wealth	level.	The	other		
  	
  		organization	gains	+1	efficiency	and	+1	to			
   
    another score of its choice because it is able 
   
    to transfer some bureaucratic tasks to 
   
    your house and rely on your house for aid.   
   
    The new organization subjects itself to your 
   
    laws. This liege-vassal relationship lasts until  
   
    the liege ends it or until a set time has 
   
    expired, as agreed upon at the time of the   
  	
  		oath	of	fealty.	You	may	cancel	the	action	of		
   
    any vassal organization with an opposed 
   
    shadow roll as a free action.
  	
  •	Shadow	house.	Increase	your	shadow	score		
   
    by one die size when participating in a 
   
    shadow war.
  	
  •	Famine.	Food	shortages	are	a	timeless	tool	of		
   
    the aristocracy. Everyone in the region for 
   
    longer than a week must roll strength against  
   
    the doom or have his maximum body reduced  
   
    by 1 for the duration of the famine. At the   
   
    start of each season, you decide whether or 
   
    not the peasants in the region are going to 
   
    suffer a famine.
  	
  •	Power	of	lords.	Once	per	battle,	one	of	your		
   
    units can roll your force score as a bonus die  
  	
  		to	one	attack	or	defense.	You	may	choose	this		
   
    power twice. It can only be used once per roll  
   
    no matter how many times you select it.
  	
  •	Spirit	of	lords.	Once	per	battle,	you	can	give		
   
    a bonus of 1 spirit to every allied unit on the  
  	
  		field.
  	
  •	Example.	Choose	one	man	and	make	an		
  	
  														example	of	him.	Designate	one	of	his	
                inspirations, his organization, or his 
   
    hometown. After you make an example of   
  	
  		him	(through	whatever	means	the	GM	deems		
  														sufficiently	intimidating	or	horrifying),	
   
    anyone who shares his designated quality   
   
    must make a reason roll against the 
     
    doom. Failure causes loss of all positive  
   
   
    mood, or two heart damage if the mood 
   
    was already less than one.
  	
  •	Settlers.	You	welcome	a	new	wave	of	
   
    immigrants. They might be refugees from   
   
    another kingdom, a sect of savages seeking  
   
    to become civilized, or anything else you   
  
  9
    
    deem appropriate. With the added population,  
   
    every organization with headquarters in your  
  	
  		kingdom	increases	its	scope	by	1.	You	can	
   
    only choose this ability once per year.
  	
  •	Holiday.	You	declare	one	day	in	the	year	a			
   
    holy day. When this day comes up, 
  	
  		everyone	in	the	region	gains	2	Mood.
  	
  •	Cultural	force.	You	roll	your	arcana	score	as		
   
    a bonus die when attempting to change 
   
    the culture of a region. Here are some typical  
   
    magical cultures you might install:
  	
  	
  o	Symbol.	Your	house’s	symbol	
   
   
     carries almost as much power as the  
   
   
     house itself. Anyone bearing it has a 
   
   
     Reputation 8 as the house’s ally. The  
   
   
     penalty for using it without the
    
   
     house’s sanction is service, which   
   
   
     generally means being turned over to  
   
   
     the king’s wizards.
   
   
  o Culture of art. Anyone who has an   
   
     
     inspiration in an art gains one
   
   
     bonus point in that inspiration. The  
   
   
     bonus point does not count toward   
   
   
     the normal limit.
   
   
  o Taxes. Increase by 1 your wealth   
   
   
     level and decrease by 1 the wealth   
   
                 level of all other organizations 
   
   
     headquartered in your region.
   
   
  o Liberty. Whether through apathy,   
   
   
     kindness, or shrewdness, some nobles  
   
   
     learn to keep from meddling in 
   
   
     subjects’ affairs. Increase the wealth  
   
   
     level of everyone headquartered in   
   
   
     this region by 1. This is mutually
    
   
     exclusive with Taxes above.
  	
  •	Royal	blessing.	Choose	one	organization.		 	
  	
  		Members	of	that	organization	and	the	
   
    organization itself treat the doom as 
   
    1, 2, or 3 lower, as determined by you at the  
  	
  		time	of	the	blessing.	Your	house	must	be	
   
    royal.
  	
  •	Season	of	wrath.	Choose	one	season	for	your		
   
    land to suffer your wrath. Any organization  
   
    who fails a doom check during that season   
   
    suffers a natural or magical disaster before 
   
    the season ends.
  	
  •	Lese	majeste.	If	someone	attacks	you	or	your		
   
    house, even in passing in a conversation, you  
   
    roll your force score as a bonus die in any   
   
    scene where you are attempting revenge.
  	
  •	Tyranny	of	kings.	If	you	are	the	largest	scope		
   
    noble house in your area, choose one 
   
    inspiration type per season. Anyone who has  
   
    that inspiration type must roll each week   
   
    against the doom or lose one point, to a 
  	
  		minimum	of	zero.	You	may	also	increase	or		
   
    decrease the doom one point per year if you  
   
    are a royal noble house. The doom can never  
   
    exceed your area.
  Savage Tribe
  Savages	are	foils	for	the	other	organizations.	In	con-
  trast to the sophistication of the nobles and the dis-
  cipline of the armed legions, savages represent raw 
  emotion and unbridled passion. Hooting and banging 
  spears just beyond the city walls, savages are boogey-
  men in the nightmares of civilized children.
  	
  Savages	do	not	build	buildings	or	vehicles	be-
  yond	wealth	level	five,	nor	do	they	track	wealth	level	
  above	five.	Obviously,	this	cuts	off	a	source	of	power	
  
  10
  for	an	organization.	Do	not	play	a	tribe	if	you	want	
  access to the power of gold and concrete.
   
  This is offset by the savage’s knowledge of 
  his homeland. There is a reason that the regiments of 
  civilization have not been able to extirpate the sav-
  ages from the wild forests, mountains, and badlands.
  Scope	and	abilities.	At	each	even	scope	increase,	raise	
  your	force	by	one.	At	every	level	divisible	by	five	(5,	
  10, 15, 20, etc.), increase any other characteristic by 
  one. At each odd level scope increase, choose one of 
  the following abilities.
  	
  •	Savage	barbarism.	When	you	defeat	an		
  	
    
    enemy unit in mass combat by bringing 
   
    it to 0 Health, the horde commits atrocities. 
   
    Roll your force against the enemy’s force   
   
    for each enemy troop in the area. Any troop 
   
    that fails loses 1 from its spirit.
  	
  •	Tribal	law.	Within	your	region,	you	can	use		
   
    the law power as listed above under noble   
  	
  		house.	You	must	have	a	scope	of	7	or	more.
  	
  •	Power	of	the	horde.	Once	per	battle,	one	of		
   
    your units can roll your force score as a bonus  
  	
  		die	to	one	attack	or	defense.	You	may	choose		
  	
  		this	ability	up	to	five	times.	It	can	only	be		 	
     
    used once per roll no matter how many times  
   
    you select it.
  	
  •	Terrorize.	Everyone	in	the	region	attacked			
   
    by one of your troops rolls their reason die. If  
   
    they do not beat your arcana total, they lose 
  	
  		1	mood.	You	must	have	scope	7	or	more.	You		
   
    can only attempt this once per season.
  	
  •	Horde.	Increase	the	number	of	troops	you	can		
  
  11
  	
  		have	under	your	command	by	four.	You	may		
  	
  		choose	this	ability	up	to	four	times.	Normally,		
   
    you cannot have more troops than your force  
   
    score.
  	
  •	Sack.	Horde	units	increase	their	attack	die			
   
    size by one when attacking buildings. 
  	
  •	Spirit	of	the	land.	Your	units	increase	their			
  	
  		spirit	by	1	when	fighting	in	their	homeland.
  	
  •	Ambush.	When	entering	battle	in	any	terrain		
   
    similar to your homeland, you can designate  
  	
  		one	of	your	units	as	hidden.	You	can	choose		
   
    this ability up to three times.
  	
  •	Ghosts	of	the	land.	The	first	time	a	hidden			
   
    troop attacks in battle, it deals one additional  
   
    point of damage on a hit.
  	
  •	One	tribe.	As	long	as	you	are	in	your	home		
   
    land, your tribe can aid you in any activity   
   
    once per week as a free action.
  	
  •	Cultural	force.	You	roll	your	force	score	as		a		
   
    bonus die when attempting to change the 
   
    culture in your home region. Here are some  
   
    typical savage cultures you might install:
  	
  	
  o	Culture	of	animals.	Your	tribe	values		
   
   
     animal life as much as it does human  
   
   
     life. Killing an animal is murder,   
   
   
     unless it is on the hunt. The same 
   
   
     goes for killing a human.
   
   
  o Totem beast. Choose your totem  
   
   
   
     beast: bear, cloud wolf, manticore.   
   
   
     Anyone who has not killed a totem 
   
   
     beast in single combat cannot have   
   
   
     a mood score higher than 3 and gains 
   
   
     a reputation 6 for being unproven.   
   
   
     For foreigners, the mood 
   
   
     limitation can be bypassed with a   
   
   
     reason roll that beats the doom.
  	
  	
  o	Vision	quest.	Once	per	season,	a		
  	
   
   
     tribesman can receive a vision quest.  
   
   
     Choose the tribesman to enter the   
   
   
     sweat lodge, medicine bower, or 
   
   
     oracle cave. Then roll on a monster  
  	
  	
  			table	of	the	GM’s	choice	(see	
   
   
     Appendix @@). If the tribesman   
   
   
     defeats the monster in single combat 
   
   
     before the season is over, he gains   
   
   
     one savage level plus one heart score  
   
   
     increase.
   
   
  o Culture of survival. Reduce your   
   
      
     scope by one as the weak members  
   
   
     of your tribe die off from famine,   
  	
  	
  			flood,	and	gaps.	In	return,	your	Force		
  	
  	
  			goes	up	by	2.	You	may	only	choose		
   
   
     this culture once.
  	
  	
  o	Culture	of	self-reliance.	Savages		 	
   
   
     brook no interference from the out  
   
   
     side world. The members of your 
   
   
     tribe can ignore one culture item   
   
   
     introduced by another organization.
  	
  •	Tyranny	of	nature.	If	your	tribe	is	the	largest		
   
    scope organization by 3 or more in your 
   
    homeland, then all buildings, engineering 
   
    items, alchemical items, and objects brought  
   
    into your homeland, save those you sanction,  
  
  12
   
    are reduced 2 in quality. This happens 
   
    immediately without exception. The loss 
   
    repeats each season unless the item succeeds  
   
    in a quality roll against the doom.
  Secret Society
  Secret	societies	move	in	the	penumbra	of	history,	
  pulling the strings of lords, priests, and generals. 
  Rumors in a tavern, the stubs of incriminating pages 
  ripped from an ancient text, and bizarre murders are 
  often	the	only	signs	that	a	secret	society	exists.	Some	
  societies are devoted to preserving a kingdom-shat-
  tering secret. Others want to accomplish a goal: the 
  silencing of the dragons, eradication of a millennia-
  old	noble	house,	finding	a	chosen	one,	or	preventing	a	
  prophesied	cataclysm.	Secret	societies	recruit	all	man-
  ner of agents: magicians, assassins, soldiers, spies, 
  and courtesans. The only common trait is fanaticism.
  For	a	secret	society,	two	tenets	always	hold:	Survival	
  depends on remaining hidden, and success lies in 
  manipulation.	Many	secret	societies	view	their	job	as	
  rock-piling: they stack up the opinions and forces of 
  the world in just the right way, so that one push from 
  the society crumbles everything.
   
  In your campaign, consider choosing the secret 
  society’s goal in conjunction with another player. 
  Perhaps conspire with a leader of an armed legion to 
  place	that	leader	on	the	throne	on	the	night	the	Var-
  tekan comet blazes forth in the heavens. Perhaps plot 
  with the thieves guild boss to steal the First Casket 
  from	the	Royal	Museum	to	prevent	it	falling	into	your	
  nemesis’s hands. Perhaps another player is the Chosen 
  One	that	your	society	must	protect	–	or	destroy.
  Scope	and	abilities.	At	each	even	scope	increase,	raise	
  your	shadow	by	one.	At	every	level	divisible	by	five	
  (5, 10, 15, 20, etc.), increase any other characteristic 
  by one. At each odd level scope increase, choose one 
  of the following abilities.
  	
  •	Power	of	secrets.	When	you	know	a	secret			
   
    about an organization or an individual, 
   
    you have power over them. As long as you   
     
    have not revealed the secret to anyone, you 
   
    or an individual member can roll your shadow 
   
    score as a bonus die once per scene or battle.
  	
  •	Power	of	revelation.	You	reveal	a	secret		
  	
        
    about an organization or individual. 
  
  13
   
    The revelation is stunning. Organizations lose  
   
    one action this week (or round). They cannot 
   
    ever lose two; this ability does not stack with  
   
    itself or any other action-denying attack.   
   
    Individuals take 1 damage to mood and any  
   
    relevant inspiration or reputation.
  	
  •	Obscure.	You	can	make	secrets	very	hard	for		
   
    others to learn. Pick one secret. Whenever   
   
    someone attempts to learn it, roll your 
   
    shadow score as a bonus die opposing the at 
   
    tempt to reveal the secret, even if your 
   
    organization is normally not within range to  
   
    help. This does not count as the 
  	
  		organization’s	action	for	the	week.	You	may		
   
    choose this ability up to three times, each   
     
    time picking a different secret. If the secret is  
   
    ever learned, you may turn this ability’s
   
    invested time, personnel, and energy to a new  
   
    secret.
  	
  •	Lost.	Libraries	burn,	experts	go	mad,	notes		
  	
  		disappear	from	laboratories.	You	can	cause			
   
    other organizations to lose knowledge. If 
   
    you win an opposed shadow roll, your enemy  
   
    loses all research done on one object or 
   
    method, or it loses one building, or it loses all  
   
    proof of one secret.
  	
  •	Obliterate.	By	burning	books,	pouring	fixer’s		
   
    oils in the ears of sleeping dukes, and burying  
   
    abandoned ghost towns, you remove the  
   
   
    memory of one event or person from the 
  	
  		world.	You	can	attempt	this	once	per	year.		 	
   
    The event or person must be at least 50 years  
   
    old. Any records that survive are outside of  
  	
  		regions	where	you	have	influence.
  	
  •	Purge.	Fanaticism	makes	you	pure.	When		 	
  	
  		combating	infiltration	or	corruption	of
    
    your organization, you can subtract one from  
   
    every characteristic except scope and 
  	
  		efficiency	to	gain	two	bonus	d20s	for	your			
   
    defense roll.
  	
  •	Infiltrate.	Choose	an	organization	for	your			
  	
  		agents	to	infiltrate.	You	deal	an	extra	point	
   
    of damage against this organization in a 
  	
  		shadow	war.	The	infiltration	is	a	secret;	once		
   
    learned, it can be destroyed with a successful  
   
    strike in a shadow war.
  	
  •	Blood	in	the	shadows.	Increase	by	one	die																																				
   
    size your shadow score when making a roll in  
   
    a shadow war.
  	
  •	Neutralize.	When	an	organization	that	you			
  	
  		have	infiltrated	takes	an	action,	you	can	
   
    attempt to neutralize that action with opposed  
  	
  		shadow	rolls.	Your	scope	must	be	at	least	as		
  	
  		large	as	the	organization	you	have	infiltrated.
  	
  •	Control.	With	an	opposed	shadow	roll,	you		
   
    can force an organization that you have  
   
  														infiltrated	to	take	any	action	you	please.	
  	
  		Doing	this	a	second	time	in	a	season	exposes		
  	
  		your	agent.	You	must	have	a	scope	at	least	
   
    3 greater than the organization you have 
  	
  		infiltrated.
  	
  •	Fanaticism.	Every	one	of	the	society’s	
   
    members gains an increase of 2 
   
    inspiration points to the ancient grudge or   
  	
  		burning	cause	that	inflames	the	society.	These		
                inspiration points do not count toward the   
   
    normal maximum (ie, the heart score).
  	
  •	Believed	dead.	A	secret	society	has	strings			
                throughout the known world, and it can erase
    
    a person. When a secret society uses this   
  
  14
   
    power, it loses one wealth level with the vast  
  	
  		expenditure	of	resources	necessary.	But	the	
   
    results are spectacular: the target is believed  
   
    dead throughout the known world. Even  
   
   
    when he presents signet rings and accounts   
                of childhood sworn on Wrandt’s book, he is  
   
    called an impostor and a wizard. He cannot  
   
    use any of his reputations, cannot access 
   
    any land or resources, loses all mood, and   
   
    suffers other indignities as judged by 
  	
  		the	GM	and	the	group.	This	lasts	for	a	
   
    number of weeks equal to the scope of the 
   
    secret society. It can be used multiple times  
  	
  		on	the	same	person.	Minimum	scope:	14.		 	
  	
  		Minimum	wealth	level:	12.
  Thieves Guild
  A thieves’ guild can be a den of scoundrels, a band of 
  merry men, a syndicate of slavers, a street gang, or 
  any	other	organization	that	lives	outside	the	law.	Not	
  all thieves’ guilds are land-bound either; pirate culture 
  flourishes	beyond	the	reach	of	justice.
  Life as an outlaw is never easy. The thief always hears 
  the boot of the city watch at his back, and he always 
  listens for his partner‘s slumbering breaths before he 
  allows	himself	sleep.	Despite	the	harrowing	days	of	
  a life on the run and the eternal air of suspicion, for 
  some the temptation of the next big score is too great. 
  For others, the law itself has become evil, and justice 
  is	only	to	be	found	by	operating	outside	its	confines.
  	
  During	the	course	of	a	game,	a	thieves	guild	
  might seize an arms shipment meant for the corrupt 
  duke, break into another player’s headquarters and 
  steal his ledger and his mistress’s silks, or assassinate 
  a	rival	crime	lord.	Rarely	do	you	fight	open	battles	
  with brigades and drumbeat-measured troop evolu-
  tions, but a running shadow war in the alleys is com-
  mon.	Many	thieves’	guilds	seek	a	monopoly	on	illegal-
  ity, for the guild that can unite all the gangs and bring 
  peace to the streets is a guild that strikes fear into the 
  hearts of even the most powerful members of society.
  Scope	and	abilities.	At	each	even	scope	increase,	raise	
  your	shadow	by	one.	At	every	level	divisible	by	five	
  (5,	10,	15,	20,	etc.),	increase	efficiency	or	force	by	
  one. At each odd level scope increase, choose one of 
  the following abilities.
  	
  •	Quickness	in	the	shadows.	The	guild	can		 	
   
    make two attacks per week in a shadow war.
  	
  •	Security.	You	can	sell	your	shadow	abilities		
   
    to any other organization. That organization  
  	
  		gains	the	benefit	of	your	shadow	score	once	
  	
  		per	week,	in	a	defensive	capacity	only.	Such	a		
  	
  		use	does	not	count	as	an	action	for	you.	You		
   
    may only have one such client at a time.
  	
  •	Plague.	Dirty	deeds	track	dirt.	You	have	the		
   
    ability to start a plague once per season. Pick  
   
    an area, and choose a disease with virulence  
  	
  		4	or	less.	Everyone	in	the	area	must	roll	
   
    strength vs. the virulence or contract the  
   
                disease. Economically, choose two 
   
    plague-related items (wine, food, herbs,
    
    shipboard passage to another kingdom, etc.).  
   
    It is unavailable in the region for the season  
   
    without a scavenging roll made against the   
   
    doom.
  	
  •	Oath.	Your	guild	has	taken	an	oath	against			
   
    an enemy organization. Any roll you 
   
    make against the enemy organization in a   
   
    shadow war is increased by one die size.
  
  15
  	
  •	Hide.	You	can	make	locations	secret.	This			
   
    costs half the wealth level, rounded up, of the  
   
    object you are making secret.
  	
  •	Steal.	You	roll	your	efficiency	as	a	bonus	die		
   
    when attempting to steal from another 
   
    organization. If you succeed in reducing the  
   
    organization one wealth level, and gain gold  
   
    equal to one item at that wealth level (the     
   
    considerable difference in gold goes 
   
    to middlemen, resources used in the heist and  
   
    its planning, and other transaction costs).
  	
  •	Lucre.	Any	time	you	damage	another	
   
    organization in a shadow war, you gain 10   
   
    times the organization’s scope in gold.
  	
  •	Brotherhood	of	thieves.	Every	member	gains		
   
    a reputation 6, as a thieves guild member,   
   
    with every other guild in the region.
  	
  •	Network	of	knowledge.	Every	member	who		
   
    is name level in a shadow class gains one
   
    history that does not count toward the normal  
   
    limit. The history can be increased normally,  
   
    and it starts at one rank. It must be a history  
   
    that relates to the shadow classes.
  	
  •	Cultural	force.	You	roll	your	force	score	as		a		
   
    bonus die when attempting to change the 
   
    culture in your home region. Here are some  
   
    typical savage cultures you might install:
   
   
  o Culture of vice. Inspirations from   
   
                 vices are increased by one point. This  
   
   
     point does not count toward the 
   
   
     normal maximum.
   
   
  o The thieves guild is recognized as   
   
     
     a powerful city guild, and the boss   
   
   
     is even granted a minor noble title.   
   
   
     This is all usually done in chambers,  
   
   
     but occasionally it is public.
  	
  	
  o	Culture	of	corruption.	Mood	penalties		
   
   
     for breaking contracts, working  
   
   
   
     against one’s morals, or behaving   
   
                \injustly are reduced by 
   
   
     1 to a minimum of zero.
   
   
  o Culture of outlawry: Lords of the   
   
   
     Underworld. Any person in your 
  	
  	
  			guild	gains	2	Mood	from	the	new		 	
   
   
     popularity and reverence for 
   
   
     outlaws. He also gains a reputation  
  	
  	
  			(4)	as	an	outlaw,	if	he	so	wishes.	
  	
  •	Tyranny	of	thieves.	As	long	as	you	are	the			
   
    largest scope organization by 3 or more in   
   
    your region, then every other organization 
   
    operating in your demesne loses 1 from its   
  	
  		wealth	level.	You	gain	1	extra	item	at	every	
   
    wealth level you have, that is, you can now  
   
    have 6 items of every wealth level instead of  
   
    5. 
  Trading Company
  Trading company magnates sit at the same tables as 
  kings and generals but are beholden to no one. Their 
  agents travel the length and breadth of the known 
  world, encountering trading partners civil and sav-
  age, magical and mundane. Given the adventures that 
  trading ships and caravans are prone to encounter, a 
  trading	company	regularly	employs	the	finest	swords-
  men, spies, and courtesans that gold can buy.
   
  Other organizations count on you to brave 
  
  16
  the challenges of the trade routes. Without a trading 
  company, trades between organizations and lands are 
  expensive or impossible due to distance, failure to 
  find	middle	ground,	or	lack	of	financing.	To	provide	
  trading services, a trading organization must master 
  many different disciplines. It must protect its merchan-
  dise in transit, negotiate in exotic locales, subdue or 
  avoid magic, and grease the palms of border guards 
  throughout	civilization.	No	organization	is	as	diverse	
  as a trading company. It is common for a large trading 
  company’s master ledger to include in the same month 
  payments	to	mercenaries	on	the	battlefield,	whores	in	
  the bedchamber, and engineers in the laboratory.
  Scope	and	abilities.	At	each	even	scope	increase,	raise	
  your	efficiency	or	force	by	one.	At	every	level	divis-
  ible	by	five	(5,	10,	15,	20,	etc.),	increase	efficiency,	
  force or shadow by one. At each odd level scope 
  increase, choose one of the following abilities.
  	
  •	Free	transaction.	You	can	make	or	facilitate		
   
    one trade per week that does not count against  
  	
  		your	normal	total	of	actions.	Nor	is	there	an		
   
    action or gold cost for other parties involved  
   
    in the trade. Charge what you like for this   
   
    service.
  	
  •	Beneficial	trade.	In	any	trade	you	make	or			
  			
  		facilitate,	every	organization	rolls	efficiency		
   
    vs. the doom. An organization who succeeds  
   
    gains 100 gold for every scope level you   
   
    have. For example, if you are a 9th level 
  	
  		organization,	a	benefiting	organization	gains		
   
    900 gold.
  	
  •	Efficient	capital.	One	new	building,	ship,		 	
   
    or other purchase that generates gold 
   
    generates one-quarter more gold than normal.  
  	
  		You	may	choose	this	ability	multiple	times,		
   
    designating a different piece of capital each  
   
    time.
  	
  •	Shortcuts.	At	a	moment’s	notice,	you	can		 	
     
    jump on a trading partner’s caravan,
   
    zeppelin, or galleon, and you know all the   
  	
  		fastest	routes.	Your	knowledge	of	the	trading		
   
    routes and your access to the trading network  
   
    reduces travel time by one day for every week  
   
    of the journey. Charge what you like for 
  	
  		this	service.	You	can	use	this	once	per	week,		
   
    but if you select this ability multiple times,   
   
    you can use it a number of times equal to the  
   
    number of times you have selected it, 
  	
  		up	to	five.
  	
  •	Exotica.	Your	company’s	contact	with	an		 	
     
    exotic culture has taught it novel ways of 
   
    doing business and allowed you to purchase  
   
    items otherwise unattainable. Choose one   
   
    of the following at no cost. Its normal  
   
   
    cost cannot be more than two above your 
   
    current wealth level.
   
   
  o One research advancement
   
   
  o One war beast
   
   
  o One regional secret (chosen by the   
  	
  	
  			trading	company	subject	to	GM	veto)
   
   
  o Treasure trove. Roll randomly on the  
   
   
     treasure table corresponding to your  
   
   
     highest wealth level.
  
  17
  	
  	
  o	New	philosophy.	An	exotic	idea	
   
   
     extends and deepens current thought  
   
   
     in the Kingdoms.  Choose one idea  
  	
  	
  			or	action.	Many	people	cultivate		 	
   
   
     inspirations based on that idea. Any  
   
   
     member of your trading company can  
   
   
     take a reputation (3) as a 
   
   
     thinker, explorer, or ambassador for  
   
   
     bringing the idea to the Kingdoms.   
   
   
     If he adopts that philosophy 
   
   
     himself, he gains 1 free inspiration   
   
                 point that does not count toward his 
   
   
     normal maximum.
  	
  •	Single-mindedness.	You	roll	your	efficiency		
   
    as a bonus die against any disaster, attack, or  
   
    other event that would cause a loss of income.
  	
  •	Cultural	ties.	Pick	one	culture.	When	
   
    dealing with that culture, anyone in your   
  	
  		trading	company	rolls	its	efficiency	as	an	
   
    additional dialogue die once per social scene.  
  	
  		This	benefit	may	be	chosen	multiple	times;			
   
    designate a new culture each time. This does 
   
    not count as your company’s action for the   
   
    week.
  How to handle NPCs 
  living in dangerous 
  cultures
  The	GM	rolling	every	month	
  or	week	for	every	NPC	in	
  the realm is unreasonable. As 
  GM,	you	should	only	roll	for	
  NPCs	who	come	“on	stage”	
  and are interacting with the 
  PCs.	Even	then,	if	you	forget	to	roll	for	an	NPC	
  who just sold the PCs a bouquet of peonies and 
  three ounces of honey, it doesn’t matter.
  In	short:	roll	when	it’s	important.	Most	cultural	
  effects are designed so that the players, and not 
  the	GM,	can	roll	for	them.	The	players	note	the	
  effects on a character sheet and carry on quickly. 
  The	GM	does	not	have	to	track	the	effect	of	the	
  culture	on	every	single	NPC	in	the	kingdom!
  	
  •	Cultural	force.	You	roll	your	force	score	as			
     
    a bonus die when attempting to change 
   
    the culture in your home region. Here are   
   
    some typical savage cultures you might 
   
    install:
   
   
  o Culture of wealth. Anyone with a   
  	
  	
  			wealth	level	above	7	receives	a	Mood		
   
   
     increase of 1 each week.
   
   
  o Culture of material. The default 
   
   
     quality of all items manufactured in  
   
   
     your demesne increases by one.
   
   
  o Culture of tolerance, in the name of  
  	
  															gold.	Anyone	can	use	your	efficiency		
   
   
     as an extra dialogue die, but it must  
   
   
     be used on the side of tolerance,  
   
   
   
     freedom, and respect for the customs  
   
   
     of others (not a common thing in the  
   
   
     settled lands!).
  
  18
  There are two ways to diminish the characteristics 
  and scope of an opponent’s organization: war and 
  shadow war.
   
  War is just what it sounds like: open mass 
  combat. For every battle you win, you reduce one 
  of your opponent’s characteristics or his scope by 
  1.	You	cannot	reduce	the	same	characteristic	two	
  battles in a row.
   
  A shadow war is everything that an open 
  war	is	not.	It	is	conducted	in	secret.	Narrate	your	
  organization’s attack on the enemy organization, 
  and roll the appropriate dice. For example, if you 
  narrate a gang of thugs shattering windows at mid-
  night and dragging the merchants of your enemy’s 
  guild out into the streets and beating them, then you 
  roll	force	to	attack.	Your	enemy	can	narrate	his	own	
  defense using force, arcana, or shadow (though it 
  would be highly unlikely that a merchant guild has 
  significant	access	to	arcana!).	If	you	successfully	
  attack, then reduce one of your opponent’s charac-
  teristics,	wealth	level,	or	scope	by	one.	You	cannot	
  reduce an organization’s scope by more than one 
  per season.
  Shadow	war	attacks	require	exquisite	timing	and	
  planning	to	remain	out	of	the	public	eye.	You	can-
  not attack the same characteristic (or choose scope) 
  two	attacks	in	a	row.	You	cannot	attack	more	than	
  once per week (or round).
  Diminishing 
  Characteristics 
  and Scope
  
  1
  Part III
  Research and 
  Resources
  Chapter Fifteen: Research
  The world is not constant. Yesterday’s goal is today’s 
  starting line. Building upon what has been learned, 
  engineers, wizards, and others advance their work 
  and achieve feats out of the reach of previous genera-
  tions. Some would say that this advancement has led 
  to the present crisis in the Kingdoms.
   
  Both organizations and individuals can con-
  duct research. Although usually sponsored by orga-
  nizations, individual researchers can work indepen-
  dently if they have another source of financial and 
  material support.
  Research can lead to advancements in warfare, engi-
  neering, magic, the arts, or nearly any other field of 
  endeavor. 
  Object Research
  Research on objects - or anything with a wealth level 
  - is just like crafting. Roll your researcher’s skill 
  against the research subject’s quality (or wealth level 
  if it has no quality rating). If he matches or surpasses 
  it, then he has put one point into the research. This 
  takes a number of days equal to the quality (or wealth 
  level) of the item. After the researcher has put a num-
  ber of points into the research equal to the quality of 
  the item, then the research is complete.
   
  Research can be conducted by organizations, 
  freeing up characters for more adventurous concerns. 
  Of course, in that case the research is conducted using 
  the organization’s relevant score rather than the char-
  acter’s skill. Naturally, research counts as one of the 
  organization’s actions for the week.
   
  Always use the original wealth level of an 
  item that has been researched to a lower wealth level. 
  That is, if Rithite maces are now made more efficient-
  ly and cheaply than ever before thanks to research 
  (that is, research has reduced their wealth level to 3 
  from 4), then any further research on them still treats 
  them as wealth level 4 rather than their reduced level.
  Method Research
  Research on methods attacks the doom.
   
  A method could be a troop’s attack, an artistic 
  technique, a trade route, or a foreign policy. Proceed 
  as with object research, but roll against the doom 
  rather than the object’s quality or wealth level. This is 
  why much research is located in distant, hard-to-reach 
  places. In the wilds, the kings and the populace have 
  not established a great doom.
  
  2
  Time
  If you don’t want to keep track 
  of the points put into a research 
  effort, simply allow a research vs. 
  quality (or doom) check after one 
  season, two seasons, a year (what-
  ever is closest to the quality of 
  item squared in days). If the check 
  passes, the research is done. If it 
  does not, then you can try again 
  next month, and keep trying each 
  month until you pass.
  Effects of 
  Research
  Research can do any of the following:
   
  • Raise the attack or defense die size of a 
  troop maneuver or stance. You share the knowledge 
  with all your troops, so that all troops capable of that 
  maneuver (now and future recruits) gain the benefit 
  of the research. For example, a cavalry charge that is 
  normally d6/d4 becomes d8/d4 for every cavalry unit 
  of that type in your organization.
   
  • Raise the quality of every item (including 
  troops and buildings) of a given type manufactured by 
  your organization. For example, all Rithite maces are 
  now quality 5 instead of quality 4.
   
  • Reduce by 1 the wealth level of all items 
  (including troops and buildings) of a given type.
   
  • Grant a bonus charisma die to any member 
  of your organization dealing with a foreign culture 
  that you have researched. This bonus die can be used 
  at any point in the social encounter, but a representa-
  tive of the foreign culture must be present.
   
  • Increase by one die size an organization 
  attempt to engineer the economy or the culture. The 
  research focuses on one particular method of attempt-
  ing this; other methods require separate research.
   
  • Increase the amount by which a method 
  changes the mood in a region. For example, a holiday 
  often increases everyone’s mood by 1. With research, 
  that can change to 2.
   
  • Discover resources. Resources reduce the 
  cost of anything made or done with that resource. 
  When you discover resources, pick a land area, name 
  the resource, and name what type of item it benefits. 
  Everything of that type of item drops one wealth 
  level in the kingdom that controls the land where the 
  resource is found. For example, a player might state 
  that in the jungles north of Queensport, he has found 
  a new mineral – marnhite, in honor of the kingdom – 
  that is valuable in manufacturing zeppelins. Now, all 
  zeppelins in Marnh are cheaper (-1 wealth level). The 
  first player in the game to find a resource to ben-
  efit something has the privilege of naming what the 
  resource is. If anyone else in the game subsequently 
  discovers resources that accomplish the same purpose 
  (that is, benefit the same objects), then that second 
  resource discovery is of the same type as the first 
  (marnhite, in the example above).
  
  3
  Stealing Research
  The results of research are secret. They can be stolen 
  from or forced out of your organization or your orga-
  nization leader as any other secret can be.
   
  Natural resources are an exception to this. 
  They cannot be stolen. If you wish to take them, you 
  must conquer the land where they are found.
  Limits of Research
  Research is limited to two steps. No numeric factor 
  can be increased or decreased more than two steps.
  Research 
  prerequisites
  To be eligible to achieve an advance in an area, you 
  must meet the prerequisites. There is no cost other 
  than meeting the prerequisites. If you can support one 
  of these research buildings, then you can support the 
  research that goes on inside.
   
  Warfare. A barracks plus at least four brigades  
   
  capable of any maneuver you wish to advance. 
   
  Magic. A tower.
   
  Engineering. An engineer’s shop.
   
  Arts. A university, theater, publishing house,  
   
  studio, or other artistic building.
   
  Social skills. A wealth level 6 or better resi-
  dence.
   
  Economy. A wealth level 8 or better storefront 
  or merchant building.
  
  1
  Part III
  Chapter Sixteen:
  Gear, Buildings, and Troops
  Overview
  A grappling hook hurtles through the night sky, falling 
  against a backdrop of stars and distant spires, then  
  clangs on the gutter pipe… and the thief escapes.
  	
  A	flute	plays	notes	of	sugar	and	dreams…	and	
  the	dragon	is	charmed.
  	
  A	corset	is	unlaced…	and	the	kingdom	is	un-
  done.
  	
  Grappling	hooks,	flutes,	corsets,	ten-foot	poles,	
  Quality
  min. Str.
  Wealth 
  Level
  Gold Price
  Clothing	(see	clothing	table	below)
  0
  -
  -
  -
  Gnarsk	hide	jerkin;	bracers;	sewer	leath-
  ers;	buckler;	et	al.
  (all	have	same	statistics)
  1
  2
  1
  50
  House	vambraces
  1
  2
  3
  300
  Fang	ropes
  1
  2
  1
  50
  Leather	armor
  2
  3
  3
  300
  Studded	leather	armor;	hamata
  2
  4
  2
  100
  Sun	plate
  2
  3
  5
  1000
  Round	shield;	teardrop	shield;	pavise;	
  standard	shield;	et	al.
  2
  5
  2
  100
  Horn	lamellar
  3
  5
  3
  300
  Silkmetal	shirt
  3
  3
  6
  1500
  Cave	boat	mail
  3
  5
  5
  1000
  Inquisitor	mail
  3
  6
  5
  1000
  Steel	and	bone	lamellar
  4
  4
  5
  1000
  Mail	hauberk
  4
  6
  3
  300
  Breastplate	and	mail
  4
  5
  5
  1000
  Brigandine
  5
  6
  4
  600
  Plate	armor;	coat-of-plates
  6
  5
  6
  1500
  Dragon	plate
  9
  7
  11
  5500
  and	more	individual	gear	is	in	this	chapter.	Larger	pur-
  chases	–	buildings,	siege	engines,	ships,	troop	training	
  and	recruitment	–	are	also	detailed	here.
  	
  Gear	is	not	all.	It	isn’t	love,	it	can’t	guaran-
  tee	happiness	or	change	how	you	treated	your	son	or	
  whisper	in	your	ear	on	the	eve	of	St.	Jhess.	And	yet	
  many	meet	Death	every	day	for	lack	of	gear	alone.
  	
  This	chapter	lists	gear,	buildings,	and	troops	
  that	your	character	can	acquire.
  
  2
  Quality	is	the	quality	of	the	item.	If	the	armor’s	quality	is	3	or	more	greater	than	the	target’s	weapon	quality,	you	
  ignore	1	point	of	body	damage	when	hit.	The	table	lists	typical	qualities.	There	is	nothing	stopping	a	blacksmith	
  from	making	a	mace	of	quality	8,	for	example.	The	GM	must	adjudicate	the	wealth	level,	but	a	good	starting	
  point	is	that	wealth	level	equals	the	quality	of	the	armor,	increased	or	decreased	by	one	or	two	for	a	high	or	low	
  minimum	strength	or	a	special	quality.
  Min. Str. is	the	minimum	strength	required	to	wield	the	weapon	or	wear	the	armor	effectively.	Again,	these	are	
  typical	quantities.	A	blacksmith	may	be	able	to	make	a	mace	with	minimum	strength	1,	but	it	is	either	going	
  to	be	poor	quality	or	very	expensive.	A	character	wearing	armor	too	heavy	for	him	loses	one	die	size	from	all	
  attacks	and	defenses	per	point	of	deficiency.	For	example,	a	character	with	a	4	strength	wearing	a	mail	hauberk	
  (minimum	strength	6)	subtracts	two	die	sizes	from	every	attack	and	defense	roll.
  Wealth level is	the	item’s	wealth	level.
  Gold price	is	the	equivalent	purchase	price	derived	from	the	listed	wealth	level.	If	the	economics	of	a	region	
  have	pushed	wealth	levels	up	or	down,	you	must	adjust	a	number	of	steps	up	or	down	in	this	column	too.	For	
  example,	a	wealth	level	5	item	in	a	region	with	a	depression	(+2	to	wealth	level	cost)	becomes	a	wealth	level	7	
  item.	To	find	its	gold	cost,	you	move	two	steps,	from	1000	crowns	to	2100	crowns.
  Stacking armor 
  and shields
  Armor	quality	does	not	stack.	Take	
  the	best	single	armor	quality	if	you	
  are	wearing	two	armors	at	once.	
  For	example,	if	someone	is	wearing	
  house	vambraces	and	leather	armor,	
  his	armor	quality	is	2.	
  	
  If	you	are	using	a	shield	in	
  a	style	that	requires	it,	the	bonus	from	the	shield	is	
  already	taken	into	account	in	the	defense	dice	of	
  the	style’s	maneuvers.	This	is	another	example	of	
  the	fighting	style,	rather	than	the	equipment,	being	
  the	determining	factor	in	a	combat.	(It	also	allows	
  you	to	play	the	character	you	want	to	play	without	
  being	forced	into	equipment	that	doesn’t	match	your	
  character	concept.)
  House	vambraces.	These	forearm	plates	have	been	
  fashionable	for	centuries	in	the	western	Claw.	Unlike	
  other	armors,	they	can	be	used	in	social	encounters	if	
  you	have	levels	in	the	noble	class.	In	such	a	case,	their	
  quality	is	equal	to	their	wealth	level.
  Fang	ropes.	Often	seen	on	Dramba	witch	doctors	and	
  Fyrajji	savages,	these	ropes	are	actually	sinews	of	
  trophy	beasts	adorned	with	rows	and	rows	of	fangs	
  (and	sometimes	skulls).	The	savage	drapes	these	fang	
  ropes	over	his	body	(often	otherwise	bare)	to	gain	
  an	intimidating	presence.	If	you	have	savage	levels,	
  these	are	quality	6	in	a	social	encounter.
  Sun	plate.	Originally	a	decorative	armor	of	Jakatta,	
  sun	plate	reveals	as	much	as	it	conceals.	It	was	and	
  is	used	by	the	nobles	of	the	south	to	dress	their	con-
  cubines	provocatively.	Nonetheless,	it	does	provide	
  a	small	measure	of	protection,	and	it	has	become	
  popular	in	fashionable	courts	on	the	mainland,	where	
  it	is	called	slave,	sun,	or	dancer’s	plate.	Unlike	other	
  armors,	this	may	be	used	in	social	encounters.	In	
  social	encounters,	the	sun	plate’s	quality	is	equal	to	its	
  wealth	level.
  Cave	boat	mail.	The	men	who	ply	the	dark	network	
  of	cave	rivers	under	the	eastern	mountains	often	wear	
  this	bulbous	mail.	When	a	ripcord	is	pulled,	air	plack-
  ets	inflate	underneath	the	low-density	horn	and	bone	
  plates.	The	swimmer	gains	a	d12	bonus	die	for	swim	
  checks.	The	plackets	must	be	inflated	with	a	quick-
  ness	check	against	the	doom.	Repeat	tries	on	subse-
  quent	rounds	are	possible	until	the	plackets	inflate.
  Inquisitor	mail.	Night-haunted	Dynn	manufactures	
  blackened	mail	insulated	against	the	flames	of	Inqui-
  sition.	Those	wearing	Dynn	mail	take	1	less	point	of	
  
  3
  damage	from	any	source	of	heat	whose	attack	roll	(or	
  doom)	does	not	exceed	the	armor’s	quality.
  Dragon	plate.	This	armor	is	a	coat-of-plates	using	
  dragon	scales	for	the	plates.
  Weapons
  Some	fighting	styles	require	a	weapon,	some	forbid	
  it,	and	some	do	neither.	If	your	fighting	style	requires	
  a	weapon,	make	sure	that	you	meet	the	minimum	
  Strength	requirement	for	both	the	weapon	and	the	
  fighting	style.
  Weapons
  Weapon 
  Quality
  Min. Str.
  Wealth 
  Level
  Gold Price
  Melee
  Club;	peasant’s	flail;	
  smith’s	hammer;	laced	
  femur;	et	al.
  (all	have	the	same	statis-
  tics)
  1
  4
  1
  50
  Shortsword,	dagger,	
  stiletto
  1
  2
  1
  50
  Spiked	whip*
  1
  3
  3
  300
  Longsword,	poor;	hand	
  axe;	crude	morningstar
  2
  4
  2
  100
  Rapier
  2
  3
  3
  300
  Staff,	two-handed
  2
  6
  1
  50
  Trick	staff*
  2
  6
  4
  600
  Petrified	head*
  2
  2
  1
  50
  Longsword;	battleaxe;	
  warhammer;	mace;	fal-
  chion
  3
  4
  3
  300
  Roofsword*
  3
  3
  3
  600
  Orynjan	kris*
  3
  2
  7
  2100
  Rithite	mace*
  3
  4
  4
  600
  Engineer’s	chain	blade*
  3
  4
  6
  1500
  Spear*
  3
  6
  2
  100
  Longsword,	kingsman
  4
  5
  4
  600
  
  4
  Flight	officer’s	cutlass
  4
  3
  5
  1000
  Halberd;	glaive;	partisan;	
  billhook*	(all	two-hand-
  ed)
  4
  6
  3
  300
  Lance,	mounted	only
  5
  5
  6
  1500
  Greatsword,	two-handed
  5
  6
  5
  1000
  Longsword	of	rank
  6
  4
  10
  4500
  Jakattan	templar	machete
  7
  5
  9
  3600
  Greatsword	of	rank
  8
  7
  10
  4500
  Roofsword	of	a	King	
  Below
  9
  4
  14
  9100
  Royal	longsword;	royal	
  falchion;	et	al.
  12
  4
  18
  15300
  Ranged
  Blowgun*
  1
  2
  1
  50
  Angon,	Pilum*
  2
  5
  2
  100
  Throwing	knife
  2
  2
  2
  100
  Shuriken;	hair	pin;	
  chakram	collar	and	brace-
  let;*	et	al.
  2
  2
  3
  300
  Crossbow*
  3
  3
  4
  600
  Bow
  3
  4
  2
  100
  Javelin
  3
  5
  1
  50
  Longbow
  5
  7
  4
  600
  Snake	culverin*
  5
  5
  5
  1000
  Dragon	culverin*
  7
  6
  8
  2800
  Pistol,	matchlock*
  3
  1
  6
  1500
  Musket,	matchlock*;	
  arquebus
  6
  5
  6
  1500
  Pistol,	wheel	lock*
  4
  1
  9
  3600
  Musket,	wheel	lock*;	
  arquebus
  7
  3
  10
  4500
  Spear.	Spears	are	standard	polearms,	and	can	be	
  thrown	awkwardly	(reduce	the	attack	die	by	one	size).
  Billhook.	A	polearm	with	a	hook	designed	for	anti-
  cavalry	measures,	the	billhook	adds	one	to	your	attack	
  die	size	when	attempting	to	unseat	a	mounted	oppo-
  nent.	It	is	wealth	level	4,	but	otherwise	the	same	as	the	
  halberd.
  Roofsword.	Used	by	thieves	on	the	rooftops	of	
  Rithaign,	sailors	on	the	Sea	of	Princes,	and	all	man-
  ner	of	vagabonds	in	between,	the	roofsword	is	a	
  
  5
  mongrel	child	of	cutlass	and	longsword.	Many	men	
  have	journeyed	halfway	across	the	world	with	nothing	
  but	the	shirt	on	their	backs	and	their	roofsword.	It	is	
  used	to	cut	rope,	split	gold	coins	into	pieces	of	eight,	
  hack	down	doors	in	boarding	raids,	and	jimmy	guild	
  strongboxes.	Increase	the	attack	die	size	by	two	when	
  attempting	to	damage	an	item.
  Petrified	head.	West	of	the	westernmost	kingdoms,	
  where	the	mountains	rise	to	bite	the	sky,	savages	leave	
  the	heads	of	their	enemies	in	Waylorn	glaciers	for	
  many	new	moons.	When	they	return,	the	heads	are	
  petrified.	The	heads	are	then	hollowed	out	and	used	as	
  fist	weapons.	Often	the	face	is	studded	with	spikes	or	
  razor	flanges.
  If	the	head	is	a	person	known	to	the	target,	then	the	
  target	must	make	a	reason	roll	against	the	first	hit	at-
  tack	roll.	Failure	means	that	the	enemy	gains	one	fear	
  of	the	wielder	(or	loses	one	mood	if	he	has	no	room	in	
  his	heart	for	more	inspirations).	A	petrified	head	must	
  make	a	quality	roll	against	the	doom	after	every	com-
  bat	in	order	to	continue	in	a	functional	state.
  Orynjan	kris.	These	wavy-bladed	daggers	are	the	de	
  rigueur	fashion	blades	of	the	mainland,	and	have	been	
  for	almost	a	century.	Very	rarely	is	one	asked	to	leave	
  an	Orynjan	kris	at	the	door;	it	is	assumed	that	if	one	
  can	afford	a	kris,	then	one	can	also	afford	to	pay	for	
  any	trouble	that	might	be	caused.	In	social	scenes,	a	
  kris’s	quality	is	equal	to	its	wealth	level.
  Rithite	mace.	These	spiked	and	flanged	clubs	treat	the	
  opponent’s	armor	as	three	quality	lower	than	it	actu-
  ally	is.
  Trick	staff.	The	trick	staff	sprouts	a	welter	of	buttons,	
  levers,	and	ripcords	along	the	shaft.	These	conceal	or	
  project	hooks,	blades,	telescoping	rods,	spring-loaded	
  darts,	and	more.	When	executing	an	environment	trick	
  in	combat,	the	engineer	(or	other	wielder)	gains	one	
  die	size	to	attack	or	defense	as	long	as	he	can	narrate	
  how	his	trick	staff	helps	him.	
  Spiked	whip.	Whips	are	favorites	of	swashbucklers	
  who	use	them	to	wrap	around	cross	beams	and	swing	
  through	battlefields.	A	spiked	whip	requires	a	mini-
  mum	6	quickness.	It	increases	any	trip	attack	dice	by	
  one	size.
  Engineer’s	chain	blade:	Tiny	serrated	teeth	are	set	into	
  the	edge	of	a	broadsword	blade	and	spring-loaded	on	
  a	gear-and-pulley	system.	When	you	drive	the	blade	
  against	an	opponent,	you	can	choose	to	release	the	
  spring.	The	freed	chain	zips	around	the	blade’s	edge,	
  sawing	your	opponent’s	flesh	and	armor.	You	do	1	
  point	of	damage	to	your	opponent’s	armor.	Further-
  more,	if	the	chain	blade’s	quality	is	greater	than	your	
  opponent’s	new	armor	value,	you	do	1	extra	point	
  of	body	damage.	Reloading	a	spring	blade	requires	
  two	consecutive	tricks	and	a	reason	check	against	the	
  doom.
  Sidebar:	On	quality.	Engineers,	research,	and	many	
  other	factors	can	increase	an	item’s	quality.	Chief	
  among	these	is	the	maker	of	the	item.	Legendary	
  smiths	can	create	legendary	items.	Who	knows	what	
  might	lie	in	the	next	treasure	hoard?	The	Kingdoms	
  are	shrouded,	and	none	can	say.
  Angon,	pilum.	If	this	hits	a	character	wielding	a	
  shield,	and	the	pilum	is	of	equal	or	superior	quality,	
  the	pilum	penetrates	the	shield	and	does	damage	to	
  the	shield	equal	to	the	attack	roll.	The	shieldbearer	(or	
  anyone)	can	take	one	round	as	a	trick	to	extract	the	
  pilum	from	the	shield.	Shields	reduced	to	0	quality	or	
  less	are	unusable	even	after	the	pilum	is	removed.
  Crossbow.	Crossbows	and	arbalests	shoot	bolts	from	
  a	stock	with	an	orthogonally	mounted	bow.	Loading	
  a	crossbow	is	a	trick	in	combat,	and	a	strength	roll	(3)	
  is	required	to	complete	the	job	in	one	rather	than	two	
  rounds.
  Firearms.	In	addition	to	their	other	effects,	firearms	
  thunder.	Any	untrained	creature	with	intelligence	2	or	
  less	must	roll	its	heart	vs.	the	quality	of	the	firearm;	
  failure	indicates	the	creature	runs	away	for	at	least	one	
  round.
  Snake	culverin.	This	and	the	dragon	culverin	are	two	
  different	versions	of	a	man-portable	cannon.	The	
  snake	is	lighter,	easier	to	manufacture,	and	does	not	
  
  6
  hold	as	great	a	charge.	Firing	a	snake	culverin	requires	
  two	rounds	to	position,	with	the	shot	coming	on	the	
  third	round.	After	shooting,	two	more	rounds	are	re-
  quired	before	being	able	to	shoot	again.	The	standard	
  attack	with	a	culverin	is	the	“Shoot”	quickness/d2	
  basic	combat	maneuver.
  Like	all	blackpowder	weapons,	the	culverin	may	scare	
  animals.	Any	animal	failing	a	heart	roll	vs.	the	quality	
  of	the	weapon	turns	and	flees,	probably	permanently,	
  but	at	least	for	one	round.
  Dragon	culverin.	See	snake	culverin.	This	is	a	more	
  powerful,	heavier	version.	You	must	carry	a	shooting	
  brace	to	rest	the	cannon	against	when	firing.	The	can-
  non’s	default	damage	is	2	body	rather	than	1.	Setting	
  the	brace	and	priming	the	cannon	takes	two	rounds.	
  After	shooting,	two	more	rounds	are	required	before	
  being	able	to	shoot	again.	The	standard	attack	with	
  a	culverin	is	the	“Shoot”	quickness/d2	basic	combat	
  maneuver.
  	
  Like	all	blackpowder	weapons,	the	culverin	
  may	scare	animals.	Any	animal	failing	a	heart	roll	vs.	
  the	quality	of	the	weapon	turns	and	flees,	probably	
  permanently,	but	at	least	for	one	round.
  Matchlock	pistol	or	musket.	A	matchlock	fires	by	
  touching	a	smoldering	cord	or	burning	match	to	a	
  charge.	They	cannot	fire	in	wet	or	humid	weather.	
  Six	consecutive	combat	tricks	are	required	to	load	a	
  matchlock	and	prepare	it	for	firing.
  Wheel	lock	pistol	or	musket.	A	wheel	lock	fires	by	
  creating	sparks	between	pyrite	and	a	steel	wheel	inside	
  a	housing.	As	such,	it	can	fire	in	any	weather.	A	more	
  significant	advantage	is	that	the	wheel	lock	can	carry	
  a	charge	and	ammunition	for	hours	and	still	be	ready	
  to	fire	as	soon	as	it	is	pulled	from	a	concealed	holster	
  (a	match	lock	weapon	cannot	do	this	for	a	number	of	
  reasons).	Reloading	a	wheel	lock	requires	four	con-
  secutive	combat	tricks.	Most	wheel	lock	artists	carry	
  multiple	wheel	lock	pistols	rather	than	reloading	in	the	
  midst	of	battle.
  Shuriken,	hair	pins,	chakram	collar	and	bracelet.	These	
  weapons	of	far	Oryn-ja	are	easily	concealable	(+1	die	
  size	to	any	such	attempts).	They	are	also	fashionable,	
  and	you	may	use	their	wealth	level	as	a	fashion	quality	
  in	social	encounters.
  Blowgun.	–	These	weapons	are	silent	and	increase	
  their	attack	die	size	by	one	when	the	target	is	in	the	
  same	area	as	the	shooter.
  Ammunition
  The	cost	of	ammunition	is	sub-
  sumed	in	the	wealth	level	of	the	
  item	that	expends	it.	As	long	as	
  your	wealth	level	is	1	or	higher,	you	
  can	afford	any	normal	ammunition.	
  If	you	are	impoverished,	NPCs	will	
  haggle	with	you	for	a	cash	price	
  (approximately	2	to	5	silver	per	ar-
  row	or	round).
  
  7
  Fashion
  Quality
  Wealth Level
  Price in 
  Gold
  Everyday wear
  Peasant,	farmhand,	laborer	subfusc	
  wardrobe
  1
  1
  50
  Farmer,	traveler,	guildsman	wardrobe 2
  2
  100
  Priest,	artisan,	high	trader	wardrobe
  3
  3
  300
  Bourgeoisie	wardrobe
  4
  4
  600
  Noble	wardrobe
  8
  8
  2800
  Royal	court	wardrobe
  10
  11
  5500
  Occasional wear
  Hunting	leathers
  3
  3
  300
  Track	best
  4
  4
  600
  Slumming	outfit
  4
  6
  1500
  Boating	outfit
  6
  7
  2100
  Riding	outfit
  6
  8
  2800
  Track	finery
  8
  8
  2100
  Theater	dress,	opera	suit	and	glasses
  8
  10
  3600
  Amphitheater	gown	and	parasol,	day	
  jacket
  8
  9
  2800
  Temple	best
  8
  9
  2800
  Ball	gown,	dancing	jacket
  9
  10
  3600
  Masquerade	costume	of	rank
  9
  10
  3600
  Accessories
  Tattoo	(specify	location	and	subject)
  +1
  2
  100
  Fixer’s	ink	tattoo	(specify	location,	
  subject,	color,	and	scent,	if	any)
  +2
  3
  300
  Sugarcane	pants
  +1
  1
  50
  Nahalite	veil
  +1
  2
  100
  Nahalite	veil,	silk
  +2
  6
  1500
  House	ascot
  +1
  7
  2100
  Opana	tiara
  +2
  10
  4500
  
  8
  Train	skirt
  +1
  7
  2100
  Smoking	jacket
  +1
  4
  600
  Summer	corset
  +1
  4
  600
  Raven	corset
  +2
  5
  1000
  Zeppelin	deck	goggles
  +1
  3
  300
  Dragon	basque
  +2
  6
  1500
  Tapestry	cape
  +2
  6
  1500
  Trophy	bandolier
  +2
  2
  100
  Thyrian	matching	mittens,	muff,	and	
  hat
  +1
  4
  600
  Slaughterhouse	work	gloves
  +1
  0
  3
  Hessek	opera	gloves
  +2
  9
  3600
  Sun	hat
  +1
  1
  50
  Badlands	hat,	wide	brim	(floppy,	flat,	
  or	turned	up;	chinstrap	or	not)
  +2
  1
  50
  Tricorn	officer’s	hat
  +2
  3
  300
  Monocle
  +1
  5
  1000
  Ship’s	eyepatch
  +1
  1
  50
  Eye,	wooden,	painted	in	Language	of	
  Stars
  +1
  3
  300
  Spectacles
  +1
  3
  300
  Cane
  +1
  2
  100
  Cufflinks	of	St.	Vartan
  +1
  4
  600
  Purse,	clutch,	satchel;	Dresgileoch-
  stitched
  +1
  8
  2800
  Gold-capped	tooth
  +1
  4
  600
  Stiletto	heels,	evening
  +1
  4
  600
  Stiletto	heel	boots
  +1
  5
  1000
  Sandals,	Dresgileoch	leather
  +1
  4
  600
  Court	slippers
  +1
  7
  2100
  Cobbler’s	mash;	work	boots;	rat	
  boots
  +1
  0
  2
  Court	mules
  +2
  2
  100
  Hessek	platforms	of	St.	Vartan
  +1
  10
  4500
  Pegleg,	Jakattan	tale	carving
  +2
  3
  300
  Queensporter	pegleg	with	stump	pol-
  ish
  +1
  2
  100
  Jewelry,	bourgeoisie
  +1
  5
  1000
  Jewelry,	noble
  +2
  9
  3600
  Tortoise,	gem-encrusted
  +2
  13
  7800
  
  9
  Everyday wear.	Something	from	these	wardrobes	is	
  appropriate	for	almost	any	occasion.
  Occasional wear.	These	items	improve	their	quality	
  by	3	when	worn	at	the	proper	event.	When	worn	out-
  side	of	such	an	occasion,	they	look	silly	and	have	an	
  effective	quality	of	0	(which	effectively	gives	anyone	
  with	fashion	quality	5	or	better	a	bonus	to	social	dam-
  age).
  Accessories.	An	accessory	adds	1	or	2	to	the	wearer’s	
  fashion	quality	when	worn	at	the	proper	event.	When	
  worn	outside	of	such	an	occasion,	it	subtracts	one	
  from	the	fashion	quality	or,	at	the	GM’s	judgment,	is	
  so	ridiculous	that	it	reduces	the	wearer’s	total	fashion	
  quality	to	0.
  	
  Accessories	do	not	stack.	Only	the	single	best	
  accessory’s	benefit	applies.
  Tattoos.	A	tattoo	has	double	its	quality	when	first	
  revealed:	a	fighter	ripping	his	shirt	off	to	reveal	inked	
  pectorals,	a	woman’s	dress	falling	down	to	reveal	
  fixer’s	ink	on	her	thighs,	a	forbidden	sigil	tattooed	on	
  the	scalp	under	hair	that	must	be	shorn	to	see	it.	Sub-
  sequent	viewings	revert	to	the	normal	quality.
  Sugarcane	pants.		These	are	the	loose-fitting,	comfort-
  able	pants	worn	tied	at	the	ankles	and	waist	by	many	
  along	the	coastlines	of	the	Sea	of	Princes.	Their	colors	
  range	from	cane	green	to	black,	and	they	have	a	pe-
  culiar	adhesive	texture	when	damp.	They	are	fashion-
  able	throughout	the	islands,	including	Jakatta,	or	the	
  Western	Triad.	They	are	not	fashionable	at	court	or	in	
  sophisticated	society.
  Dragon	basque.	Dragon	scales	adorn	these	ladies’	
  garments,	which	resemble	a	jacket	with	a	short	skirt	
  attached.	Basques	are	suitable	for	almost	any	high-
  fashion	occasion,	but	certainly	not	for	everyday	
  encounters.
  Tapestry	cape.	These	tailored	capes	are	woven	like	
  tapestries	to	tell	a	story	or	depict	scenes	from	the	
  Trophy	bandolier.	Generals	and	savage	chieftains	alike	
  wear	their	trophies	on	sashes.	Sometimes	the	trophies	
  are	medals	and	brooches	from	the	king;	sometimes	
  they	are	the	teeth	and	finger	bones	of	rival	chieftains.	
  Savage	trophies	are	appropriate	anywhere	for	some-
  one	who	is	name	level	in	a	savage	class.	Other	trophy	
  bandoliers	are	only	appropriate	on	the	battlefield	and	
  at	court.
  Wooden	eyes	painted	in	the	language	of	stars	are	reli-
  gious	orbs,	usually	blessed,	and	often	the	property	of	a	
  church	instead	of	the	parishioner.
  Cufflinks	of	St.	Vartan	are	chained	together	with	a	
  light	silver	or	gold	chain	that	symbolizes	the	restraint	
  of	Vartan	of	Hessek.	They	are	appropriate	at	any	sol-
  emn	or	religious	occasion.
  Gem-encrusted	giant	tortoises	have	glittering	mosa-
  ics	of	rubies,	emeralds,	and	sapphires	laid	into	their	
  backs.	Electrum,	silver,	and	gold	are	often	channeled	
  in	intaglio	alongside	the	gems.	Other	tortoises	have	
  landscapes	or	portraits	painted	on	their	sanded-smooth	
  shells.	Many	nobles	leash	their	tortoises	to	pillars	at	
  events,	allowing	the	tortoise	to	move	about	a	limited	
  area,	showing	off	the	house’s	riches.
  Fashion
  wearer’s	life.	They	are	only	appropriate	at	banquets	
  and	events	where	one	might	reasonably	expect	to	sit	
  down,	remove	the	cape,	and	answer	questions	about	it	
  when	others	ask	(as	decorum	indicates	they	must).
  
  10
  Alchemical Items
  Quality
  Wealth Level
  Gold Price
  Fixer’s	kit
  3
  3
  300
  Distillations and Fabrications
  Stranglesmoke	stick
  6
  3
  300
  Carmot	powder
  6
  4
  600
  Orichalcum
  5
  8
  2800
  Drakatizon
  7
  5
  1000
  Red	kohl
  4
  5
  1000
  Kohl	of	days
  6
  5
  1000
  Kohl	of	nights
  8
  6
  1500
  White	kohl
  4
  3
  300
  Skinpaste
  4
  3
  300
  Muriatic	acid
  4
  4
  600
  Muriatic	catalyst
  4
  1
  50
  Jakatta	spider	incubation	vial
  3
  8
  2800
  Water	of	kings	(aqua	regio)
  5
  9
  3600
  Vitriol
  6
  4
  600
  Alchemist’s	fire
  3
  2
  100
  Oil	of	cat’s	foot
  3
  2
  100
  Ice	rose
  4
  3
  300
  Feiqa	(whore’s	mist)
  5
  7
  2100
  Alkahest
  4
  6
  1500
  Vapors	of	Muda-Tarsk
  6
  5
  1000
  Antivenin
  3
  4
  600
  
  11
  Embrace
  5
  4
  600
  Drought
  3
  6
  1500
  Grease	vial
  4
  2
  100
  Null	jelly
  5
  7
  2100
  Spagyric	poultice
  3
  2
  100
  Red	sulfur
  2
  2
  100
  White	sulfur
  6
  3
  300
  Fixer’s	gum
  3
  3
  300
  Twitcher	head
  5
  4
  600
  Cockatrice	whip
  4
  10
  4500
  Poisons
  Asp
  3
  5
  1000
  Cinnacide
  3
  5
  1000
  Crushed	lotus
  4
  7
  2100
  Dragon	dream	dust
  4
  3
  300
  Dynn	oil
  4
  4
  600
  Love	drops
  4
  4
  600
  Madfire	ash
  3
  4
  600
  Scorpion
  3
  5
  1000
  Salt	mamba
  5
  9
  3600
  Venom	meduse
  6
  10
  4500
  Wight	blood
  3
  3
  300
  Activating	an	alchemical	item	requires	a	trick	in	com-
  bat.	The	effects	take	place	next	round.	For	example,	
  in	round	1,	Sam	and	Leonard	are	in	combat.	Sam	
  executes	a	warrior’s	strike	and	Leonard	uses	the	trick	
  maneuver	to	light	a	stranglesmoke	stick.	Sam	fails	his	
  roll	against	the	stranglesmoke	stick,	but	he	resolves	
  his	strike	normally	this	round.	The	stick’s	effects	occur	
  on	round	2.
  Stranglesmoke	stick.	The	smell	of	apples	rotting	in	the	
  fields	rises	with	the	smoke	when	this	stick	is	lit.	Ev-
  eryone	in	the	area	must	make	a	Strength	check	against	
  the	quality	of	the	Stranglesmoke	stick	or	be	unable	to	
  do	anything	but	move.	The	smoke	is	thin	enough	that	
  vision	is	not	affected.	The	smoke	dissipates	after	two	
  rounds.
  Carmot	powder.	Carmot	is	a	red	paste	that	spurs	trans-
  mutation.	As	a	loose	powder,	it	can	be	scattered	across	
  an	area,	attacking	the	integrity	of	every	item	inside	
  and	prompting	decay	and	damaging	transformation.	
  An	exposed	item	must	opposed	roll	pitting	its	quality	
  against	the	carmot’s	quality.	Failure	means	that	the	
  item	loses	1	quality	point.	An	item	cannot	lose	more	
  than	2	quality	points	to	carmot	in	one	week.	During	
  combat,	spreading	carmot	in	an	area	requires	a	trick.	
  Assume	that	weapons,	armor,	and	clothes	are	exposed,	
  but	no	other	items	are.	Carmot	powder	persists	in	the	
  air	for	one	minute	before	settling.
  Orichalcum.	Golden	red,	stiff,	and	dense,	orichalcum	
  is	an	unnatural	metal	that	sublimates	over	a	period	of	
  
  12
  days	when	exposed	to	air.	Orichalcum	glows	in	the	
  presence	of	the	spellbound,	be	it	creature,	item,	or	
  location.	When	laid	into	a	building’s	concrete	mix,	
  orichalcum	increases	the	walls’	quality	by	one.	The	
  price	reflects	enough	orichalcum	to	mix	with	the	con-
  crete	in	a	typical	cottage.
  Drakatizon.	Two	drops	of	drakatizon	correctly	applied,	
  one	onto	each	eye	as	determined,	grant	vision	in	the	
  dark	for	one	hour.	The	vision	is	far	from	perfect;	the	
  user	sees	as	if	in	a	dim,	shadowy	room.	Only	blacks,	
  whites,	and	shades	of	gray	are	visible.	
  Red	kohl.	Red	kohl	makeup	increases	its	wearer’s	
  Charisma	by	1	for	six	hours.	It	cannot	be	worn	with	
  any	other	kohl.
  White	kohl.	White	kohl	is	ancient	and	linked	to	the	
  lineage	of	kings.	It	is	an	intimidating	face	paint.	The	
  manner	of	application	is	freighted	with	tradition	and	
  heraldry,	and	the	tiniest	curls	signify	centuries	of	
  atrocities.	Increase	one	of	your	reputations	by	two	
  when	wearing	white	kohl.	It	wears	off	after	six	hours,	
  and	it	cannot	be	worn	with	other	kohl.
  Kohl	of	days.	This	makeup	is	only	active	in	sunlight,	
  and	only	for	six	hours	after	application.	Increase	by	
  one	the	die	size	of	any	inspiration	used	in	a	social	en-
  counter.	It	cannot	be	worn	with	any	other	kohl.
  Kohl	of	nights.	This	kohl	is	black	and	sometimes	
  contains	gold	glitter.	You	gain	a	bonus	die	equal	to	
  the	kohl’s	quality	when	attempting	to	conceal	a	se-
  cret.	Kohl	of	nights	is	not	active	(and	hence	gives	no	
  bonus)	in	sunlight.	It	cannot	be	worn	with	any	other	
  kohl.
  Skinpaste.	Skinpaste	stops	bleeding.	It	restores	one	
  point	of	strength	or	quickness,	and	if	its	quality	is	
  equal	to	or	greater	than	the	doom,	it	restores	one	point	
  of	body	damage.	Skinpaste	can	only	be	used	once	per	
  week	on	a	patient.
  Muriatic	acid.	Drizzled	on	a	metallic	surface,	muriatic	
  acid	does	1	quality	point	of	damage	per	hour	for	a	
  number	of	hour	equal	to	its	own	quality.	Increasing	the	
  concentration	does	not	help,	but	a	second	application	
  of	muriatic	acid	is	possible.
  Muriatic	catalyst.	Muriatic	catalyst	is	a	burgundy,	
  wispy	material	that	when	applied	to	a	metal	surface	in	
  contact	with	muriatic	acid	reduces	the	operating	time	
  from	hours	to	minutes	(1	point	of	damage	per	minute).
  Jakattan	spider	incubation	vial.	When	this	forearm-
  sized	canister	vial	shatters,	a	Jakattan	spider	swarm	
  spills	out	over	the	area	(d12/d8,	1	+	unsteady,	3	body	
  to	break	it	up).
  Water	of	kings.	When	a	spellbound	object	(not	crea-
  ture)	is	immersed	in	the	water	of	kings,	it	must	roll	its	
  quality	against	the	doom.	If	it	fails,	the	object	loses	its	
  spellbound	nature	(and	any	spells	it	contained)	and	is	
  otherwise	unharmed.	If	it	succeeds,	it	survives	to	make	
  another	check	once	per	minute	until	pulled	out	of	the	
  water	or	destroyed.	The	water	of	kings	loses	its	po-
  tency	after	destroying	one	item.	The	price	shown	is	for	
  enough	water	of	kings	to	immerse	a	large	book.
  Vitriol.	Vitriol	is	mixed	with	blackpowder.	As	the	
  weapon	fires,	the	vitriol	coats	the	musketball	or	grape-
  shot	with	a	tarry,	burning	black	goo.	The	painful	attack	
  does	one	extra	point	of	body	damage	if	it	hits.
  Alchemist’s	fire.	Alchemist’s	fire	is	an	oil	that	burns	
  when	lit,	even	if	it	is	mixed	in	water.	This	makes	it	
  especially	useful	for	attacking	ships,	kraken,	dragon	
  turtles,	and	other	magical	beasts	deployed	in	naval	
  warfare.	Alchemist’s	fire	does	one	point	of	fire	dam-
  age	to	its	target.	(The	attack	must	hit	with	a	“Shoot”	
  basic	maneuver,	or	the	equivalent,	in	combat.)	The	fire	
  then	does	1	point	of	strength	damage	in	the	subsequent	
  round	unless	the	target	uses	a	trick	to	put	it	out.
  Oil	of	cat’s	foot.	Two	applications	of	oil	of	cat’s	foot,	
  one	on	each	foot,	quiet	a	character’s	movements	for	
  one	hour.	The	character	gains	two	die	sizes	on	any	
  quickness	roll	made	to	move	stealthily.
  Ice	rose.	This	is	a	seed	that,	when	planted	in	carmot	(it	
  is	ineffective	without	the	red	paste),	rapidly	grows	a	
  red	rose	(within	one	combat	round).	The	red	blossom	
  
  13
  rapidly	brightens	to	white	as	the	rose	drinks	in	all	heat.	
  The	temperature	drops	to	freezing,	water	ices	over,	
  canteens	crack	as	the	water	expands	into	ice.	A	minute	
  later,	the	temperature	begins	to	rise	again,	and	after	
  a	third	minute,	the	air	temperature	is	back	to	normal	
  (any	ice	remains	and	melts	at	a	normal	rate).
  Feiqa	(whore’s	mist).	This	perfume	smells	of	jasmine	
  and	orchids.	Anyone	who	is	in	close	contact	with	the	
  wearer	for	more	than	a	few	seconds	–	a	private	con-
  versation	suffices	–	loses	one	from	his	Reason	score	
  unless	his	body	resists	with	a	Strength	vs.	quality	
  check.	The	effects	persist	for	four	hours,	and	remem-
  ber	that	feiqa	also	affects	whoever	wears	it.
  Alkahest.	This	substance	dissolves	any	adhesive	and	
  any	alchemical	substance	with	which	it	comes	in	con-
  tact,	as	long	as	the	quality	of	the	substance	does	not	
  exceed	the	quality	of	the	alkahest.	If	the	substance	to	
  be	dissolved	is	of	higher	quality,	then	the	alkahest	and	
  the	substance	both	roll	quality	dice	to	see	which	pre-
  vails.	Drinking	alkahest	does	not	neutralize	a	poison	
  already	coursing	through	the	veins.
  Vapors	of	Muda-Tarsk.	When	you	burn	an	incense	
  stick	marinated	in	alkahest	and	red	sulfur,	you	produce	
  the	vapors	of	Muda-Tarsk.	In	the	thin,	transparent	va-
  pors,	the	faces	and	voices	of	your	loved	ones	call	out	
  to	you.	Images	and	smells	of	swords	and	forests	from	
  your	youth	swim	through	the	mists.	Every	inspiration	
  used	by	anyone	in	the	area	gains	one	die	size.	The	
  effects	last	for	one	minute.	The	mists	are	not	thick	
  enough	to	obscure	vision.
  Antivenin.	Alchemical	antivenin	increases	the	imbib-
  er’s	strength	by	two	die	sizes	for	the	purposes	of	re-
  sisting	poison.	The	antivenin	is	effective	for	a	number	
  of	minutes	equal	to	its	quality.
  Embrace.	This	pecan	powder	is	added	to	wine.	Drink	
  it	with	up	to	six	of	your	fellows,	and	for	the	next	six	
  hours,	you	can	track	them	by	scent,	as	they	can	you.	If	
  someone	tries	to	obscure	the	tracks,	roll	your	reason	
  against	their	attempt	(or	possibly	the	doom),	and	use	
  the	embrace’s	quality	as	a	bonus	die.
  Drought.	This	is	a	bitter	beverage	that	tastes	of	anise	
  and	clove.	When	drunk	by	a	person	at	0	mood	or	less,	
  drought	increases	her	magic	score	by	1	for	six	hours.	
  Alchemist’s	grease.	This	is	enough	to	cover	one	flight	
  of	stairs,	a	small	room’s	floor,	or	a	handheld	object.	To	
  move	through	the	greased	area	or	to	pick	up	a	greased	
  object,	a	quickness	roll	against	the	grease’s	quality	is	
  required.	If	double	the	normal	time	is	taken,	objects	
  can	be	picked	up	and	areas	moved	through	without	the	
  check.	Spreading	the	grease	in	combat	requires	three	
  tricks.
  Null	jelly.	Any	item	(not	creature)	coated	by	null	jelly	
  rolls	the	jelly’s	quality	as	a	bonus	die	when	resisting	
  magic.	The	jelly	remains	active	for	one	day.
  Fixer’s	gum.	Fixer’s	gum	is	stored	in	bricks	the	size	of	
  a	rain	troll’s	thumb.	One	brick	forms	a	bond	that	can	
  only	be	broken	by	a	Strength	check	higher	than	the	
  quality	of	the	gum.	The	gum	loses	its	potency	after	a	
  number	of	days	equal	to	its	quality.
  Twitcher	head.	A	twitcher	zombie’s	head	begins	to	
  twitch	after	being	pulled	out	of	its	alchemical	preserv-
  ing	fluids.	The	next	round,	it	explodes,	doing	one	point	
  of	damage	and	exposing	those	struck	by	head	gore	to	
  one	random	disease.	The	twitcher	head	rolls	its	quality	
  as	the	attack	die.	
  Cockatrice	whip.	This	leather	whip	is	tufted	with	
  cockatrice	feathers.	Wield	it	as	a	normal	weapon.	If	it	
  hits,	the	whip	and	the	target	make	an	opposed	quality	
  vs.	strength	roll.	If	the	target	loses,	his	flesh	turns	to	
  stone.	The	whip	only	lasts	for	a	number	of	attempts	
  equal	to	its	quality.
  Spagyric	poultice.	Anyone	keeping	a	spagyric	poul-
  tice	pressed	against	bare	skin	for	1	day	increases	his	
  strength	die	size	when	attempting	to	shake	off	a	dis-
  ease.	He	increases	his	die	size	by	one	for	every	quality	
  point	of	the	poultice.
  Red	sulfur.	At	high	speeds,	red	sulfur	reacts	with	air	
  
  14
  to	shed	lurid	light.	In	night	battles,	especially	at	sea,	
  cannon	balls	and	ballista	bolts	are	treated	with	red	
  sulfur	and	launched	in	high	arcs	over	enemy	positions	
  to	illuminate	the	enemy’s	position.	On	a	smaller	scale,	
  an	arrow,	crossbow	bolt,	or	musket	ball	covered	in	red	
  sulfur	lights	up	the	entire	path	of	its	flight	in	dancing	
  red	lights.	In	both	cases,	the	light	persists	in	the	air,	
  slowly	settling	to	the	ground	over	the	course	of	a	min-
  ute	(high	winds	cut	this	time	to	a	single	round).	Also	
  in	both	cases,	the	red	sulfur	eliminates	any	darkness	
  bonus	to	defense	that	a	unit	or	combatant	might	enjoy.
  White	sulfur.	White	sulfur,	when	combined	with	car-
  mot,	promotes	flesh	transfusion.	Any	creature	that	im-
  bibes	a	white	sulfur	and	carmot	paste,	usually	spread	
  on	a	crust	of	bread,	rolls	the	white	sulfur’s	quality	as	a	
  bonus	die	when	undergoing	a	fixer’s	transfusion.
  Poison.	Unless	otherwise	stated,	a	poison	is	resisted	
  by	strength	vs.	quality	(not	an	opposed	roll,	this	is	
  simply	a	strength	roll	against	a	static	number,	namely,	
  the	quality).	Failure	to	resist	means	that	the	poison	
  takes	effect	in	two	rounds	(not	this	round,	not	next	
  round,	but	the	round	after	that).	
  	
  Wound	or	contact	poisons	are	difficult	to	apply	
  to	a	weapon	and	can	only	be	applied	in	combat	with	
  three	consecutive	tricks	and	an	alchemy	skill	check	
  against	the	doom.	If	a	character	fails	this	check,	he	
  must	spend	another	three	rounds	applying	the	poison	
  before	making	another	check.	This	is	an	arduous	pro-
  cess.	Most	of	the	time,	poisons	are	applied	outside	of	
  combat.	The	poison	only	lasts	until	the	first	successful	
  blow.
  	
  The	poisons	listed	here	must	be	treated	and	
  preserved	to	be	useful.	In	part	for	this	reason,	they	are	
  alchemical	substances.
  Asp.	A	character	wounded	with	asp	venom	loses	
  one	point	of	strength	per	round	until	asleep	and	then	
  dead.	Each	round,	the	character	may	make	a	strength	
  check	(at	his	maximum,	not	current,	strength)	against	
  the	quality	of	the	poison	to	stop	the	progression.	In	
  any	case,	the	asp	venom	cannot	cause	a	person	more	
  strength	damage	than	its	quality.
  Cinnacide.	This	vermilion	dust	smells	of	cinnamon.	
  Anyone	breathing	it	and	not	resisting	loses	one	point	
  of	reason	per	round	until	unconscious.	Each	round,	
  the	character	can	stop	the	progression	by	making	a	
  strength	check	against	the	quality	of	the	poison.	Leav-
  ing	the	area	does	not	stop	the	progression	once	it	has	
  begun.	In	any	case,	the	cinnacide	cannot	cause	a	per-
  son	more	reason	damage	than	its	quality.	Cinnacide	
  can	be	spread	throughout	an	area	using	an	atomizer.	
  Once	the	victim	is	no	longer	taking	damage	from	the	
  cinnacide,	he	recovers	his	lost	reason	at	the	rate	of	
  one	point	per	minute.
  Crushed	lotus.	Assassins	often	toss	a	smoldering	
  crushed	lotus	stick	into	a	target’s	bedchamber	before	
  entering.	Anyone	who	inhales	the	smoke	of	burning	
  crushed	lotus	without	resisting	loses	one	point	from	
  reason,	quickness,	and	each	inspiration	for	the	next	
  minute.
  Dragon	dream	dust.	Anyone	inhaling	this	dust	must	
  resist	or	roll	a	reason	penalty	die	on	all	rolls	next	
  round.	Concentration	is	difficult	when	your	mind	is	
  falling	through	a	reverie	of	fire	and	rapine.
  Dynn	oil.	Developed	by	Inquisitors	who	had	no	wish	
  to	hear	the	blasphemies	of	their	subjects,	Dynn	oil	
  prevents	intelligible	speech.	It	must	be	swallowed.	
  Detecting	it	in	any	beverage	before	swallowing	
  requires	a	reason	check	against	the	quality	of	the	oil.	
  A	new	strength	check	is	allowed	once	every	quarter	
  hour	(the	effects	wear	off	in	six	hours	maximum).
  Love	drops.	This	sweet	liquid,	once	swallowed,	
  causes	a	victim	to	attempt	to	seduce	the	next	appro-
  priate	person	he	talks	to.	Detecting	it	in	any	beverage	
  before	swallowing	requires	a	reason	check	against	the	
  quality	of	the	oil.
  Madfire	ash.	Spellbound	creatures	who	eat	madfire	
  ash	immediately	attack	anyone	around	them.	The	
  victim	tries	to	cast	a	spell	every	round	and	is	unable	
  to	distinguish	between	friend	and	foe.	He	attempts	
  to	burn	everything	to	the	ground.	Each	round,	a	
  new	strength	vs.	quality	check	is	applicable.	Non-
  spellbound	creatures	are	unaffected.	Madfire	ash	is	
  ingested.	Detecting	it	in	any	food	before	swallowing	
  requires	a	reason	check	against	the	quality	of	the	oil.
  
  15
  Scorpion.	A	character	wounded	with	this	venom	loses	
  1	Quickness	per	round	until	paralyzed	and	then	dead	
  (the	lungs,	too,	are	paralyzed).	Each	round,	the	char-
  acter	may	make	a	strength	check	(at	his	maximum,	not	
  current,	strength)	against	the	quality	of	the	poison	to	
  stop	the	progression.	In	any	case,	the	scorpion	venom	
  cannot	cause	a	person	more	strength	damage	than	its	
  quality.
  Salt	mamba.	The	salt	mamba’s	venom	causes	the	
  body’s	tissue	to	desalinize	and	necrose.	The	victim	
  loses	1	body	per	round	for	three	rounds,	with	a	new	
  strength	vs.	quality	check	each	round.
  Venom	meduse.	The	victim	hears	music	and	hissing	
  in	his	ears	as	he	slowly	petrifies.	The	victim	loses	
  one	Reason	and	one	Quickness	per	round.	When	
  both	reach	zero,	the	victim	is	turned	to	stone.	A	new	
  strength	vs.	quality	roll	is	allowed	each	round;	on	suc-
  cess,	the	petrification	process	stops.
  Wight	blood.	Redolent	of	almonds,	prepared	wight	
  blood	poison	causes	hallucinations	of	fear	when	in-
  jected.	For	two	combat	rounds	after	being	injected	or	
  wounded,	or	for	one	minute	outside	of	physical	com-
  bat,	the	victim	must	roll	a	Heart	penalty	die	with	all	
  other	rolls.	
  Engineering Items
  Quality
  Wealth Level
  Gold Price
  Atomizer,	plunger	or	squeeze	bulb
  2
  2
  100
  Harpoon	and	winch
  6
  6
  1500
  Grapeshot	bomb,	grenade,	burst	ar-
  row
  6/5/4
  4
  600
  Smoke	bomb,	grenade,	burst	arrow
  7/6/5
  2
  100
  Spitfire	bomb,	grenade,	burst	arrow
  5/4/3
  5
  1000
  Phosphor	bomb,	grenade,	burst	arrow 4/3/2
  2
  100
  Moth	bomb,	grenade,	burst	arrow
  5/4/3
  4
  600
  Riotwire
  4
  3
  300
  Arrow,	riotwire
  3
  4
  600
  Spyglass
  5
  5
  1000
  Orrery
  6
  15
  10,500
  Shadow	show
  4
  5
  1000
  Gear	bar
  4
  2
  100
  Grapple	gun
  4
  3
  300
  Bear	trap
  4
  2
  100
  Piston	boots
  3
  4
  600
  Belt	winch
  6
  4
  600
  Mirror	helmet
  3
  3
  300
  Ejector	saddle,	seat
  4
  5
  1000
  Drop	cord
  6
  3
  300
  Hook-hand,	blade	leg
  2
  6
  1500
  Hook-hand,	geared
  2
  9
  3600
  
  16
  Breakaway	wheel	lock	pistol
  3
  11
  5500
  Breakaway	wheel	lock	musket
  6
  12
  6600
  Mechanical	dirge	bird,	dancer,	apoca-
  lypse
  10
  14
  9100
  Blasting	trap
  5
  7
  2100
  Screamer	trap
  5
  6
  1500
  Divine	wind	rat
  6
  8
  2800
  Whip	gyre
  6
  9
  3600
  Lightning	gyre
  8
  10
  4500
  Caltrop	storm
  6
  7
  1500
  Speaking	tubes	(zeppelin,	submers-
  ible,	ship,	castle)
  3
  13	(vehicle)	or	16	(castle)
  7800	or	12000
  Firearms.	Firearms,	both	portable	and	cannon,	are	
  engineering	items.	Aiming	them,	however,	is	not	an	
  action	that	depends	on	engineering	skill,	and	therefore	
  engineers	do	not	receive	their	level	as	a	bonus	die	
  when	making	attack	rolls	with	firearms.
  Bombs,	grenades,	and	arrows.	Bombs	are	heavy	
  enough	so	that	they	can	only	be	dropped,	not	thrown.	
  Grenades	can	be	thrown,	and	burst	arrows	can	be	shot.	
  As	weapons,	burst	arrows	are	one	quality	inferior	
  to	grenades,	and	grenades	are	one	quality	inferior	to	
  bombs.		Grenades	and	bombs	must	be	armed	or	lit	
  with	a	combat	trick	in	the	round	before	throwing.	It	
  takes	two	rounds	total	to	launch	a	grenade	or	bomb:	a	
  trick	to	arm	it	and	then	an	attack	maneuver	(often	the	
  “Shoot”	basic	maneuver)	to	throw	or	drop	the	explo-
  sive.		All	of	these	devices	thunder	the	same	way	that	
  firearms	do;	see	above.
  Grapeshot	bomb,	grenade,	burst	arrow.	The	grapeshot	
  explodes	on	impact,	making	an	attack	against	every-
  one	in	the	area.	The	attack	is	rolled	with	the	grape-
  shot’s	quality	die.
  Smoke	bomb,	grenade,	burst	arrow.	Smoke	obscures	
  the	area,	providing	cover	equal	to	deep	shadows:	all	
  attack	die	sizes	are	reduced	by	one.	Ranged	attacks	
  that	are	not	area-of-effect	are	impossible	without	some	
  special	ability.	Visual	perception	checks	fail	unless	
  they	beat	the	quality	of	the	smoke	bomb.
  Spitfire	bomb,	grenade,	burst	arrow.	The	spitfire	bomb	
  clatters	to	the	floor	and	begins	to	spit	embers	and	char,	
  leaving	soot	to	mark	its	trail	as	it	jitters	through	its	
  attack.	It	attacks	all	in	its	area	(rolling	its	quality	die),	
  dealing	one	point	of	damage	to	any	who	are	scorched.	
  The	next	round,	anything	flammable	in	the	area	catch-
  es	fire,	meaning	that	commencing	on	the	third	round,	
  anyone	in	the	area	takes	1	point	of	fire	damage	(if	
  there	is	enough	fuel	for	an	inferno).	The	spitfire	then	
  goes	out.
  Phosphor	bomb,	grenade,	burst	arrow.	A	bright	flash	
  at	ground	level	may	blind	everyone	for	2	rounds	(a	
  quickness	roll	against	the	quality	averts	the	eyes	in	
  time).	The	area	remains	lit	by	phosphors	suspended	
  colloidally	in	the	air,	eliminating	any	bonuses	for	
  darkness,	for	one	minute.
  Moth	bomb,	grenade,	burst	arrow.	These	leave	burning	
  white	flakes	floating	in	the	area.	For	a	minute	after	the	
  explosion,	anyone	in	the	area	makes	a	quickness	check	
  against	the	quality	of	the	bomb.	Failure	indicates	the	
  interloper	touched	a	“moth,”	as	they	are	called,	and	
  takes	1	point	of	body	damage.	
  Riotwire.	A	character	risks	laceration	when	crossing	
  an	area	strung	with	riotwire.	The	riotwire	attacks	with	
  a	d6,	and	if	it	hits,	it	does	1	point	of	damage	and	at-
  tacks	again.	It	can	attack	up	to	three	times	if	it	keeps	
  Engineering Items
  
  17
  hitting.	Riotwire	is	ineffective	against	armor	of	equal	
  or	superior	quality.
  Riotwire	arrow	or	bolt.	A	riotwire	arrow	spools	out	
  coil	upon	coil	of	riotwire	as	it	flies.	The	“safe	end”	
  of	the	riotwire	is	simple	cable	for	three	or	four	feet,	
  attached	to	a	belt	loop	on	the	archer’s	belt,	so	that	the	
  archer	can	tie	off	the	cable	after	the	arrow	has	flown	
  (a	trick	in	combat).	This	makes	a	quick	way	to	spread	
  riotwire	across	a	distance	of	up	to	100	feet	(the	most	
  wire	that	can	fit	in	an	arrow	capsule).	The	cost	of	the	
  arrow	does	not	include	the	riotwire	itself.
  Harpoon	and	winch.	A	character	who	launches	a	har-
  poon	must	use	a	combat	trick	and	hit	his	target	with	a	
  ranged	attack	such	as	the	“Shoot”	basic	combat	ma-
  neuver.	If	a	harpoon	hits	its	victim,	it	does	one	damage	
  and	is	tethered	to	the	harpoon	thrower.	The	harpoon	
  thrower	may	drop	the	harpoon	at	any	time,	but	the	
  speared	victim	can	only	remove	the	harpoon	with	a	
  strength	or	quickness	vs.	quality	check.	The	winch	can	
  pull	harpooned	characters	closer.	Using	the	winch	is	
  a	trick	for	the	harpoon	launcher,	and	the	winch	pulls	
  with	strength	equal	to	its	quality.	It	rolls	an	opposed	
  check	against	the	victim’s	strength,	and	with	a	success,	
  the	winch	hauls	the	victim	one	area	closer	per	round.	
  The	line	can	haul	vertically	a	maximum	weight	of	
  250	lbs.	Reloading	a	harpoon	in	combat	requires	three	
  consecutive	tricks.	The	harpoon	uses	the	basic	launch-
  ing	mechanism	as	the	rocket	grapple	gun	below.	A	
  harpoon	is	designed	for	striking	creatures,	not	anchor	
  points,	but	if	the	target	surface	will	allow	a	harpoon	to	
  lodge,	it	can	be	used	as	a	grapple	gun.
  Atomizer.	These	spread	powders	and	poisons	through-
  out	an	area.	They	require	a	reason	roll	against	the	
  doom	to	use	properly.
  Spyglass.	This	allows	you	to	see	with	accuracy	up	to	
  one	mile	away,	eliminating	range	penalties	to	visual	
  perception	rolls.
  Orrery.	This	room-sized	model	of	the	stars	turns	in	
  circles,	shells,	and	ellipses.	These	are	complicated,	
  expensive,	and	impressive	devices.	The	owner	gains	
  a	reputation	as	an	orrery	owner	among	academics	and	
  priests	of	stars.	The	reputation	is	equal	to	the	quality	
  of	the	device.
  Shadow	show.	A	shadow	show	apparatus	is	a	small	
  (4’	wide	by	8’	high)	shadow	theater	with	automated	
  curtains,	puppets,	lights,	and	sound	effects.	It	increases	
  any	appropriate	performance	by	two	die	sizes,	but	you	
  must	already	have	a	relevant	history	of	4	or	greater.
  Gear	bar.	This	crowbar	has	a	geared	driveshaft	that	
  cranks	the	bar	through	an	angle,	allowing	the	wielder	
  to	make	a	Strength	12	check	against	anything	that	
  could	be	opened	with	a	crowbar.
  Grapple	gun.	With	a	range	of	150	feet,	the	rocket	
  grapple	can	latch	on	to	roofs.	Latching	it	onto	a	proper	
  support	is	a	bit	tricky	and	requires	a	quickness	roll	
  against	the	doom	(engineering	bonuses	apply	to	this	
  roll).	The	cable	can	support	up	to	250	lbs.	The	rocket	
  grapple	is	particularly	effective	when	combined	with	a	
  belt	winch.
  Belt	winch.	This	winch	reels	in	with	strength	equal	
  to	its	quality.	It	allows	the	wearer	to	be	lifted	by	the	
  cable	attached	to	a	rocket	grapple,	once	the	grapple	
  has	caught	something.	The	wearer	moves	at	a	jogging	
  pace.
  Piston	boots.	These	increase	by	one	the	die	size	of	any	
  jump	check.
  Bear	trap.	Laid	on	a	stair,	in	a	wading	pool,	or	amidst	
  the	detritus	of	the	forest	floor,	a	bear	trap	attacks	with	
  its	quality	die	against	the	defender’s	quickness.	On	a	
  hit,	the	defender	is	held	fast	until	the	lock	is	released.	
  The	lock	can	be	picked	with	a	lockpick	check	made	
  against	the	quality	of	the	trap.	Detecting	the	trap	
  requires	a	reason	check	against	the	quality	of	the	trap	
  (GMs	may	allow	an	artfully	placed	trap	to	use	the	
  artisan’s	skill	roll,	rather	than	the	quality	of	the	trap,	as	
  the	target	number	for	the	reason	check).
  Mirror	helmet.	A	complicated	series	of	mirrors	over	
  the	eyeholes	of	this	helmet	renders	you	immune	to	
  gaze	attacks.	You	take	a	one	die-size	penalty	on	at-
  tacks	and	defense.
  Ejector	saddle,	seat.	Roll	the	ejector	seat’s	quality	die.	
  
  18
  If	it	beats	the	doom,	then	you	eject	without	damage	
  from	a	vehicle	that	is	crashing,	flying	apart,	or	speed-
  ing	toward	certain	doom.
  Drop	cord.	These	cords	often	reach	500	feet	in	length.	
  A	swordsman	can	zip	down	up	to	100	feet	in	a	single	
  round,	and	he	can	descend	the	entire	500	foot	length	in	
  twenty	seconds.	His	defense	while	doing	so	is	d4.
  Hook-hand,	blade	leg.	This	attaches	to	a	stump	where	
  a	hand	or	a	lower	leg	formerly	was.	It	looks	like	a	nor-
  mal	hook	or	pegleg,	but	when	a	button	is	depressed,	
  a	stiletto	springs	out	and	locks	into	place.	Detecting	
  the	blade	in	its	concealed	state	requires	a	reason	check	
  against	the	quality	of	the	item.
  Hook-hand,	geared.	Otherwise	the	same	as	the	hook-
  hand	above,	this	model	has	two	opposing	hooks	and	
  a	gear	house	in	the	ferrule.	The	gearing	mechanism	
  allows	the	hand	to	crush	whatever	fits	in	the	double-
  pronged	hook	with	a	strength	of	12.
  Breakaway	wheel	lock	pistol,	musket.	The	firearm	
  breaks	down	into	disingenuous	parts.	You	gain	the	
  item’s	quality	as	a	bonus	die	when	attempting	to	
  conceal	it.	These	can	be	smuggled	with	a	ball	loaded.	
  They	are	otherwise	identical	to	wheel	lock	pistols	and	
  muskets,	above.
  Mechanical	dirge	bird,	dancer,	or	apocalypse.	These	
  small	clockwork	devices	play	music,	usually	somber	
  bagpipes,	sackbut	and	harpsichord	harmonies,	while	
  going	through	a	limited,	pre-set	repertoire	of	motion.	
  They	are	highly	sought	after	as	works	of	art	and	status	
  symbols.	Owning	one	grants	you	a	reputation	equal	to	
  the	quality	of	the	item	as	an	art	collector,	in	particular	
  mechanical	art.	Increase	the	reputation	size	by	two	for	
  each	further	item	you	possess.	There	are	rumors	that	
  these	items,	as	much	as	a	taking,	can	be	ensorcelled	in	
  ways	that	make	kings	cackle	into	the	night.
  Blasting	trap.	This	tripwire	and	pressure-plate	system	
  attaches	to	a	gyre,	bomb,	or	grenade.	When	someone	
  steps	on	the	trap,	the	bomb	explodes.	Detecting	it	
  before	setting	it	off	requires	a	reason	check	against	the	
  quality	of	the	item.
  Screamer.	This	is	the	same	as	a	blasting	trap	above,	
  but	rather	than	set	off	a	gyre	or	bomb,	it	sets	off	a	loud	
  screaming,	easily	audible	in	all	surrounding	areas.
  Divine	wind	rat.	This	mechanical	contraption,	cus-
  tomarily	built	to	look	like	a	rat,	rolls	forward	trailing	
  blackpowder	and	tiny	fragmentary	shells	behind	it.	It	
  moves	one	area	per	round,	and	it	has	one	body	and	d2	
  defense.	When	the	trail	is	lit,	everyone	along	the	trail	
  (everyone	in	the	areas	it	has	crossed)	takes	1	point	of	
  body	damage.	The	rat	is	destroyed.	Detecting	the	rat’s	
  motion,	if	one	is	not	looking	for	it,	requires	a	reason	
  check	against	the	quality	of	the	rat.
  Whip	gyre.	When	activated	and	tossed,	tendrils	sprout	
  isometrically	from	the	gyre	and	begin	to	lash	furiously	
  about.	Anyone	in	the	area	takes	1	point	of	damage	if	
  struck	by	a	quality	vs	defense	roll.	The	gyre	continues	
  to	spin,	lashing	everything,	for	a	number	of	rounds	
  equal	to	its	quality.	A	cable	attached	to	the	gyre	allows	
  the	wielder	to	pull	the	gyre	one	area	toward	him	each	
  round	as	a	combat	trick.	Activating	the	gyre	is	a	trick,	
  and	tossing	it	is	another	action,	so	it	takes	two	rounds	
  total	to	activate	a	gyre.	The	gyre	blocks	sight	and	pre-
  vents	missile	attacks.
  Lightning	gyre.	Operated	as	a	whip	gyre,	a	lightning	
  gyre	sparks	to	every	character	in	the	area	each	round.	
  If	a	character	is	struck	by	a	quality	vs	defense	roll,	he	
  takes	1	point	damage	and	must	make	a	Strength	vs	
  quality	check	to	avoid	being	blinded	the	next	round.	
  The	lightning	gyre	operates	for	a	number	of	rounds	
  equal	to	its	quality.	Activating	the	gyre	is	a	trick,	and	
  tossing	it	is	another	action,	so	it	takes	two	rounds	total	
  to	activate	a	gyre.	The	gyre	blocks	sight	and	prevents	
  missile	attacks.
  Caltrop	storm.	These	“hopping	caltrops,”	when	spread,	
  do	not	rest	on	the	floor.	Rather,	one	round	after	being	
  sown,	they	begin	to	spin,	powered	by	the	blackpowder	
  within	them,	and	they	jump	like	popcorn	in	the	skillet.	
  
  19
  Soon	the	entire	area	is	filled	with	exploding,	popping,	
  spinning	caltrops	to	a	height	of	10	feet.	The	storm	lasts	
  for	a	number	of	rounds	equal	to	its	quality.	Anyone	
  entering	it	takes	1	point	of	damage	if	hit.	The	storm	
  blocks	sight	and	prevents	missile	attacks.
  Speaking	tubes.	These	tubes	snake	through	the	infra-
  structure	of	the	building	or	vehicle	and	terminate	in	
  brass	horns.	By	speaking	into	a	horn	and	manipulating	
  a	series	of	levers,	a	speaker	can	make	herself	heard	in	
  any	other	part	of	the	building	or	vehicle.	In	a	castle,	
  the	tubes	increase	the	efficiency	of	any	organization	
  headquartered	in	that	castle	by	one.
  
  20
  Buildings
  dEFENSE
  sTRUCTURAL 
  QUALITY
  Wealth 
  Level
  gOLD 
  pRICE
  eFFECT
  Businesses	and	establishments
  Stables
  2
  2
  6
  1500
  +1	income
  Flophouse
  2
  2
  4
  600
  -
  Inn,	country	wayside
  2
  2
  9
  3600
  +1	income
  Inn,	city
  3
  5
  12
  6600
  +1	income
  Inn, grand
  3
  8
  18
  15300
  +2	income
  Slaughterhouse	and	butcher	shop
  3
  4
  7
  2100
  +1	income
  Chandlery
  2
  2
  7
  2100
  +1	income
  Waxworks*
  3
  4
  7
  2100
  +1	shadow	or	+1	
  income
  Farm,	family
  2
  4
  8
  2800
  +1	income
  Farm,	crown
  2
  6
  9
  3600
  +1	income
  Vineyard
  2
  4
  9
  3600
  +1	income
  Hunting	grounds
  2
  14
  6
  1500
  -
  Barn	and	silo,	cistern
  2
  5
  4
  600
  -
  Mine,	metal
  6
  4
  19
  17,100
  +2	income,	+1	
  force,	or	+1	ef-
  ficiency
  Mine,	mineral
  6
  4
  19
  17,100
  +2	income,	+1	
  arcana,	or	+1	ef-
  ficiency
  Dam
  4
  8
  11
  5500
  +1	income
  Mill, grain
  4
  7
  9
  3600
  +1	income
  Mill,	lumber
  4
  7
  10
  4500
  +1	income
  Tavern,	public	house
  3
  3
  8
  2800
  +1	income
  Prison
  5
  6
  11
  5500
  +1	income	or	+1	
  shadow
  Shipyard
  6
  8
  16
  12,000
  +2	income	or	+1	
  efficiency
  Zeppelin	docks
  5
  7
  15
  10,500
  +2	income	or	+1	
  efficiency
  Docks
  4
  7
  11
  5500
  +1	income	or	+1	
  shadow
  
  21
  Library
  3
  5
  13
  7800
  +1	arcana
  Copyist,	printer
  2
  3
  9
  3600
  +1	efficiency
  Theater	below
  2
  3
  9
  3600
  +1	theme	and	+1	
  income
  Theater,	grand;	amphitheater
  2
  6
  17
  13,600
  +1	theme	and	+1	
  income
  Wood	shop
  2
  3
  8
  2800
  +1	income
  Engineer’s	shop
  3
  4
  9
  3600
  +1	income	or	+1	
  efficiency
  Blacksmith	shop
  3
  5
  10
  4500
  +1	income	or	+1	
  force
  Goldsmith	shop
  3
  4
  16
  12,000
  +2	income
  Warehouse
  2
  4
  6
  1500
  +1	income
  Safehouse
  +3
  +4
  14
  9100
  +1	shadow	
  Tannery
  2
  3
  9
  3600
  +1	income
  Bazaar	stall,	kiosk
  3
  1
  4
  600
  +1	income
  Storefront
  2
  2
  8
  2800
  +1	income
  City	building,	¼	block,	three	sto-
  ries
  2
  6
  13
  7800
  -
  Tower,	40’	radius,	four	stories
  4
  5
  14
  9100
  +1	income
  Arcane	Tower,	40’	radius,	seven	
  stories
  11
  23
  -
  30,000
  +2	arcana
  Shrine
  3
  2
  10
  4500
  +1	force,	ar-
  cana,	shadow,	or	
  income
  Church,	temple
  6
  10
  13
  7800
  +1	force,	ar-
  cana,	shadow,	or	
  income
  Cathedral
  8
  18
  20
  19,000
  +2	force,	ar-
  cana,	shadow,	or	
  income
  Barracks	and	drill	grounds
  5
  9
  13
  7800
  +1	force
  Thieves’	training	gauntlet
  2
  2
  10
  4500
  +2	shadow
  Homes	and	residences
  Homeless
  -
  -
  0
  -
  Reputation	(6)	
  in	home	town:	
  Dirty	bum
  Shack,	shanty,	shed,	tenement	
  room;	shared
  -
  -
  1
  -
  -
  
  22
  Shack,	shanty,	shed
  2
  1
  2
  100
  -
  Cabin,	rent;	tenement	room,	rent
  -
  -
  3
  -
  -
  Cottage,	rent
  -
  -
  4
  -
  -
  Cabin
  2
  2
  6
  1500
  +1	to	any	Land-
  owner	reputation
  Tenement	room,	ownership
  -
  -
  7
  2100
  -
  Row	house,	rent
  -
  -
  8
  -
  Cottage
  2
  3
  8
  2800
  +2	to	any	Land-
  owner	reputation
  Manor	house
  2
  5
  15
  10,500
  +3	to	any	
  Landowner	or	
  Wealthy	reputa-
  tion
  1	theme
  Tenement	building
  3
  10
  15
  10,500
  Reputation	(10)	
  in	hometown:	
  Slumlord
  Rowhouse
  3
  5
  15
  10,500
  As	cottage	plus	
  theme
  Chateau
  3
  15
  20
  19,000
  +6	to	any	
  Wealthy	reputa-
  tion;	four	themes
  Keep,	outpost,	fort
  10
  20
  15
  10,500
  +6	to	any	
  Wealthy	or	
  Powerful	reputa-
  tion;	one	theme;	
  defense	die	size	
  +3
  Castle,	barony
  10
  30
  -
  60,000
  +7	to	any	
  Wealthy	or	Pow-
  erful	reputation;	
  three	themes;	+2	
  force;	defense	
  die	size	+3
  Castle,	earldom
  12
  36
  -
  87,000
  +8	to	any	
  Wealthy	or	Pow-
  erful	reputation;	
  five	themes;	+3	
  force;	defense	
  die	size	+4
  
  23
  Castle,	duchy
  14
  42
  -
  119,000
  +9	to	any	
  Wealthy	or	Pow-
  erful	reputation;	
  seven	themes;	
  +4	force;	de-
  fense	die	size	+5
  Castle,	royal
  16
  50
  -
  156,000
  +10	to	any	
  Wealthy	or	Pow-
  erful	reputation;	
  ten	themes;	+5	
  force;	defense	
  die	size	+5
  Defense.	The	static	number	that	must	be	hit	to	damage	the	building.	Only	siege	weapons	can	damage	an	object	
  with	a	defense	quality
  Structural quality.	The	number	of	points	that	must	be	invested	to	build	the	building,	or	that	must	be	taken	out	to	
  destroy	it.
  Effect:	organization score.	The	first	three	buildings	of	a	given	type	stack	their	bonuses.	Beyond	that,	organiza-
  tion	scores	do	not	rise.	Redundancy	can	still	be	useful	in	times	of	war,	of	course,	in	the	event	that	one	building	
  is	razed	or	captured.
  Effect:	income.	Gold	income	(or	drain)	stacks.	If	the	economy	in	a	given	sector	is	depressed,	then	the	income	
  is	negative.	For	example,	if	agriculture	items	are	more	expensive	than	normal	in	a	region,	then	a	small	farm’s	
  income	is	-1,	not	+1.	At	the	end	of	each	season,	roll	your	total	income	die	against	the	doom.	On	a	success,	you	
  gain	one-quarter	the	gold	needed	to	advance	to	the	next	wealth	level	(or,	at	wealth	level	20	and	above,	5000	
  gold).	For	example,	if	you	have	five	buildings	at	+2	income	and	one	at	-1	income,	then	your	income	is	+9.	You	
  roll	a	d8	against	the	doom.
  Effect:	theme.	For	each	room	or	area	that	you	add	to	a	large	structure,	and	for	some	buildings,	you	can	decorate	
  it	to	support	one	theme:	fidelity,	death,	artifice,	wealth.	If	you	host	someone	in	that	room,	you	gain	a	die	size	to	
  your	social	attacks	when	touching	on	that	theme.
  Effect:	defense die size. All	troops	on	all	defenses	(stance	and	maneuver)	increase	their	die	size	by	the	indicated	
  amount	when	inside	the	castle.	This	is	in	addition	to	the	bonus	defense	die	accorded	by	the	building’s	defense	
  value.	In	short,	it	is	difficult	to	attack	a	force	inside	a	fortress.
  This	die	size	increase	applies	only	against	ranged	attacks,	as	melee	attacks	are	impossible	until	the	fortress	is	
  stormed.	
  Waxworks.	Your	organization	can	only	benefit	from	
  one	of	these	establishments.	Only	so	many	disguises	
  are	needed.
  Barn	and	silo,	cistern.	When	you	come	under	siege,	
  after	three	weeks	roll	your	organization’s	efficiency,	
  increased	by	one	die	size	for	each	barn	and	silo	or	
  cistern	that	you	own.	If	you	beat	the	doom,	your	city	is	
  not	considered	to	be	under	siege	that	week.	Each	time	
  you	use	this	ability,	however,	cross	off	one	barn	and	
  silo	or	cistern.	It’s	empty	now.
  Theater	below.	This	underground	theater	is	anathema	
  to	kings.	Uncensored	art	breeds	inspiration	like	carrion	
  Buildings
  
  24
  breeds	maggots.	The	nobility	has	a	duty	to	protect	the	
  commoners	from	the	dangers	of	excessive	love,	pas-
  sion,	and	sorrow.	The	penalty	for	owning	or	working	
  at	a	theater	below	is	death,	often	after	watching	one’s	
  family	tortured	and	maimed	on	the	theater’s	stage	in	a	
  Last	Show,	popular	among	certain	nobles.
  Safehouse.	A	trapdoor	in	the	wine	cellar,	a	pivoting	
  fireplace	leading	to	a	secret	chamber,	a	priest	hole	–	
  somehow	you	disguise	your	organization’s	true	quar-
  ters.	The	location	becomes	a	secret.	The	safehouse	
  built-ins	must	be	purchased	at	the	same	time	that	you	
  purchase	another	building.
  Bazaar	stall,	kiosk.	Unlike	other	buildings,	this	can	be	
  damaged	by	an	individual	acting	alone.	He	can	break	
  it	as	any	other	item;	see	chapter	10	for	the	rules	on	
  breaking	items.
  Castle,	earldom	and	greater.	It	is	very	rare	for	some-
  one	other	than	a	titled	noble	to	command	one	of	these	
  castles,	other	than	in	a	stewardship	or	regency	posi-
  tion.	There	are	many	benefits	to	commanding	such	a	
  lofty	title,	but	they	are	listed	in	the	noble	class,	not	
  here.
  Vehicles
  Some	vehicles	have	no	defense	value	and	therefore	
  can	be	hacked	apart	by	a	determined	axeman:	a	
  screened	palanquin,	for	instance,	or	an	open	wagon.	
  Others	can	only	be	damaged	on	reasonable	time	
  scales	by	siege	weapons:	crown	zeppelins,	for	ex-
  ample.
  Naval	stealth.	This	submersible	quality	allows	the	
  commanding	organization	to	roll	its	shadow	die	as	
  a	bonus	die	at	any	time	during	a	battle,	up	to	three	
  times	per	battle,	as	long	as	the	player	can	plausibly	
  narrate	the	sub’s	acctions.	Note	that	a	submersible	is	a	
  Wonder	and	can	only	be	built	by	an	engineer	capable	
  of	building	such.
  Wonders
  Wonders	can	only	be	crafted	by	a	team	led	by	an	engi-
  neer	with	the	Master	of	wonders	class	ability.
  	
  All	Wonder	reputations	apply	throughout	the	
  civilized	world.
   
  Triumph.	A	marble	monument	depicts	your	glory	
  and	your	history.	Up	to	six	people	can	be	assigned	
  a	reputation	(20)	as	you	like.	The	reputation	carries	
  throughout	the	known	civilized	world.	The	reputation	
  cannot	be	brought	below	12	while	the	triumph	still	
  stands.	Every	person	known	to	be	a	member	of	the	
  organization	that	built	the	triumph	gains	a	reputation	
  8:	Triumphant.
  Ziggurat,	pyramid.	Enduring	and	powerful,	pyramids	
  and	ziggurats	are	statements	of	raw	power.	Increase	
  your	organization’s	arcana	score	by	2,	all	maneuver	
  attacks	and	defenses	of	spellbound	troops	and	beasts	
  by	one	die	size,	and	you	can	increase	the	doom	by	one	
  in	one	other	kingdom.
  Dragon	garden.	Your	garden	attracts	dragons	like	a	
  flame	attracts	moths.	You	can	capture	and	train	two	
  dragons,	and	they	count	against	your	organization’s	
  troop	limit.	The	dragons	are	replaced	one	season	after	
  they	fall	in	combat.	The	dragon	garden	also	generates	
  income	for	your	organization	from	the	dragon	scales	
  that	are	shed	and	collected;	you	gain	a	wealth	level.
  Cathedral	of	ages.	No	dome	is	wider,	and	no	peak	
  higher,	than	the	cathedral	of	ages.	It	soars.	You	gain	a	
  d20	bonus	die	whenever	dealing	with	the	High	God’s	
  church,	even	if	it	is	to	intimidate	it.	Every	troop	you	
  command	increases	its	spirit	value	by	2.
  Spectacular.	A	spectacular	is	a	theater	of	dreams,	an	
  opulent,	intricate	marvel	that	elevates	the	art	of	any	
  violinist,	harpsichordist,	player,	acrobat,	cat-burner,	
  or	opera	soprano	who	trods	its	boards.	A	spectacular	
  continuously	informs	the	culture	of	its	kingdom.	You	
  
  25
  mounts & vehicles
  dEFENSE
  sTRUCTURAL 
  QUALITY
  Wealth 
  Level
  gOLD 
  pRICE
  eFFECT
  Mounts
  Draft	horse
  -
  -
  3
  300
  -
  War	horse
  -
  -
  6
  1500
  Can	use	in	
  mounted	combat	
  style
  Race	horse
  -
  -
  6
  1500
  -
  Camel
  -
  -
  4
  600
  -
  Vehicles
  Screen	box	palanquin,	litter
  -
  3
  15
  10,500
  +1	quality	fash-
  ion	accessory;	
  only	appropriate	
  in	streets
  Open	wagon	and	gnarsk	team
  -
  6
  8
  2800
  -
  Box	wagon	and	gnarsk	team
  -
  7
  9
  3600
  -
  Puzzle-box	Wagon	(Hidden	City	of	
  the	Free	Road)	and	gnarsk	team
  -
  9
  10
  4500
  +1	die	size	to	
  smuggling	at-
  tempts
  Zeppelin,	trader
  4
  8
  17
  13,600
  +2	income
  Zeppelin,	crown
  5
  9
  19
  17,100
  +1	income;	+4	
  to	any	wealth	
  reputation
  Balloon and gondola
  2
  4
  7
  2100
  -
  Barge
  5
  5
  8
  2800
  +1	income
  Caravel	
  5
  6
  9
  3600
  +1	income
  Ferry
  3
  5
  5
  1000
  +1	income
  Bathysphere
  3
  3
  8
  2800
  +1	to	related	re-
  search	attempts
  Submersible,	prototype
  5
  8
  20
  19,000
  +2	force,	effi-
  ciency	or	shad-
  ow;	naval	stealth
  Ice	sled
  1
  1
  50
  -
  
  26
  can	write	a	new	culture	item	for	the	kingdom,	adding	
  a	fourth	slot	if	the	first	three	are	presently	used	(as	
  is	usual).	With	each	new	theater	season	–	the	theater	
  season	runs	from	just	after	harvest	time	to	midsummer	
  eve	–	you	can	re-write	your	culture	item.
  Legion	Below.	Fixers	and	thieves	are	not	the	only	ones	
  who	use	the	underworld.	A	king	who	has	constructed	
  a	Legion	Below	has	thousands	of	terra	cotta	soldiers	
  prepared	to	animate	and	swell	the	ranks	of	his	forces.	
  The	Legion	Below	cannot	move	of	its	own	power	
  before	being	brought	to	life;	it	must	be	transported	
  as	any	other	troop.	It	is	the	equivalent	of	5	troops	(it	
  packs	much	tighter	than	living,	breathing,	squirming	
  troops).	Once	deployed,	it	can	negate	up	to	50	Health	
  damage	in	a	battle	by	replacing	living	units	as	they	
  fall.	The	Legion	Below	can	only	be	used	once;	its	clay	
  falls	lifeless	after	the	use.	Unlike	other	wonders,	the	
  Legion	Below	is	not	built	by	engineers	but	wizards.	
  The	wizard	must	be	an	archmage	and	a	master	spell-
  smith,	and	he	must	act	in	concert	with	the	king	of	his	
  land,	who	by	virtue	of	doom	is	the	only	one	who	can	
  command	a	Legion	Below	(and	only	one	Legion	Be-
  low	may	exist	in	a	Kingdom	at	a	time).
  Zeppelin	Dreadnought.	This	wonder	appears	as	a	troop	
  in	the	troops	section,	below.
  Submersible.	This	wonder	is	in	the	vehicles	section.
  Troops
  Kvalt	savages
  Speed	(strategic):	3	(5	in	homeland)
  Health:	4
  Spirit:	3	(7	in	homeland)
  Maneuvers:	1.	Avalanche	charge.	d8/d6,	move	1.
  	
  2.	Rage	-	0/d4.	Ignore	1	damage	to	you	this	
  round	and	gain	commanding	organization’s	force	as	
  bonus	attack	die	next	round.
  Stances:	1.	Skirmish	–	d4/d4	(d6/d6	in	homeland).
  	
  2.	Defend	–	0/d6.
  Wealth	level:	4	as	mercenaries.
  Fyrajj	savages
  Speed	(strategic):	3	(5	in	homeland)
  Health:		4
  Spirit:		4	(7	in	homeland)
  Maneuvers:	1.	Stalk	–	d4/d6	ranged.	Fyrajji	are	unseen	
  and	considered	secret	(can	only	be	targeted	if	detected;	
  see	secret	troops	in	chapter	on	war).	Can	only	be	used	
  in	forest.
  	
  2.	Hack	and	Scalp	–	d4/d4.	1	health		+	1	spirit.
  Stances:	1.	Skirmish	–	d4/d4	(d6/d6	in	homeland).
  	
  2.	Defend	–	0/d6.
  Wealth	level:	4	as	mercenaries.
  Serai	savages,	mounted
  Speed	(strategic):	4	(7	in	homeland)
  Health:	3	(4	in	homeland)
  Spirit:	3	(7	in	homeland)
  Maneuvers:	1.	Wind	of	heaven	–	move	3	areas.
  	
  2.	Charge	–	d6/d4,	move	2	areas.	(d8/d4	in	
  homeland)
  Stances:	1.	Skirmish	–	d4/d4	(d6/d6	in	homeland).
  	
  2.	Run	interference	–	0/d4.	Ally	also	gains	d4	
  bonus	defense	die.
  Wealth	level:	4	as	mercenaries.
  
  27
  Light	cavalry
  Speed	(strategic):	5
  Health:	5
  Spirit:	4
  Maneuvers:	1.	Charge	–	d8/d4,	move	2	areas.
  	
  2.	Wheeling	cover	run	–	0/d6,	move.
  Stances:	1.	Skirmish	–	d6/d6.
  	
  2.	Harass	–	d8/d2.
  Wealth	level:	8
  Heavy	cavalry
  Speed	(strategic):	4
  Health:		6
  Spirit:	5
  Maneuvers:	1.	Charge	–	d10/d8,	move.
  	
  2.	Smash	the	line	–	d12/d8	vs.	infantry.
  Stances:	1.	Skirmish	–	d8/d8.
  	
  2.	Defensive	Line	–	d4/d12.
  Wealth	level:	10
  Light	footmen
  Speed	(strategic):	3
  Health:	3
  Spirit:	4
  Maneuvers:	1.	Wedge	–	d10/d4.
  	
  2.	Run	and	counter	–	0/d6,	move.	Add	a	d6	
  attack	against	one	unit	that	attacks	you;	otherwise,	no	
  attack.
  Stances:	1.	Skirmish	–	d6/d4.
  	
  2.	Defend	0/d6.
  Wealth	level:	6
  Heavy	footmen
  Speed	(strategic):	2
  Health:	5
  Spirit:	4
  Maneuvers:	1.	Column	push	–	d10/d6.
  	
  2.	Shield	other	–	0/d6.	Other	gets	your	defense	
  die.
  Stances:	1.	Skirmish	–	d6/d6.
  	
  2.	Defend	–	0/d10.
  Wealth	level:	7
  Pikemen
  Speed	(strategic):	3
  Health:	4
  Spirit:	4
  Maneuvers:	1.	Unhorse	and	spike	–	d12/d6	vs.	cav-
  alry.
  	
  2.	Tie	down.	0/d8.	If	your	target	moves,	d12	
  attack	for	2	health	damage.	
  Stances:	1.	Skirmish	–	d6/d4.
  	
  2.	Set	vs.	charge.	0/d4;	d8/d8	vs.	any	group	
  that	moves	into	your	area.
  Wealth	level:	7
  Angry	mob
  Speed	(strategic):	1
  Health:	3
  Spirit:	5
  Maneuvers:	1.	Restrain	–	0/d4.
  Stances:	1.	Go	wild	–	d4/d2.
  Wealth	level:	-	(only	acquired	through	roleplay)
  Conscripts,	slaves,	impressed	troops
  Speed	(strategic):	3
  Health:	3
  Spirit:	2
  Maneuvers:	1.	Charge	–	d4/d4,	move.
  Stances:	1.	Skirmish	–	d4/d4.
  Wealth	level:	5
  Town	militia
  Speed	(strategic):	2
  Health:	3
  Spirit:	2	(7	in	hometown)
  Maneuvers:	1.	Charge	–	d4/d4,	move.
  Stances:	1.	Hold	the	line	–	d4/d4.
  	
  2.	Town	song	–	0/d4,	increase	next	attack	die	
  size	by	2.
  Wealth	level:	5
  
  28
  Untrained	militia,	cooks,	townsfolk,	and	camp	follow-
  ers
  Speed	(strategic):	2
  Health:	2
  Spirit:	1
  Maneuvers:	1.	Scramble	–	d2/d4.
  Stances:	1.	Stand	in	harm’s	way	–	0/d4.
  Wealth	level:	-	(acquired	only	through	roleplay)
  Archers
  Speed	(strategic):	3
  Health:	3
  Spirit:	5
  Maneuvers:	1.	Scout-guided	shot	–	d8/d2	and	roll	
  organization’s	Force	as	bonus	attack	die.
  	
  2.	Aim	and	mighty	pull	-	+2	attack	die	size	
  and	+1	damage	next	round.
  Stances:	1.Volley	–	d8/d2.
  	
  2.	Close	quarters	(melee)	–	d2/d4.
  	
  3.	Readied	shot	–	0/d4	and	name	a	condition	
  (a	troop	moves,	a	spell	is	cast,	etc.)	In	subsequent	
  rounds,	as	long	as	you	have	not	changed	from	this	
  stance,	you	gain	a	d12/d2	attack	at	the	moment	the	
  named	condition	manifests.
  Wealth	level:	8
  Longbowmen
  Speed	(strategic):		3
  Health:	4
  Spirit:	6
  Maneuvers:	1.	Scout-guided	shot	–	d12/d2	and	roll	
  organization’s	Force	as	bonus	attack	die.
  	
  2.	Aim	and	mightypull	-	+2	attack	die	size,	
  +1	damage,	and	ignore	range	modifiers	out	to	3	areas	
  next	round.
  	
  3.	Double	time	–	d6/d2,	attack	the	same	target	
  twice.	-1	Spirit	to	Longbowmen.
  Stances:	1.	Volley	–	d10/d2.
  	
  2.Close	quarters	(melee)	–	d4/d4.
  Wealth	level:	10
  Mounted	archers
  Speed	(strategic):	5
  Health:	5
  Spirit:	5
  Maneuvers:	1.	Gallop	and	shoot.	d6/d4,	move.
  Stances:	1.	Ranged	skirmish	-	d6/d4.
  	
  2.	Draw	and	fight	–	d4/d4.	d6/d6	vs.	infantry.
  Wealth	level:	10
  Musketeers,	match	lock
  Speed	(strategic):	3
  Health:	3
  Spirit:	3
  Stances:	1.	Load	&	fire	–	d8/d2.	Load	&	fire	requires	
  two	rounds	to	load	and	one	round	to	fire.
  	
  2.	Rapid	load	&	fire	–	d4/d2.	Reduces	load-
  ing	time	to	one	round,	but	a	roll	of	1	fouls	the	troop’s	
  guns	so	badly	that	a	command	point	must	be	spent	to	
  restore	order.	Until	the	point	is	spent,	the	troop	can-
  not	do	anything	but	move	or	use	their	bayonets	and	
  stocks.
  	
  3.	Bayonet	&	stock	(melee)	–	d6/d4.
  Wealth	level:	6
  Musketeers;	wheel	lock	experts
  Speed	(strategic):	3
  Health:	4
  Spirit:	6
  Maneuvers:	1.	Charge	&	fire	–	d10/d2	+	move.
  	
  2.	Sharpshooter	aim	–	0/d2	-	+2	attack	die	size	
  and	+1	damage	next	round.
  	
  3.	Fusillade	–	d10/d2,	target	loses	one	com-
  mand	point	next	round.
  Stances:	1.	Rapid	load	&	fire	–	d12/d2.	Load	&	fire	
  requires	one	round	to	load	and	one	round	to	fire.	
  Sharpshooter	aim	can	be	used	between	rounds.
  	
  2.	Regimental	load	&	fire	–	d12/d2.	Regi-
  mental	load	&	fire	requires	two	rounds	to	load	and	
  one	round	to	fire.	If	the	first	shot	hits,	the	troop	also	
  rolls	the	commanding	organization’s	force	score	as	a	
  second	and	third	attack.
  Wealth	level:	12
  
  29
  Crossbowmen
  Speed	(strategic):	33
  Health:	4
  Spirit:	3
  Maneuvers:	1.	Aim	–	0/d2	-	+1	die	size	next	attack.
  	
  2.	Charge	&	shoot	–	d6/d4	+	move.
  Stances:	1.	Crank	&	shoot	–	d8/d2.	Crank	&	shoot	re-
  quires	one	round	to	crank	and	one	round	to	shoot.	The	
  “aim”	maneuver	can	occur	in	between.
  	
  2.	Bash	(melee)	–	d6/d4.
  Wealth	level:	7
  Shield	bearers
  Speed	(strategic):	2
  Health:	3
  Spirit:	3
  Maneuvers:	1.	Guard	–	0/d8.	One	ally	troop	also	gains	
  d8	as	a	bonus	defense	die.
  Stances:	1.	Defend	–	0/d6.	One	ally	troop	gains	a	d6	as	
  a	bonus	defense	die.
  	
  2.	Skirmish	–	d2/d4.
  Special:	If	placed	in	a	brigade	with	as	many	shield	
  footmen	troops	as	ranged	troops,	the	archer	troops	all	
  gain	1	die	size	defense	bonus	to	all	stances	and	ma-
  neuvers.
  Wealth	level:	6
  Spearmen
  Speed	(strategic):	3
  Health:	4
  Spirit:	4
  Maneuvers:	1.	Javelin	(ranged)	–	d6/d4.
  	
  2.	Pilum	(ranged)	–	d8/d4.	No	health	damage,	
  but	target	cannot	shield	another	next	round.
  Stances:	1.	Skirmish	–	d4/d4.
  	
  2.	Tie	down	–	0/d6.	If	target	moves,	then	you	
  get	a	d10	attack.
  Wealth	level:	7
  Templars
  Speed	(strategic):	4
  Health:	5
  Spirit:	10
  Maneuvers:	1.	Column	Push	–	d10/d6.
  	
  2.	Shield	others	–	0/d10.	One	ally	gains	d8	as	a	
  bonus	defense	die.
  Stances:	1.	Skirmish	–	d6/d6.
  	
  2.	Pray	and	preach	-	+1	to	spirit	and	next	
  round’s	attack	and	defense	dice	for
  	
  	
  	
  	
  templars	and	one	ally	
  unit
  Wealth	level:	9
  Knights
  Speed	(strategic):	5
  Health:	8
  Spirit:	8
  Maneuvers:	1.	Charge	–	d10/d10,	move,	+1	attack	die	
  size	next	round.
  	
  2.	Break	the	line	-	d12/d8	vs.	infantry.	2	health	
  damage.
  Stances:	1.	Skirmish	–	d8/d10.
  	
  2.	Defensive	line	-	d4/d12.
  Wealth	level:	14
  Scouts
  Speed	(strategic):	6
  Health:	3
  Spirit:	6
  Maneuvers:	1.	Stalk	(ranged)	–	d4/d8.		Scouts	are	se-
  cret	while	executing	this	maneuver	(see	secret	troops	
  in	the	war	chapter).
  	
  2.	Coordinated	scouting	–	Roll	d6	plus	orga-
  nization	rolls	its	force	or	efficiency	vs.	secret	troop’s	
  defense	die	to	detect	it.	All	secret	groups	in	the	scouts’	
  area	and	adjacent	areas	can	be	detected.
  Stances:	1.	Scout	–	0/d6.	Roll	d6	to	detect	hidden	or	
  secret	troops	in	immediate	or	adjacent	areas.
  	
  2.	Skirmish	–	d4/d4.
  	
  3.	Lay	low	–	0/d10.
  Wealth	level:	8
  *”Second	finger”	scouts	are	available	at	wealth	level	
  6.	Reduce	all	defense	dice	by	one	size	and	remove	the	
  “Lay	low”	stance.
  
  30
  Cordsmen
  Speed	(strategic):	3	(or	zeppelin	speed)
  Health:	3
  Spirit:	6
  Maneuvers:	1.	Rappel	–	0/d12	and	descend	on	cord	
  from	zeppelin,	detach	optional.
  	
  2.	Descending	storm	(ranged)	–	d8/d6	and	
  descend	from	zeppelin.	1	health	and	1	spirit.	Detach	
  optional.
  	
  3.	Ascend	–	0/d6	and	reel	up	to	zeppelin.	Re-
  quires	two	consecutive	maneuvers.
  	
  4.	Attach	–	re-attach	to	cords	if	detached.
  Stances:	1.	Blades	from	clouds	–	d6/d6.	Must	be	de-
  tached	from	cords.
  	
  2.	Pendulum	(sky	hook)	–	d10/d2,	move	with	
  zeppelin,	take	double	damage	when	hit	by	melee.
  Wealth	level:	9
  Fanatic	canaille	or	rabid	mass
  Speed	(strategic):	3
  Health:	3
  Spirit:	10
  Stances:	1.	Suicide	wave	–	d12/d2,	1	health	damage	to	
  target	and	self.
  	
  2.	Human	shield	–	0/d4.	Give	d4	bonus	defense	
  die	to	one	ally	unit.
  Wealth	level:	(must	be	gained	through	roleplay)
  Combat	engineers
  Speed	(strategic):	3
  Health:	2
  Spirit:	3
  Maneuvers:	1.Repair	–	0/d4.	Add	1	structural	qual-
  ity	point	to	a	building,	vehicle,	etc.	Can	only	be	used	
  for	half	the	building’s	quality	points	in	any	one	battle.	
  Requires	two	rounds.
  	
  2.	Entrench	–	All	allies	in	area	gain	one	de-
  fense	die	size	as	long	as	they	do	not	leave	the	area.	
  Requires	two	rounds.
  Stances:	1.	Defend	–	0/d4.
  	
  2.	Fortify	–	0/d4.	Add	2	to	the	defense	value	of	
  any	building,	vehicle,	or	structure.	Engineers	must	be	
  inside	the	structure.
  Wealth	level:	8
  Fieldcraft,	Battlecraft	wizard	and	acolytes
  Speed	(strategic):	4
  Health:	2
  Spirit:	6
  Maneuvers:	1.	Grasping	Ribbons	–	d6/d4.	0	health	but	
  target	cannot	move	next	round.
  	
  2.	Orbfall	(ranged)	–	d8/d4.	1	health	to	up	to	
  four	units	in	area.
  Stances:	1.	Blur	(ranged)	–	0/d4	–	increase	defense	die	
  size	of	three	troops	by	one	die	size	each.
  	
  2.	Bridge	–	0/d4.	This	forms	a	narrow	stone	
  bridge	crossing	one	area.	It	takes	one	troop	2	rounds	to	
  cross	the	bridge.	The	bridge	disappears	if	the	Field-
  craft	master	and	his	acolytes	break	this	stance.
  	
  3.	Wizard	wall	–	0/d4.	One	area	is	blocked	
  by	wall	on	one	side.	Ranged,	spell,	and	other	attacks	
  through	the	wall	are	impossible.	The	wall	has	struc-
  tural	quality	2	and	defense	value	4.	It	disappears	if	the	
  Fieldcraft	master	and	his	acolytes	break	this	stance.	A	
  second	wall	placed	in	the	same	spot	as	the	first	always	
  generates	a	wild	surge.
  Wealth	level:	10
  Dramba	coven
  Speed	(strategic):	3
  Health:	2
  Spirit:	4
  Maneuvers:	1.	Shroud	–	0/d2.	One	troop	is	secret	
  until	the	coven	stops	chanting	or	until	the	troop	at-
  tacks.	Multiple	covens	can,	of	course,	shroud	multiple	
  troops.	After	a	troop	has	stopped	attacking	and	moved	
  out	of	the	area	where	it	was	attacking,	it	can	be	re-
  shrouded.
  	
  2.	Boil	–	d8/d2.	1	health	and		-1	defense	die	
  size	next	round.	The	targeted	troop	uses	the	command-
  ing	organization’s	arcana	score	to	defend.
  Stances:	1.	Zombie	army	–	0/d2.	Raise	and	command	
  an	army	of	zombies.	The	dramba	coven	has	one	com-
  mand	point	per	round	that	it	can	use	only	to	direct	the	
  zombies’	maneuvers.
  	
  2.	Cotton	ear	–	d12/d2.	Target	troop	cannot	
  receive	orders	and	therefore	cannot	execute	maneuvers	
  next	round.	Target	resists	with	commanding	organiza-
  tion’s	arcana.
  *Dramba	covens’	locations	on	the	battlefield	are	secret	
  until	discovered.
  Wealth	level:	8
  
  31
  Druids
  Speed	(strategic):	3
  Health:	2
  Spirit:	4
  Maneuvers:	1.	Sacrifice	–	0/d4.	Take	2	health	from	one	
  allied	troop	and	give	1	health	to	another.
  	
  2.	Faces	and	Names	in	the	Blood	–	d8/d4.	-1	
  spirit	to	up	to	5	troops	in	one	area.	The	target	troops	
  defend	with	their	commanding	organization’s	arcane	
  score.
  3.	Read	the	sky	–	0/d6.	Roll	a	d6	to	detect	secret	
  troops	or	learn	an	enemy	secret	in	three	different	areas	
  (selected	by	the	druids).	Secret	troops	defend	with	
  their	defense	die;	organization	secrets	are	defended	by	
  the	organization’s	shadow	score.
  Stances:	1.	Sun	curse	–	d4/d4.	Troop	takes	1	health	
  and	1	spirit	damage.	If	killed	by	sun	curse,	a	confla-
  gration	arises	attacking	at	d6	against	other	troops	in	
  area	(randomly	selected,	maximum	five).	The	confla-
  gration	does	2	health	damage.
  	
  2.	Sun	blessing
  	
  2.	Fear	of	the	Harvest	–	d8/d4.	1	spirit.	Troop	
  defends	with	its	commanding	organizatin’s	arcane	
  score.
  Wealth	level:	8
  Highcraft	wizard	and	acolytes
  Speed	(strategic):	4
  Health:	3
  Spirit:	6
  Maneuvers:	1.	Titan	slam	(ranged)	–	d8/d4.	2	health,	
  1	spirit,	and	slammed	backward	or	sideways	up	to	two	
  areas	of	the	highcraft	master’s	choosing.
  	
  2.	Stone	slam	(ranged)	–	d8/d4	vs.	buildings.	1	
  quality.
  	
  3.	Orb	storm	(ranged)	–	d8/d4.	Requires	two	
  rounds.	Enemy	organization	defends	with	its	arcane	
  score.	A	successful	orb	storm	reduces	command	points	
  by	three	next	round.	
  	
  4.	Shadow	close	–	0/d4.	Highcraft	wizards’	
  location	on	the	battleground	is	now	secret	until	discov-
  ered.
  Stances:	1.	Titan’s	fist	(ranged)	–	d12/d4.	1	health	and	
  1	spirit.
  	
  2.	Shadow	guard	–	0/d6.	Increase	commanding	
  organization’s	shadow	score	by	4	and	all	troops’	de-
  fense	die	size	by	one	when	defending	against	attacks	
  from	secret	troops.
  	
  3.	Channel	magic	–	0/d4.	Increase	command-
  ing	organization’s	arcane	score	by	4	during	the	battle;	
  only	functions	in	the	roar	and	chaos	of	battle.
  	
  4.	Blur,	bridge,	or	wizard	wall	(see	Battlecraft	
  wizard	and	acolytes).
  Wealth	level:	13
  Incandescent	wizard	and	acolytes
  Speed	(strategic):	3
  Health:	2
  Spirit:	4
  Maneuvers:	1.	Pyrotechnic	cloud	–	d10/d2.	This	is	
  cast	on	a	siege	weapon	as	it	attacks	a	building.	On	the	
  siege	weapon’s	next	attack,	the	stone	or	ball	explodes	
  at	distance	into	brilliant,	burning	tendrils.	The	attack	
  does	no	damage	to	the	building,	but	the	d10	attack	
  from	the	cloud	goes	against	three	troops	inside	the	
  building	as	the	tendrils	writhe	their	way	inside	the	
  structure.	They	defend	with	their	organization’s	arcana	
  score.	The	damage	is	1	health	and	1	spirit.
  2.	Burn	–	d8/d2	vs.	unit	or	building.	Up	to	three	tar-
  gets	in	the	same	area.	Wooden	buildings	and	vehicles	
  continue	to	burn	at	1	point	of	damage	per	round.
  Stances:	1.	Briliant	Signals	–	0/d2.	Increase	command	
  point	total	by	1	next	round.
  	
  2.	Radiant	weapons	–	0/d2.	One	unit	increases	
  its	melee	attack	die	size	by	2	next	round.
  	
  3.	Scintillating	decay	–	d8/d2	vs.	enemy	orga-
  nization.	Organization	defends	with	its	arcana	score.	A	
  hit	decreases	the	enemy	organization’s	force	score	by	
  1,	but	cannot	reduce	it	below	half	its	maximum	value.
  Wealth	level:	10
  
  32
  Maelstrom	wizard	and	acolytes
  Speed	(strategic):	3
  Health:	3
  Spirit:	4
  Maneuvers:	1.	Weather	–	change	the	weather	to	any-
  thing	desired	(see	the	Weather	section	in	chapter	8).	
  This	can	only	be	used	once	per	battle	(by	any	mael-
  strom	wizard	group).
  Stances:	1.	Twister	–	d8/d4	vs.	buildings	and	troops.	
  1	quality	to	buildings;	1	health,	1	spirit	and	move	1	
  random	area	to	up	to	two	troops.
  	
  2.	Gale	–	0/d4.	Missile	fire	other	than	siege	
  weapons	suffers	a	five	die	size	penalty	in	up	to	three	
  adjacent	areas.
  	
  3.	Chain	lightning	–	d10/d4.	The	lightning	
  does	1	health	to	up	to	five	troops	in	one	area,	each	of	
  whom	defends	with	its	organization’s	arcana	score.
  Wealth	level:	11
  Parapet	defenders
  Speed	(strategic):	3
  Health:	4
  Spirit:	5
  Maneuvers:	1.	Countershot	–	0/d8.	d8	ranged	attack	
  against	any	who	attack	you,	up	to	five	targets.
  	
  2.	Repulse	(melee)	–	d8/d8.	1	health	and	push	
  troop	back	out	of	castle,	keep,	wall,	etc.	if	within	one	
  area	of	outside.
  Stances:	1.	Arcane	Forms	(melee	or	ranged)	–	d4/d4.	
  1	health	and	you	along	with	up	to	four	allied	troops	
  gain	a	two	die	size	increase	to	your	defense	rolls	
  against	magic.
  	
  2.	Skirmish	–	d6/d4.
  Wealth	level:	9
  Kingsmen,	assassins,	spies
  Speed	(strategic):	5
  Health:	3
  Spirit:	6
  Maneuvers:	1.	Assassinate	officers	–	d8/d6	vs.	enemy	
  organization.	Enemy	organization	defends	with	its	
  force	or	shadow	score.	1	efficiency	damage	plus	one	
  fewer	command	point	next	round.
  	
  2.	Sneak	–	0/d10,	move.
  	
  3.	Disappear	in	the	chaos	–	0/d8.	Regain	secret	
  status.
  	
  4.	Spy	–	d8/d6	vs.	organization’s	shadow	
  score.	If	you	win,	you	learn	one	secret	(location	of	a	
  secret	troop,	maneuvers	and	stances	of	a	troop,	brigade	
  composition,	and	heroes’	locations	and	actions,	for	
  example).
  	
  5.	Sneak	attack	–	d12/d6.	2	damage.	Must	have	
  been	undetected.
  	
  6.	False	orders	–	d12/d8.	0	health,	but	you	in-
  tercept	orders	in	the	enemy’s	command	structure.	Next	
  round,	use	the	kingsmen’s	action	to	issue	false	orders,	
  giving	you	control	over	one	enemy	unit	in	the	third	
  round.
  Stances:	1.	Lie	low	–	0/d10.
  	
  2.	Hunt	and	kill	-	d8/d4.
  *Kingsmen	are	a	secret	group	until	discovered	or	until	
  they	attack.	
  Wealth	level:	9
  Sailor,	pirate,	privateer
  Speed	(strategic):	2	(or	ship’s	speed)
  Health:	3
  Spirit:	4
  Maneuvers:	1.	Board	–	d10/d10	when	first	entering	a	
  ship.
  	
  2.	Crack	crew	-	+1	defensive	value	to	the	ship	
  and	+1	die	size	to	all	the	ship’s	attacks	(only	one	crack	
  crew	can	benefit	a	ship	at	a	time).
  Stances:	1.	Deck	fighting	–	d8/d6	only	on	deck	of	a	
  ship.
  	
  2.	Land	fighting	–	d4/d4.
  Wealth	level:	7
  
  33
  Carrack
  Speed	(strategic):	10
  Health:	14
  Spirit:	5	(crew)
  Maneuvers:	1.	Broadside	–	0/10.	Half	cannons	fire.
  	
  2.	Sail	–	0/10.	Move	and	fire	2	cannon.
  Stances:	1.	Harass	–	0/10.	Two	cannon	fire.
  	
  2.		Load	&	Unload	–	move	2	troops/round	into	
  or	out	of	the	carrack.
  *A	carrack	can	carry	up	to	4	troops	and	up	to	10	can-
  non	or	ballistae.
  Wealth	level:	13
  Galleon
  Speed	(strategic):	9
  Health:	16
  Spirit:	5	(crew)
  Maneuvers:	1.	Broadside	–	0/11.	Half	cannons	fire.
  	
  2.	Sail	–	0/11.	Move	and	fire	2	cannon.
  Stances:	1.	Harass	–	0/11.	Two	cannon	fire.
  	
  2.		Load	&	Unload	–	0/11.	move	2	troops/
  round	into	or	out	of	the	galleon.
  *A	galleon	can	carry	up	to	5	troops	and	up	to	12	can-
  non	or	ballistae.
  Wealth	level:	15
  Sloop
  Speed	(strategic):	10
  Health:	11
  Spirit:	5
  Maneuvers:	1.	Broadside	–	0/9.	Half	cannons	fire.
  	
  2.	Sail	–	0/9.	Move	and	fire	2	cannon.
  Stances:	1.	Harass	–	0/9.	Two	cannon	fire.
  	
  2.		Load	&	Unload	–	0/9.	move	2	troops/round	
  into	or	out	of	the	sloop.
  *A	sloop	can	carry	up	to	3	troops	and	up	to	6	cannon	
  or	ballistae.
  Wealth	level:	11
  Galley,	longship
  Speed	(strategic):	8
  Health:	9
  Spirit:	5	(crew)
  Maneuvers:	1.	Row	&	Sail	–	0/7	–	move	2	areas.	The	
  galley	cannot	execute	this	maneuver	in	consecutive	
  rounds.
  	
  2.	Ram	-	d12/7	and	move.	1	quality	to	target	
  ship,	which	cannot	move	or	execute	a	maneuver	next	
  round.	You	cannot	ram	on	consecutive	rounds.
  Stances:	1.	Harass	–	0/7.	Two	cannon	fire.
  	
  2.		Load	&	Unload	–	0/7.	Move	2	troops/round	
  into	or	out	of	the	galley.
  *A	longship	can	carry	up	to	2	troops	and	2	cannon	or	
  ballistae.
  Wealth	level:	10
  *	Trireme	galleys	are	available.	They	have	the	same	
  statistics	as	the	longship	galley,	except	the	defensive	
  value	is	8,	and	the	following:
  Galley,	trireme
  Speed	(strategic):	8
  Health:	9
  Spirit:	4
  Maneuvers:	1.	Trireme	ram	–	d12/8	and	move.	2	
  quality	damage	to	target	ship,	which	cannot	move	or	
  execute	a	maneuver	next	round.	You	cannot	ram	on	
  consecutive	rounds.
  Wealth	level:	11
  Zeppelin,	frigate
  Speed	(strategic):	8
  Health:	9
  Spirit:	5
  Maneuvers:	1.	Full	sail	–	0/11.	Move	2	areas.
  	
  2.	Broadside	–	0/11.	Half	cannon	fire.
  Stances:	1.	Sky	command	–	0/11.	+1	command	point	
  next	round.
  	
  2.	Harass	–	0/11.	Two	cannon	fire.
  	
  3.	Load	&	unload	–0/11	move	two	troops	per	
  round	into	or	out	of	the	frigate.
  	
  4.	Surveillance	-	d8/11.	Roll	d8	to	detect	se-
  cret	troops	in	up	to	three	designated	areas.
  Frigates	can	carry	up	to	four	troops	and	8	cannon	or	
  ballistae.
  Wealth	level:	18
  
  34
  Zeppelin,	escort;	yacht
  Speed	(strategic):	9
  Health:	7
  Spirit:	5
  Maneuvers:	1.	Wind	race	–	0/9.	Move	3	areas.
  	
  2.	Broadside	–	0/9.	Half	cannon	fire.
  Stances:	1.	Harrass	–	0/9.	One	cannon	fires.	
  2.	Load	&	unload	–0/11.	Move	two	troops	into	or	out	
  of	the	frigate.
  An	escort	zeppelin	can	carry	1	troop	and	up	to	4	can-
  non	or	ballistae.
  Wealth	level:	17
  Zeppelin,	dreadnought
  Speed	(strategic):	7
  Health:	20
  Spirit:	5
  Maneuvers:	1.	Full	sail	–	0/12.	Move	2	areas.
  	
  2.	Dreadnought	broadside	–	0/12.	Half	cannon	
  fire	at	+1	attack	die	size.	2	health	and	1	spirit	to	a	unit,	
  or	1	quality	to	a	building,	and	in	either	case,	an	en-
  emy	whose	forces	are	hit	loses	1	command	point	next	
  round	from	the	shock	and	awe	of	the	bombardment.
  Stances:	1.	Sky	command	–	0/12.	+1	command	point	
  and	+1	to	all	commanding	organization’s	characteris-
  tics	save	arcana,	both	next	round,	as	usual.
  	
  2.	Harass	–	0/12.	4	cannon	fire.
  	
  3.	Load	&	unload	–	0/12.	Move	three	troops/
  round	into	or	out	of	the	dreadnought.
  *A	dreadnought	can	carry	12	cannon	and	5	troops.
  Wealth	level:	(can	only	be	built	as	a	wonder	of	the	
  world)
  War	apes
  Speed	(strategic):	2
  Health:	3
  Spirit:	Fearless
  Maneuvers:	1.	Bounding	charge	–	d6/d2	and	move	2	
  areas.	Requires	2	command	points.
  	
  2.	Track	scent	–	0/d4.	Roll	d6	to	detect	any	
  secret	troop	in	the	immediate	or	any	adjacent	area.
  Stances:	1.	Frenzy	–	d4/d2.	If	first	attack	hits,	roll	
  another	attack.	Continue	until	miss;	a	maximum	of	3	
  attacks	are	possible.
  	
  2.	Scatter	–	0/d6.
  *Special:	war	apes	take	no	terrain	penalties	under	
  normal	circumstances.	They	are	able	to	brachiate,	
  leap,	clamber,	and	climb	with	uncanny	alacrity.
  *Special:	war	apes	are	territorial	and	cannot	be	
  stacked	into	a	brigade	with	another	war	ape	troop.
  Wealth	level:	11
  *Can	increase	wealth	level	by	two	for	armored	war	
  apes,	whose	health	is	4.
  Mammoth	cavalry
  Speed	(strategic):	4
  Health:	9
  Spirit:	5
  Maneuvers:	1.	Net	–	d10/d6.	Struck	troop	cannot	act	
  until	the	round	in	which	a	command	point	is	spent	
  to	unfoul	it	(and	a	second	command	point	must	be	
  spent	if	the	troop	is	to	maneuver	during	that	round).	
  Each	mammoth	carries	three	nets.	After	they	are	
  gone,	this	maneuver	cannot	be	used.
  	
  2.	Trample	charge	–	d10/d2.	1	health,	1	
  spirit,	move.
  Stances:	1.	Trample	–	d10/d6.
  Wealth	level:	12
  Mammoth,	howdah-mounted	cannon
  Speed	(strategic):	3
  Health:	8
  Spirit:	5
  Maneuvers:	1.	Trample	&	fire	–	d10/d4.	1	health,	1	
  spirit,	and	cannon	fires.
  	
  2.	Charge	&	fire	–	cannon	fires	and	move.
  Stances:	1.	Trample	–	d6/d6.
  *The	platform	in	a	mammoth	howdah	can	support	
  one	cannon	(heavy	or	light).
  Wealth	level:	12
  Dragon
  Speed	(strategic):	12
  Health:	16
  Spirit:	As	individual	dragon’s	heart
  Maneuvers:	1.	Fire	breath	(ranged)	–	d20/d10	vs.	
  three	units	in	same	area.	Cannot	use	consecutively.
  	
  2.	Rampage	(melee)	–	d20/d12,	four	attacks,	
  1	health	+	1	spirit.
  	
  3.	Dragon	flight	–	d10/d20.	Move	two	areas.	
  
  35
  1	spirit	to	up	to	five	units	in	area	flown	over;	units	
  defend	with	commanding	organization’s	force	score.
  Stances:	1.	Circle	and	wait	–	0/d12.	+2	fire	damage	
  next	round.
  	
  2.	Destruction	–	d12/d12,	two	attacks,	1	health	
  and	1	spirit.
  Wealth	level:	(obtained	through	roleplay)
  Raptor	horde	and	handlers
  Speed	(strategic):	1
  Health:	2
  Spirit:	Fearless	(handlers	3)
  Stances:	1.	Unleashed	–	d8/d2,	1	health,	1	spirit.
  	
  2.
  	
  3.
  *Special:	any	gunfire	or	cannon	shot	causes	the	raptors	
  to	flee	for	the	following	round	unless	the	commanding	
  organization	makes	a	force	roll	vs.	the	doom.
  *Regardless,	the	horde	disappears	after	three	rounds,	
  dissipating	through	the	battlefield	and	feeding	on	
  grass.
  Wealth	level:	5
  Chimera	chariots
  Speed	(strategic):	4
  Health:	3
  Spirit:	3
  Maneuvers:	1.Overrun	–	d8/d4.	1	health	+	move.
  	
  2.Miasmal	breath	–	d8/d6	vs.	one	unit.	1	health	
  +	unit	cannot	maneuver	next	round.	Cannot	use	con-
  secutively.
  Stances:	1.	Skirmish	–	d4/d4,	3	attacks.
  	
  2.	Circle	around	–	0/d6,	+2	attack	die	size	to	all	
  attacks	next	round.
  Wealth	level:	10
  Zombie	legion
  Speed	(strategic):	2
  Health:	3
  Spirit:	Fearless
  Maneuvers:	1.	Rend	–	d8/d2.	1	health	+	1	spirit.
  	
  2.	Gnaw	and	infect	–	d4/d4.	If	the	zombies	
  gnaw	upon	a	troop	that	subsequently	dies	at	any	time	
  before	this	battle	concludes,	that	troop	rises	as	a	zom-
  bie	legion	under	the	control	of	the	zombies’	masters.
  Stances:	1.	Feed	–	0/d4.	Feeding	on	corpses	raises	the	
  zombie	legion’s	health	by	1	to	a	maximum	of	5.
  	
  2.	Slam	–	d4/d4.	1	health	+	1	spirit.
  *The	zombies	are	spellbound.
  Wealth	level:	(obtained	through	roleplay	or	a	dramba	
  coven)
  Skeleton	legion
  Speed	(strategic):	2
  Health:	2
  Spirit:	Fearless
  Maneuvers:	Wedge	–	d6/d4.	1	health	+	1	spirit.
  Stances:	1.	Skirmish	–	d4/d4.	1	health	+	1	spirit.
  	
  2.	Defend	0/d6.
  *Skeletons	are	spellbound.
  Wealth	level:	(obtained	through	roleplay)
  Skeleton,	children’s	brigade
  Speed	(strategic):	4
  Health:	4
  Spirit:	Fearless
  Maneuvers:	1.	Wail	–	d8/d6.	1	spirit;	-1	attack	and	de-
  fense	die	size	until	a	command	point	is	spent	to	calm	
  the	troop.	Targeted	unit	defends	with	its	commanding	
  organization’s	force	or	efficiency.
  	
  2.	Gleeful	swarm	–	d8/d6,	three	attacks	on	
  same	target,	1	health	+	1	spirit.
  Stances:	1.	Brigade	drill	–	d4/d8.	1	health	+	1	spirit.
  *The	brigade	is	spellbound.
  Wealth	level:	(obtained	through	roleplay)
  Giant,	undead	colossus,	ruby	golem	brigade
  Speed	(strategic):	4
  Health:	9
  Spirit:	4
  Maneuvers:	1.	Overhead	slam	–	d6/d4,	1	health,	1	
  spirit,	and	stunned	(cannot	maneuver	next	round.)
  Stances:	1.	Sweeping	blow	–	d6/d4	vs.	two	units.	1	
  health	+	1	spirit.
  Wealth	level:	(obtained	through	roleplay)
  
  36
  Jungle	Strider
  Speed	(strategic):	6
  Health:	18
  Spirit:	3
  Stances:	1.	Stomp	–	d12/d2	vs.	3	units	in	same	area.
  	
  2.	Load	&	unload	–	0/d2.	Unload	up	to	two	
  troops	per	round,	to	ground	level	or	castle	wall	level.
  *A	jungle	strider	can	transport	up	to	six	troops.
  Wealth	level:	(only	obtained	through	roleplay)
  Siege	Tower
  Speed	(strategic):	-	(must	be	built	on	site)
  Health:	4
  Spirit:	3	(haul	team)
  Maneuvers:	Unload.	0/3;	1	troop	moves	out	of	the	top	
  of	the	siege	tower
  	
  Load.	0/3;	1	troop	moves	into	the	bottom	of	the	
  siege	tower
  Stances:	-
  Wealth	level:	4
  A	siege	tower	can	hold	up	to	three	standard	sized	
  troops.
  Trebuchet
  Speed	(strategic):	-	(must	be	built	on	site)
  Health:	3
  Spirit:	3	(launch	team)
  Maneuvers:	Aim.	0/d3;	+2	attack	die	size	next	round.
  	
  Skyshot.	d2/3	vs.	aerial	target;	1	quality
  	
  Unorthodox	launch.	d4/3;	enemy	heads:	1	spir-
  it;	infected	animal	carcasses:	struck	troop;	checks	vs.	
  pox	(roll	organization’s	Force	vs.	virulence);	firepot:	1	
  dmg/rd	to	wooden	buildings	until	maneuver	is	used	to	
  put	out	fire
  Stances:	Load	&	Launch.	d8/3;	1	quality	vs.	buildings.
  Load	and	launch	requires	two	consecutive	rounds	to	
  load;	launches	on	the	third	round.	The	“aim”	maneu-
  ver	can	be	used	in	between;	that	is,	just	after	loading	
  and	just	before	launching.
  Wealth	level:	4
  *Trebuchet,	Akran	–	A	WL	6	trebuchet	that	ignores	
  range	penalties	for	the	first	two	areas,	rather	than	the	
  first	area.	In	other	words,	do	not	apply	the	one	die	size	
  penalty	per	area	until	the	third	area	distant	from	the	
  Akran	trebuchet.
  Ballista
  Speed	(strategic):	1	(or	build	on	site)
  Health:	2
  Spirit:	3	(shot	team)
  Maneuvers:	1.	Aim.	0/d3;	+2	attack	die	size	next	
  round.
  	
  2.Sky	shot.	d6/3	vs.	aerial	target
  	
  3.	Beast	shot.	d8/3	vs.	war	beast	(dragon,	
  jungle	strider,	undead	giant,	similar)
  Stances:	1.	Load	and	shoot.	d6/3.
  Load	and	shoot	requires	two	consecutive	rounds	to	
  load;	shoots	on	the	third	round.	The	“aim”	maneuver	
  can	be	used	in	between;	that	is,	just	after	loading	and	
  just	before	shooting.
  Wealth	level:	4
  Onager	(Bishop’s	mule)
  Speed	(strategic):	1	or	built	on	site
  Health:	2
  Spirit:	3	(launch	team)
  Maneuvers:		 1.	Aim.	0/d2;	+1	attack	die	size	next	
  round.
  	
  	
  2.	Unorthodox	launch.	d2/2;	same	as	
  trebuchet.
  Stances:	1.	Launch	and	load.	d6/2;	1	quality	vs.	build-
  ing
  Load	and	launch	requires	two	consecutive	rounds	to	
  load;	shoots	on	the	third	round.	The	“aim”	maneuver	
  can	be	used	in	between;	that	is,	just	after	loading	and	
  just	before	launch.
  Wealth	level:	3
  *Archbishop’s	mule	–	as	Akran	trebuchet.
  Turtle
  Speed	(strategic):	1
  Health:	3
  Spirit:	3
  Stances:	1.	Give	cover.	Add	d6	bonus	die	to	the	de-
  fense	of	a	battering	ram,	pump	and	cistern	fire	team.
  Wealth	level:	4
  *A	wealth	level	7	turtle	called	a	battleroof	is	available	
  that	provides	the	same	d6	bonus	defense	die	to	ballis-
  tae,	although	it	makes	sky	shots	impossible.
  
  37
  Battering	Ram
  Speed	(strategic):	3	or	built	on	site
  Health:	2
  Spirit:	3
  Stances:	1.	Smash	gate.	d10/d4;	1	damage	to	gates.
  If	more	than	1/3	the	building’s	structural	quality	is	
  dealt	to	the	gates	by	a	battering	ram,	the	gates	open.	
  Only	one	battering	ram	at	a	time	can	assault	a	gate.
  Wealth	level:	3
  Pumpers	with	cistern,	fire	team
  Speed	(strategic):	1
  Health:	2
  Spirit:	4
  Stances:	1.	Put	out	fire.	Puts	out	one	fire	per	round	in	
  its	area	or	adjacent	area	with	no	need	for	you	to	spend	
  a	maneuver.
  Wealth	level:	3
  Heavy	Cannon
  Speed	(strategic):	1
  Health:	3
  Spirit:	5	(fire	team)
  Maneuvers:	1.	Aim.	0/2;	+1	attack	die	size	next	round.
  	
  2.	Skyshot.	d2/2	vs.	aerial	target.
  	
  3.	Fire	with	extra	powder.	d10/2;	2	damage.	On	
  a	1	or	2	the	cannon	cracks	and	takes	3	Health	damage.	
  (Cannon	must	be	loaded,	of	course.)
  Stances:	1.	Load	and	fire.	d10/2.	Loads	cannon	in	
  the	first	two	rounds	and	fires	it	in	the	last	round.	The	
  “aim”	maneuver	can	be	used	in	between:	just	after	
  loading	and	just	before	firing.
  Wealth	level:	8
  *Light	cannon	are	the	same	as	Heavy	cannon,	but	they	
  are	wealth	level	7,	cannot	fire	with	extra	powder,	and	
  move	at	strategic	speed	2.
  *When	cannon	are	mounted,	such	as	on	zeppelins	or	a	
  platform	in	a	mammoth	howdah,	they	still	require	two	
  rounds	to	load	and	one	round	to	fire.	Even	when	a	zep-
  pelin	maneuver	says,	for	instance	“Broadside…	half	
  cannon	fire,”	it	means	that	half	the	cannon	fire	only	if	
  they	are	already	loaded	and	ready	to	fire.
  
  1
  Part V
  Chapters Seventeen & Eighteen:
  The Kingdoms
  The Kingdoms lie on the three peninsulas known 
  as the Claw, a moniker accurate in geography and 
  temperament. This chapter introduces you to the 
  Kingdoms and provides a survey of several regions. 
  It includes highlights and expanded detail for three 
  regions, including a profile of Rithaign, which is espe-
  cially well-suited for launching your campaign.
  The violins of Rithaign, the sea squid casseroles of 
  East Fire, and the burning pogroms of night-haunted 
  Dynn await you. Read on and enjoy!
  History
  Historians have difficulty researching and scribing 
  when their sons and daughters are burning with mad-
  fire, wailing in hunger, or disappearing from schools 
  where torture is just one tool to eradicate passion and 
  control thought. In other words, magic, kings, priests, 
  disaster, and disease have made history an erratically 
  practiced endeavor. 
   
  Kings sometimes work with nature to bury the 
  past. An unknown history is a useful lockbox,in which 
  secrets can be hidden and from which bogeymen and 
  wonders can be pulled as necessary to cow, entertain, 
  awe, and frustrate the peasants.
   
  There is one question which arises not only for 
  historians but for many citizens of all ages: where do 
  we stand? What do we make of our age?
   
  Now, in the Kingdoms, that answer is clear.
   
  The Kingdoms stand on the brink.
   
  Whether that is the brink of enlightenment, 
  or the brink of a new dark age, only time and future 
  historians will now.
   
  Never has there been a time such as now. 
  Zeppelins and submersibles have begun to make 
  mountain, sea, and under-ice crossings possible with 
  acceptable losses of life (that is, usually the officers 
  and half of the crew return). Fixers threaten to control 
  some of magic’s worst ravages. This loosens the kings’ 
  grips on the peasantry, cowed for centuries by magi-
  cal disasters and the need for a monarch to prevent the 
  worst spell conflicts and crisis surges.
   
  There appear to have been kings from the be-
  ginning of civilization. The dry sandstone caves of the 
  eastern isles are scratched and ochred with stick draw-
  ings of tribal chiefs, bellowing with arms raised while 
  masses of islanders bow and chant on the beaches. The 
  earliest inscriptions of the Fallen Kingdom’s ossuaries, 
  metopes, and fragmented friezes trace kings back to 
  the beginning of the Claw, when the High God set his 
  hand on the world to make a place for people to live. 
  Monarchy, whether feudal, tribal, or socialist, has been 
  on the Claw longer than written records.
  Rise to modernity
  The modern kingdoms coalesced from smaller domin-
  ions and tribal lands during the Age of Cartonnage 500 
  to 600 years ago. This was a terrible time of fighting, 
  Low Gods, and entire families of dead kings and magi 
  wheeled before armies into battle (the elaborate pre-
  sentation of these totemic dead names the Age). Wild 
  magic exploded in the streets. Mortar and brick and 
  potsherds clattered into the streets. Wails were every-
  where. The dead nobles’ organs were scooped out, the 
  bodies embalmed, their souls bleached for the High 
  God, and the new idols took their place at the front of 
  the columns. The peasants were piled on mass pyres or 
  rolled into the cesspool to ferment.
   
  The Age of Cartonnage did much to demon-
  strate the horrors of free magic use to the people of the 
  claw. In their sundry battles, would-be kings’ magic 
  interfered with each other to the extent that villages 
  suffocated overnight; babies were born chimeras or 
  angels; and entire mountains erupted in pyroclastic 
  flows in which people could hear their ancestors wail-
  ing and cursing them hysterically. The magic inter-
  ferences brought disasters that are legend today: the 
  engulfment of Trastamara, the Muda-Tarsk zombie 
  swarms, the barren wombs of Chalve.
  
  2
   
  The fighting slowed over  generations. The 
  Age, probably begun with the discovery and found-
  ing of the modern twelve magic traditions, ended with 
  the consolidation of power.  New nobles, kings in the 
  modern sense, emerged victorious.
  In Hessek, that same king still rules after 600 years.
   
  But that may be about to change.
  Ideas move history. But new ideas have been scarce 
  over the past six centuries. In their absence, two 
  natural forces and two historical concepts have shaped 
  the societies and history of the Claw. The two natural 
  forces are magic and disease; the two historical con-
  cepts are nobility and the church.
  The Four Forces
  
  3
   
  The most profound force is magic. Perva-
  sive and pernicious, it inspires fear across the known 
  world. True, it has wrought miracle over the centuries:  
  Saint Aildric’s survival at sea, the plague-healing tears 
  of the maidens of Dresgilioch, and the destruction of 
  the Descent horde. But those miracles are not enough.
   
  After the nobles seized power, the worst of 
  magic’s interference effects were prevented. If no one 
  but the nobles is allowed to use magic, then there are 
  fewer opportunities for interference and wild surges. 
  The nobles ruthlessly hunted down and executed any 
  free magi. Soon there were far fewer magic disasters. 
  For many, especially in the wake of the Cartonnage 
  wars, this was a concession devoutly to be wished. 
  These people – not all of the commonfolk by any 
  means, but many - were content to worship in a (pre-
  Wrandt) church, feed their families, and live days 
  bound each to each in natural piety. 
   
  The nobles went further. Everyone can see 
  the power that inspirations can have. Love can keep a 
  mother alive across mountain ranges as she searches 
  for the children her husband sold to Kingsmen. Desire 
  and ambition make the heart beat faster, the sculptor’s 
  adze cut cleaner, and the chef’s herb soufflé rise until 
  it quivers on the plate, ready to float away.
  Must these emotions, so tied to worldly power, be con-
  nected to magic? Yes.
  Must they be controlled to prevent magical interfer-
  ence and disaster? Yes.
  Many peasants rebelled, many did not, as the nobles 
  took this further step. Children were forced into 
  schools and taught, by chalk and by brand, to dim their 
  joys and temper their ardor. In many lands, restrained 
  courtly love was extolled in plays, songs, and poems, 
  while romantic love was attacked. Any man, woman, 
  or child seen to live with too much light, work with 
  too much fury, or burn with too much ambition was 
  taken to one of the king’s villages. Usually they were 
  not heard from again.
  The wolf children are one reaction to this. What 
  mother wants her child to grow up without love? True, 
  not all love is banned in the Kingdoms. Only strong 
  loves, deep loves, powerful loves. True loves.
  Through inertia, noble aggression, church collusion, 
  and mostly through the fear of magic, the nobles’ grip 
  on society has not loosened over six hundred years. 
  And there are many who think it should not. After all, 
  is a love worth a city sinking into the sea?
  The church has been quick to support the noble class’s 
  claim to exclusive magic and emotion.  That claim 
  and the asceticism it makes incumbent upon the 
  masses  match well with the church’s teaching that 
  this world is not as important as the next. Cynics like 
  the majority of the Fixers’ Fraternity see this as noth-
  ing more than a quid pro quo: the church gives the 
  nobles religious blessing and justification in return for 
  an increased societal status. Indeed, the clergy’s status 
  rivals that of the nobility in many places, and canon 
  law supersedes kingdom law on church grounds.
   
  Diseases  like spellstalks, influenza, and the 
  bloody flux  are the final force that has shaped the 
  Kingdoms. The two largest outbreaks of disease oc-
  curred in the mid-2nd century and again 75 years ago 
  at the beginning of the sixth. Oryn-ja was spared the 
  first, and Thyre the second, but other cities lost be-
  tween a third and half of their populations each time. 
  Quarantine systems with flags, heavy padlocks, and 
  leather-masked fixers are in place, but the extremely 
  crowded living conditions of the masses in the city 
  make a new outbreak a constant risk.
  The nobles seem to be doing more, now. Gold is sud-
  denly available for fixers’ research. Spellstalk and 
  plow victims, tied thrashing to litters, are brought into 
  university laboratories. 
   
  This fight against an ancient foe is but one of 
  the new ideas at work in the Claw. There are more. 
  Many are not nearly as popular.
   
  What will happen? That is up to you and your 
  group. As always, build your world!
  
  4
  Outside the Claw
  No other place has achieved a civilization to match 
  the Claw.  Savage villages of wattle and daub dot the 
  windy bluffs west of Opana and Marnh.  They are few 
  and far between, the people subsisting on thin fish 
  and mountain game, and often between the call of one 
  trade ship and the next, the village has disappeared. 
   
  Across the Waylorn mountains to the North 
  lies the Descent.  The Descent is one of the largest 
  puzzles in the Kingdoms. Its lure may be judged by 
  the number of scholars who have abandoned the many 
  present troubles of the Kingdoms to ponder the distant 
  Descent. For it is there, across the vast Waylorns and 
  the Ocean-in-the-Mountains, called Kvalt, that live the 
  most powerful savages the Kingdoms have ever seen.
   
  Only once have the savages of the Descent 
  swelled up into the mountains like a rising tide, threat-
  ening to spill over and down into the Kingdoms. This 
  was in 371, and only the miracle of the soulhail, asso-
  ciated with Saint Vartan, stopped the horde just north 
  of what is now Thyre’s famed High Fort.
   
  There are many mysteries about the Descent 
  beyond the strength and quickness of its populace. 
  Why is it warm, this forest and plains-land that lies 
  past the Waylorns? In the Kingdoms, the weather 
  grows colder as one journeys north. But once one 
  comes down out of the Waylorns, on the Descent side, 
  the weather is balmy. At least, so say the journals of 
  Inverness Dugray and Chaistlin Marque, the only 
  two explorers known for certain to have journeyed all 
  the way down to the Descent and back. (Thyre’s new 
  submersible, able to cross the Ocean-in-the-Mountains 
  beneath its perpetual ice, may make the crossing to the 
  Descent much easier in this new age.)
   
  Another mystery about the Descent: the sav-
  ages have never been observed to use magic. This is 
  unusual, as even the most primitive savage cultures 
  of the debased eastern islands always have a witch or 
  houngan or spirit man. The lack of observed witches 
  by Dugray, Marque, and the fallen mountain warriors 
  during the incursion of 371 is fascinating to many 
  academics.
   
  And yet another mystery: what has happened 
  to the many expeditions launched to the Descent, 
  especially over the last five decades? The zeppelin 
  Jacenda, launched in 597 from High Fort and carrying 
  the second two sons of the King of Thyre, is only the 
  most recent of the famous losses.
   
  To the east and south lie the only known 
  societies that are outside the Claw and not benighted. 
  In the warm south of the Sea of Princes, the subconti-
  nent-island Jakatta rises in a series of bluffs and tepuis. 
  Blistering sun and the cries of a thousand different 
  species of iridescent birds greet the northern visi-
  tor. Pity the natives are not as welcoming. When you 
  part the twenty-foot thorned creeper hedges and hack 
  through steam-slick underbrush, you find the paths fo 
  the Sun Goddess’s people. Living in open-air, marble-
  pillared cities with pergolas and ziggurats, redolent 
  of heliotrope and canopy mint, these people worship 
  according to a different religion than that of the High 
  God in the Claw. They worship a sun goddess, and 
  they claim she lives among them, as a queen, atop the 
  highest tepui in central Jakatta. The veracity of this 
  claim is obscured by the lethal shadow of the jungle-
  dwellers’ xenophobia. Dressed in sun plate and armed 
  with witch-dusted machetes and golden blow guns, 
  the Jakattan templars protect their goddess at all costs. 
  
  5
  There are rumors that Inverness Dugray once met 
  the Sun Goddess, but to his death he never claimed 
  that, or so wrote his companion Roget Thibault in his  
  Extempore Effusion: In Memoriam I. D. There have 
  been many arguments over the true nature of the Sun 
  Goddess in the north. Many in the church believe that 
  she is a Low God. The peasants seem to believe as the 
  church does, and there have been populist stirrings to 
  form a Deic Fleet to sail to the subcontinent and purge 
  it.
   
  In the eastern Dragon Isles, mad kingdoms 
  rise from the sea like embers from a fire: crackling, 
  intense, and brief. The geographical isolation of each 
  island lures power-mad men. These mayfly kings are 
  able to quickly establish a monopoly over the magic in 
  an island, freeing them from the worry of magical in-
  terference. But something in the tyrants’ nature causes 
  them to overreach.  Almost all such nascent kingdoms 
  never last.  Conflict with other Dragon Isle upstarts, 
  internecine warfare, crisis surges and of course the 
  dragons are all threats.
  The estates
  In the western two peninsulas of the Claw  - what is 
  called the West and the “second finger” – civilization 
  comprises four estates. In increasing status, these are 
  the peasants, the clergy, the nobility, and the king. The 
  class divide is drawn sharply between the peasants and 
  the other three estates.
   
  On the eastern fringes of the Claw, the Wrandt 
  turn never came. The Low Gods are sometimes still 
  worshipped, often in ways that never were in the West. 
  The three lower classes – royalty excluded – mingle 
  here in ways that are, to the Western mind, bizarre. 
  Certainly in Rithaign one would never find a princess 
  of the Diamond Goddess washing feet for coppers in 
  the Summit square!
   
  Where the four estates are distinct, in by far 
  the greater part of civilization, they are central to the 
  culture. The closest alliance is between the priests and 
  the nobles. Kings are crowned by priests, archbishops 
  are appointed by kings, and each institution lends to 
  the other power and legitimacy. There are constant 
  tensions over where canon law ends and where king-
  dom law starts, but for the most part the nobility and 
  the church are fast allies. The launch of a Deic Fleet 
  to Jakatta, for example, rumored to be on the horizon, 
  could never happen without the cooperation of both 
  estates.
   
  Nor could it occur without the blessing of the 
  king. The power of a king in the kingdom is not to be 
  underestimated.  Ancient Lucius in Hessek has ruled 
  for six centuries, and he exemplifies the power of the 
  monarchy. Kings become their demesnes even more 
  than other nobles. The true depth of a king’s power is 
  not known, though it has been plumbed often.
   
  The fourth estate lives a life vastly different 
  from the other three. For the peasants, bread and ale 
  (and sometimes laundry water) replace cakes and 
  wine; 20’x30’x6’ tenement flats shared with twenty 
  other wretches replace palace apartments shared with 
  twenty servants; and the reek and roar of cities replac-
  es the fragrance and harpsichord of the rose garden.
   
  Most different for the peasants, however, is the 
  constant surveillance. The lower classes are forbid-
  den magic.  The nobility employs numerous agents to 
  enforce this. The ubiquitous agents called kingsmen 
  (though many work for dukes, earls, and lesser nobili-
  ty) are a primary means of enforcement. The kingsmen 
  do not wear uniforms, and a baker may live next to a 
  butcher all his life, only to wake up and find that the 
  butcher is a trained warrior, come with three others to 
  seize the baker’s wife in the middle of the night thanks 
  to her name appearing on a list of suspected magi.  A 
  kingsman revealing himself in public always causes 
  silence, even in a crowd of a hundred, and ice in the 
  veins of the onlookers. Kingsmen can seize, beat, and 
  torture members of the lower class with almost com-
  plete impunity in most regions. A painter who inspires  
  too much joy with his paintings; two lovers in a pub 
  whose laughter and sighs are too soft and too sincere; 
  a free druid making a sacrifice in a by-way sewer 
  atelier; anyone could be taken without warning by a 
  kingsman. Other methods of surveillance are detailed 
  
  6
  in the Kingdom descriptions that follow.
   
  For their part, many of the nobles do take their 
  responsibilities seriously. They could be callous, rude, 
  and completely contemptuous of the lower class, but 
  many do see it as a duty, even a noble duty, to safe-
  guard the peasants and shepherd them through this 
  world to the next.  Although they enjoy the privileges 
  of rank – magic, love, overwhelming passion, ven-
  geance, lust – these dutiful nobles police their domain 
  out of a sense of righteousness.  The case of Darmid 
  and Lesa is a famous example. Lesa, a princess, loved 
  Darmid, a farm boy. Though it brought tears to her 
  eyes, and she never married, she had Darmid’s hands 
  nailed to his knees and tossed into the city’s cesspool 
  to drown. She had to do it: he loved her back. (This 
  was in Thyre, and there are many who say that Darmid 
  lost his love for Lesa as she threw him away to die. 
  There are others who say that somehow he survived, 
  and he haunts the city still.)
  Religion
  Until roughly three hundred years ago, men divided 
  the heavens into two categories: the High God and the 
  Low Gods.
   
  The High God was the lord of all. He was 
  king to other gods, and he commanded the worship on 
  Earth of paupers, princes, and priests. He showed his 
  compassion by placing his hand on the Earth to form 
  the Claw and give his people a home. He showed his 
  terribleness by doing it violently, making a Claw-slash 
  instead of a handprint. He had to do it violently be-
  cause bringing order out of chaos  and magic hurt him. 
  In stained glass windows, mosaics, and baldachins, 
  he is often shown with a disfigured hand, watchful 
  eyes, and the raiment of a king. In the old days, only 
  kings and nobles could worship the High God directly. 
  Peasants paid priest-tax for the priests to intercede. 
  The priests prepared Scripts and organized ceremo-
  nies to guide the nobles, who would read the peasants’ 
  prayers and conduct the High God’s ceremony.
   
  In those days, Low Gods were for the peasants. 
  There were many, and they were everywhere. Gods of 
  waterfalls, stars, birth, avarice, a town, a book. A Low 
  God could live around any corner. There are many 
  old stories of people encountering Low Gods, of Low 
  Gods working great magics, and of Low Gods warring 
  amongst themselves, often using cults of mortals as 
  proxies.
   
  Then the priest Arvind Wrandt changed ev-
  erything. He began a movement in 271, ripping the 
  anachronistic cartonnage off the dead Archibishop of 
  Hessek as he lay in state. The cartonnage and its recall 
  of an earlier Age offended Wrandt, and prompted him 
  to return to his cell and script a manifesto. He shortly 
  returned to where the Archbishop lay, placed the mani-
  festo parchment on the man’s forehead, and nailed it 
  into the skull with an iron nail and his Book as a ham-
  mer.
   
  Wrandt’s Turn, as the manifesto and the move-
  ment came to be called, was easily summarized: the 
  Low Gods were not Gods, only blasphemers or devils 
  or wizards. The High God was the only God, and he 
  heard everyone: peasant, priest, and king.
   
  The theosophy was more complicated, but it 
  carried the day. The peasants could now speak directly 
  to the High God. They could avoid the priest-tax. And 
  the priests did not need the kings to conduct the cer-
  emonies that they prepared. Wrandt’s turn went from 
  shock to heresy to doctrine in the span of a few de-
  cades, though not before Wrandt became St. Wrandt, 
  one of the first to die on the pyres of Dynn (though 
  some say that the fires still burn so strongly there be-
  cause the Dynni are trying to purge their history of this 
  sin by burning all blasphemers they can find).
  
  7
  new Ideas
  Some see Wrandt’s turn as the first of the new ideas. 
  Others say it was the breakthroughs of the first engi-
  neers to make zeppelins, or the first fixers to be able to 
  mitigate the flux.
   
  Regardless of what came first, there are several 
  new ideas in the Claw today. Here is a brief survey of 
  a few.
   
  Abolitionists. These people believe that magic 
  can and should be (must be!) abolished from civili-
  zation. The King and Inquisitor of Dynn is one such 
  believer, and it must be said that his people are in 
  full-throated fury behind him. Other, less violent, 
  abolitionists are common among the pioneers of the 
  Windhover valley.
   
  Rethuid Woods. Named for the location of the 
  scriptorium and university where the idea first became 
  known, the Woods thought is that the noble titles 
  should be bought, fought over, or voted on rather than 
  inherited.  Some Woodsmen even believe that the 
  nobility should be assigned by lot. None suggest that 
  the king should be changed. Many kings, thanks to 
  longevity magic, have ruled for so long that the idea 
  of a change is a difficult one.
   
  Deic Fleet. This movement wants to send a 
  fleet to Jakatta and conquer it for the High God. They 
  contend that all activity should be focused on the 
  
  8
  Fleet, just as after the Turn all activity was focused on 
  building the cathedrals.
   
  Romantics. This movement has been the most 
  secretive so far. There are many rumors as to its pur-
  pose, but it seems clear enough that it wants to win 
  the power of love, fear, and other inspirations for the 
  masses.
   
  Windhover pioneers. In the last one hundred 
  years, with the improvement of both engineering and 
  magic, Thyre and Oryn-ja have been able to maintain 
  the Free Road and keep it open, at least in the sum-
  mer months.  This in turn has led to settlements in the 
  Windhover valley. The pioneers of this frontier-settle-
  ment movement shares distaste for the Kingdoms and 
  a desire to strike out on one’s own, casting aside the 
  idea that a man needs a king to protect him from wild 
  magic.
  For each of the Kingdoms that follows, the name of 
  the Ceremony is given. For some, an entire ceremony 
  chart is provided.
   
  The Ceremony is a cooperative magic ritual. It 
  provides minor augurs and omens, and every now and 
  then a single ceremony explodes into a stunning and 
  powerful magic force.
  The Ceremony is always highly stylized, although the 
  form varies widely by Kingdom and region. In Marnh, 
  people drop stones in water and observe the ripples. In 
  . In the Grenmarch, you plunge your hand into knot-
  holes in a log. Some knotholes contain only sawdust, 
  others pearls, and still others are crawling with lethal 
  slake beetles. You cannot know what your hand will 
  meet until it is too late.
  Peasants of the Kingdoms value their ceremonies 
  highly. Not even the kings dare deny the peasants the 
  Ceremony.
  The Ceremony
  How To Conduct 
  a Ceremony
  At least two people participate in a ceremony. The par-
  ticipants take turns generating a random event – draw-
  ing a card, throwing a stone into a pool, sipping from 
  one of a hundred shot glasses – and then roleplaying 
  a response to the event. If you threw a stone into a 
  pool and the ripples formed a dragon, for example, 
  you could simply nod and talk about the mysteries of 
  dragons, or you could interpret the omen and warn 
  your fellow celebrants that the dragon symbolizes the 
  brigand lord in the western counties. There is room for 
  interpretation. If the stone suspends itself on the water 
  before sinking slowly, you might advise your conver-
  sation partner to be careful, like the stone, to settle into 
  matters rather than plunging in.
   
  No event can come up twice in a Ceremony. If 
  you are using dice instead of cards, re-roll any repeats.
   
  The celebrant can choose to take his result at 
  any time, or he can pass over the current omen, com-
  menting on it, and continue on with the ceremony.  If 
  he continues until there is only one result left, he must 
  accept that result. If you finish your ceremony but 
  your partner continues, then you must continue also, 
  drawing cards or rolling, although nothing has any 
  effect for you (but do not stop your roleplay, for your 
  partner’s fate is still in the cards!). If the celebrant 
  draws an Ace or a 2, he must take the result; his cer-
  emony cannot go on except to accompany his partner.
   
  Some ceremonies are harsh, with little chance 
  of a positive benefit. Yet they survive. Their people 
  are proud of them, see them as a test of honor, and use 
  them as a way to measure another man’s willingness 
  to sacrifice himself.
   
  No matter the results, a man cannot benefit or 
  suffer from a ceremony more than twice per season.
  
  9
  The Kingdoms
  Marnh
  King: Ephraim IV, House Ipres
  Doom: 4 (5 in Queensport, 12 in Dresgilioch)
  Capital: Dresgilioch
  Economy: Average, with strong sea (all sea-related 
  objects, including troops such as sailors, are obtain-
  able at one wealth level lower than usual)
  Spellbound density, countryside: 0 close; 3 high.
  Spellbound density, town: 0 or  1 close; 5 high.
  Spellbound density, city:  0 or 1 close; 7 high. 
  Queensport: 0 or 1 close; 7 high. Dresgilioch: 0 or 1 
  close; 12 high.
  Culture: Marnh values the open sea and journeys. 
  Anyone whose childhood is spent in Marnh gains 2 
  skill points to be spent on a sea-related skill. All naval 
  organizations of Marnh increase their force score by 
  2.
  Military: There are 6 duchies with one WL 17 army 
  and one WL 17 navy each. There are also two royal 
  navies, each WL 20.
  Symbol: Cutlass and crozier crossed over sea waves
  Ceremony: Stones in the Sea
  Jungles and seas define Marnh. One of the great pow-
  ers of the world, its strengths are its naval power, its 
  sea-trading network, and its mastry of the dramba and 
  maelstrom magic schools. None of these are equaled 
  anywhere in the Claw. The university at Queensport is 
  also considered the strongest in the Claw.  Geographi-
  cally, Marnh is dominated the the twin rivers, the 
  Diamond and the Mantis, as they charge southward 
  through temperate forest highlands giving way to 
  tropical jungle lowlands.
  Surveillance
  King Ephraim brooks no challenge or pretense of 
  freedom on the part of the peasantry. Arnh, the lotter-
  ies are open and quite visible – or at least the results 
  are.
   
  In the jungle-clearings where the stupa and 
  stone towers rise, or in the low coastal villages where 
  fisheries and dock houses sprawl, the one constant 
  of life is the lottery. Conducted irregularly by House 
  Ipres, the lotteries inspire a fear known as far as Dynn. 
  In fact, the Dynni disparage the Marnh lottery, saying, 
  “At least we only take the guilty.”
   
  In a Marnh lottery, all the lower class gather 
  in the tillage or town center. Sometimes a local baron, 
  sometimes a bishop, and sometimes a peasant honored 
  as the Peasant King masters the ceremony. The details 
  vary: the pick could be a true lottery, by tiles drawn 
  from a box. Other times, the master of the ceremony 
  simply chooses someone. The “winner” of the lottery 
  is usually a man or woman with a family, as this is 
  considered to have the benefit of instructing everyone 
  in the family.  The fate of the lottery winners is of-
  ficially relocation. The monarchy explains that there 
  are secret villages maintained in the northern forests 
  and western jungles, where the winners’ daily life over 
  the years is explored in detail through alchemical and 
  magical means, yielding important information that 
  they might not even know that they carry. In fact, the 
  King’s official title for the lottery winners is “explor-
  ers.” Of course the explorer cannot be examined in his 
  home village because the spells involved would inter-
  fere with the spells used by the king’s wizards to help 
  the local populace farm, raise healthy children, and 
  more. And of course most explorers can never return 
  to their home village because of the fear of reprisal. 
  Someone who said something wrong in the presence 
  of the explorer, or someone who held a secret that the 
  explorer divulged to the kingsmen, would inevitably 
  seek revenge. For their own good, most explorers must 
  never return. Instead, they help the King explore dis-
  tant shores, bringing glory to Marnh in their new role.
   
  Once in a while, a few explorers do return 
  home, but whether these are the same people or mere 
  changelings is fiercely, but extremely secretively, 
  debated. No one would dare to debate openly what the 
  
  10
  kingsmen say when they return the explorers.
   
  In addition to the lottery and the terror it in-
  spires, House Ipres and the other noble houses main-
  tain the usual network of kingsmen, informants, and 
  diviner wizards. Dramba doctors using Switch Bodies 
  and Erase Memories are particularly effective.
  University at Queensport
  Formal education is not as strictly enforced as it is in 
  most of the rest of the west. It simply is not as impor-
  tant to the social order as it is elsewhere. Some say 
  King Ephraim doesn’t educate the youth because he 
  relishes punishing the adults for transgressions they 
  
  11
  never knew were wrong. 
   
  Perhaps ironically, the non-compulsory nature 
  of early education has led to the development of  the 
  best academic university in the Claw. While Thyre 
  challenges in aeronautical and submersible engineer-
  ing, and Azenahal is a rival in alchemical study, the 
  University at Queensport is the equal of all and mas-
  tered by none. The university libraries and archives 
  are a hive of intrigue. More bodies turn up in the 
  University than anywhere else, as noble houses and 
  magic orders employ agents to live here year-round 
  and plumb the halls’ secrets. The Museum of St. Jhess’ 
  Rock dazzles paying visitors with its selection of trea-
  sures from every part of the known world (entrance is 
  only open to patrons at wealth level 3 or higher).
  The Shadows and Sparrows
  This is a theater, tavern, and night club. The Shadows 
  are the mirages and illusions created by spellsmiths 
  to entertain. The Sparrows are the typically female 
  singers that the tavern is famous for. On any given 
  night, patrons might find a play involving a smuggler 
  trying to smuggle his own bride out of Dynn; or hear a 
  singer’s recital of the classic Azenahal elegies; or join 
  in dancing to the violins, roundly acknowledged to be 
  superior to those of Rithaign.
   
  The proprietor is Buckminster Silk, a nine-
  blood standing well over six feet tall and built like 
  an inverted Jakattan ziggurat. Despite his imposing 
  physique, Buck is amiable and friendly to student and 
  kingsman alike. There are rumors that he is an aboli-
  tionist, but those may be wishful thinking among the 
  increasingly wild students.
   
  The Shadows and Sparrows only lets in people 
  at wealth level 2 and above. Bribes or an argument is 
  the only way in otherwise!
  Grace Shalloch’s Angel Scream
  The Angel Scream is a thieves guild in Dresgilioch. 
  It is fairly new, and not an especially powerful or-
  ganization (scope 7, efficiency 4, F 3, A 4, S 6). It is 
  notable for two reasons. One, Grace Shalloch is the 
  daughter of the Queen, Ephraim’s wife Marta. She is 
  not Ephraim’s daughter, however, and Ephraim knows 
  this. The public does not. Grace Shalloch is, in public, 
  a dutiful crown princess, set to take over the crown. 
  In private, she is a desperate, tough, but very scared 
  young woman. Ephraim’s younger son, with Marta, 
  is named Antonin. Grace is sure that he and his father 
  are scheming to remove her. Never one to let matters 
  fall to chance, and also never one to turn down a bit of 
  the wild side, Grace has started the Angel Scream. Its 
  primary goal is to keep her alive, by any means neces-
  sary. Its secondary goal is to discover who her father 
  is.
  Stones in the Sea
  The ceremony in Marnh is called Stones in the Sea. 
  Celebrants take turns dropping stones into water and 
  observing the ripples.
   
  The table for the Stones is on the next page.
  
  12
  Ceremony: Stones in the Sea
  Card (no ace)
  Number
  Omen
  Interpretation
  J
  1
  The stone disap-
  pears before it 
  hits the water.
  You have no fate. In your next battle, you cannot 
  use inspirations.
  2
  2
  The stone sits 
  on the water’s 
  surface for three 
  heartbeats before 
  gradually sinking, 
  as into soft mud.
  Your enemies will roll maximum against you in 
  their next three attempts.
  3 -6
  3-6
  Ripples form the 
  shape of a crown.
  You lose one point from an inspiration.
  7-10
  7-10
  Ripples form the 
  shape of a ship.
  Your next journey will be sound (you cannot lose 
  inspiration while on this voyage).
  Q
  11
  Water turns clear 
  and you see a 
  picture of one of 
  your inspirations.
  The next time you use this inspiration, it will roll 
  maximum.
  K
  12
  Water begins to 
  hum, then foun-
  tain erupts with 
  stone, written on 
  in indecipherable 
  symbols, resting 
  on top.
  Look at the stone the next time you have a dilemma. 
  You will be able to read the symbols, and they will 
  tell you, with 90% accuracy, the answer to the di-
  lemma.
  Adventure Seeds
  • 
  The Museum at St. Jhess’s Rock has had a 
  break-in. The thief took an amulet worn by the first 
  Queen of Marnh and Queensport, Helen Rilokithera, 
  called Helen Pallas. The amulet is not spellbound, but 
  it does have an inscription about her grand-daughter, 
  the current queen. There is panic in the capital about 
  just what it might say, especially given the situation 
  with Grace Shalloch. The Angel Scream contacts the 
  PCs and enlists their aid, desperate to recover the amu-
  let before any of the more powerful factions can.
  • 
  Dennis Hage, a lottery winner in Dresgilioch, 
  panicked and fled after he was chosen. The kingsmen 
  have tracked this reluctant explorer to the PCs’ loca-
  tion and decided that the PCs will do. If they don’t 
  find Hage, the PCs are the new winners of the lottery. 
  Led by Jaspar Kreech, the kingsmen kick back and 
  drink pineapple ale on a sun-drenched porch while the 
  PCs sweat.
  
  13
  Thyre and the Protectorate of Thyre
  King: Jacen II, House Rohn
  Doom: 5 (3 in Ghosts district)
  Capital: Thyre
  Economy: Excellent engineering (all items available at 
  two wealth levels lower than normal).
  Spellbound density, countryside: 0 close; 2 high.
  Spellbound density, town: 0 or  1 close; 2 high.
  Spellbound density, Thyre:  0 or 1 close; 7 high. 
  Culture: Thyre is a trading Kingdom. Anyone who is 
  a trader gains one extra inspiration point (only while 
  in the Kingdom, of course!) to use as he wishes. Thyre 
  also demands education. Anyone who has not been 
  through a formal education suffers 1 mood loss per 
  week while in the kingdom.
  Military: There are four duchies with WL 15 legions, 
  eight marches with WL 11 legions, and two Royal Air 
  Forces of WL 18.
  Symbol: Traditionally, coins under mountains. Re-
  cently, a circling zeppelin in the upper right has been 
  added.
  Ceremony: World Sculpting
  North of the Rill flood plains, the peaks of the Way-
  lorns rise like a sparkling diamond wall. Set like a 
  basalt cameo in this diamond background is Thyre, 
  the largest city of the north. Thyre and Dynn dominate 
  the northern Claw just as Marnh, Akra, and Azenahal 
  dominate the south. 
   
  The Protectorate is unique in its pursuit of 
  engineering. Submsersibles to cross Lake Kvalt and 
  zeppelins to explore and cross the Waylorns hold the 
  potential to add the Descent and new resources to 
  Thyre’s staple industries, mining, engineering, trans-
  port, and trade. The king spares no expensive in sup-
  porting the research of his engineers, making his city a 
  rival in this regard to the University at Queensport.
   
  Except for its educational system, freedom 
  is a hallmark of Thyre. There is no tariff to enter the 
  city, and there are no taxes on trading within the city. 
  Small wonder that traders flock here, despite the cold. 
  This freedom of trade is also extended to the states in 
  the Protectorate. Alone among the kingdoms, Thyre 
  allows its vassals true sovereignty. Most still swear 
  allegiance to Thyre for various financial and military 
  reasons, but at least one, the Grenmarch, has broken 
  almost completely free with no reprisals at all from 
  Jacen.
   
  Thyre is beset on all sides: forbidding peaks to 
  the north, the Fyrajji savages in the forest to the east, 
  and predatory kingdoms to the south. Yet it has man-
  aged to survive, and even thrive.
   
  Surveillance
  The Learning Halls of Thyre are set in caves in the 
  Waylorns. They are cold places far from any cities or 
  villages. Their distance and forbidding locations are in 
  large part intended to prevent escape.
   
  The Halls are the harshest, and arguably most 
  effective, schools in the Claw. King Jacen’s phi-
  losophy is that a properly oriented youth needs little 
  monitoring as an adult. The truth is that Jacen finds 
  adult surveillance distasteful and disrespectful. But 
  he appears to have little problem with imposing all 
  manner of surveillance and social manipulation on his 
  kingdom’s children. Most observers feel that he does, 
  after all, recognize the need for social order to prevent 
  magic disasters and emotional disturbances, and he 
  chooses to mold children rather than torture adults. 
  That the molding sometimes breaks the clay is unfor-
  tunate but unavoidable.
   
  The professors of Thyre are as frigid and 
  uncaring as their climate. They encourage cliques 
  and exclusion just to study social engineering among 
  populations, and they use fear and the threat of sinister 
  treatment as experimental and behavior modification 
  tools.
   
  One example is to make an example. The pro-
  fessors, and students at the Professors urging, choose 
  one girl and tell her that she is deformed, for years 
  on end. Other students stand up when the professors’ 
  chosen outcast girl sits down near them to talk. Some 
  outcast girls, living in the cavernous dormitories of the 
  mountainside schools, do not know a human touch for 
  years after the time they are taken from home. They 
  are laughed at day after day and told by everyone in 
  
  14
  
  15
  the community how horrible they are. Then an agent 
  of the professors, posing as a new student, befriends 
  the outcast girl. After years of isolation, the outcast 
  girl has a friend. The friend offers the girl a way out: 
  magic. Of course the instant that the girl accepts and 
  uses the spell her friend has given her, the spell turns 
  horribly wrong. Warts and bleeding pustules burst on 
  the girl’s face, her hair falls out in shanks. The profes-
  sors then put her in pillories or a standing carousel for 
  all the other students to laugh at.
   
  After that, the girl is usually a broken shell. 
  Some nobles collect these girls, but most are paraded 
  around towns for a season, as the professors travel 
  and lecture, as examples (scapegoats, even, in some 
  demesnes, for natural magical disasters or anything 
  else the local noble is currently being held accountable 
  for). 
   
  Few recover. There are other similar tactics 
  used across the Protectorate, all in the name of teach-
  ing children the dangers of magic and powerful emo-
  tions. Budding romances are common targets. First 
  encouraged and then sabotaged by professors, these 
  mutilated relationships leave the young men and 
  women with guilt, self-loathing, and the scorn of peers 
  for having dared to love. Other kids are told that they 
  are sick and can only eat certain foods. Magically in-
  duced wretching and sickness are used to drive home 
  the point. Then the safe foods just happen to be struck 
  by famine, and they disappear from the pantry. To con-
  clude the lesson, the professors make examples of the 
  kids who will do anything to obtain the foods that are 
  the only way they have been told they can safely eat.
   
  Small wonder that more wolf children come 
  from the hills of the north than anywhere else.
  Ghosts in Silver
  The Ghosts in Silver is the mining district of Thyre. 
  Built on a different mountainside than the city itself, 
  it is reached by three gondolas, one running to High 
  Town and two to Low Town. The name arises from 
  impurities in the many silver veins shooting through 
  the deep Thyran mines; the miners call these impuri-
  ties ghosts. The Ghosts district is a rowdy and un-
  friendly place compared to cosmopolitan Lowtown. 
  The miners and engineers who live and work here 
  are a breed apart, and they do not appreciate outsid-
  ers looking into their affairs. Nonetheless, they are 
  frequently disappointed. More and more the King has 
  asked southern experts and northern engineers alike to 
  meet in the Ghosts, review the ore being extracted, and 
  improve the manufactories that have grown up here. 
  Recently, a series of wild magic surges have almost 
  shut down the Ghosts. Where they are coming from is 
  a mystery whose only clue is a bitter orange smell left 
  in the mines after each surge.
  The Shivering Cub
  The Cub is the designated neutral ground of the 
  Ghosts district. It is here that the native miners and 
  engineers ask to meet with “outsiders” just coming up 
  on the gondola. They say that a man goes a little mad 
  if he stays in the Ghosts too long, and those that have 
  met with miners in the Cub attest to the saying’s truth.
   
  The tenders, maids, cooks, and hostesses at 
  the Cub are exclusively women. The owner, Tandy 
  Dressenson nee St. Miljean, is an islander. She came 
  to Thyre many years ago in a manner that she will not 
  discuss. But now she is married to one of the King’s 
  best engineers (Locke Dressenson), deliriously happy, 
  and constantly brags of her happiness to her friends 
  in the south. There has been a stream of northward 
  migration in answer to her news, and so far many mar-
  riages to grizzled miners have been the result. Tandy is 
  bubbling over with pride at her matchmaking, and she 
  is not above trying to make a match with a PC.
  Ceremony
  The ceremony in the Protectorate of Thyre is World 
  Sculpting. A snowbank is observed as the wind wears 
  it down, or an ice block suspended over a flame, or a 
  sand channel as water runs through it. The Thyrans say 
  that the world can be seen in such small events.
  
  16
  Ceremony: World Sculpting
  Card (no ace)
  Number
  Omen
  Interpretation
  J
  1
  Sculpture forms 
  eyes.
  Doom will come. The kingsmen know your two 
  highest inspirations. If any has a value greater than 
  2, they come for you.
  2
  2
  Sculpture loses all 
  form and struc-
  ture.
  Your skills will fade when you need them the most. 
  At a time of the GM’s choice, all of your skills 
  disappear for one day. If the GM does not want to 
  choose, assume that this occurs at the start of the 
  character’s next adventure.
  3 -7
  3-7
  Sculpture re-
  sembles a roc or a 
  hare.
  You will give joy to your enemies (they gain +1 
  mood at the start of the next social or physical com-
  bat).
  8-10
  8-10
  Sculpture re-
  sembles a family 
  member
  Now is a good time to speak with family members. 
  Any time spent increases a mood or inspiration by 2 
  rather than just 1 (normal limits apply).
  Q
  11
  Sculpture re-
  sembles a troll 
  and human face 
  superimposed.
  You will benefit from the advice of others. Your next 
  engineering or crafting project, so long as it is aided 
  by another person, rolls maximum every time until 
  the project is finished.
  K
  12
  A vein of silver 
  dust appears in 
  the sculpture.
  You know the direction to a vast treasure.
  Adventure Seeds
  • 
  A southern trader named Constance Brulant 
  hires the PCs to negotiate for a 1/100 ownership of the 
  Ghosts in Silver mine. Unfortunately for her, Con-
  stance has rivals richer in underworld connections than 
  in gold. Rather than outbid her, they have smeared the 
  PCs’ reputations in Thyre. By the time the PCs arrive, 
  they each have the following reputations: Smuggler of 
  spells (4), Dangerously Passionate (4), and Wanted for 
  a Bounty in Oryn-Ja (6).  They might not even make 
  it through the gate before they are arrested!  Fortu-
  nately, the Neverlight Festival is starting, and clearing 
  their names is as simple as appearing at the parties 
  and showing everyone who they truly are. If they are 
  sufficiently witty, they should have their reputations 
  removed after only 4 or 6 social scenes. Alternatively, 
  they could hunt down the agent who smeared them. 
  He’s still in town, a rain troll in a boarding house near 
  the Old Bastion, living under the name Amos Traske.
  • 
  For once even the professors are scared. The 
  school at Mute Grizzly peak has been evacuated after 
  the ten-year-olds disappeared. In their beds were 
  single rubies centered on the clothing pouch that 
  doubled as pillows for the kids. The headmaster began 
  a search, but called it off after one of the Restraint 
  professors was found crucified to a wall at the back of 
  the cavernous school.
  
  17
  
  18
  Akra, the Fragments of the Rose
  King: Lucius I, House Anfield
  Doom: 5 (3 in Rithaign, 6 in East Fire, 9 in Hessek)
  Capital: Hessek
  Economy: In the east, strong traditional (all items at 
  available at -1 wealth level save alchemical, engineer-
  ing, and magical items). In the hinterland west, poor 
  (all items available at +1 wealth level).
  Spellbound density, countryside: 0 close; 4 high.
  Spellbound density, town: 0 or  1 close; 7 high.
  Spellbound density, city:  0 or 1 close; 10 high. 
  Rithaign: 2 or 3 close; 12 high. Hessek: 0 or 1 close; 
  12 high.
  Culture: Akrans value beauty, but they say they hate it. 
  Anyone who has a reputation or inspiration involving 
  either beauty, denouncing beauty, or the destruction of 
  beauty gains 6 to the reputation or 1 to the inspiration 
  while in Akra. Any person of wealth level 4 or higher 
  who does not own at least two beautiful art objects 
  gains a reputation as a heathen (8).
  Military: There are 8 duchies, 5 of which have a WL 
  20 army (land and air), a WL 20 navy (sea and air), 
  and two castles of each political level (fort, baron, 
  earl) save the ducal level, where there is only one 
  castle. The remaining 3 duchies are in the western hin-
  terlands, impoverished, and have WL 10 armies.
  Organizations of Note (E = efficiency, F = force, S = 
  shadow, A = arcana):
  House Anfield – noble house, scope 18, E 11, F 16, S 
  14, A 15.
  Dryght – magic order , scope 16, E 10, F 8, S 14, A 16.
  House Nentarsce – noble house, scope 15, E 9, F 12, S 
  12, A 8.
  Orchids of Hessek – trading company, scope 12, E 16, 
  F 10, S 10, A 4.
  House Tumenant – noble house, scope 14, E 5, F 14, S 
  16, A 13
  Rithaign Cutters Guild – thieves guild, scope 11, E 14, 
  F 10, S 16, A 10.
  Merchants Below – thieves  guild, scope 11, E 13, F 6, 
  S 12, A 12.
  Symbol: Torn rose
  Ceremony: Petals and wine.
  Akra is one of the most powerful kingdoms in the 
  Claw. Only Marnh, Azenahal, and perhaps Thyre rival 
  it. Lucius I has ruled with an army of kingsman and 
  the Dryght, his school of wizards, since the Age of 
  Cartonnage. Lucius is wizened. Longevity magic is a 
  wicked sieve, trapping life but straining out all vigor. 
  He is wheeled or littered through his palace in Hessek 
  now and has not been seen outside of the palace in de-
  cades. His spells are still felt throughout the Kingdom, 
  however, and the destruction of the Nahalite attempt to 
  recapture East Fire was testament to Lucius’ remaining 
  power.
   
  Physically, the Kingdom has many blessings. 
  A deep harbor at Rithaign; an easily defended capi-
  tal atop a mesa, Hessek; the Harvest road and  for 
  trade with the north; the Two Kings’ Road for trade 
  with Marnh to the south; and badlands and forests in 
  the west and south that conceal entire villages that 
  are little more than experimental laboratories for the 
  Dryght.
  Surveillance
  Akra closely monitors its citizens. Many highcraft 
  masters, dressed as peasants, patrol through the streets, 
  country lanes, rivers, and harbors using the Seek 
  Spellbound spell. 
   
  Kingsmen also maintain a constant vigil. 
  Indeed, kingsmen originated in Akra. Lucius created 
  a clandestine force under his father’s nose before 
  the Age of Cartonnage had ended, and he used it to 
  usurp his father’s power (rumor has it that his father’s 
  cartonnage mummy remains housed in the palace in 
  Hessek).
   
  The third component of Akra’s surveillance is 
  Lucius himself. He has not survived for six centuries 
  because of a lack of vigilance. Lucius spends time and 
  gold to ensure that he sees as much as possible of his 
  Kingdom, every fixer deal in a back alley to the duke’s 
  evening at the theater.
  
  19
  The Dryght
  In everything – surveillance, war, diplomacy, indus-
  try – Akra is watched over and commanded by the 
  Dryght. These are the king’s own wizards and the 
  only permitted spellbound creatures in Akra. They are 
  mostly highcrafters, spellsmiths, and heartsmen, with 
  a smattering of other schools. The Dryght as much as 
  the king tolerate no rivals and move quickly to extin-
  guish any free magi. 
   
  The Dryght operate on a strict master and ap-
  prentice hierarchy. An acolyte can expect to remain an 
  apprentice for a dozen years, often longer, before he 
  advances.
   
  The archmagistrix, Isabella Raixe, sets the 
  standard of behavior for the order. It is a cruel stan-
  dard.The Dryght constantly pry into the minds of 
  randomly abducted peasants to intimidate, enthrall, 
  or torture them. Often they are seeking any random 
  information they might stumble across; other times 
  they have a specific goal in mind. The Dryght do not 
  hide theirfaces in public. Rather, they take a haughty 
  pleasure in flaunting their identity and status in white 
  and gold robes, usually with intricate headdresses that 
  trail off down the back into strings of charms.
  School and Family
  Family life in Akra revolves around work. Education 
  is compulsory for children until the age of 12, though 
  many try to escape it either because they need to help 
  at home or because their families cannot bear to see 
  the love and hope beaten out of them.
   
  That is the goal of the schools: to train the stu-
  dents in restraint, to teach them the dangers of magic 
  and love. Whippings, holiday mutilations, and perhaps 
  one mortality per term, often at the hands of the kings-
  men or the Dryght, are normal in an Akran school.
  Beauty
  Akrans upper classes fancy themselves the arbiters of 
  
  20
  beauty and art for the entire Claw. Yet it is fashionable 
  to claim that beauty is not as important as the Turn, 
  or the Deic Fleet, or the King’s health. It is rude to 
  love beauty out loud in Akra. Saying so is considered 
  unkind and almost like endangering one’s neighbors 
  through reckless magic use or true love: how could 
  you risk such a thing? Courtly love, piety, and asceti-
  cism are all held up as real virtues. Disagreement is 
  met with ostracism and worse.
   
  Yet the art galleries, most underground, are 
  doing brisk business, and a noble whose house is not 
  filled with beautiful objects is considered a peasant in 
  an ape suit.
  Fashion
  The fashion of Akra, and especially Rithaign, is elabo-
  rate. Tri-corner hats, perukes, velvet brocade breeches 
  and satin skirts with a twenty-five foot circumference 
  , worn under manticore wing-bone corsets, are the 
  norm. Pineapple snuff from Queensport and dragon 
  plate from the eastern islands are also respected fash-
  ion items (1 higher quality than normal while the trend 
  lasts).
  Campaign Starter Spotlight: Rithaign
  Rithaign is a city of contrasts.  Ruled by Akra’s king 
  Lucius I from the acropolis city of Hessek to the west, 
  it is arguably more important than the capital. All 
  manner of trade goes through Rithaign: grain and live-
  stock from the north, ore and minerals from the west, 
  fish and exotics from the eastern sea.
  Yet for all of this advantage and significance, the King 
  often overlooks Rithaign. His attention is focused 
  across the channel, on East Fire, the eternal bauble that 
  Azenahal and Akra can never keep from fighting over. 
  As a result of the oversight of the King, Rithaign is 
  a rare example of a large, important city where the 
  king’s eye is somewhat lax. The Dryght still watch the 
  city, of course, and nearly every day the Bridge sees 
  one or two abductions, but in relative terms, Rithaign 
  has been left free to develop over the last several 
  decades.
  Finally, please note that one reason that Rithaign is a 
  good starter city is its low doom (3). 
  Guide to the City
  Rithaign has approximately 100,000 people, com-
  pressed to a hideous density within the city walls. The 
  ports and gates are constantly busy, but the harbor 
  chain, river chain, and gate portcullises come down at 
  dusk every evening. The city entrances open again at 
  dawn. Entrance to the city for non-citizens is a Wealth 
  Level 2 item. If a character is not Wealth Level 2 with 
  a slot open, or does not have 100 gold in bribes, he 
  must conjure some other means of entering the city. 
  (Perhaps a social combat scene with the gate guard is 
  in order!) Entering with arms and armor is a wealth 
  level 4 item, as such must be sponsored by a member 
  of the upper class.
   
  One final note before we get to the specifics: 
  Rithaign and Marnh are famous for their violins. Harp-
  sichords are popular too, but there is a great rivalry 
  between Rithaign and Marnh as to whose violins are 
  the most evocative, plaintive, and soulful. Street musi-
  cians abound. Occasionally, in their bids to win dirt 
  and moons from passersby, if they feel there are no 
  Dryght or watchmen near, they play hauntingly beauti-
  ful melodies.
   
  In the notes that follow, the numbers are keyed 
  to the accompanying map.
  1. 
  Old city walls. These are ten feet to twenty feet 
  thick at the base. They mark the old boundaries of the 
  city, at a time just before the Turn. Now, the Dryght 
  use them as a means to patrol through the city without 
  mingling with the peasants. Only a Dryght wizard or 
  his acolyte may enter the walls, on pain of death. Con-
  sequently, the exact nature of the interior of the old 
  city walls remains a mystery.
  2. 
  New city walls. The new city walls are looped 
  for cannon and ballista. Unlike the old city walls, they 
  are patrolled by the watch, not the Dryght. Conse-
  quently they are far more porous, and rumors abound 
  
  21
  
  22
  of entire communities of street people living in the 
  walls, especially near the Meander. The walls have 
  never been breached under siege.
  3. 
  River chain. A vessel trying to sail across the 
  river chain is stopped and takes a d20 attack for 3 
  quality damage. The chain itself is defense 12 and 
  quality 14. Breaking the chain in a siege is very diffi-
  cult, and breaking the humans that control it is prob-
  ably a much easier alternative. The watch can raise the 
  chain to bar the river in four rounds; they can drop it 
  in two.
  4. 
  River gate. The watch contingent stationed at 
  this gate is captained by Gareth Mintar. Gareth hates 
  trolls and is proud of it; he doesn’t trust anything that 
  can heal a bullet wound faster than he can eat his 
  porridge. He also suspects that anyone entering the 
  gate is a troll in disguise, and often threatens to cut off 
  thumbs to test his theory. His weakness I s war stories. 
  Anyone who can tell him a stirring war story (a suc-
  cessful social attack; increase your charisma two die 
  sizes if the story involves troll villains) can bring him 
  back to his senses, even if it doesn’t grant free entry.
  5. 
  Bridge of Rithaign. The bridge is the unques-
  tioned heart of the city. There is little in the Claw that 
  cannot be found here: pineapples and mangoes from 
  Queensport, sun plate from Zocith, spice from Sur-
  cyre,  and blacksmiths from Oryn-ja. 
  The Bat Bar is a tavern that hangs underneath the 
  bridge, with glass floors to observe the boats that pass 
  underneath.  The Bat is dark and sooty because of the 
  fallout from the traffic above, but it attracts a loyal fol-
  lowing. The owner goes by Gretchen; she is an immi-
  grant Seradynn who was one of the first off the boat. 
  Every year on St. Jhess’s Day, she cuts off her antlers 
  and gives them to whoever can stand on the Bat’s 
  porch rail and down the most shots of Dynn nightgut 
  without falling off into the river.
  6. 
  Ferries. Some days, according to the Duke’s 
  whims, there is a toll to cross the bridge. Those that 
  don’t wish to pay it can always take the ferries across. 
  Larger ferries that also dock here sail across the hilt 
  to East Fire, taking a day or more to make the journey 
  into the Burning Ball’s harbor.
  7. 
  Docks. The harbormaster of Rithaign is the 
  Duke’s nephew, Marius Nentarsce. Though Raoul 
  has no idea, Marius is in fact a Woodsman. Thus the 
  Rithaign port is open to all manner of shadow activi-
  ties, amplifying the element of subversion in a city 
  that already passes beneath the king’s eye.
  8. 
  Odren Square. The city slopes uphill from 
  the bridge to Odren Square, gaining perhaps 500 feet 
  along the Processional, which continues over the 
  summit at Odren Square and then down to the South 
  Gate. Odren Square is the second busiest section of the 
  city after the Bridge. It is the legal and noble heart of 
  the city, whose regulars look down, literally, upon the 
  business conducted at the Bridge. There are parks and 
  fountains here, most dedicated to generals who have 
  died fighting in East Fire. Odren Square is also the site 
  of the summer Academy violin concerts.
  9. 
  Grey Manor. Grey Manor is a mansion, al-
  most a chateau, in the heart of the very fashionable 
  Winter Hill neighborhood. It is also a safe house for 
  the Cutters Guild. The Cutters are one of two major 
  thieves guilds operating in Rithaign. In a remarkable 
  display, the Cutters and the Merchants Below struck 
  a bargain in 580. To spare all sides a shadow war, the 
  Cutters took everything west of the Processional, and 
  the Merchants Below took everything to the east. That 
  agreement, carved into the back of the Merchants 
  Below guild boss’s violin, was for twenty years. It 
  expires, then, this year. The world below in Rithaign is 
  on edge, waiting to see what will happen when guild 
  bosses Ginny “Wheellock” Siddal and Treb Quinlan of 
  the Cutters meet.
  10. 
  River chain house. This is the guardhouse that 
  controls access to the river chain. There are typically 
  a dozen watchmen here at any time, as they also sleep 
  here and use it as a base for their patrols. There is a 
  roughly 50% chance of encountering a Dryght wizard 
  here also. 
  11. 
  Mills. The mills of Rithaign are not grain mills, 
  although they could be converted to that purpose (and 
  probably have been used as such at times in the past). 
  Instead, they are used to power the bellows, gears, and 
  pulley systems of the various engineering laboratories 
  
  23
  set up along the river.
  12. 
  Dryght tower. The Dryght use this tower for 
  two purposes. First, to survey the southern half of 
  the city and monitor the populace. There are zeppelin 
  docks near the top of the tower, and airships bristling 
  with crossbowmen and wizards often depart, slowly 
  drifting over the city, watching for trouble. On holi-
  days, there are as many as ten zeppelins floating in 
  and out of the tower’s docks.  Second, the Dryght use 
  the tower to elevate themselves away from the masses 
  in order to reduce the number of spellbound that may 
  interfere with their spells. As much as they would like 
  to claim otherwise, there are many rogue spellbound 
  in Rithaign (increase the normal Akran spellbound 
  statistics by two in Rithaign).
  13. 
  King’s Mausoleum. This was the site of the 
  worst undead rising since the Muda-Tarsk swarms at 
  the height of the Age of Cartonnage. There is a former 
  king of Valte Riel buried in a mausoleum here, and 
  many suspect that is what led to the magic disaster. 
  In 499, zombies, skeletons, and ghouls climbed up 
  out of their graves at dawn. Some of the reanimated 
  were corpses hundreds of years old. How they escaped 
  decay is only one more of the mysteries of the ris-
  ing. Following the path of least resistance, the undead 
  flowed downhill to the docks, spilled out into the 
  harbor, and crossed over into the Old City as they 
  pursued fleeing sailors and stevedores. Their blood-
  lust ran unchecked, and over the course of the morn-
  ing they were drawn uphill as the human population 
  withdrew. The undead were met by a line of watch-
  men and Dryght wizards halfway up the hill to Odren 
  Square. The wizards burned the undead to the ground, 
  but not without some losses. A statue stands at the 
  edge of the Odren Square park, very near the spot 
  where the battle occurred 101 years ago. Various Low 
  God cults have been trying to re-enact the reanima-
  tion every year since.
  14-17. These gates are similar to the river gate, 
  although they are not staffed by anyone as colorful 
  as Sergeant MIntar. The watch chiefs are, in order 
  of keyed location on the map, Hans Renton, Aubrey 
  Gofirth, Estrellita Vaya Requistes, and Stephen Rutt.
  Ceremony
  In Akra, the celebrants take turns pulling petals from 
  a rose and sipping wine.
  Ceremony: Petals and Wine
  Card (no ace)
  Number
  Omen
  Interpretation
  J
  1
  An eyeball sur-
  faces in the wine.
  A noble has fixed his gaze on you, and for some 
  reason (mistaken identity, relation to a foe of yours, 
  belief in a prophecy you happen to match, etc.), 
  developed a powerful hatred.
  2
  2
  The fallen rose 
  petals have 
  formed a skull on 
  the floor.
  You will roll a 1 on your next three meaningful 
  combat rolls.
  3 -5
  3-5
  Rose petal crum-
  bles to dust in 
  your fingers.
  You will lose a wealth level within the week (failed 
  investment, flooded caravan, bank robbery, slan-
  dered credit, etc.).
  6-10
  6-10
  A bee lands on 
  the rose.
  Your next attempt to increase your mood will suc-
  ceed, at least partially.
  Q
  11
  Wine catches fire, 
  flames harmlessly 
  for ten seconds. 
  A city or building 
  is visible in the 
  flames.
  You learn one secret about a rival; you choose the 
  topic (social, martial, shadow, or arcane) but not the 
  specific secret.
  K
  12
  Rose weeps spar-
  kling wine.
  Your next two inspiration rolls will roll maximum.
  
  24
  Adventure Seeds and Shoots
  So you have a GM, a table of players, and you’re 
  ready to build your world. Excellent! I hope that some 
  adventure seeds jump out at you from the description 
  of Rithaign above (namely, a shadow war breaking out 
  between two thieves guilds, the harbormaster smug-
  gling goods into the harbor looking to hire the PCs, an 
  undead horde rising from the King’s mausoleum, an 
  accident in the Dryght tower, etc.). 
  Here are two more adventure seeds. Add a little role-
  play and sprinkle in some dice, and they’ll grow up 
  with as many plot branches as you could wish for!
  The Wizards. This adventure begins with a chase. The 
  PCs are grasped by a dying Dryght wizard on a street 
  corner near the Dryght tower sometime after dusk. No 
  one else is around as the Dryght wizard wheezes with 
  his last breath, “Catch him!” She points to a silhouette 
  on the rooftop, and then dies in the PCs’ arms. The 
  silhouette figure turns and runs.
   
  It is foolish to disobey a Dryght order, but if 
  the PCs do, they are accosted moments later by two 
  Dryght magi. The magi assume the PCs killed their 
  colleague, and they open in Battlecraft style with 
  dweomer bolts meant to kill. Most likely, the PCs will 
  try to fight and be almost killed. Still, if they are suf-
  ficiently inspired, they will live to fight another day.
   
  If the PCs chase down the silhouette figure, 
  they have a chance to talk to him. If they fail to catch 
  him, or if they escape the Dryght attack, then they run 
  into the fleeing figure’s sister, who fills them in and 
  asks for help on his behalf.
   
    The fleeing figure is Ric Arbuthnot, and he 
  himself is a Dryght wizard. The problem is this: after 
  only two years, he no longer has the stomach for it. 
  He is trying to get from the south end of the city, near 
  theDryght tower, to the slums in the north end where 
  a ferry is waiting to take him to Pelascal. The PCs 
  are essentially on an escort mission, if they accept 
  it. (If they don’t, Ric and his sister Tabitha do their 
  best to lead the PCs on a chase up to the ferries). The 
  complication is that the Dryght have already turned 
  almost every organization in the city against the PCs. 
  No matter which way the PCs go, they will encounter 
  resistance.
   
  You can lay the options out and ask the PCs 
  what kind of scene they would like to run to make it 
  past the next piece of the city. Or you can do it the 
  old-fashioned way, preparing each section of the city 
  in advance, and either guiding or facilitating the PCs’ 
  progress through. 
   
  For example, from the first area where Ric is 
  found, the PCs could go through the cemetery, the 
  processional, the Meander or the outer docks. One 
  player might have the idea to fight through undead 
  in the graveyard. He frames a combat scene, and the 
  party wins so they advance through the cemetery to its 
  far side. You as the GM should narrate their progress, 
  and tell them that from where they stand now, at the 
  back of the graveyard, their new options for advance-
  ment are the Dryght wall or the old city wall gate. The 
  city wall gate is guaranteed to be a social encounter, 
  and the group has not played one of those yet, so the 
  players choose to run one. And so on!
   
  If the escort group makes it all the way to the 
  ferries, a zeppelin swoops down out of the sky, shoot-
  ing ballista and dropping a handful of cordsmen. The 
  party must put Arbuthnot on the ferry and defend 
  against the cordsmen and ballistae while he makes 
  good his escape.
   
  Of course, if Arbuthnot does escape, the PCs 
  gain a negative 10 reputation with the watch and 
  mages in the order.
   
  Here are some suggested scenes to use as 
  the PC party makes its mad overnight run through 
  Rithaign:
   
  Hearth Quarter – chase through a large metal 
  shop, with open liquid metal hearths on the floor
   
  Docks – combat scene with the dockhands of a 
  ship
   
  Unicorn Downs – social encounter with stable 
  hand to borrow horse, then a chase scene while you 
  run in race with enemies watching from the audience
   
  Odren Square -  Chase through the open square
   
  Grey Manor – Social encounter with thieves 
  guild, who can offer standard items and fixer items.
  
  25
   
  Docks – A fight with a semi-organized street 
  gang.
  There are more idea below in the suggested scene 
  order.
   
  If the PCs do make it to the ferries, Ric boards 
  and makes his escape. Tabitha and the PCs stay be-
  hind, lower on the Dryght’s target list than Ric would 
  have been.
   
  This one night can lead to a campaign’s worth 
  of adventures. The Dryght want the PCs dead for 
  embarrassing them and allowing a member to defect; 
  they are recurring villains. Perhaps other patrons have 
  heard of the PCs’ role in the escape, and now the PCs 
  are in demand as “extractors” all up and down the Hilt. 
  And, in the end, maybe Ric did not get away cleanly. 
  The Dryght are still tracking him. It could be that the 
  “Believed Dead” power of the secret society organiza-
  tion is the only way that Ric will ever truly be safe. 
  Tabitha founds or joins an organization that can do 
  this for her, and she wants the PCs’ help. Should they 
  give it, they are making yet another decision that puts 
  them at odds with the established powers in the region. 
  Adventure cannot help but follow!
  Here is a suggested scene order for this seed:
   
  *Chase (after Ric) or social encounter with 
  Dryght or Tabitha
   
  * Social encounter (with Ric)
   
  * Combat: dock fight.
   
  * Investigation and Exploration (searching for 
  secret doors in harbor sewers)
   
  * Social encounter (with Merchants Below us-
  ing sewers to smuggle)
   
  * Combat (emerging from sewers into base-
  ment of a guarded warehouse in the Merchants dis-
  trict)
   
  * Social encounter (sneaking through the Bat 
  Bar without being recognized by a Dryght wizard 
  there, drinking)
   
  *Chase (down river on stolen barge, Dryght at-
  tacking from the banks of the river, people fleeing the 
  magical display)
  A Dark Culture. This one begins the way a lot of fan-
  tastic adventures do: with a fight! Out of nowhere, on 
  the city streets, in a beer-soaked tavern, in the middle 
  of the tepidarium,  a group of young bravos spots 
  the PCs. “There’s one!” they cry – and it’s on. Pick a 
  good location with lots of environmental tricks to use 
  (cauldrons of cooking venison and walls of glassware 
  in the tavern; pressurized water pipes with scalding 
  water, not to mention heavy tax collectors clutching 
  tiny towels as they flee, in the public baths).
   
  Afterwards, the PCs discover the source of the 
  problem. The Duke has begun a campaign to change 
  the culture of Rithaign. New statues are going up, a 
  new play opened, there are sermons in the churches 
  and Wrandt halls, all to one effect: something is 
  very, very bad. What that “something” is depends on 
  your campaign. Pick a trait of the PCs: maybe it’s a 
  seradynn troll, maybe it’s fixers, maybe it’s poets or 
  redheads or people who Five Seasons style. If pos-
  sible, pick something that many PCs have in com-
  mon. For the purposes of this seed description, let’s 
  say that it’s seradynn trolls. So now the culture is that 
  any seradynn troll loses 1 mood per week from the 
  general antipathy of the city, and she gains a d8 nega-
  tive reputation as an unclean pariah. Make it clear that 
  the affected PCs are not going to be comfortable un-
  less they do something about this. (Of course, if they 
  ignore it and go off in some other direction roll with 
  that!)
   
  When the PCs investigate what has happened, 
  they can eventually learn from the Minister of Cul-
  ture, Pierre Gobbo, that the Duke has intelligence 
  indicating that Nahalite agents, all seradynn trolls, are 
  planning on smuggling themselves into the Rithaign 
  harbor just as they arrived in the eastern ports sev-
  eral decades ago: in pieces.  To be on the safe side, 
  the Duke has started a campaign to guard against all 
  Seradynn. (If you’re not using seradynn, the antici-
  pated infiltration might not be quite as dramatic, but it 
  is still anticipated.) Gobbo offers to let the PCs catch 
  the spies, and then the Duke will relent in his cultural 
  campaign. He directs the PCs to a certain spot on the 
  docks, saying that is the suspected infiltration point.
  
  26
   
  Of course, the PCs are ambushed there by 
  kingsmen!
   
  Why? After another post-fight investigation, 
  the PCs learn that in fact there is no threat from Aze-
  nahal. Instead, there is a Low God cult that believes in 
  a reincarnation of their god in the form of a seradynn 
  troll. The cult has grown so powerful that the Duke 
  fears acknowledging it openly. Rather than let the PCs 
  help, Gobbo decided to destroy them for being too 
  nosy on a sensitive matter.
   
  Now that they are alive, Gobbo considers it a 
  point of pride to finish the PCs off. They are hardly 
  worth his time, in his opinion, but he likes to do a 
  thorough job. So he will continue to harass the PCs 
  throughout the adventure (and longer).
   
  The Low God cult, meanwhile, led by priestess 
  Nullah Vanaiti, wants to enlist the PCs’ aid in find-
  ing their reincarnated seradynn troll. The identity and 
  location of the troll is on a prophecy slate lying deep 
  under the King’s Mausoleum, and the PCs go on an 
  old-fashioned dungeon crawl to reach the bottom.
   
  What they find at the bottom sets up the climax 
  of the adventure. Perhaps the seradynn troll whom 
  the Low God cult wants to claim as their own is the 
  Duke’s wife, a double scandal since everyone as-
  sumed her human (glamer magic must be at work). 
  Perhaps the seradynn troll is one of the PCs after all. 
  Perhaps the seradynn troll is one of the PCs, but now 
  to become the reincarnated Low God, she must be 
  sacrificed so that her body is available for the God. 
  Either way, the Low God cult now demands that the 
  PCs either accompany them in a scheme to abduct the 
  Duchess, or that the chosen PC sacrifice herself.
   
  A running battle through the slums of Rithaign 
  ensues. The Low God cult and Minister Gobbo’s 
  kingsmen all pursue the PCs, dueling with each other 
  when their paths cross.
   
  Depending on how things turn out, the PCs 
  could be run out of town, they could gain reputations 
  as troublemakers, or, if they eradicate the cult and turn 
  the evidence in, they could gain a positive reputation 
  with the Ministry of Culture. They are known to the 
  Low God cult and the Rithaign ministry of culture, ei-
  ther as allies or enemies. They will begin making their 
  way in the world, shaping it as they go.
   
  I’d suggest the following scene order for the 
  first part of this adventure. This is only approximate, 
  of course, as your adventures will always vary!
   
  *Combat
   
  *Social encounter
   
  *Chase (PCs spot one spot someone who looks 
  like one of the Nahalite agents, or a little kid yanks 
  one of the chosen PC’s hairs free, screams, and runs to 
  church, hoping to turn in the hair for a reward; pre-
  sumably the PCs give chase)
   
  *Combat (kingsmen ambush at the docks)
   
  *Investigation (searching the kingsmen, who 
  sent them, why)
   
  *Social encounter (confronting Gobbo)
   
  *Social encounter (Nullah Vanaiti)
   
  *Exploration, Combat (dungeon crawl)
   
  *Social encounter
   
  *Combat or Chase
  
  27
  Other Kingdoms
  The Holy Empire of Dynn
  King: Neiman Glabe, Holy Emperor of the Turn, 
  House Glabe
  Doom: 6
  Neiman Glabe, the Holy Emperor of the Turn, is a 
  priest first and a king second. Fortunately, he sees the 
  two roles as nearly identical: marshal the people for 
  God and burn the disbelievers. As his self-bestowed 
  title indicates, he has ambitions far beyond the moun-
  tainous kingdom which he now rules.
   
  Spiked into the mountains like a head on a 
  pike, Dynn glowers over its territory. Its walls are 
  half iron, just like its heart. West to Muda-Tarsk runs 
  its lands, and south to the northern rides of decadent 
  Azenahal.
   
  The Empire is defined by the Inquisition and 
  the Reach. The Inquisition is almost self-explanatory. 
  The emperor and his fanatically loyal populace toler-
  ate no magic at all. They believe that the High God so 
  commanded them. Traders, fixers, nobles – none are 
  welcome if they are spellbound. In fact, any spell-
  bound travelers are seized at the gates and executed 
  immediately. Bishops conduct posthumous trials, but 
  since the next world is more important anyway, and 
  since they are doing the High God’s work, the Dynni 
  are not concerned with innocent deaths at their gates.
   
  The Reach is the great dream of almost all 
  Dynni, troll and human. The Reach is the great war 
  that will bring the Claw’s civilization across the 
  mountains and the seas, to Jakatta, to the Fallen Isle, 
  to the Descent and whatever may lie beyond. But 
  not just any Claw civilization – the Dynn civiliza-
  tion. Such a Reach by the true Claw will bring all the 
  people closer to the High God. The Deic Fleet, which 
  has a great support among the pious masses in other 
  kingdoms, is the current focus of the Glabe house.
  Azenahal
  King: Vulpin Muharram, Doge of House Muhar
  Doom: 4 (5 in New Trastamara, 6 in the Serai bad-
  lands)
  Lush Azenahal is the unquestioned power n the so-
  called Second Finger, and she has had success spread-
  ing eastward and south. The Serai savages pay tribute 
  from their desert to the south, and the scattered islands 
  between the second and third peninsulas are almost 
  exclusively Nahalite colonies. But to the west and 
  north, the Doge is stymied by mighty Akra and im-
  movable Dynn.
   
  The current Doge, who would in the west be 
  called king, is Vulpin Muharram. Vulpin is a hawk-
  faced man and a master of Weremagic and Familiar. 
  His familiar, a dwarf bear named Xera, is hardly a 
  dwarf. She is as fat as Vulpin is thin. Other linguis-
  tic changes in the kingdom include prophets, rites, 
  viziers, and sirr, called priests, spells, wizards, and 
  magic in the west.
   
  Nahalite society worships the High God in a 
  different way than in the western peninsula. There are 
  a greater number of trolls here than in the west, and 
  society tends to be more formal in some ways and 
  more reckless in others. The formality includes more 
  etiquette at elaborate dinners; ornate architecture of 
  minarets and onion domes; labyrinthine networks and 
  hierarchies of friends, superiors and inferiors;and an 
  extremely thorough legal code that addresses topics 
  not often seen in the West (how a husband treats his 
  family, what time of day guildsmen may work, the 
  price of licenses to make clothes with a hundred dif-
  ferent dyes, and so on). The recklessness extends to 
  narghiles, opium, and licentiousness to a degree that 
  is virtually never seen outside of the canals and their 
  vassal lands. 
   
  As a result of this twin, conflicted nature, many 
  consider Azenahal decadent and about to fall. Yet it 
  survives, and its legions are as strong as its two great 
  southern rivals, Akra and Marnh.
  Windhover Valley
  Doom: 3
  This fertile plain was almost completely unpopulated 
  by humans and trolls up until the 500s. Then, as Thyre 
  
  28
  and Oryn-ja began to maintain the Free Road, traders 
  began to settle in the rich fields and rolling hills of the 
  far north. The winters are not as harsh here as in Thyre 
  to the West. Snows, avalanches, and spring floods are 
  still a danger, to be sure, but the pioneers who have 
  settled here find those hazards preferable to the con-
  stant surveillance in the south.
   
  There are two current difficulties in the Valley.
  First, the rocs, chimerae, and manticores that fly out 
  of the Waylorns are tenacious predators. Occasion-
  ally people, but more often horses and cattle are their 
  prey. There have been rumors that the chimera are led 
  by a beast who is at least semi-intelligent, with one 
  troll head, one human head, and one snake head (in 
  addition to the usual lion’s body and roc’s wings, of 
  course).
   
  The second difficulty with life in the valley is 
  the influx of free magi. Set free from the chains of the 
  south, these wizards have caused several disasters over 
  the recent years. The common opinion is that some-
  thing needs to be done, and bounties on free magi have 
  begun to be posted in general stores across the land.
  The Doomholds
  Twenty-three kings
  Dooms: varies (average 6)
  They clutch the strongest who have the least. Such is 
  the situation in the Doomholds.  Though its kings have 
  very small domains compared to the mighty plains 
  realms, they hold to what they have with a fierceness 
  rarely seen outside the highlands.
   
  There are twenty-three separate kingdoms in 
  the stretch of steep, rounded hills west of the Rill and 
  north of Avedine. Collectively called the Doomholds, 
  these kingdoms are often focused on internecine strife.
  Avedine
  King: Saul VI, House Regolier
  Doom: 5
  Bitter rival with Dunlor to the East, Avedine has never 
  reached the heights of power enjoyed by Marnh, Akra, 
  and now Thyre. Nonetheless, it is a power in its own 
  right, with several scope 15 organizations. The most 
  notable of these is the Crescent, an order of weremagic 
  masters. The order’s research into its strange school 
  has brought their king much success raiding by moon-
  light across the Rill and into hated Dunlor. The zoos of 
  Priete, the capital, are the most extensive in the world 
  so that the Crescent masters can have the beasts for 
  study. The most recent rumor from Priete, however, 
  claims that two of the zoos’ descent cats, augmented 
  with witch-dusted claws, escaped. The cats’ associa-
  tion with a troll wolf child, an indirect descendant 
  of the Archbishop of Priete, further complicates the 
  matter.
  Dunlor
  King: Ramond of the Reach, House Glabe
  Doom: 6
  Through intricacies of marriage, the Dynn Emperor’s 
  cousin is now the King of Dunlor. Few in the King-
  doms know what to make of this, but the number of 
  caravels sailing across the Hilt has certainly increased. 
  For now, it seems that the two relatives are cooper-
  ating. Ramond’s epithet, insisted by him upon the 
  occasion of his coronation three decades ago, seems to 
  suggest that he supports the grand ambition of Dynn. 
  In return, Dynn has most likely promised funds for a 
  war against hated Avedine.
  Agremarck, the Sealed Kingdom
  King: Last known to be John II, House Sentime
  Doom: 16?
  The Sealed Kingdom has been so since before the 
  Turn. King John has walled off his realm from the 
  world, and no one can enter or exit. There was one 
  time, ninety-six years past, that was of interest.  Here 
  is the story that is told around the campfires of the 
  traders, when the day is done and sleep has not yet 
  come.
  This is what happened in the Deep of 504, when the 
  summer lay slumped on the kingdoms like a dragon 
  
  29
  slain on a cave floor, and the wheat was dry in the 
  field.
   
  There were four traders. A father, a mother, a 
  son Josef who was old enough to know that he wanted 
  more out of the summer but not old enough to know 
  what, and a daughter Elaine, who was old enough to 
  know that her brother was hurting but not old enough 
  to know why. As was the parents' custom when pass-
  ing this way, they stopped near the Sealed Kingdom to 
  teach their children fear.
   
  "Nothing passes through these walls. No one 
  knows who sealed the kingdom, or when it was sealed, 
  or how.
   
  "You have seen men impaled like street deco-
  rations in Azenahal. You have seen Queen Sophia 
  erase her courtiers' memories of children, loves, youth 
  and leave only pain. You have heard the screams of 
  the sinful in Queensport, the roar of the dragons in 
  Rithaign, and the chants of the witch-hunting mobs in 
  night-cursed Dynn. But this place, this Sealed King-
  dom, is the place that men avoid."
   
  They turned to leave. Josef was old enough to 
  know why the kingdom must have been sealed. Kings 
  are jealous. They do not allow interference with their 
  magic. This one was more successful than most in iso-
  lating himself and his subjects. That was all. But Josef 
  was not old enough to ignore it.
   
  He looked back.
   
  And saw a paper flutter over the edge of the 
  wall.
  It was a scroll sheet that landed on daisies wilting in 
  the heat. Josef turned his horse and was reading the 
  message before his parents noticed his absence.
  "What does it mean?" he asked when his family came 
  to him.
   
  There was handwriting on the paper. It read, 
  "Please help me find spells. Sara Holshomb."
  The mother caught her breath and looked away. The 
  father shook his head. Elaine did not read yet, but she 
  put her hand on her brother's arm and played with the 
  creases in the leather. The only sound was the easy 
  sweep of the wind on the dry fields.
  After some time, the father said, "We have miles to go, 
  yet." And the family of traders moved on.
  This time, Josef did not turn back. He had learned fear.
  That is what happened in the Deep of 1604, when the 
  summer lay slumped on the kingdoms like a dragon 
  slain on a cave floor, and the sun blackened the daisies 
  from the center outward.
  Opana
  Queen: Theresa I, House Desquin
  Doom: 6
  Opana has long been a queendom. Theresa has been 
  on her throne almost as long as Lucius in Hessek. 
  In that time, she has taken two  husbands, who are 
  awarded the title Prince rather than King. Theresa 
  favors females : most of the marches and baronies are 
  vested in  Marchionesses and Baronesses. Many of 
  these noble ladies own vast vineyards, as Opana has 
  been a wine-producing region for centuries. Its vintag-
  es are shipped as far as Oryn-ja. The August King in 
  Maize has visited Opana, as recently as the year 588, 
  and there are still vast unoccupied apartments in the 
  palace waiting for his return.
  Oryn-ja
  King: Asenkut Ragul, the August King in Maize
  Doom: 6
  Oryn-ja is a culture distinct from the west. The Low 
  Gods are still worshipped here, although they are 
  worshipped in a manner far different from the mystery 
  cults in Rithaign or Dresgilioch. Most homes have a 
  shrine in a corner of one room or another, and in this 
  shrine one or two Low Gods are venerated. Because 
  the Low Gods actually walk the Earth, it is possible 
  for a Low God to visit his shrine and bless the ven-
  erator. Unfortunately, there is room for fraud here, 
  as many Low Gods are reputed to take on the guise 
  of old, mendicant beggars. When a wizened, smiling 
  old man appears at the door claiming to be the Lord 
  of Myrrh, is he telling the truth? It is unthinkable to 
  question a God. Consequently, the old man or woman 
  is welcomed in and feted. As a result of this social 
  institution, there are many Low Gods walking the 
  streets and fields of Oryn-ja, though how many, if any, 
  
  30
  of these are actually Low Gods is impossible to deter-
  mine. 
   
  Oryn-ja has maintained the Free Road with 
  Thyre, and to a lesser extent Syrbizond, for almost a 
  century now. The wealth that free trade has brought to 
  the city has inspired architecture, fashion, and music 
  unlike anything in the west. Single-string instruments 
  called neko-chi, fifteen feet long, are played by three 
  musicians dancing and strumming the string in many 
  places simultaneously. A neko-chi show is a fascinat-
  ing spectacle, often performed under the stupa-like 
  towers constructed of redwood and basalt.
  Kitaarsa
  King: Nodry Daha
  Doom: 7
  The Kitaarsans are born on the backs of horses, or so 
  the legend goes. This is a riding culture, whose capi-
  tal is a vast circular city with low walls and plenty of 
  room for both horses and men. 
   
  The King is the younger brother of the August 
  King in Maize. Although technically sovereign, Kita-
  arsa is becoming more and more a vassal of Oryn-ja. 
  The riders are not enamored of that idea, but thus far 
  Oryn-ja has done nothing to antagonize them outright. 
  Livestock are collected as tax in the spring, but no 
  more than they were previously, and the border to the 
  east has grown increasingly peaceful. Oryn-ja has not 
  required Daha to swear fealty yet, but many believe 
  that time cannot be far away.
  
  31
  
  1
  Part V
  Chapter Nineteen: The Toolbox
  Use these tables to improve your game. They have 
  multifarious uses:
  	
  •	Sandbox	play
  	
  •	Extemporaneous	world-building
  	
  •	An	“idea	bank”	to	spur	creativity
  	
  •	Adding	variety	and	unpredictability
  	
  •	Classic	play	“fill-ins”	for	impromptu
  	
  	
  investigations	or	spots	the	GM
  	
  	
  has	not	completely	prepared
  	
  •	Fun	reading,	I	hope!
  Remember:	the	numbers	are	there	so	that	you	can	ran-
  domly	roll	on	the	tables,	but	like	everything	else	in	the	
  game,	you	do	not	have	to	use	them.	Sorting	through	
  the	options	and	choosing	the	best	one	is	sometimes	the	
  wisest	course.
  	
  Finally,	keep	in	mind	that	these	tables	are	not	
  just	for	GMs.	Players	can	use	them	to	help	with	build-
  ing	their	organizations,	filling	in	their	characters’	back-
  stories,	detailing	new	civilizations,	setting	story	goals,	
  and	more.
  A: Clue Locations
  Castle
  Castle, Pt. II
  1
  Great	hall
  Alchemist’s	atelier
  2
  Kitchen
  Engineer’s	shop
  3
  Study
  Zeppelin	hangar
  4
  Trophy	room,	game
  Conservatory
  5
  Trophy	room,	peasant
  Inside	iron	maiden	
  in	dungeon
  6
  Sun	room
  Atrium
  7
  Audience	room
  Clerestory
  8
  Privy
  Indoor	brook
  9
  Kennels
  Greenhouse
  10
  Armory
  Hall of mirrors
  11
  Shrine
  Chapel
  12
  Tasting	room,	wine	
  and	taken	emotions
  Anchorite	prayer	
  cells
  Village
  Village
  1
  Rich	tavern’s	wine	
  cellar
  Churchyard	lilac	
  bush
  2
  Poor	tavern’s	drunk	
  room
  In	the	mind	of	a	
  child	who	never	
  speaks
  3
  Inside	the	town	square	
  well
  Stables
  4
  Troll	butcher’s	ice	
  house
  Stables,	floor	of	stall
  5
  Nest	abandoned	by
  wolf	child
  Home of a miser
  6
  Blacksmith’s	forge
  Home	of	a	kings-
  man
  
  2
  A: Clue Locations 
  (cont.)
  Cathedral
  Countryside/
  Wilderness
  1
  Undercroft
  Hollow	knot	in	oak	
  tree
  2
  Between	the	pages	of	
  Priest’s	Turn	book
  Ruins	of	a	Low	God	
  shrine
  3
  Scribbled	in	margins	
  of letter from priest-
  ess’s	lover
  Pattern	of	tulips	
  planted	on	hillside	
  spells	clue
  4
  Knave
  Abandoned	hermit’s	
  house
  5
  Sanctuary,	under	
  prayer	kneeler
  Occupied	hedge	
  wizard’s	tower
  6
  Clevely	melted	into	
  the	stained	glass
  Bottom	of	manti-
  core	pit	nest
  7
  Carved	into	back	of	
  baldachin
  Bottom	of	lake
  8
  Through	secret	door	
  in	sanctuary	pillar
  Burial	cairn
  9
  Monk’s	cell
  Dragons’	graveyard
  10
  Ossuary
  Mine	operated	by	
  inbred	family
  11
  Bobbing	in	cistern	on	
  roof
  Beach	popular	with	
  yachting	nobles
  12
  Choir	loft,	where	
  choirs	constantly	sing
  Abolitionist’s	meet-
  ing	house
  Miscellaneous
  Miscellaneous
  1
  In	the	zeppelin	cap-
  tain’s	stateroom
  In	the	dreams	of	a	
  leper-wight
  2
  Worn	on	the	neck	of	
  the	seradynn	princess
  Lost	along	the	Free	
  Road
  3
  Dissolved	in	wine	
  glass	with	Letter	in	
  Wine	spell
  In	plain	sight:	town	
  square	fountain		
  inscription
  4
  Forged	into	the	Duke	
  Below’s	sword
  On	Sun	Goddess’	
  tepui
  B: Challenges
  Urban
  Miscellaneous
  1
  Break	into	dungeon	to	
  search	torture	room
  Translate	and	inter-
  pret	journal	page
  2
  Kidnap	familiar	of	a	
  king’s	Highcrafter
  Tap	signal	into	
  Sealed	Kingdom
  3
  Negotiate	with	impov-
  erished	guard
  Beat	a	rain	troll	in	
  a	pain	endurance	
  contest
  4
  Negotiate	with	thieves	
  guild	recruiter
  Ice	sled	race	around	
  the	walls	of	Thyre
  5
  Fight	spellstalk	vic-
  tim,	wild	in	streets
  Make	a	pilgrimage	
  to	seven	Wrandt	
  cathedrals
  6
  Fight	Dynni	“Reach”	
  fanatics
  Craft	a	qualtiy	11	
  item	using	materials	
  from	Oryn-ja
  7
  Glitter	in	disguise	at	a	
  noble’s	soiree
  Win	the	love	of	one	
  of	Asenkut	Ragul’s	
  nineteen	daughters
  8
  Learn	the	story	of	the	
  old	innkeeper’s	last	
  adventure
  Reunite	a	distant	
  trader	and	her	hus-
  band
  9
  Attend	theater	and	
  meet	the	lead	actress
  Find	a	wolf	child	
  left	to	the	wild	eigh-
  teen	years	ago
  10
  Fight	trading	caravel’s	
  impressment	squad
  Win	the	confidence	
  of	a	Zocith	templar
  11
  Chase	down	thieves
  In	disguise	(or	not),	
  lead	a	Low	God	cult
  12
  Flee	kingsmen
  Race	the	entire	Free	
  Road
  Dungeon
  Dungeon
  1
  Ford	underground	
  river
  Pick	sarcophagus	
  locks
  2
  Fight	troglodyte	tribe
  De-fuse	crazed	en-
  gineer’s	lab
  3
  Decipher	madman’s	
  babble
  Help	dying	explorer
  4
  Zombie ambush
  Shatter	golems
  
  3
  C: Final Conflicts and their Foreshadows
  Conflict
  Adumbrations
  1
  Dramba	body	switcher	has	been	masquerading	as	
  noble
  Man	in	iron	mask	thrashing	in	dungeon,	dramba	
  houngan	puffing	narghile	in	tavern
  2
  Dragon	has	gained	intelligence	and	startd	to	carve	
  out	a	kingdom
  Nobles	are	moving	to	summer	residences,	shadow	
  society	is	becoming	more	obvious	in	power	
  vacuum	left	behind
  3
  War	is	coming	with	a	new	Descent	horde
  Thyre	has	stopped	communications,	Free	Trade	
  road	caravans	going	missing
  4
  Dynn	fanatics	are	tracking	down	spellbound	in	the	
  area
  Ranting	preachers	on	street	corners,	plate	armor	
  stash	found	in	harbor	warehouse
  5
  Cover-up	of	noble’s	accidental	murder	of	village	
  boy
  Several	families	in	village	are	suddenly	wealthy,	
  arguments	heard	inside	nobles’	carriages
  6
  Wizard	has	attacked	zeppelin,	crashing	it,	and	
  there	is	currently	a	battle	raging	in	the	mountains
  between	wizard’s	forcs	and	the	trader’s	zeppelin
  Strange	requests	from	disguised	wizards	in	town	
  market,	increase	in	spellbound	density,	wild	
  surges	causing	chaos	in	town
  7
  City	neighborhood	is	being	torn	apart	by	shadow	
  war	over	the	allegiance	of	a	refugee	magic	order	
  from	a	collapsed	Eastern	Isle	wight	kingdom
  Bodies	found	impaled	on	wagon	cart	handles	in	
  the	morning,	cracks	in	the	pavement	from	spells	
  and	earthquake	wild	surges
  8
  Trader	has	found	new	veins	in	abandoned	mine	
  in	badlands	south	of	Azenahal,	he	and	nobles	are	
  (sometimes	violently)	negotiating	rights
  Caravans	to	Alhos	Verradas	are	ambushed,	thieves		
  swarm	streets	to	steal	copies	of	map	or	claim
  9
  A	peasant	has	found	a	book	of	five	Death	Spells
  Lots	of	dead	bodies	of	peasant’s	enemies	from	the	
  first	two	spells,	increase	in	wild	surges,	thieves	
  guild	bosses	and	archamgi	suddenly	in	town	to	
  investigate	purchase,	theft,	and	vengeance
  10
  A	cult	worshipping	Grish	Torsce,	the	god	of	rep-
  tiles,	has	taken	over	an	outlying	village
  Priest	in	the	local	church	is	acting	strangely,	dis-
  appearances	of	victims	with	no	coins	being	taken	
  from	surrounding	villages,	monstrous	snake	and	
  raptor	sightings	in	woods
  11
  A	fixer	is	sparing	no	cost	or	regard	to	safety	as	he	
  seeks	revenge	on	the	assassin	he	blames	for	his	
  wife’s	death
  Poisonous	vessels	from	his	workshop	have	found	
  their	way	to	the	tavern	and	are	sickening	people,
  caustic	pockmarks	in	building	walls	at	site	of	al-
  ley	fight
  12
  A	baroness	is	hunting	down	two	lovers	and	wiz-
  ards,	namely	her	maniacal	fugitive	husband
  and	his	sadistic	Druidess	lover
  Kingsmen	are	questioning	people	about	some-
  thing,	by	force	if	necessary;	city	watch	may	start	
  chasing	PCs,	only	to	apologize	for	mistaken	
  identity
  
  4
  D: Successful 
  Pickpocket 
  Results
  1
  Ivory	comb	(10	m)
  2
  Dremel,	punch,	awl
  3
  Bag	of	bread
  4
  Prayer	nails
  5
  Wrandt’s	book
  6
  Pocket	knife
  7
  Plague	flag,	charm
  8
  High	God	woodcut
  9
  Fixer’s	gum
  10
  1d10	gold	coins
  E: Social 
  Functions
  1
  Theater,	comedy
  2
  Theater,	cat	burning
  3
  Theater	below,	music
  4
  Theater	below,	satire
  5
  Prayer	service
  6
  Harvest festival
  7
  Trade	met
  8
  Ballroom	dancing
  9
  Tavern	dancing
  10
  Dinner	at	the	Arch-
  bishop’s
  G: Deus Ex 
  Machinae
  1
  Lost	love	or	estranged	
  friend	returns
  2
  A	secret	door	opens	
  and	a	rain	troll	beck-
  ons
  3
  A	witness	appears
  4
  A	crisis	surge	shakes	
  the	earth,	distracting	
  all
  5
  PC	finds	a	trapped	
  spell	scroll
  6
  The lights go out
  7
  A	companion	reveals	
  an	unsuspected	talent
  8
  Enemy	offers	ultima-
  tum
  H: On the 
  menu
  1
  Ale,	pint
  2
  Mead,	pint
  3
  Ale,	Thyrian
  4
  Wine,	bottle
  5
  Wine,	spiced,	bottle
  6
  Venison
  7
  Pheasant
  8
  Pork	chop
  9
  Hunter’s	stew
  10
  Shepherd’s	pie
  	(haggis	or	venison)
  F: 
  Contraband
  1
  Trapped	Spell	scroll:	
  Corn	Shower	(dramba)
  2
  Trapped	Spell	candle:
  Spellsmith	(Kateryna’s	
  Floating	Litter)
  3
  Stirring	sheet	music
  4
  Love	poem
  5
  Noble	caricature	hand	
  puppets
  6
  Low	God	idol
  7
  Cup	from	royal	table
  8
  Directions	to	safe	house
  I: Art Objects
  1
  Statue:	falcon	trapped	
  in	ice
  2
  Statue:	chimera	de-
  vouring	man
  3
  Statue:	fire-birth	(mid-
  wife	is	blindfolded)
  4
  Painting:	priest	under	
  comet
  5
  Painting:	arrival	of	
  the	seradynn,	panic	of	
  dockhands
  6
  Tapestry:	St.	Vartan	
  chained
  7
  	Tapestry:	Ste.	Jhess	
  burning	witches	in	
  Dynn
  8
  Reliquary:	fingernail	
  of	saint,	name	faded
  
  5
  Descent	Lion.	Lions	with	heritage	from	the	Descent:
  opalescent	highlights	in	the	mane	and	shoulder	fur,
  black	eyes,	and	startling	quickness.
  Str	6,	Qck	10,	Rsn	1,	Cha	6,	Mgc	6,	Hrt	4.	Body	4.
  Fighting	style:	Claw/Claw/Bite.
  Variation:	Descent	Lion.	Replace	Pounce	with
  Improved	Pounce	(0/d6;	move;	+1	dmg	and	+1	atk	die
  size	next	rd).	Replace	Tackle	and	Rake	with	Descent
  Growl	(Cha	vs.	Rsn;	-1	Mood	to	all	who	can	hear).
  Claws	and	bite	are	quality	5.
  Opalescent	streaked	fur	is	quality	1.
  War	drake.	Six	feet	tall	at	the	shoulder,	war	drakes	are
  miniature	dragons,	bonded	from	birth	to	a	handler.
  Str	10,	Qck	4,	Rsn	1,	Cha	6,	Mgc	4,	Hrt	4.	Body	6.
  Fighting	style:	Claw/Claw/Bite.
  Claws	and	bite	are	quality	3.
  Scales	are	quality	4	(6	with	barding).
  Chimera.	These	winged	quadrupeds	are	foul-tempered
  in	all	three	of	their	minds.	The	three	heads	are	usually
  a	lion’s,	a	goat’s,	and	a	serpent’s.
  Str	6,	Qck	7,	Rsn	1,	Cha	4,	Mgc	8,	Hrt	6.	Body	4.
  Fighting	style:	Claw/Claw/Bite	(chimerical	variation
  only).
  Variation:	Chimerical.	Replace	Pack	Assault	with
  Swoop	(d4/d6;	move,	fly).	Replace	Tackle	and	Rake
  with	Venom	Spit	(r)	(d8/d4;	1	+	1	Str).
  Claws	and	bite	are	quality	3.
  Scales	and	fur	are	quality	2.
  War	ape.	The	10-foot	tall	gorillas	of	Jakatta	are
  trained	to	fight,	most	often	with	studded	gauntlets.
  Str	10,	Qck	6,	Rsn	1,	Cha	6,	Mgc	3,	Hrt	6.	Body	7.
  Fighting	style:	Giant	(giant	ape	variation	only).
  Variation:	Giant	Ape.	Replace	Stomp	with	Furious
  Ape	Leap	(0/d4;	Move,	Climb,	+1	attack	die	size	next
  round).
  Studded	gauntlets	are	quality	4.
  Gorilla	hamata	is	quality	2.
  Troglodyte.	Usually	rain	trolls,	these	unfortunates	
  have	run	away	from	kings	only	to	be	slowly	trans-
  formed	by	the	magic	of	their	underground	homes.
  Str	8,	Qck	6,	Rsn	5,	Cha	5,	Mgc	6,	Hrt	3.	Body	4.
  Fighting	style:	Free	Sword	(apprentice).
  Variation:	Replace	Feint	and	Unbalancing	Feint	with	
  Secrete	Stench	and	Spray	Stench	(Str.	vs.	Rsn,	un-
  steady;	and	Str.	vs.	Rsn,	rebalance	respectively)
  Weapons	and	armor	are	typically	quality	2,	claws	are	
  quality	3	(and	can	be	used	with	the	Troglodyte’s	Free	
  Sword	style).
  Manticore.	Human-headed	but	beast-brained,	these	
  winged	tiger-humans	are	vicious	predators.
  Str	10,	Qck	7,	Rsn	1,	Cha	5,	Mgc	5,	Hrt	4.	Body	6.
  Fighting	style:	Claw/Claw/Bite.
  Variation:	Replace	Corner	with	Fling	Tail	Spikes	
  (ranged,	d4/d4/d4/d4	attack,	d6	defense)	and	replace	
  Pack	Assault	with	Aim	(+1	die	size	all	attacks	next	
  round).
  Claws	and	bite	are	quality	3,	tail	spikes	quality	6.
  Scales	are	quality	4	(6	with	barding).
  Spellstalks.	These	shambling	horrors	have	sloughed	
  off	a	spellstalk	victim	(or	consumed	him	wholly,	in	
  which	case	raise	Str	and	Qck	by	2	and	stalk	quality	by	
  3).	They	often	come	in	bundles	of	6	to	10	stalks.	Each	
  stalk	fights	separately	on	the	style	sheet.	They	are	
  spellbound.
  Str	6,	Qck	10,	Rsn	3,	Cha	2,	Mgc	9,	Hrt	6.	Body	1	per	
  stalk.
  Fighting	style:	Tentacles/Spellstalks.
  Tentacles	are	quality	4	armor	and	quality	3	weapons.
  Madfire	victim.	These	men	have	gone	insane,	some	
  obviously,	some	less	so.	Characteristics	are	typical.	
  They	are	spellbound.
  Str	6,	Qck	7,	Rsn	4,	Cha	4,	Mgc	8,	Hrt	6.	Body	5.
  Fighting	style:	Apprentice	of	savage.
  Variation:	Madfire	victim.	Replace	Grab	with	Burn	
  (0/d6),	Throw	with	Spitfire	(r)	(d8/d4,	three	targets,	2	
  damage,	ranged)	and	Bear	Hug	with	Flames	in	Skull	
  (d12/d2,	2	damage	+	1	damage	continuously	until	a	
  misc.	action	puts	them	out).
  Weapons	quality	3,	armor	quality	0.
  monsters
  
  6
  Dragon.	Dragons	are	unintelligent	and	rare,	but	they	
  still	command	the	attention	of	kings.	Dragons	have	
  individual	statistics;	these	are	typical.
  Str	22,	Qck	15,	Rsn	2,	Cha	21,	Mgc	23,	Hrt	13.	Body	
  40 to 100.
  Fighting	style:	Claw/Claw/Bite.
  Variation:	Dragon.	All	claw	and	bite	attack	dice	are	
  d20,	all	defense	dice	are	d20/d12,	double	the	number	
  of	every	maneuver’s	attacks,	and	replace	Pack	Assault	
  with	Breathe	Fire	(r)	(not	a	rebalancing	maneuver,	
  d20/d20,	ten	targets	in	same	area,	5	dmg	plus	1	dmg	
  continuously	until	a	misc.	action	puts	it	out).
  Claws,	bite,	and	scales	are	quality	14+.
  Raptor.	Four	feet	tall,	and	three	feet	of	that	are	teeth.
  Str	6,	Qck	9,	Rsn	2,	Cha	3,	Mgc	3,	Hrt	6.	Body	3.
  Fighting	style:	Claw/Claw/Bite.
  Variation:	Raptor	pack.	Replace	Pack	Assault	with	
  Raptor	Pack	(as	Pack	Assault,	but	2	damage,	and	not	a	
  rebalancing	maneuver).
  Claws	and	bite	are	quality	3.
  Scales	are	quality	4	(6	with	barding).
  Ghoul/zombie/skeleton/giant.	Undead	rise	spontane-
  souly	from	wild	surges.	They	rise	spontanesouly,	pur-
  posefully,	and	en	masse	from	crisis	surges.	By	feeding,	
  the	undead	can	replace	body	parts	that	fall	off	(often	
  as	a	result	of	their	damage-be-damned	fighting	style).
  Str	8/6/4/12,	Qck	4/2/4/2,	Rsn	6/1/1/2,	Cha	6/3/3/3,	
  Mgc	8/4/4/8,	Hrt	6/1/1/6.	Body	6.
  Fighting	style:	Undead	(and	Giant,	for	giant	undead).
  Hands	or	weapons,	and	clothing	or	armor	are	typically	
  quality	3	and	quality	0	respectively,	although	ghouls	
  and	giants	use	whatever	they	can	find.
  Ruby	golem.	Often	these	are	made	from	fixer’s	trans-
  fusions,	willingly	or	not.
  Str	13,	Qck	4,	Rsn	2	or	as	original,	Cha	3	or	as	origi-
  nal,	Heart	4	or	as	original.	Body	7.
  Fighting	style:	Giant.
  Fists	are	quality	7,	corundum	skin	is	quality	8.
  Spells
  These	are	the	high	and	close	spells	of	the	various	
  magic	schools.
  	
  Every	school	has	its	own	sphere	of	close	spells.	
  These	are	shadow	magics,	illusions,	glass	cleaners,	
  and	other	handy	effects.	They	can	have	real	use	in	the	
  game	milieu,	although	they	cannot	be	used	to	activate	
  most	environment	tricks	in	combat,	chases,	or	social	
  encounters.	Perfectly	matched	environment	tricks	
  (lighting	a	fire	for	an	incandescent	witch,	for	example)	
  are	quite	possible.	I	encourage	players	and	GMs	to	
  interpret	and	employ	them	creatively.
  	
  The	high	spells	and	their	effecfts	are	detailed.
  	
  The	combat	style	sheet	spells	are	also	close	
  spells;	many	useful	spells	are	found	there!
  Druidic
  Close	spells:	Light	and	blood	are	the	topics	of	all	druid	
  prestidigitations.	For	example,	a	druid	can	brighten	a	
  room,	make	someone	warm,	or	make	a	cut	drip	spar-
  kling	blood.
  High	Spells:	Casting	a	high	spell	requires	a	successful	
  magic	check	against	the	doom	unless	otherwise	stated.
  Birds.	Birds	dive	and	stab	across	the	Kingdom.	Every-
  one	in	the	Kingdom	suffers	3	Mood	damage.	If	anyone	
  dares	go	outside,	he	suffers	two	to	eight	d4	attacks	per	
  minute.
  Eathquake.	Druids	can	cause	an	earthquake,	as	the	
  natural	disaster	in	chapter	10.
  Fire.	Druids	can	also	cause	fires,	as	the	natural	disaster	
  in	chapter	10.
  Fertility.	A	druid	can	ensure	a	pregnancy	within	a	
  season.	Only	one	attempt	per	season	per	mother	is	al-
  lowed.
  Wild	fertility	(famine).	A	druid	can	increase	or	de-
  crease	the	agricultural	economy	of	a	region	by	one	
  step,	once	per	year.
  
  7
  Sacrificial	gift.	A	druid	can	boost	a	character’s	exist-
  ing	skill	by	six	points.	This	requires	a	living	sacrifice	
  and	a	magic	roll	against	the	doom.
  Sacrificial	consecration.	A	druid	can	consecrate	a	
  site.	Each	druid	must	choose	only	one	site	that	he	
  can	consecrate	(on	midsummer’s	eve	he	can	change	
  his	choice).	The	effects	only	last	for	the	day	that	the	
  druid	casts	the	spell,	so	if	the	druid	wishes	the	effects	
  continuously,	he	must	use	his	high	spell	every	day	for	
  the	consecration.	A	consecrated	site	grants	a	bonus	of	
  1	die	size	to	all	magic	rolls	made	by	the	druid	or	his	
  allies. 
  Incandescence
  Close	spells:	Incandescence	is	all	about	brilliance,	
  light,	fire,	and	crackling	energy.	An	incandescent	
  wizard	can	make	someone’s	hair	stand	on	end,	light	a	
  rain-soaked	log,	or	purify	and	smoke	a	hog	shank	for	
  dinner.
  High	Spells:
  Fire.	An	incandescent	witch	can	burn	a	city,	as	under	
  the	Fire	disaster	in	chapter	10.
  Volcano.	An	incandescent	witch	can	wake	a	dormant	
  volcano,	producing	a	result	that	combines	the	fire	and	
  earthquake	disasters.	
  Sky	sign.	The	incandescent	witch	can	produce	a	sign	
  in	the	sky	that	is	seen	throughout	the	region.	One	sym-
  bol	or	glyph	is	the	extent	of	the	sign.
  Cauterize	wound.	When	someone	takes	a	wound	or	
  maiming	to	accelerate	healing,	an	incandescent	mage	
  can	cauterize	the	wound.	In	this	case,	the	wound	scars	
  over	after	one	year,	releasing	the	history	slot	back	for	
  use	by	the	PC.
  Burn	falsehood.	The	incandescent	witch	can	cause
  someone	to	suffer	1	heart	damage	per	lie	told.	The	ef-
  fect	lasts	for	ten	minutes,	provided	the	witch	wins	an	
  opposed	magic	check	against	the	subject.
  hearts
  Close	spells:	A	hearts	witch	focuses	on	secrets,	loves,	
  and	fears.	She	can	always	grant	a	one	die	size	increase	
  or	decrease	to	any	reputation	or	inspiration	roll	(in	
  combat,	this	is	a	trick).
  High	Spells:
  Forget.	A	hearts	witch	can	end	the	penalty	for	a	lost	
  love	or	inspiration	by	causing	the	character	to	forget	
  about	the	affair	completely,	as	if	it	never	happened.
  Erase	memory.	As	opposed	to	Forget,	this	erases	a	
  history,	skill,	or	inspiration.	The	target	cannot	use	
  the	quantity	designated	for	one	day	(after	which,	
  the	hearts	mage	may	renew	the	spell,	of	course).	An	
  opposed	magic	roll	is	required,	and	in	the	case	of	an	
  erased	inspiration,	the	target	resists	with	that	inspira-
  tion	as	a	bonus	die	(in	addition	to	using	it	in	its	normal	
  capacity,	if	desired).
  Love.	The	next	person	that	the	target	of	the	Love	spell	
  meets	must	make	an	opposed	check	against	the	Hearts	
  witch.	Failure	means	that	struck	person	must	take	a	
  1	Love	inspiration	for	the	target	of	the	spell,	erasing	
  another	inspiration	on	the	spot	if	necessary	to	make	
  room.
  Monitor	reputation.	Everyone	talks	about	reputations,	
  and	what	everyone	talks	about,	a	hearts	witch	knows.	
  With	a	successful	magic	check	against	the	doom,	she	
  can	learn	all	of	the	reputations	possessed	by	the	target	
  of the spell.
  
  8
  Battlecraft
  Close	spells:	Battlecraft	is	also	called	fieldcraft.	A	wiz-
  ard	of	this	school	can	use	a	close	spell	to	strengthen	a	
  rickety	shelf,	sculpt	a	castle	out	of	the	sand,	and	pull	
  a	lever	(allowing	for	many	environmental	tricks	in	
  combat	with	this	style).
  High	Spells:
  Sharpen.	A	fieldcrafter	can	sharpen	the	weapons	of	
  any	troop	in	combat,	increasing	all	of	its	attack	die	
  sizes	by	one.
  Harden.	A	fieldcrater	can	harden	the	armor	of	any	
  troop	in	combat,	increasing	all	of	its	defense	die	sizes	
  by	one.
  Terrain.	Any	effect	of	terrain	can	be	altered	by	one	(for	
  example,	ice	can	be	worsened	to	a	-2	die	size	penalty).
  Bridge,	trench,	home.	Once	per	season,	a	battlecraft	
  can	attempt	to	create	a	bridge	or	similar	structure	of	
  large	size.	The	magic	roll	against	the	doom,	as	always,	
  must	be	successful.	The	building	lasts	for	one	day	and	
  then	decays	harmlessly	to	sawdust.
  Vision.	The	battlecrafter	can	grant	himself	or	any	ally	
  a	vision	as	of	a	hawk,	soaring	through	the	terrain,	for	
  any	terrain	that	he	can	see.	The	recipient	of	the	vision	
  can	soar	for	ten	minutes.	This	grants	a	bonus	of	2	die	
  sizes	to	any	attempt	to	discern	a	secret	troop	in	battle,	
  or	to	discover	a	secret	about	an	enemy	organization.
  Close	spells:	Incense,	bone	castings,	corn	dust	and	
  brick	powder	are	a	few	of	the	reagents	stocked	in	a	
  dramba	witch’s	cabinet.	She	can	grant	a	blessing	of	
  one	die	size	to	any	history	or	skill	roll.	She	can	also	
  heal	1	characteristic	damage	point	received	within	
  the	last	half	hour,	and	burn	away	one	disease,	poison,	
  or	magical	effect	that	occured	within	the	same	time	
  frame	(although	she	can	only	do	either	once	per	season	
  per	target).
  High	Spells:
  Create	zombie/skeleton/ghoul/undead	giant.	A	dramba	
  witch	can	have	under	her	control	one	undead	per	mag-
  ic	level.	Only	masters	of	the	style	can	create	ghouls	
  and	undead	giants,	and	even	then	only	one	of	each	at	a	
  time	can	be	kept	under	control.
  Switch	bodies.	With	a	high	spell	that	requires	half	a	
  day	to	cast,	a	dramba	witch	can	switch	bodies	with	a	
  target.	Usually	the	witch	ties	herself	in	her	basement	
  first,	prevent	escape	by	the	victim.	The	witch	can	
  prolong	this	spell	day-to-day.	The	initial	and	subse-
  quent	checks	are	opposed	magic	checks.	Once	one	has	
  failed,	the	witch	may	not	switch	bodies	again	with	the	
  victim	until	a	season	has	passed.
  Heal.	A	dramba	witch	can	burn	away	disease,	poison,	
  or	magical	effects	as	with	a	close	spell.	With	a	high	
  spell,	however,	the	time	frame	is	extended	to	one	day.
  Dramba
  
  9
  Language of Stars
  Close	spells:	The	language	of	stars	is	a	school	of	divi-
  nation,	although	many	would	say	it	is	a	school	of	delu-
  sion.	A	wizard	of	this	school	can	increase	a	perception	
  die	roll	by	one	size	as	a	close	spell,	although	only	once	
  per	day	per	target.	These	diviners	can	also	always	dis-
  cern	what	spell	is	trapped	in	a	trapped	spell	object	and	
  glean	the	command	words	thereof.	Language	of	stars	
  wizards	can	also	disguise	their	speech	and	that	of	their	
  allies,	making	any	observer	think	that	one	conversa-
  tion	occurred	while	the	true	conversation	was	entirely	
  different	(this	requires	an	opposed	magic	check).
  High	Spells:
  Omen	of	good	fortune.	The	wizard	can	supply	these	
  omens	for	a	region:	disease	virulences	are	diminished	
  by	one,	disaster	effects	are	decreasaed	by	one	die	size	
  or	one	damage,	crisis	surges	are	less	severe,	one	sector	
  of	the	economy	rises	by	one	point	for	a	season.
  Omen	of	ill	fortune.	The	wizard	can	also	turn	on	his	
  people,	having	the	opposite	effects	as	those	described	
  just above.
  Weremagic
  Close	spells:	Corruption,	transformation,	and	the	
  inconstant	moon	are	the	subjects	of	weremagic.	A	wer-
  emagician	can	levitate	objects	under	his	own	weight	
  if	they	are	bathed	in	moonlight,	and	he	can	change	
  the	color,	personality,	and	species	of	small	animals.	
  He	can	also	create	soft	illumination,	curdle	food,	and	
  panic	most	animals.
  High	Spells:
  Transform.	A	weremagician	can	study	one	natural	
  animal	smaller	than	himself	per	magic	level.	He	can	
  transform	into	that	creature	with	a	high	spell.
  Curse	form.	He	can	also	force	this	form	on	another	
  creature.	This	requires	a	day	to	cast,	and	the	victim	
  must	be	present	and	unmoving	the	entire	time.	At	the	
  end	of	the	casting,	opposed	magic	rolls	are	made.	If	
  the	weremagician	wins,	the	victim	changes	form.	If	
  the	victim	wins,	the	weremagician	cannot	try	again	
  until	tomorrow.	A	daily	high	spell,	again	requiring	
  opposed	magic	rolls	by	the	weremagician,	is	required	
  to	kep	the	victim	in	his	cursed	form,	although	there	is	
  no	range	limit	on	this.	The	victim	retains	his	mental	
  characteristics	(cha,	rsn,	mgc,	and	hrt)	but	takes	on	all	
  other	characteristics	of	the	curse	form.
  Close	spells:	The	provinces	of	death	are	this	school’s	
  domain:	dust,	ash,	and	silence.	A	close	spell	(with	an	
  opposed	magic	check)	can	be	used	to	steal	a	man’s	
  voice	for	a	minute.	All	manner	of	hauntings	can	also	
  be	projected	at	will	by	an	accomplished	death	lore	
  wizard.
  High	Spells:
  Create	undead.	As	a	dramba	witch,	a	death	lore	wizard	
  can	create	undead.	A	master	of	death	lore,	however,	
  can	retain	two	undead	per	magic	level,	and	up	to	four	
  ghouls	or	giants	(in	any	combination).
  Death	Watch.	A	death	lore	wizard	can	keep	anyone	
  he	cares	for	on	a	death	watch.	The	spell	lasts	for	one	
  day,	so	it	must	be	the	wizard’s	daily	high	spell	if	it	is	
  to	continue	for	longer	than	twenty-four	hours.	Any-
  one	who	would	die	while	under	a	death	watch	takes	a	
  wound	instead,	and	escapes	the	situation	just	as	if	he	
  or	she	had	a	sufficiently	high	inspiration.	(Particularly	
  determined	killers	can	remove	the	death	watch	prior	
  to	the	mortal	blow	by	any	other	means	effective	in	
  removing	magic	effects,	usually	a	fixer’s	concoction	
  or	a	dramba	witch’s	salve.
  Death Lore
  
  10
  Close	spells:	A	wizard	who	masters	the	maelstrom	
  commands	the	power	of	storm	and	sky.	He	can	bring	a	
  light	rain	or	dispel	a	light	rain,	call	up	a	breeze	or	dis-
  miss	it,	at	will.	He	can	also	darken	the	day	with	clouds	
  or	brighten	it	with	fair	skies.
  High	Spells:
  Agricultural	command.	The	wizard	can	increase	or	de-
  crease	the	agricultural	section	of	the	economy	by	one	
  point.	He	can	only	attempt	this	once	per	season.
  Storm	seas.	A	maelstrom	wizard	(with	a	successful	
  magic	vs.	doom	roll	as	always)	can	prevent	ships	from	
  traveling.	A	ship’s	captain	who	attemtps	to	command	
  his	ship	into	such	heavy	weather	must	make	one	com-
  mand	skill	check	every	ten	minutes	against	the	doom	
  or	take	2	structural	damage	to	his	ship.	The	wizard	can	
  create	this	same	storm	over	land,	although	its	effects	
  do	not	extend	past	the	aggravation	of	the	peasants’	
  misery.
  Calm.	A	maelstrom	wizard,	casting	a	high	spell	with	a	
  duration	of	an	hour,	can	cancel	any	storm	and	prevent	
  one	from	arising	for	the	remainder	of	the	day	(roll-
  ing	opposed	magic	checks	with	any	other	maelstrom	
  master	who	casts	to	the	contrary).
  Travel	weather.	A	maelstrom	wizard	can	increase	by	
  20%	the	strategic	speed	of	any	troop,	unit,	or	vehicle.
  Hurricane,	blizzard,	flood.	The	maelstrom	master	can	
  cause	a	hurricane,	blizzard,	or	flood,	as	the	disaster	in	
  chapter	10.
  maelstrom
  Close	spells:	The	close	spells	of	the	highcrafter	are	the	
  same	sort	as	those	of	the	battle-	or	fieldcrafter.
  High	Spells:
  The	high	spells	of	highcraft	are	different	from	those	of	
  battlecraft.
  City	sphere.	In	times	of	need,	a	highcrafter	can	cast	a	
  sphere	around	a	city.	This	increases	the	defense	value	
  of	the	city	walls	by	3,	makes	the	city	impregnable	to	
  normal	sappers	(though	not	siege	engines),	and	adds	
  2	to	the	defense	die	size	of	anyone	on	the	walls	de-
  fending	the	city.	The	sphere	counts	as	two	spellbound	
  objects	in	every	region	of	the	city	for	purposes	of	
  interference.	The	highcrafter	cannot	move	while	his	
  sphere	is	in	place.	It	lasts	for	one	day.	If	the	city	walls	
  are	breached,	the	sphere	winks	out.	The	sphere	may	be	
  either	transparent	and	invisible,	or	opaque	and	colored.
  Seek	spellbound.	The	highcrafter	can	roll	an	opposed	
  magic	check	against	one	creature	he	knows	to	be	spell-
  bound.	If	he	succeeds,	he	knows	the	current	direction	
  and	approximate	distance	of	the	spellbound	creature.
  Hunt	inspiration.The	highcrafter	can	hunt	inspirations.	
  With	a	successful	magic	roll	against	the	doom,	he	
  knows	the	direction	and	approximate	distances	to	all	
  creatures	with	inspirations	high	enough	to	affect	the	
  narrative.	If	he	sees	them	face	to	face	within	an	hour,	
  he	knows	who	they	are.
  Augment	familiar.	This	spell	increases	the	highcraft-
  er’s	famililar’s	physical	statistics	by	2.	A	master	of	
  highcraft	can	teach	his	familiar	the	claw/claw/bite	or	
  savage	style	(or	another	the	group	deems	more	appro-
  priate).
  Strength	of	magic.	A	highcrafter	with	acolytes	can	use	
  any	of	the	war	maneuvers	of	the	Highcraft	Wizards	
  troop	(chapter	16).
  Highcraft
  
  11
  Close	spells:	Spellsmiths	are	devoted	to	artifice.	Their	
  close	spells	can	create	dollhouses	out	of	tree	stumps,	
  bend	spoons,	and	flip	levers	(allowing	many	environ-
  ment	tricks	in	combat).	They	can	also	make	any	item	
  appear	to	be	one	quality	level	higher	than	it	is	(magic	
  vs.	reason	roll	dispels	this	notion).
  High	Spells:
  Kateryna’s	Floating	Litter.	This	litter,	prized	among	
  nobles,	floats	of	its	own	accord.	A	single	servant,	often	
  a	captured	war	enemy,	is	all	that	is	required	to	push	
  the	litter	through	the	strets	of	the	noble’s	town.	Many	
  dukes	retain	multiple	spellsmiths	so	that	they	may	
  have	several	different	styles	of	litter	available	each	
  day.
  Permanency.	With	his	victim	strapped	in	place,	a	
  spellsmith	may	make	permanent	any	magic	effect	
  upon	the	victim.	This	requires	a	day-long	rite,	three	
  acolytes,	and	a	magic	roll	vs.	the	doom.	When	com-
  plete,	the	spell	placed	upon	the	victim	is	natural,	that	
  is,	it	does	not	cause	interference.	Attempting	to	place	a	
  second	permanent	spell	on	the	same	victim	has	always	
  results	in	a	crisis	surge.	(It	should	be	noted	that	some	
  spellsmiths	and	patrons	have	used	permanency	on	
  themselves,	to	graft	on	a	particularly	beneficial	spell.)	
  This	can	also	be	used	to	make	a	close	spell’s	effect	
  permanent,	for	example,	with	an	illusory	mural.	Crisis	
  surges	have	been	known	to	interfere	with	these	“natu-
  ral”	permanent	effects,	however,	and	therefore	kings	
  strictly	ration	their	spellsmiths	in	the	use	of	this	spell.
  Artificial	body.	A	spellsmith	can	graft	a	prosthesis,	
  ensorcelled	to	appear	as	the	smith	wishes,	onto	any	
  wound	or	maiming	the	character	may	have	taken	on.	
  This	immediately	frees	the	history	slot	fot	the	charac-
  ter’s	use.	The	prosthesis	is	a	spellbound	object,	unless	
  a	permanency	spell	is	used	to	graft	it	naturally.
  Spellsmith
  Hasten	building.	A	spellsmith	can	drive	laborers	to	
  perform	at	their	peaks.	Every	crafting	roll	that	they	
  perform	is	maximum	for	the	duration	of	the	building,	
  as	long	as	the	spellsmith	devotes	his	daily	high	spell	
  to	hastening	the	building	(and	makes	his	magic	roll	
  against	the	doom	each	day,	of	course).
  Ape	or	raptor	golem.	The	spellsmith	can	craft	one	of	
  these	golems	at	a	time.	A	single	day’s	casting	brings	
  the	golem	into	existence.	These	fight	as	the	regular	
  monsters	of	the	same	name,	although	they	gain	the	
  spellsmith’s	magic	die	as	a	bonus	die	to	any	roll	once	
  per	round	provided	the	spellsmith	is	a	master	of	his	
  craft.	The	golems	also	have	1	more	body	than	the	
  original,	and	master	spellsmiths	create	golems	with	
  all	defense	dice	increased	by	two	sizes.	Research	can	
  extend	the	capabilities	of	the	ape	or	raptor	golem	
  significantly.	Animating	a	golem	that	has	already	been	
  built	is	the	caster’s	high	spell	for	the	day,	but	unlike	
  the	original	animation,	it	does	not	require	a	full	day’s	
  casting.
  
  12
  Artist’s Credits
  The	following	artists’	work	appeared	exclusively	in	
  this	pdf.
  	
  •	Elisabet	Stacy-Hurley	did	the	marvelous	
  landscapes	such	as	“The	Grandeur	of	Timelessness”	
  on	the	Rithaign	pages.
  	
  •	Luis	Noguez	did	the	zeppelin	illustration	
  and	the	social	encounter	chapter	banner,	that	has	also	
  graced	the	web	page.
  	
  •	Jason	McLellan	did	all	of	the	character	class	
  illustrations.	I	wish	I	could	have	used	his	warrior	
  twice,	putting	it	in	the	combat	section	as	it	is	in	the	
  Primer.	That	warrior	illustrates	the	fighting	style	idea	
  of	SK	very	well,	I	think!
  	
  •	Igor	Kieryluk	did	the	cover	and	the	amazing	
  genre	painting	in	How	To	Play	(did	you	think	it	was	
  one	of	the	old	Dutch	masters?).	He	also	did	the	sub	
  and	the	similar	illustrations.
  	
  •	Gillian	Pearce,	cartographer	and	artist,	did	
  the	maps.	Wait	until	you	see	the	softcover	book,	
  which	should	have	more	of	her	maps!
  The	following	artists’	work	appeared	here	nonexclu-
  sively:
  	
  •	Sade
  	
  •	James	Yee,	Nebulous	Creations
  	
  •	Paul	Slinger,	Alea	Publishing	Group
  	
  •	Louis	Porter,	Jr.	Designs
  	
  •	Bradley	K.	McDevitt
  	
  •	Mark	Hughey	for	Darker	Age	Press
  	
  •	Dover	Fantasy	and	Knights	&	Armor	collec-
  tion
  	
  •	Kismagu
  	
  •	Peter	Szabo	Gabor	and	Eastern	Raider	
  Games
  	
  •	Some	artwork	taken	from	Publisher’s	As-
  sistant	Clip	Art	series	by	Politically	Incorrect	games.	
  FCopyright	Rick	hershey,	used	by	permission.	For	
  more	information,	visit	www.pigames.net.	Specifical-
  ly,	it’s	the	one	picture	at	the	end	of	the	Investigation	
  chapter,	colorized	by	YT,	not	anyone	at	PIG.	Highest	
  credit	text	-	to	-art	ratio	winner!
  more to come!
  More	monsters,	more	grand	fighting	styles	to	support	
  higher	level	play,	more	examples	of	close	spells,	and	
  a	much	closer	look	at	the	decadent	Middle	City,	Aze-
  nahal,	coming	up	in	the	softcover	book!
  	
  In	the	meantime,	come	on	over	to	the	website,	
  spellboundkingdoms.com.	This	is	the	first	game	that	I	
  have	put	out	on	my	own	(rather	than	with	Wizards	or	
  Paizo),	and	it	has	been	an	amazing	experience.	I	hope	
  you	are	enjoying	it.	So	please	do	stop	by	the	forums	
  on	the	website.	I	can’t	wait	to	talk	to	you!
  	
  •	Joseph	Wigfield:	“Some	artwork	in	this	book	
  is	©2007	Reality	Deviant	Publications,	used	with	per-
  mission.”
  	
  •	Some	artwork	copyright	Richard	Spake,	used	
  with	permission.
  	
  •	V	Shane’s	Wizard	Kanji	font.
  Finally,	I	used	many	public	domain	images	from	
  masters	such	as	Jean	Leon	Gerome,	Francesco	Hayez,	
  Caspar	David	Friedrich,	Franz	von	Stuck,	Lawrence	
  Alma-Tadema,	Etienne	Dinet,	Carl	Spitzweg	and	
  Georges	de	la	Tour.
  
   Requires bow.
  All attacks are ranged.
  Arrowheart
  Arrowheart
  Arrowheart
  Ignore range penalties
     for ﬁrst three areas
             next rd
  2 + ignore 2 armor
  Double Shot (r)
  +1 atk die size next rd
  Called Shot: Torso (r)
  d4
  0
  d2
  d8
  Double range penalties
                   3
  Archer’s Shot
  Shot on the Run
  Called Shot: Arm (r)
  d6
  d2
  d2
  d2
  Move
  d4/
  d4
  d2
  d6
  d2
  0
  d2
  Anticipate (r)
  Shoot and Dive (r)
  d4
  d6
  Name maneuver;
  3 dmg if correct
  d6
  d2
  d2
  d2
  d4
  d2
  1 + unsteady
  Ignore 2 armor next atk
  0
  d4
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Scheme
  Str/d2
  0/Qck
    Str/d2
  Qck/d2
  0/d4
  Atk. vs. Str
  or dropped
  d4
  d2
  M
  Mighty Pull
  Penetrate (r)
  Find the Center
  Aim and Breathe
  Called Shot:
  Held Item (r)
  Called Shot: Head (r)
     Combat Style
  M
  
  Requires weapon, no shield.
     Court Sword
     Court Sword
     Court Sword
    Roll Rep. with
  next rd atk & def
  Demeaning Swat
  d4
  d4
  d8/
  Rep
  d6
  0
  d4
  Slash
  Demand
  d4
  d4
  Riposte
  d6
  d8
  d8
  d2
  Lunge (r)
    +1 dmg next rd
  +1 atk die size next atk
  0
  d8
  0
  d6
  d8
  d4
  Lord’s Stance
  d6/
  Rep
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Scheme
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
    Disarm
  d6
  d4
  d2
  d4
  2 Mood
  Feint
  Pose
  Only atk 1 who missed you
  M
  M
  Allies roll your Rep.
      with atk or def
  Lord’s Punishment
  Signature Strike
  Crit: Scar, +1 Rep.
  d6
   Combat Style
  Spin
    Disarm
  d6
  d6
  Beat
  Rep
  d4
  1 + 1 Mood
  Cut
  
  Requires Weapon, No Shield.
  -1 dmg vs. any armor that is
  1 or more higher value
  than your weapon.
  Dagger-and-Wine
  Dagger-and-Wine
  Dagger-and-Wine
  If missed, atk goes vs.
  creature of your choice
     Can’t use Inspiration
            Req. secret 
  Tgt can’t act next rd
     +1 dmg next rd
        Req.  secret
             Cut
  d2
  d4
              Grabbed
  Req. cloak, bedsheets, etc.
  d4/
  d4
  d2
  Whirling Trick
  Sneak Attack
           Low Blow (r)
  d6
   0
  Between the Ribs (r)
  d8
  d6
  d8
  d4
  Backstab (r)
  d10
  d4
  0
  d6
    d6
  d8
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  d2
  d4
  d4
  Hide in Shadows
  0
  +1 dmg next rd
  0
  d8
  Cha
  vs Rsn
  Bitter Whispers
  d10 +
  Cha
  vs Rsn
  d2
  Qck/
  d8
  Cha
  Disarming Embrace
  d6
  d4
  Cha
  vs Rsn
  Dagger Flurry
  M
  Move + env. trick
  Tangled Cloak
  Disarm
  2
  Intimations
  Stun
  Duck and Slip
  Dodge into Shadows
  Move
  3
  1 Mood
       Combat Style
  
  Requires Rsn 6, Qck 5, Str 5,
  no armor, no shield.
  Five Seasons
  Five Seasons
  Five Seasons
  Fevered Spring Kick
  1 + can’t move next rd
  +2 atk die size next rd
  Rebalance
  Summer Sun Kick
         Meditation
  on Fleeting Summer
  Fists Like Sobs
        of Autumn
  Sere Pressure Point (r)
  Cyclone Kick
  Blizzard Mind
    Inner Life Flashback
  Hand of Snow
  Winter Wind
  0
  d6
  d6
  d4
  d4
  d4
  0
  d6
  0
  d4
  0
  d6
  0
  d6
  d6
  d8
  d8/
  d4/
  d2
  d8
  d8
  d4
  d6
  d4
  d4
  d8
  d4
  d6
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Scheme
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Budding Leaf Movement
  Move
  2
  d8
  d6
  Earthfall Trip
  Stunning Fist
  0
  d6
  Melting Ice Stance
  +2 def. die size next rd
  Fires of Spring Stance
  Add move next rd
  Add d4 atk next rd
  Remove 1 column or
  row from target’s style;
  Trick (Str vs. Str) ends.
  Move target 1 area
   Combat Style
  Recharge one inspiration
  
  Requires: edged or pointed weapon, armor,
                     Str 6, Qck 5.
   Free Sword
   Free Sword
  Lunge (r) 
     +1 dmg nxt rd 
  +1 atk die size next atk 
  Strike 
  Defend 
  Grab 
  Throw/Shoot 
     Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Block 
  Warrior’s Strike 
  Onslaught 
  1 + unsteady 
  Rebalance 
  1 + both move  
        1 area 
  Atk. 2 Tgts 
  Rebalance 
  1 + 1 Qck or Str 
  0 
  d8 
  0 
  d4 
  d6 
  d4 
  d6 
  0 
  d10 
  d4 
  d2 
  d6 
  d2 
  d8 
  d2 
  d6 
  d6 
  d8 
  d2 
  d4 
  d6/ 
  d4 
  d4 
  d6/ 
  d4 
  d4 
  Slash 
  d8 
  d4 
  2+ rebalance 
  2 + 1 Str & 1 Qck 
  d6 
  d6 
  d8 
  d4 
   1 & +1 atk & def 
         next rd 
  d4 
  d6 
  Spin 
  Eviscerate (r) 
  Brutalize (r) 
  Unbalancing Feint 
  Decoy Jab 
  Driving Onslaught 
  Power Bash 
  Cleave 
  Trip 
  Feint 
  Combat Style 
  Precise Strike 
  
    Requires: Str 6, weapon, armor, shield.
   Guardsman
   Guardsman
   Guardsman
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Scheme
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Move
  Unsteady
  Ally rolls your
  def and his
  Only atk one creature
   who  misses you
  Block
  Guard’s Strike
  +1 def and armor
           next rd
  Body Blow
   Rebalance
      Armor quality
  treated as 2 higher
   As Shield Other
      plus move
  1 + As Escort
  Attack only those entering your area
      1+ Target can’t enter your area
                   Up to 3 targets
  1  + rebalance
  d8
  d8
  d6
  d8
  M
  M
  d4
  d6
  0
  d8
  d4
  d4
  0
  d6
  0
  d6
  d4
  d8
     0
  d8
     0
  d10
   d2
  d8
  Str
  d6
   d4
  d6
     d6
  d6
   d6
  d8
  Shield Other
  Shield Bash
  Shield Run
  Riposte
  Expertise Block
  Knock Down
  Shield Tactics
  Escort
  Distracting Blow
  Other rolls your atk
   as def bonuse die
  Bodyguard
  Concuss
  Repel
  Combat Style
  
  Requires weapon, Str 5.
  You count as spellbound.
  All maneuvers have magic defense d4 unless 
  noted (upper right).
    Parapet Defense
    Parapet Defense
  Ranged 
       Starfall 
  d6 
  d2 
  Wind Pattern 
  Night Pattern 
  d4 
  d4 
  d6 
  0 
  Heart Pattern 
  d4 
  d4 
  d6 
  d4/ 
  d2 
  Hunger Pattern 
  0 
  d4 
  Strike 
  Defend 
  Grab 
  Trow/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Recast 
   
  d4 
  d4 
    1 + can’t  tgt you
  with spells; Rsn vs.
        Atk ends
  d4 
  d4 
  Storm of Arrows (r) 
      All allies in area 
  get your def. vs. magic 
  d6/ 
  d4 
  d2 
  0 
  d6 
    1 + you and one ally 
  roll Heart as magic def 
   
  d4 
  d4 
   
         Feed 
  0 
  d4 
  1 + 1 vs. spellbound 
  d10
  d6 
  d6 
  d4 
  d4 
  1 + 1 magic 
    + recast 
  Move, climb 
  d6 
  M 
  M 
  d6 
  d6 
  Rampart Guard 
  Occult Stab 
  Devour 
  Heart Blood 
  Shelter (r)
  Eclipse Strike 
  Veil 
  Shoot 
  Ranged 
   Combat Style 
  d6 
  d6 
  +1 dmg next rd 
  
   Requires: Str or Qck 6
       No Shield, weapon for
      Fury Strike, Rampage
     Savage
     Savage
     Savage
        Rage
     
  0
  d4
  Rampage
  d6
  d4
  Fury Strike
  d4
  d8
       Grab
     
         Str
  d2
        1 + Move
  Str vs. Str to knock
   target back 1 area
    Climb
  d4
  d2
        Dive
  d8
  d2
  0
  d4
           Slam 
  d6
  d4
  Bear Hug 
   1 + 1 Str 
  + grabbed
  Throw (r)
  1 + move 1 area
  d8
  d6
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc. Action
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Str
  d2
  Mighty Rage
  d4
  0
  Grabbed
  As Rage + you take -1 dmg this rd
  1 + move
  Req. altitude
    Atk 2 tgts
  Crit: rebalance
  Savage Charge
  Combat Style
  Gain altitude
  +1 atk & def next rd
  
            Requires Cha 6, Weapon, No Shield
       Env. Trick
  +1 Mood to self
  Move, climb
  Disarm
  1 + 1 Mood
  2 to clothing
  or armor (temp.)
  + 1 reputation
           2
  Req. altitude
  Swath of Destruction (r)
  1 + Move
  1 + 1 Mood to allies
  0
  d6
  0
  d4
  d6
  d4
  d8
  d6
  d4
  d4
  d6
  d6
  d8
  d4
  d6
  d6
            3 targets
  d6
  d6
  -1 Reputation
  0
  d6
   Thrust (r)
  d6
  d8
  d6
  d4
    0
  d8
    +1 Mood to ally
  0
  d6
  +1 dmg next rd
  d8
  d4
  M
  d6
  d6
  M
  Unsteady
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Scheme
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Spectacular Strike (r)
  Slash
  Feint
  Flourish
  Spin
  Disarm
  Disrobe (r)
  Death from Above
  Mocking Blow
  Humiliating Blow (r)
  Charge
  Trip
  Daredevil Move
  Jest
  Swashbuckler
  Swashbuckler
  Swashbuckler
  Combat Style
  +1 atk die size next atk
  
  Requires Quickness 6, Weapons
  Oﬀ-hand Strike
  Main-hand Strike
  Twin Strike
  d4/d4
  d2
  d2
  d6
  d2
  d6
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Scheme
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Jab
  d2/
  d2
  d6
  d4/
  d4
  d4/
  d4
  Flashing Blades
  d6/d4
  d2
  d4/
  d4/
  d2
  d4
          Flurry
  Warding
    Flurry
  1 atk vs. all in area
  d4
  d4
  Stab and Slash
  d8/
  d2
  d2
  Blade Wall
  0
  d6/
  d4
  d6
  d4
  +2 wpn quality nxt rd
  d4
  0
  0
  0
  d6
    Treat tgt armor
  as 2 lower nxt atk
  d6
      Masterful Feint
  M
  M
  Find the Gap
  +1 atk & def next rd
  Whirlwind Cut
  Counter Storm
  Exploit
  Twin Weapon
  Twin Weapon
  Twin Weapon
  Combat Style
  0
  d6
  Double Feint
  Add d6 atk nxt rd
  
  Requires blackpowder weapon, no shield.
  2 load actions  required to load.
  Quickness 7, Strength 5.
     Blackpowder Musketeer
     Blackpowder Musketeer
  Cha
  vs. Rsn
  d2
  Quick Shot
  d4
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Load and Jeer
  d12
    Grand Combat Style
  0
  d6
  Load and Jape
  0
  d4
  Run and Load
  Stab & Shoot
  d8/
  d8
  d4
  Cha vs. Rsn: 1 Mood
  +1 to ally’s mood
  Called Shot: Limb
  d4
  2 + rebalance
  2
  0
  d2
  Aim & Breathe
  d2
  d4
  Powder Burn
  Plume & Blade
  d8/
  d8
  d6
  1 + 1 Mood
  Ricochet Shot
  d6
  d12
  2
  Ignores cover, can
  shoot around corners,
  can trigger
  environment trick, 
  all in addition to the
  2 body dmg
  Hide & Load
  Qck
  0
  Slash
  d6
  d8
  M
  0
  d4
  Flash Smoke Screen
  -2 attack die size
  next rd.
  (all in shooter’s area)
  (out of powder after this)
  Blind
  (not ranged)
  Double Shot
  d4
  d12/
  d8
  Requires two
  wheellocks
  Take Cover
  d4
  0
  Called Shot: Head (r)
  d2
  d4
  4
  Move
  M
  2 body dmg each atk
  (One atk is not ranged)
  d10
  +1 atk die size next rd
  +2 defense die size until you rebalance
  
  Requires two-handed weapon.
  Strength 8.
     Great Weapon
     Great Weapon
  Str
  d8
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Cut Down the Mob
    Grand Combat Style
  d6
  0
  Mighty Swing
  Overhead Smash
  Str
  d10
  5 targets
  As Keep at Bay
  +1 dmg and strength 
  rolls maximum 
  next rd.
  Hack
  d6
  d6
  d6
  Interpose Weapon
  d6
  d4
  Skewer
  Bash Back
  d12
  d6
  1 + move target 1 area
  Trip
  d6
  d10
  M
  d4
  d10
  Maim
  2 targets:
  3 body to frst target,
  1 body to second,
  both are grabbed
  on your weapon
  Keep at Bay
  d8
  Str
  Vault
  d8
  0
  Move, climb
  M
  2
  Str/
  d8
  1 + Ally gains your attack
  roll as defense bonus di
  this round
  1 + can’t melee atk
  you next rd.
  1 + this point
  can only be cured
  by magic or by
  taking a maiming
  Sweep
  d6
  d10
  Sweeping Trip
  Qck
  0
  Rebalance
  5 targets
  5 targets
  1 + rebalance
  
  Requires unarmed, unarmored.
  Quickness 7, Strength 7, Reason 7.
  Your body is considered to have weapon
  and armor quality equal to half
  your martial levels (max. 10)
  when fghting in this style.
     Infinite Recurve of Soul
     Infinite Recurve of Soul
  d12
  Qck
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Infnite Kick
    Grand Combat Style
  d6
  0
  Crouch
  Spring
  0
  d8
  2 + move
  Quickness rolls max. next rd.
  on every roll
  Dodge
  Qck
  Str
  d10
  Eecurve Kick
  d20
  d4
  Forbidding Palm Strike
  Crowd Walk
  d12/
  Str/
  d8
  d6
  1 + move or climb as many
  areas as you hit (landing on
  heads as you leap)
  Dizzying Flurry (r)
  d8
  Qck/
  Qck
  M
  d12/
  d6
  d10
  Jump Chop
  Forbid 1 action or maneuver
  If target takes that action within
  one week, he dies.
  (You can use this at most 1/week.)
  Fullness of Purpose
  d6
  0
  Next Inspiration
  rolls maximum
  Rejuvenation
  d10
  0
  Infnite Body
  d10
  0
  Strength rolls max. next rd.
  M
  Move and +1 dmg next rd
  to all attacks
  0
  +1 atk die size next rd
  Ignore 2 points of
  characteristic damage
  taken last round
  (1/day)
  1+ move
  
  Requires weapon, shield.
  Strength 8, Quickness 6.
     Warlord
     Warlord
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Grand Combat Style
  Smash
  Str. rolls maximum
  and +1 dmg nxt rd
  Warlord’s Charge
  Warlord’s Strike
  Greater Onslaught
  1 + unsteady
  1 + re-cast
  +4 armor quality
  until you rebalance
  0 + rebalance
  Take 1 less damage
  this rd
  0
  d12
  0
  d10
  d10
  0
  Str
  d6
  d8
  d12
  Str
  Str
  d2
  Str
  d6
  d8
  d2
  d6
  d12/
  d10
  d8
  0
  d10
  Warlord’s Focus
  0
  d12
  Death
  2 +  disarm
  d2
  d8
  d8
  d4
  +4 weapon quality
  until you rebalance
  0
  d6
  Spin
  Ruin Strike
  Decapitating Strike (r)
  Intimidating Feint
  Attack Focus
  Defensive Focus
  Power Bash
  Skull Ringer
  Block
  Brace For It (r)
  1 + target takes
  -2 atk die size penalty
  next rd.
  d8
  d6
  Distracting Blow
    +1 atk die size on all 
  until you rebalance
  1 + move
  d4
  d10/
  Str
  Set Shield
  
  Requires one-handed weapon.
  Strength 6, Quickness 6, Charisma 6.
     Zeppelin Deck King
     Zeppelin Deck King
  Str
  d8
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Acrobatic Charge
    Grand Combat Style
  d6
  d8
  Deck Tumble
  Raise the Spirits
  Str
  d10
  1 + move
  3 targets
  1 + move, climb
  Spin
  d8
  d12/
  d12/
  d12
  Qck
  Swashbuckler’s Assault (r)
  0
  d4
  Chase Flair
  Bash Back
  d12
  d6
  1 + move target 1 area
  Parry & Riposte
  d12
  d10
  M
  d10
  Double Feint
  Dodge and Feint
  d12
  0
  Panache
  d8
  0
  Next mood roll
   is maximum
  for you or 1 ally
  M
  1 + one troop
  gains 4 spiri
  (only in battle or war)
  0
  1 + allies can use you
  as a free Inspiration
  this round, provided
  they narrate their
  awe of your maneuver
  + 1 atk die size on all 
  attacks next atk maneuver
  Runs Like a Duck
  d6
  d20
  Plume to the Face
  Qck
  Cha
  vs. Rsn
  Can attack all those
  who attack you,
  and only them
  (If target is not moving
  this round, the attack fails.)
  1 + rebalance
  + target rolls base attack
  against ally
  + target gains 2 to 
  negative reputation
  Target must atk you
  next rd or lose all mood
  d4
  d10
  Swinging Slash
  d10
  d6
  Slash
  Move + environmental trick
  2 + Move
  Must be swinging
  on something
  0 + rebalance
  d10/
  d8
  +2 dmg next rd.
  
  Requires no weapon, no shield.
  All are ranged.
  Reason 5, Magic 7.
     BAttlecraft
     BAttlecraft
  d6
  d4
  Coil the Ribbons
  0
  d4
  Cataclysm Rays
  d4
  Strike 
  Defend 
  Grab 
  Throw/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Stone Pincer Grab
  d8/
  d4
   Spell Combat Style
  d12
  d6
  Stone Pincer Hurl (r)
  d10
  d6
  Stone Pincer Slash
  Smash Wards
  d12
  d6
  Re-cast
  Compound Cataclysm
  0
  d4
  As Fulminate plus
  add d4/d2 attacks
  1+ Grabbed
  2 + move grabbed
  tgt 1 area
  +3 die sizes and +1 area
  to Ribbons attack
  0
  d6
  Ribbons of Hessek
  d4/
  d2
  d4
  0
  d4
  Gather Stone
  0
  d2
  Gather Magic
  Wards
  Improved Arcane Wards
  d6
  d6
  +2 magic defense die size
  until you re-cast
  1 + move 1 area
  0
  d4
  Fulminate
  +1 dmg nxt rd. all attacks
  +2 physical defense die size
  and +1 magic defense die size
  until you re-cast
  M
  M
  M
  
  Requires no weapon, no shield.
  All are ranged.
  Reason 8, Magic 8.
     Death Lore
     Death Lore
  0
  d4
  Pillar of Ash
  d4
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Masque of Ash
  d12
   Spell Combat Style
  d6
  d6
  Sign of Dust
  d4
  d6
  Sign of Ash
  Void
  d20
  d4
  Target cannot sufer characteristic
  damage until you re-cast
  3 targets
  1 + unsteady
  Masque of Silence
  0
  d4
  Target ignores next 
  point of magic damage
  3 targets
  2
  0
  d4
  Open the Gate
  of Ash and Dust
  d6
  d4
  Sign of the Void
  Sign of Silence
  0
  d6
  Add re-cast to
  next atk
  Dustform
  0
  d12
  Move through cracks, 
  pour through holes
  (1 minute/day)
  M
  Rapture of Ash
  d4
  0
  +2 die size next attack
  Rapture of Silence
  d6
  0
  M
  d10
  d2
  Death Spell (r)
  5 targets
  Death
  +1 to all your 
  defense die sizes until 
  you rebalance
  3 targets
  1 Heart
  
  Requires no weapon, no shield.
  All are ranged.
  Charisma 5, Reason 5, Magic 6.
     Dramba
     Dramba
  0
  d4
  Curse Doll
  d8
  d4
  Brick Dust Circle
  d4
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Corn Dust Shower
  0
   Spell Combat Style
  d6
  d6
  Burn Doll
  d8
  d6
  Pin to Head
  Anoint Doll
  0
  d2
  Use caster’s magic die as
  bonus die for 1 roll next rd
  Burn Doll (4)
  0
  d4
  Remove one magic, disease,
  poison or similar efect
  1/season per target
  You ignore next two
  body damage
  1 + 1 Cha
  -1 Mood
  0
  d6
  Pin to Heart
  d6
  d4
  0
  d2
  Dedicate Doll
  0
  d2
  Dedicate Doll
  Charm Trance
  Salve Doll
  d6
  d6
  +2 to any characteristic
  harmed in this combat
  0
  d4
  Bless Doll
  +1 Mood
  d10
  d6
  Hex Eye
  Cloud Eye
  d8
  d4
  Target cannot target you next round
  d4
  d2
  Body Switch (r)
  1 + recast
  +3 magic defense die size
  until you leave the area
  +2 dmg + rebalance
  next pin atk
  Switch bodies with tgt
  (next rd only)
  Rebalance actions only
  1/season per target
  M
  M
  M
  
  Requires sickle, no shield.
  All are ranged except Sickle Slash.
  Reason 6, Magic 7.
     Druidic
     Druidic
  d4
  d6
  0
  d2
  Harvest Cant
  Heat Skin
  d4 
  d4 
  Sickle Slash
  d4
  d4
  d8
  d4
  Sun Glare (r)
  1 to 3 adjacent tgts
  d8
  d2
  0
  d6
  Distant Cut
  d4
  Strike 
  Defend 
  Grab 
  Throw/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Sun’s Blessing
  0
  d4
  d4
  d4
  Gale of Fire
  Burn Mistletoe
  M
  Fertility
  Sacrifce
  +3 magic atk die size
  next rd.
  d6
   Spell Combat Style
  +1 to ally’s
  atk die size
  d8
  d6
  M
  Birth (r)
  d8/
  Rep
  d6
  Smolder
  Sun’s Gift (r)
  0
  d4
  All allies roll your
  mgc die as bonus
  atk die
    Sickle Reap (r)
  d6
  d4
  2
  Ranged
  -2 to atk die size
  Up to 10 enemies
  in your area
  +1 dmg next rd
  1 + 1 Cha
  Unsteady
  Stalk Spider erupts from 
  target’s skin:
  Spider, d4/d4, 1 dmg
  Ranged
  M
  
  Requires no weapon, no shield.
  All are ranged.
  Charisma 7, Magic 7.
     Hearts
     Hearts
  d10
  d6
  0
  d6
  d12
  d4 
  Hearten
  d4
  d4
  d8
  d4
  Two Hearts Beast as One
  Target two creatures:
  when one is hit, the other takes
  an identical wound
  (lasts until you re-cast)
  d6
  d2
  Doubt Crisis
  d4
  Strike 
  Defend 
  Grab 
  Throw/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Sympathy
  Awaken Heart
  M
  Hate
  Sufering and Despair
  1 + cannot use mood 
  or inspiration next rd.
  d6
   Spell Combat Style
  d8
  d6
  Anger
  d8
  d6
  Awaken Fear
  Awaken Shame
  d6
  d6
  -1 Mood
  Reconsider
  d6
  d4
  Target cannot
  attack the same tgt
  next rd.
  Target two allies; when
  one is hit, the other can
  take the body wound instead
  (lasts until you re-cast)
  Tgt rolls heart penalty die
  on 1 roll of caster’s choice
  next rd
  Target must
  attack next rd
  Unsteady
  -1 Mood to 5 targets
  +1 Mood to ally
  
  Requires no weapon, no shield.
  All are ranged.
  Reason 8, Magic 8.
     Highcraft
     Highcraft
  d10
  d4
  Coil the Ribbons
  0
  d4
  Sparking Orb
  d4
  Strike 
  Defend 
  Grab 
  Throw/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Stone Pincer Grab
  d10/d10/
  d10
   Spell Combat Style
  d20
  d6
  Stone Pincer Hurl (r)
  d20
  d6
  Stone Pincer Slash
  Smash Wards
  d12
  d6
  Re-cast
  Enter Orb
  0
  d4
  Add move, climb, +1 physical
  defense die size, +2
  magic defense die size,
  and triple the damage of
  Explode Orb
  until you re-cast
  1+ Grabbed
  2 + move grabbed
  tgt 1 area
  +3 die sizes, +1 damage,
  and +1 area
  to next Ribbons attack
  0
  d6
  Ribbons of Hessek
  d12/
  d8
  d4
  0
  d4
  Gather Stone
  0
  d2
  Sculpt Orb
  Wards
  Improved Arcane Wards
  d6
  d6
  +2 magic defense die size
  until you re-cast
  1 + move target 1 area
  d10
  d4
  Explode Orb (r)
  5 targets
  1 + -1 atk and def
   die size next rd
  +2 physical defense die size
  and +1 magic defense die size
  until you re-cast
  M
  M
  M
  M
  M
  
  Requires no weapon, no shield.
  All attack spells are ranged.
  Reason 7, Magic 6.
     Incandescence
     Incandescence
  +2 physical defense
  die size until you
  rebalance
  Wall of Fire
  d10
  d2
  d12/
  d10/
  d8
  d6
  0
  d4
  Lightning Bolt
  Forked Bolts
  Incandecesnt Implement
  0
  d2
  d8
  d2
  Fire Weapon
  1 + recast
  d8
  d4
  d8
  d4
  d12
  d4
  Storm Cage
  d6/
  Rep
  Strike 
  Defend 
  Grab 
  Throw/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Lightning Cage
  d10
  d4
  d12/
  d8
  d4
  1 to any who
  cross wall
  Orb of
  Incandescence
  Brilliant Wards
  Recharge implement
  (use it a 2nd time this battle)
  M
  M
  Lightning Bolt Storm
  d10
   Spell Combat Style
  Radiant Spear
  Encloses up to 1 area
  2 + unsteady to any
  exiting
  d10
  d4
  Wave of Fire
  d10
  d4
  5 adjacent targets
  Tundering Spear
  Ally’s weapon does
  +1 dmg next rd
  1 + rebalance
  As Lightning Cage plus
  and 1/round to those inside
  
  Requires no weapon, no shield.
  All are ranged.
  Magic 7.
     Language of Stars
     Language of Stars
  0
  d4
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Star’s Blessing
   Spell Combat Style
  All of ally’s lower characteristics
  are equal to her magic characteristic
  next round
  (1/day per target)
  0
  d2
  Prophecy
  d10
  d6
  Divination
  Invoke the Stars
  0
  d4
  d10
  d2
  Star’s Doom
  Learn one secret
  (1/season per target)
  One of target’s higher characteristics
  is replaced by his magic characteristic
  next round
  (1/day per target)
  0
  d2
  Grant Vision
  +2 die size to you
  or an ally’s perception check
  Predict enemy’s action next rd.
  If true, +1 Mood to all allies
  
  Requires no weapon, no shield.
  All are ranged.
  Reason 8, Magic 8.
     Maelstrom
     Maelstrom
  Debris Cloud
  d4
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  0
   Spell Combat Style
  0
  d4
  Summon Storm
  d6
  d4
  Hailstorm
  Absorb Storm
  0
  d4
  Lightning and Soul Hail
  d10
  d4
  4 Targets
  (Each attack does
   1 body dmg)
  3 targets
  +2 physical and
  +1 magical
  defense die size
  until you recast
  d20
  d4
  Tunderbolt
  Maelstrom
  d12
  d12
  10 Targets in same area
  2 + Move
  Eldritch Squall
  d4
  d6
  10 targets in same area
  Unsteady
  M
  0
  d2
  Intensify
  +1 damage until you re-cast
  Next atk roll = your magic score
  d10
  Rebalance
  
  Requires no weapon, no shield.
  Spells in the left fang (Inconstant Moon,
      Lunacy, etc.) are ranged. Right fang
      spells/maneuvers are melee.
  Quickness 6, Magic 8.
     Weremagic
     Weremagic
  0
  d4
  Eclipse
  d4
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc.
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Gibbous Swell
  d4
   Spell Combat Style
  0
  d6
  Inconstant Moon
  d6
  d6
  Lunacy
  Claw
  d8
  d8
  Attack roll = magic score
  next rd.
  Move
  Bite
  d10
  d6
  2
  Tgt attacks his
  ally next rd
  with basic attack 
  Blinded (-4 atk
  and def. die size)
  0
  d4
  Leap
  Move, Climb
  0
  d4
  Transform
  Shred
  d10
  d10
  1 + armor is
  3 points lower
  until you rebalance
  Corrupting Light
  0
  d6
  +2 damage next atk 
  M
  Wane
  d4
  d4
  1 + 1 Str + 1 Qck
  Tainted Frenzy
  d6
  d10
  d10/
  d10
  
  Swipe
  Claw
  Circle
        Move
  +1 atk next rd
  d8
  0
  Claw/Claw/Bite
  0
  d4
  d4
  d6
  d4
  d4
  d4/
  d2/
  d6
  d6
  Claw Frenzy
  Pounce
  d4/
  d2
  d4
  Pack Assault
  d6
  d4
  Bite
  1 + disarm
  d4
  d4
  Forepaw Rush
  Both move 1 area together
  1+ Increase atk die size
   by 1 per pack member
       to a max. of d12
  0
  d4
  d6
  d4
  Corner
  Can’t move next rd
  d2
  d4
  Tackle and Rake
  1 + Grabbed + Increase 
  atk die size by 1 per pack
  member to a max. of d12
  Claw/Claw/Bite
  Claw/Claw/Bite
  Claw/Claw/Bite
  Combat Style
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Scheme
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  
  0
  d4
  Wind Up
  When hitting smaller targets,  giant weapons
  do neither extra damage against weaker armor
  nor lower damage against stronger armor.
  Requires giant size.
  Target can’t enter your area
  d8
  d2
  Stiﬀ Arm
  Grabbed
  d8
  d2
  Grab
  d2
  d2
  Slam
  1 + unsteady
  d8
  d2
  Kick
  2
  Move
  d2
  d4
  Stomp
  3
  d4
  d4
  Two-hand Overhead
             Smash (r)
  1 + move 1 area
  d6
  d4
  Bat (r)
  Atk all targets in area
  d2
  d2
  Sweep (r)
  3 + Move
  d2/
  d2
  d2
  Clobber Walk
  +2 atk die size next atk
  0
  d4
  Flex
  Strike
  Defend
  Grab
  Throw/Shoot
  Trick/Misc. Action
  Str/d2
  0/Qck
    Str/d2
  Qck/0
  0/d4
  Giant
  Giant
  Giant
  Combat Style
  
  Align with the Ear
  d4
  0
  Shoot the Mouth
  d8
  d4
  Align with the Mouth
  Whiplash
  0
  d4
  Cha. 
  Vs. Rsn
  d4
  Sickening Undulation
  d6
  d6
  d6
  d6
  Drill the Ear
  1 + grabbed
  Tentacles/Spellstalks
  Tentacles/Spellstalks
  Combat Style
  Strike 
  Defend 
  Grab 
  Trow/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Move, climb + unsteady
  10 targets
  d6
  d6
  Suck Tissue
  1 + 1 reason 
  + grabbed
  + learn secret
  d12
  d6
  Fibrous Invasion to Brainstem
  d8 &
  d8 vs. Rsn
  d4
  Exploratory Growth
  1 + d8 vs. Rsn or
  act as tentacles’ puppet, 
  attacking ally
  1 + grabbed
  
  Decay/Drop Body Part
  Shamble
  Twitch
  d2
  0
  0
  d6
  d2
  Hunger
  Lunge
  0
  d4
  d8
  d2
  Swing
  d4
  d4
  Explode Half Body
  3 dmg + 2 mood to all in area
  (2/animation)
  d12
  d2
  Str
  d2
  Death’s Embrace
  Grabbed
  Undead
  Undead
  Combat Style
  Strike 
  Defend 
  Grab 
  Trow/Shoot 
  Trick/Misc. 
  Str/d2 
  0/Qck 
    Str/d2 
  Qck/0 
  0/d4 
  Drink/Feed/Gnaw/Chew
  Str/
  Str
  d2
  0 + heart penalty die on
  all rolls next round;
  10 targets
  d10
  vs. Rsn
        Move
  +2 dmg next rd
  1 Str + Grabbed
  (target must be grabbed)
  +1 body to undead
  
SOURCE: textdata/thevault/Spellbound Kingdoms/Spellbound Kingdoms Corebook.pdf