TEXT:                                                       
  Prologue Edition
  Written By:
  Mark Chase (mchase@cdc.net)
  Japanese Translations By:
  Dave Wolf and Mark Chase
  Original Maps Provided By:
  Fiona Clark and Dave Wolf
  Home Base
  http://www.meta-earth.com/lodoss
  Lodoss War is copyright Group-SNE/Kadokawa Shoten Publishing Co., Ltd.   All rights reserved.
  Fuzion
   and AnimechaniX
   are a trademarks of R.Talsorian and Hero Games.  All rights reserved.
  
  hat is Fuzion?
  Fuzion is a unified set of role-playing rules
  combining the best of the Hero System
  (Champions) 
  and 
  Interlock 
  (Cyberpunk,
  Mekton Z).  Not only can Fuzion be adapted to
  cover nearly every time, place, or setting, but it also
  has the ability to utilize existing Hero and
  Interlock rules and materials; if it is marketed as
  Fuzion Capable, it can be used as part of the Fuzion
  system.
  Hero Games and R.Talsorian Games, Inc.,
  jointly developed Fuzion.  Many existing games
  systems use Fuzion, including Champions: The
  New Millennium, Usagi Yojimbo, Bubblegum
  Crisis the RPG, VOTOMS, Mekton, and many more.
  Fuzion uses a unique Plug-In system that allows for
  easy addition and removal of rules.  For instance, to
  add Martial Arts to your campaign, you need only turn
  to a Martial Arts plug-in. To add Magic, Psionics, or
  Superpowers, these too may be easily plugged-in to
  the core rules (Total Fuzion).
  here Can I Get Fuzion?
  The basic Fuzion rules (for character
  generation, combat, game mechanics, and
  basic plug-ins) can be found in any Fuzion product
  produced by R.Talsorian Games, Hero Games, or
  Gold Rush Games.  However, as it is, these
  companies were kind enough to provide an on-line
  version of their core rules system.  To obtain this file,
  please visit the following URL on the Internet
  (provided the site does not move, of course):
  http://www.sabram.com/rtalsoriangames/site/fuzion
  hat is Atomik Fuzion?
  Atomik Fuzion is collection of Fuzionable
  materials developed by Mark Chase,
  primarily plug-ins for Mekton and other Fuzion RPG
  gameworlds.  These plug-ins include the fantasy
  gameworld, Lodoss War, as well as generic plug-ins
  for psionics, magic, sci-fi, and alien characters.
  laying Fuzion
  You have this Atomik Fuzion plug-in game,
  so how do you play Fuzion?  First, you must
  get a set of Total Fuzion rules.  As mentioned, the
  rules to create characters and play the game can be
  found in any Fuzion Capable RPG book or at the web
  site listed earlier.  If you are having trouble finding a
  Fuzion game book, visit your local gaming store and
  ask about the R.Talsorian Games or Heroes Games
  product line.  I recommend Champions: The New
  Millennium or Bubblegum Crisis for a good source.
  In late 1998 or 1999, R.Talsorian will be coming out
  with a Fuzion version of Cyberpunk and Mekton,
  which I would highly recommend.
  reating a Fuzion Character
  To create a character for any Fuzion game,
  you must have a Fuzion rulebook (see
  above).  Most any Fuzion rulebook should do.
  The first step is to develop your character's
  lifepath (see step one Fuzion character creation
  rules).  I would recommend the lifepath chart show in
  Bubblegum Crisis (or Cyberpunk or Mekton, when
  they come out), or the on-line rules which you can
  download off the web.  There are other lifepath
  systems, some made by fans, and these are
  acceptable at the GM's discretion.
  The Origins Path for Champions is relevant
  only for superhero characters.  If you are playing a
  superhero, Origins is a good way to flesh out his or
  her past.  If not, you may ignore Origins all together.
  Primary Characteristics as listed in Atomik
  Fuzion Plug-Ins are INT, WILL, PRE, TECH, REF,
  DEX, CON, STR, BOD, and MOVE.  This is the same
  as it is for Bubblegum Crisis and Champions. PSI
  and MAGE may be added for Psionic or Magic plug-
  ins.  Derived characteristics are calculated as normal.
  tomik Magick
  The Atomik Magick plug-in is
  essential for Lodoss War RPG.
  Atomik Magick is a Fuzion plug-in for
  adding magic systems and fantastical
  spells to conceivably any Fuzion Powered game.  
  Atomik Magick should be considered an
  independent magic plug-in.  It is not compatible with
  other magic plug-ins that may be developed by
  licensed publishers or individuals, and so it is
  advisable to only use one type of magic plug-in for
  your campaign.
  You may obtain Atomik Magick at the
  following URL:
  http://www.meta-earth.com/fuzion/atomik.html
  Or you may email Mark Chase at the address listed
  on the cover page.
  The Magic systems and spells presented in
  Lodoss War RPG use the rules as described in
  Atomik Magick.  Unless you wish to play Lodoss War
  without magic, you must obtain Atomik Magick, or
  devise your own system to play by.
  W
  W
  W
  P
  C
  A
  
  n the Age of Eternity
  Record of Lodoss War is an epic fantasy anime
  series (Japanese Animation), chronicling the
  adventures of a party of heroes. Based loosely on the
  American RPG D&D™, a Japanese RPG called
  "Lodoss War" came to life, developed by Ryo Mizuno
  and Group SNE, and became modestly popular.  It
  consisted mainly of three books, Lodoss War
  Companion I, II, and III. Shortly following, a novel
  series and manga series (comic book) came out,
  based on the RPG campaign of Group SNE. Finally,
  these stories were adapted into a 13 part animation
  series title "The Record of Lodoss War" (or
  "Lodoss Island War Record", in its literal translation).
  There are four CD music soundtracks available,
  volumes 1, 2, and 3, and the original music score for
  the radio broadcast, all extremely beautiful and very
  well done.
  The original animation series is based on the
  novels but much has been changed. The first eight
  episodes cover the first novel.  The last episodes
  cover volumes six and seven of the novel series.
  Many side adventures were cut out from the anime
  series allowing it to follow the main story thread.
  There is also another anime series, called the
  Legend of Crystania, which takes place in the
  mystical land of Crystania, located on the southern
  continent 
  Danarn. 
  Legend 
  of 
  Crystania 
  is
  considerably different from Record of Lodoss War, as
  it takes place 300 years in the future.  A new Lodoss
  War TV series is currently being created and will air
  in Japan starting in the summer of 1998.  At the
  current writing of the Prologue Edition, I have no
  information on the new series.
  odoss War, the RPG
  This Lodoss War RPG is based on the new
  Fuzion RPG system, jointly developed by
  R.Talsorian Games and Heroes Games. Why
  Fuzion? Fuzion is a new dynamic RPG system used
  in dozens of anime RPG, including Bubblegum Crisis,
  Usagi Yojimbo, VOTOMS, Dragonball Z, and Mekton
  (the anime mecha RPG). It is only logical for Lodoss
  War, yet another anime series, to utilize the Fuzion
  mechanics system (also known as AnimechaniX).
  Furthermore, the Fuzion core rules are Free, yes
  free, you need not buy anything, just download the
  web-book (html or .pdf), from the Fuzion Labs
  Website. Also, please visit my Atomik Fuzion Website
  and download the Atomik Magick plug-in, you will
  need it (all Addresses give on previous page).
  This is technically Lodoss War RPG
  Prologue Edition.  Why Prologue Edition? Because
  this is not the final version.  The original Lodoss War
  RPG from Japan is currently undergoing translation.
  Once complete, the Epic Edition will be released,
  stuffed with verified original Lodoss War material
  from the original RPG itself!
  Secondly, a new Lodoss War TV series is
  currently showing in Japan.  When I have the details
  on this series (fan sub, a script, anything) I will
  release the Eternal Edition of this RPG.  Do not
  expect this release until early 1999.
  odoss Where?
  Where can you get Record of Lodoss War?
  Why, from US Manga Corps, of course. You
  can order it from them by mail or phone, or direct
  over the web from their Web Catalog.
  http://www.centralparkmedia.com/usmanga/uslibrary15.htm
  he Name Game
  Originally, the names of people and places in
  Record of Lodoss War were purposefully
  chosen to be Westernized, that is, the name Lodoss
  itself is not a native Japanese word, rather, it was
  chosen to give the feel of a fantastical setting.  Such
  people and place names (Lodoss, Valis, Parn,
  Deedlit) were written in syllabic katakana script
  (Lodoss, for instance, is really Rodosu in its romaji
  form).  This has caused problems in translation.
  Many fan subtitled version of the series and many
  translation scripts contain different spellings for
  people and places.  Even the original RPG maps that
  had Roman characters were often in conflict with
  each other.  Therefore, this should be kept in mind
  while reading this text and watching subtitled
  versions of the show.
  I have attempted to keep the names people
  and locations as consist as possible with the
  American release of Lodoss War by US Manga
  Corps. 
  This 
  differs 
  somewhat 
  from 
  fan
  interpretations, and the direct romaji spelling.  Below
  is a table listing some of the more important places,
  including the romaji, typical, and alternative spellings.
  This typical spell is used throughout this text.  Romaji
  is the direct translation from katakana, and alternative
  is the most popular fan version of the name.
  Typical
  Romaji
  Alternative
  Lodoss
  Rodosu
  (none)
  Valis
  Vuarisu
  Vallis
  Alan
  Alan
  Allan
  Flaim
  Fureimu
  Flame
  Roid
  Roidu
  Lloyd
  Alecrast
  Arekurasuto
  Arraycrust
  Bramd
  Buramudo
  Buramudo
  Mycen
  Maisen
  Maisen
  I
  L
  L
  T
  
  The History of Lodoss
  he Age of Gods was closing.  Eternity
  had come to an end. The heavens shook as
  the armies of Falis, the supreme God of Light,
  clashed with those of Falaris, the supreme God of
  Darkness. In the seemingly endless battle, the earth
  wept and the oceans trembled in fear.
  The final battle between the survivors, Marfa,
  the Mother-Goddess of Creation, and Kardis, the
  malevolent Goddess of Destruction, echoed to the
  ends of the earth.
  At the climax of their fierce battle, a continent
  separated, creating a land on which both the
  goddesses of light and darkness perished like a
  flame and flickered away.
  Several thousand years later, the land to the
  south of the continent of Alecrast has become known
  as "Lodoss - The Accursed Island."
  - Narrator, Record of Lodoss War
  bout this Book
  Lodoss War RPG is based primarily on the
  OAV series.  I do not have direct access to the
  manga, the novel series, and only limited information
  on the original Japanese RPG.  Though much the
  background is accurate, where information is lacking
  or unknown, I have speculated on the subject in order
  to fill in the gaps to create a flushed out "World of
  Lodoss".
  If there are topics herein that you feel are
  incorrect, or if you have additional information, please
  email me (mchase@cdc.net).  Thank you.
  n the beginning...
  "In the beginning the Giant Atsuki came.  For
  Atsuki, the Giant of Forceria, life came to an end.
  But from him all life began.  His body formed the land
  and his blood became the seas.  His angry wail
  became the winds and storm.  From his final breath
  came flame that brought the fires of life.
  "When the world had thus formed, the gods
  were born from the remains of Atsuki's body.  From
  his right foot came Myrii, the God of War.  From his
  left foot came Cha Za, the God of Trade.  From his
  head came Rada, God of Wisdom.  From his body
  came Marfa, Mother-Goddess of Creation.  The
  wicked god of Darkness, Falaris came from his right
  hand, and from his left came Falis, the Supreme God
  of Light."           - Lady of Pharis, Lodoss War Manga
  Many thousand of years passed as the
  people and creatures of Forceria prospered and
  worshiped their gods.  Yet, in time, the gods began to
  war amongst themselves.  Gods of Light and Gods of
  Darkness fought to control the world of Forceria. In
  the great war that spanned a thousand years the
  gods of Light and Dark were destroyed, and many
  hundred lesser deities perished in the furious battle.
  In the final climatic battle, Kardis Goddess of
  Destruction, and Marfa Goddess of Creation,
  destroyed each other in mutual annihilation. With her
  dying breath Kardis cursed the land with her fury.
  Marfa, the last of her power burning away, separated
  the cursed land into the island of Lodoss, thus
  protecting the rest of the Forceria.  Marfa's spirit
  came to rest upon the island to protect it from the
  curse of the evil Goddess Kardis.  The dark remnant
  soul of Kardis died upon the broken land of Marmo.
  Many thousand years later the spirits of the departed
  goddesses still watch over these lands which they
  once fought over in life. Even in death the two
  goddesses greatly influence the fate of both lands.
  After the great battle between the gods of
  Light and Dark, the many neutral gods and goddess,
  who held no loyalty to Light or Dark, escaped to a far
  away land where they discarded their bodies and
  reincarnated into numerous wild beasts-including the
  lion, snake, bear and fox. They isolate their land of
  Crystania from the rest of Forceria by the creation of
  the Rampart of the Gods. None have entered
  Crystania; those who try, never return.
  ge of Chaos
  In the two thousand years after the climatic
  battle between the last great goddesses, the
  land Lodoss was disordered and chaotic.  Kingdoms
  and empires would rise and fall.  Sorcerers and
  monsters from the dark island of Marmo would
  invade the lands of Lodoss, destroying villages and
  pillaging cities.
  ge of Magic
  Eight hundred years before the Age of
  Enlightenment, there arose in Lodoss a
  greater kingdom the likes of which have never been
  see again.  Kastuul, the Kingdom of Sorcery, a
  mighty empire that united all of Lodoss but reigned
  with an iron fist.  For hundreds of years Kastuul
  dominated the lands.  Great progress was made in
  magic and the kings and queens became like unto
  gods in their power.
  In the end, the barons and kings of Kastuul
  began warring among themselves, each vying for
  greater power.  Eventually, as the terrible war waged
  on, the Kingdom of Sorcery collapsed.
  Before all was lost, the last rulers secured
  the five great magical treasures to prevent them
  T
  A
  I
  A
  A
  
  falling into the wrong hands.  Each of the five Ancient
  Dragons would guard one treasure, insuring its
  absolute safety.   To Bramd was given the Mirror of
  Truth.  To Eibra was given the Crystal of Souls.  To
  Mycen was given the Staff of Life.  To Narse was
  given the Ferroniere of Knowledge.  Finally, it was
  the mighty Shooting Star who was charged with the
  most powerful of all magical items, the Scepter of
  Domination, the single relic which could control all the
  magic in Lodoss, command the Ancient Dragons, and
  even master the gods.
  Only one great sorcerer survived the fall of
  Kastuul.  The witch, Karla, was able to transfer her
  mind and soul into a circlet.  Through her circlet she
  is able to control anyone who wears it.  By this
  mechanism, Karla is able to transcend the physical
  limits of flesh and become immortal.  She still lives
  on, half a millennium after the Fall, believing herself
  to be the singular guardian of Lodoss.
  ge of Enlightenment
  For five hundred years, a new Dark Age
  consumed the land. 
  Five Ancient Dragons
  had survived the Fall of Kastuul -- two dragons of
  light and three of darkness.  The Dragons of
  Darkness (Shooting Star, Eibra, and Narse) took to
  hoarding away vast and powerful magical treasures.
  The Dragons of Light (Bramd and Mycen) helped to
  rebuild Lodoss and bring the people out of darkness.
  Mycen, the Golden Dragon, helped build the
  Kingdom of Moss.  Bramd, the Ice Dragon, lives in
  the Ice Caves of the Northern Mountains near Tarba,
  and is frequently visited by the holy priests of Marfa.
  Only in recent times have the greater
  kingdoms of Lodoss come to be.  Valis, the Holy
  Kingdom of Light, founded by King Fahn.  Alan, a
  kingdom where peace and learning are prized above
  all, is ruled by King Kadomos VII; Kannon, another
  peace loving nation, was founded in the south of
  Lodoss, dangerously close to Marmo; in the south-
  western region of Lodoss is the Kingdom of Moss,
  ruled by Prince Jester, the Dragon Knights, and the
  Ancient Dragon Mycen.  Finally, off the southeastern
  cost of Lodoss, rests the dark island of Marmo, where
  chaos and monsters rule.
  irst Age of Heroes
  It 
  seemed 
  a 
  grand 
  Golden 
  Age 
  was
  approaching.  The lands of Lodoss were
  united; great progress was being made in science,
  art, and magic.  Peace reigned and the people
  prospered.
  But then came a great darkness unto the
  bleak and pestilent island of Marmo where the dead
  soul of Kardis rests in eternal decay.  A Demon King
  arose from the shattering insanity of the dead
  goddess, and brought all of Marmo under his
  tyrannical grasp.  The Demon King's eyes turned to
  the northern island-content of Lodoss, and his armies
  of darkness marched forth to bring the enchanting
  realm under his total domination.
  The Demon King had to be stopped, yet no
  army of peace-loving Lodoss could stand in his way.
  Six heroes rose up to face the dreadful Demon King,
  and went forth bravely to face him and his horrid
  followers.
  King Fahn of Valis, the great knight Lord
  Beld, Neese, priestess of Marfa, the wise wizard
  Wort, the king of the dwarves, Frepe, and the sixth --
  a sorceress whose true name was never told...
  Indeed she was Karla, waging her eternal war to
  keep the balance of Lodoss in check.
  These six heroes ventured across Lodoss,
  freeing cities, and driving back the Demon's army.
  Finally, in the final confrontation, Lord Beld slew the
  terrible Demon King with his sword, but in so doing
  was bathed in the Demon's blood.  Beld's soul was
  forever darkened by the Demon's power and he was
  corrupted to evil.
  The surviving heroes became legends.  King
  Fahn returned to Valis and there ruled for thirty more
  years.  Belt took control of Marmo, and ruled as the
  Dark Emperor.  Neese founded the Temple of Marfa,
  and is advised and protected by the Ice Dragon
  Bramd.  The Sage Wort now recluses himself in his
  own castle, immersed in the study of magic.  And the
  Nameless Sorceress, Karla, vanished for the next
  thirty years.
  ar of Heroes
  In the thirty year time after the fall of the
  Demon King of Marmo, the lands of Lodoss
  were at peace once more.  But Beld had other
  ambitions.  Beyond his small island of Marmo, the
  island-continent of Lodoss awaited.  He marched
  forth with his terrible armies of soldiers, dark elves,
  kobolds, goblins, and ogres to bring Lodoss under his
  control.  And leading his monstrous army was Lord
  Ashram, the Dark Knight.
  Karla, the Grey Witch, would not sit idly by.
  The Balance of Lodoss had once more been tipped,
  and all was in jeopardy.  She set out to play both
  sides of the war, pretending to be allied to Beld, yet
  working within her own agenda.  She helped guide a
  band of young adventurers, six new heroes, to the
  final battle with Beld's army.
  King Fahn, hearing of Beld's invasion, sent
  his own armies to face off with the Dark Emperor of
  Marmo.  Time and again, their armies clash, but the
  war quickly became a stalemate.  Knowing there was
  but one way determine the victor in such a battle, the
  two heroes of old marched out to face off in single
  combat.  Enemies, who were once friends and
  comrades at arms, now battled to the death for
  Lodoss.
  A
  FF
  W
  
  The elder Fahn was no match for Beld, and
  the good king died from a fatal head wound from the
  great sword Soul Crusher.  Even as the evil Beld
  stood victorious, Karla watched from above.  To her,
  Lodoss belonged to no one, and so with a magical
  spear she impaled Beld, killing him instantly.  With a
  mighty spell, she swept Beld's army of monsters
  away.  The War of Heroes was over, and a new age
  had begun.
  econd Age of Heroes
  With 
  Beld 
  dead, 
  Lord 
  Ashram 
  became
  commander of the armies of Marmo.  Ashram
  took the Demon Sword Soul Crusher from his dead
  emperor's hand and returned to Marmo to claim the
  throne.  But first he had to master the Demon Sword,
  else its dark power would master him.  Through his
  great will and the strength of his stone cold heart, the
  Demon Sword bent to his will, and Ashram became
  the master of Demon within, thus ruling Marmo.
  But ambitions were high on Marmo.  The evil
  wizard Wagnard, a dark priest of Kardis, had plans to
  resurrect the ancient goddess in the belief that she
  would grant him immortality.  To perform the rites to
  resurrect her, he would have to have the Scepter of
  Domination and the magical blood of a High Elf.  To
  get the Scepter, he would need to defeat Shooting
  Star.  Only an army could slay such a dragon, and
  Ashram commanded such an army.
  Tricking his master, Wagnard convinced
  Ashram that if he had the Scepter, he could control
  all of Lodoss.  Ashram and his army set out to claim
  the Scepter, with Wagnard's priests not far behind.
  Meanwhile, agents of Wagnard moved out to
  find and capture a High Elf.  The most prominent and
  easy to find High Elf was Deedlit, a hero in the war
  against Beld.  The agents (lead by the dark elf
  Pirotess), failed to capture her, as Parn, Orson, and
  Shiris came to her aid.  Wagnard punished the
  returning dark elf with a hellish death, but Pirotess
  escaped her fate by joining Ashram on his quest for
  the Scepter.
  King Kashue lead a combined Valis/Flaim
  army to Fire Dragon Mountain where Shooting Star
  layed waiting, for recently the Ancient Dragon had
  been terrorizing the villages of Flaim.  Unknown to
  him, Ashram's army was also approching Fire Dragon
  Mountain with a different goal in mind.
  While Shooting Star took leave of his
  volcanic abode to attack Kashue's army, Ashram's
  party 
  snuck 
  inside 
  to 
  claim 
  the 
  Scepter.
  Unbeknownst to Ashram, Kashue's party had also
  managed to get inside the volcano, armed with
  enchanted Dragonslayer Lances of Myrii.  Sensing
  that the Scepter had been stolen, Shooting Star
  screamed back to his home, furious with rage.
  The two opposing parties clashed inside the
  volcano and a battle ensued.  The battle was short,
  however, as Shooting Star thunders back into his
  home. But Scepter in hand, Ashram commands the
  beast to yield, and by its magic Shooting Star could
  not oppose.
  Shooting Star, knowing he could not directly
  attack the holder of the Scepter, creative decided to
  cause a cave-in to kill Ashram, smashing his tail and
  wings on the ceiling and walls.  Pirotess pushed
  Ashram out of harms way, but in so doing slipped
  over the edge of a cliff.  Ashram, desperate to save
  the only thing he ever loved, dropped the Scepter to
  rescue her.  Taking advantage of the situation, one of
  Wagnard's followers grabbed the artifact and
  teleported away.
  Now free of the Scepter's control, Shooting
  Star prepared to annihilate the intruders.  Furious
  with Ashram, he pours out his rage in fiery dragon
  breath.  Pirotess, loyal to Ashram to the last,
  sacrifices herself to save him by jumping in front of
  the blast.  She dies in Ashram's arms, proclaiming
  her love to him.
  Dragonslayer Lances in hand, Parn, Orson,
  and Kashue charged Shooting Star and inflicted
  mortal wounds to him.  The dragon died, lashing
  furiously about, causing the entire volcano to
  collapse.  Parn, Kashue and the others fled, but
  Ashram remained, clutching his dead love in his
  arms, embracing death to join her.
  Parn, Kashue, Deedlit, and Orson returned to
  Castle Akrohd in Flaim after their triumphant victory
  against Shooting Star.  But their victory was short
  lived for Wagnard was still on the move.  This time
  the evil wizard appeared to personally capture
  Deedlit.  Parn was helpless to stop the sorcerer from
  taking her, and watched as the maniacal conjurer
  teleported away with her.  He is desperate to get her
  back, and starts off on a new quest with his friends to
  find her.  As a gift, Princess Fianna gives Parn the
  mighty Holy Sword of Falis, the enchanted blade that
  had once belonged to King Fahn.
  Ashram awaked at the base of the ruined
  volcano, alive and well, and wondering how he
  survived.  It was Karla who saved him from the bury,
  fiery death in the volcano of Fire Dragon Mountain.
  Now forever changed by the death and sacrifice of
  Pirotess, 
  Ashram 
  swears 
  vengeance 
  on 
  all.
  Vengeance against Wagnard and vengeance against
  Parn whom he blames for the death of Pirotess.  Yet,
  unknown to Ashram, Karla had also resurrected
  Pirotess, and they will one day meet again in
  accordance to her plans...
  Parn and the others battled their way into the
  dark temple on Marmo.  From the north, the Golden
  Dragon Mycen approached to assist, but the evil
  Narse intercepted Mycen, and the two Ancient
  Dragons locked in mortal combat over the Temple.
  Ashram also managed to sneek into the
  Temple, and was the first to face off with Wagnard.
  S
  
  As Wagnard's priests began the resurrection of
  Kardis, 
  and 
  Deedlit's 
  life-force 
  drained 
  away,
  Wagnard and Ashram enter combat.  Ashram was no
  match for Wagnard, his power ever-growing from the
  dark energies of the awakening Goddess of
  Destruction.
  Finally, Parn arrives at Temple Chamber of
  Kardis, only to be confronted by both Ashram and
  Wagnard.  Together, the two warriors are able to
  push Wagnard back and into a pit of seething dark
  energy.  Thinking Wagnard dead, Ashram turned to
  face Parn.  Parn, desperate to stop the resurrection
  of Kardis and save Deedlit, beseeched Ashram to
  yield and help him save the high elf and all of Lodoss.
  Ashram, no longer carrying for anything but
  vengeance, simply attacked Parn.
  As Ashram and Parn battle, time was running
  out.  Wagnard suddenly reappeared, his life and body
  immortalized by Kardis's power.  Wagnard blasted
  Ashram with a wave of energy, knocking him out,
  then turned to finish off Parn.  But as the insane
  sorcerer prepares to kill the valiant hero, the Dark
  Knight of Marmo impaled Wagnard with his powerful
  Demon Sword.  As Wagnard's shattered soul died
  and flickers away, he unleashed the last of his death-
  energy into Ashram, killing him.
  With both Wagnard and Ashram finally dead,
  Parn rushed to save Deedlit.  But an impenetrable
  energy field surrounded the altar of Kardis.  The Holy
  Sword of Falis in one hand and the Demon Sword
  Soul Crusher in the other, energy of light and
  darkness seethed around his body.  Bravely, he leapt
  into the air, screaming in desperation to slay the
  coming Goddess of Destruction.  Crashing down
  upon the barrier, the crackling energy of the two
  opposing swords annihilated the energy field.  The
  great spells of the unholy resurrection are shattered.
  Parn rescued Deedlit from her fate, and the dark
  goddess returned to her eternal slumber.
  All was well once more, in the enchanted
  land of Lodoss.   But nothing lasts forever...
  ge of Valor
  This is currant age after the destruction of the
  evil Wagnard.  Parn, Deedlit, and the others
  have returned to Valis as heroes.  Lodoss has been
  saved, and all the lands are free again.  But evil still
  plagues the land.  The water dragon Eibra still waits
  off the coast of Raiden, guarding his Crystal of Souls
  on Blue Dragon Island.  Many other treasures remain
  scattered across Lodoss.  The treasure of Narse,
  remains untouched.  The once prosperous land of
  Kannon lies in smoldering ruin, still occupied by a
  standing Marmo army which, according to Valis
  spies, is once more on the move.
  And, somewhere, the Grey Witch Karla plans
  her next game of pawns and kings...
  rystania and Beyond
  Love never dies, no matter how dark that love
  might be.  Karla, her plans for the future still
  undaunted, once more resurrected Ashram (some
  say he didn't actually die, but was only wounded, and
  recovered after the battle).  Ashram now found
  himself in the wilderness of Lodoss, his memories a
  clouded dream.
  Finally, he makes it to a village where
  Pirotess remains in hiding.  Pirotess, also resurrected
  by Karla, is now reunited with her lost love.  Ashram's
  memories return, and he and Pirotess decide to exile
  themselves from Lodoss to find a new land to explore
  and conquer.  They return briefly to Marmo to collect
  the forces loyal to them, and escape to the south in a
  small fleet of ships.
  After weeks of travel, their supplies and food
  exhausted, Ashram and his fleet come to a new land,
  called Cyrstania.  Off the cost of Cyrstania, Ashram
  calls out to the gods.  One of the gods of Crystania,
  Barbas, responds that if Ashram surrenders his body,
  he will let his crew come safely into Crystania.
  Ashram agrees, knowing Pirotess and his crew will
  die if he does not.  And so, Barbas takes Ashram and
  allows Pirotess and the crew entrance.
  Three hundred years passed.  Pirotess, a
  long-lived dark elf, is still alive (and has changed her
  name to Chera).  In the land of Crystania, Ashram
  sits upon a thrown, forever sleeping by Barbas's
  enchantment.  As Ashram sleeps, Chera (Pirotess)
  waits for him to awaken.  In truth, the evil god Barbas
  has expelled Ashram's soul from his body and into
  the Ring of Chaos.  By this means, Barbas is able to
  resurrect himself into Ashram's body, and is able rule
  Crystania with an iron fist.  Chera manages to steel
  the Ring of Chaos and flee, awaiting a time to save
  her lover from the clutches of the evil god.
  Meanwhile, in Danarn, chaos brews.  Danarn
  is part of the same continent as Crystania, but
  separated by a great wall (the Rampart of the Gods).
  Danarn is a chaotic land full of rebellions and wars.
  After the death of the King of Danarn, the Prime
  Minister makes a move for power, creating a new civil
  war.  Raydon, nephew of the King, is forced to flee
  with his friends when his parents are killed by
  soldiers loyal to the Prime Minister.  With him are
  Narsel the wizard, Adelisia, a Priestess of Rada,
  Orville, 
  a 
  mercenary 
  warrior, 
  and 
  Lifan, 
  an
  elementalist. They make it to the mythical land of
  Crystania and are allowed entrance.  In Crystania,
  they meet up Chera and were-tiger Volks.  Chera
  explains that Barbas has taken control, and has
  enslaved Crystania.  Raydon, Chera, and the others
  fight to free the land from the dark god's control.
  As Barbas control's Ashram's body, they
  cannot simply kill him.  They must expel Barbas's
  soul and use the Ring of Chaos to restore Ashram's
  soul to his body.
  A
  C
  
  Heroes of Lodoss
  eroes Never Die
  Through the ages, heroes rise and fall --
  valiant knights, wise magicians, and holy
  priests.  So long as wars are to be fought and new
  evils to be vanquished heroes will always be there
  battling for the side of light and virtue. Indeed, any
  man can be a soldier.  But no matter how brave or
  strong, it takes a special heart to be a hero.
  What then is a hero?  A hero is not motivated
  by promises of fame or fortune, or even self-
  righteousness (many a knight erroneously believe
  this latter be the embodiment of the chivalric code).
  A true hero is one who selflessly gives of himself for
  the good of all mankind.  A priest of light who heals
  the sick and comforts the dying, asking nothing in
  return, is a true hero.  A good wizard who uses his
  magic to spare a town from drought or famine, and
  blesses them with prosperity.  And yes, even a
  warrior, who fights for the weak, and stands for all he
  believes through the darkest perils which may unfold
  upon his quest.
  Many knights and soldiers fancy themselves
  heroes, and though their cause may be good, and
  their intention righteous and just, very few are true
  heroes.  Every age has its heroes, and they are the
  ones who come to shape their world and defeat the
  evils and dark powers who would destroy all that is
  good. These are the ones who think not of
  themselves but of the world and people they love.
  These are the ones to whom the greatest virtue of all
  is Justice.
  Note on Stats
  Characteristics 
  were 
  converted 
  by
  computation from the stats listed in the original
  Lodoss War RPG (STrength, ENdurance, AGility,
  INtelligence, LUck, Physical Beauty).  Not all
  characters had stats listed, only the main characters.
  The system used to convert is given below:
  INT = 1/2 IN
  WILL = 1/4 (IN + EN)
  PRE = 1/2 (PB)
  TECH = 1/4 (IN + LU)
  REF = Divide  1/2 (LU + AG) between REF and DEX
  DEX = Divide  1/2 (LU + AG) between REF and DEX
  CON = 1/2 EN
  STR = 1/2 ST
  BODY = 1/4 (EN + ST)
  MOVE = 1/6 (AG + EN + ST)
  MAGE = simply assigned
  Parn
  Original - ST:13 EN:10  AG:10 IN:9  LU:16  PB:13
  Fuzion - INT 4, WILL 5, PRE 6, TECH 6, REF 7, DEX 6,
  CON 5, STR 6, BODY 6, MOVE 5
  Parn is the son of Tessius, a valiant Holy
  Knight once in the service of King Fahn.  Tessius was
  dishonored and striped of his title, and sent to fight on
  the frontlines of a war against Marmo.  There he died,
  and his name was forever remembered with
  dishonor.  Parn seeks to restore honor to his name
  and wears his father's old armor with pride.
  Headstrong and impulsive, Parn's careless
  bravery often got him into trouble, but his luck, wits,
  and gradually improving experience allow him to
  eventually become the greatest hero in Lodoss,
  knighted a Holy Knight of Valis, and finally the title
  "Knight of Lodoss".
  From the beginning, both Wort and Karla are
  aware of Parn's destiny, though neither can see what
  will come of the war between Lodoss and Marmo.
  Parn is currently on a quest to find Woodchuck.
  Deedlit
  Original - ST:12 EN:9 AG:15 IN:12 LU:13 PB:13
  Fuzion - INT 6, WILL 5, PRE 6, TECH 6, REF 8, DEX 6,
  CON 4, STR 6, BODY 5, MOVE 6, MAGE 6
  Deedlit is a High Elf, over a hundred years
  old.  She values all life, but will not hesitate to kill
  those who threaten her friends.  Like all elves, Deedlit
  is a powerful elementalist, and is one of the few High
  Elves to associate with humans.  Her interest in
  humans began simply out of curiosity, but quickly
  grew to admiration as she fell in love with Parn.
  Slayn
  Original - ST:7  EN:10 AG:12 IN:16 LU:14  PB:14
  Fuzion - INT 8, WILL 7, PRE 7, TECH 6, REF 7, DEX 6,
  CON 5, STR 4, BODY 4, MOVE 5, MAGE 7
  Slayn attended the various schools of magic
  in Alan and became a powerful wizard of high
  reputation.  His power of magic are, however,
  insignificant to the ancient mages of Kastuul.  Many
  of the books he possesses are copies or actual texts
  from that age.  He is old friends with the dwarf warrior
  Ghim and left his studies to help him on his quest to
  free Leylia from Karla's grip.  Slayn's talents saved
  his friends on numerous occasions, and though most
  of his spells are strictly defensive, when he gets into
  a magical slugfest he often comes out on top.  Slayn
  currently lives in Castle Roid in Valis where he acts
  as a sage and advisor.  He has a number of students,
  all of great magical potential, including the hotshot
  mage Cecil.  Slayn is currently engaged to Leylia.
  H
  
  Ghim
  Original - ST:19 EN:12 AG:11 IN:10  LU:12  PB:10
  Fuzion - INT 5, WILL 5, PRE 5, TECH 5, REF 6, DEX 6,
  CON 6, STR 9, BODY 7, MOVE 6
  Ghim is a stout dwarven warrior, strong,
  brave, and wields a mean battle axe.  Ghim's quest
  was to find Leylia, a priestess of Marfa whom he had
  deep feelings for (Leylia had been possessed by the
  Grey Witch Karla).  He eventually succeeds in
  rescuing Leylia, but dies in his battle against Karla.
  Etoh
  Original - ST:11 EN:6 AG:13 IN:14 LU:13 PB:17
  Fuzion - INT 7, WILL 5, PRE 8, TECH 7, REF 6, DEX 7,
  CON 4, STR 5, BODY 4, MOVE 5, MAGE 4
  Etoh is a young priest of Falis, and follows
  the ways of light and truth.  He is skilled in many
  priestly 
  spells, 
  including 
  healing, 
  blessings,
  protection, and warding spells.  Though a priest, Etoh
  is not opposed to combat and is quite proficient in the
  usage of his small, but deadly, mace.  Etoh joins
  Parn and his friends on their many quests to both
  explore the world and help them to defeat the forces
  of evil. Currently, Etoh is chief advisor for the Royal
  Family of Valis.  It is believe he will marry Princess
  Fianna, but nothing is as yet official.
  Orson
  Original - ST:14 EN:11 AG:15 IN:7 LU:12  PB:14
  Fuzion - INT 3, WILL 5, PRE 6, TECH 5, REF 7, DEX 7,
  CON 5, STR 8, BODY 6, MOVE 6
  Orson is a mercenary cursed with a demon-
  spirit called "Hyuri", which inflicts him with a
  berserker's rage.  Unlike many berserkers, however,
  Orson has limited controlled over his Hyuri spirit.  It
  does not attack or injure his friends, and will in fact go
  into a berserker rage only when his friends
  (especially Shiris) are threatened.  Still, those who
  know of berserkers fear him, as it is said that where
  ever a berserker goes only death remains.
  Shiris
  Original - ST:15 EN:9 AG:16 IN:10 LU:14 PB:15
  Fuzion - INT 5, WILL 5, PRE 7, TECH 6, REF 8, DEX 7,
  CON 4, STR 6, BODY 5, MOVE 7
  Orson's companion, Shiris is a hotheaded
  mercenary, but is driven by more than promise of
  war-fortune; she is also a true hero at heart and
  eventually she and Orson join Parn and the other
  heroes on their quest to save Lodoss from
  destruction.  Though she is Orson's close friend, they
  are not lovers.  She is attracted to Parn, but knows
  he is destined for Deedlit.
  Woodchuck
  Original - ST:7  EN:8 AG:17  IN:12  LU:13  PB:6
  Fuzion - INT 6, WILL 5, PRE 3 , TECH 6, REF 7, DEX 8,
  CON 5, STR 4, BODY 4, MOVE 5
  Woodchuck is a gambler and thief, but his
  intentions are certainly not evil.  As scoundrels go,
  Wood is the best of them, and can never pass up a
  good treasure or gullible sucker.  He cheats when he
  gambles and he cheats when he fights, but he's a
  thief with his own code of honor, and he never
  betrays a friend.  After he joins up with Parn and
  others Wood becomes a valuable asset, and both his
  sense of humor and skill as a fighter come in handy
  during the course of their adventure.  However,
  Wood's fate is sealed.  When Karla is vanquished
  from Leylia's body the Grey Witch possesses him.  At
  present, Wood remains her host, though Karla is no
  doubt in the process of searching for another, more
  appropriate body to use for her vessel.
  King Kashue Arnargue
  King Kashue is the mercenary king of Flaim,
  and is suspected to be the missing Third Prince of
  Kannon.  Ten years ago, the mighty Kashue
  assembled an army and united the warring nations of
  the northern desert.  With both sword and deed, he
  brought the desert kingdoms together, and created
  the powerful nation of Flaim.  Flaim and Valis are
  close allies and Kashue was a close friend of King
  Fahn.  These two allied nations join together in the
  war against Marmo.  When King Fahn died, Kashue
  became the acting regent of Valis until such time as
  Fianna was old enough to be properly coronated as
  Queen.
  King Fahn
  The elder King Fahn has been the sovereign
  ruler Valis for over fifty years.  He founded the Holy
  Kingdom of Valis in accordance to the laws of Falis
  and the path of light.  When Lodoss was first
  threatened by the Demon King, Fahn and his band of
  heroes set out destroy the demon, and became
  legends.  Already, however, Fahn was a legend in his
  time. Fahn wields the Holy Sword of Falis,
  diametrically opposed to the Demon Sword Soul
  Crusher.  King Fahn was killed by Emperor Beld in
  the Battle of Heroes.  Fahn has no male heirs, so his
  daughter Fianna is to become the Queen of Valis.
  Until she becomes old enough, however, the
  rulership of Valis is temporarily in the hands of the
  Kashue, King of Flaim.
  
  Villains of Lodoss
  vil Never Fades Away
  Where there is good, there is always evil.  The
  Light and the Dark are equal, and neither can
  exist without the other.  To this end, evil exists as an
  aspect of the natural order of the universe.  But evil is
  selfish and self-destructive, and rarely runs out of
  control to threaten the balance between Light and
  Dark.  It is those individuals who server neither good
  nor evil, light nor dark, who threaten to unleash the
  terrible destructive forces of chaos.  And in some
  resides such darkness and evil that the scales of
  history can topple and come crashing down in a furry
  of war and bloodshed.
  These are movers and shakers of history.
  The men and women who throw the world into chaos
  in their relentless climb to power and selfish ambition.
  Some are not truly evil, others are as dark as the
  hellish-goddess Kardis herself...
  Beld
  Before his corruption to Darkness, Beld was
  a noble knight who fought at King Fahn's side to
  destroy the Demon King of Marmo.  It was Beld
  himself who slew the mighty Demon King, but he paid
  a terrible price.  He and his mighty sword were
  bathed in the blood of the dying Demon, and the last
  remnants of its soul possessed him and turned him to
  evil.  The sword became enchanted with the Demon's
  power and was thereafter know as the Demon Sword
  Soul Crusher.  He who wields the Sword rules
  Marmo, but the Demon rules the wielder!
  After 
  the 
  First 
  Age 
  of 
  Heroes, 
  Beld
  conquered Marmo and became know as the Dark
  Emperor.  He formed a great army of monsters, dark
  elves, and violent men of war.  And like the Demon
  King before him, Beld set out to bring all of Lodoss
  under his control.
  His conquering army seemed unstoppable.
  Fortress after fortress fell.  City after city was sacked
  and burned.  But in the climatic final battle between
  the joint forces of Valis and Flaim against Beld's dark
  army of Marmo, King Fahn stepped out to challenge
  his old friend to single combat.  Knowing this was the
  decisive moment that would decide the fate of
  Lodoss forever, Beld accepted and killed King Fahn.
  Triumphant, Beld prepared to proclaim his
  victory.  But other forces were already at work.
  Before he could even turn around, a lightening-laced
  spear of terrible magical force crackled out of the
  blackening sky and impaled him through the heart.
  The Dark Emperor died, his soul shattered and
  destroyed.  War of Heroes was over.
  But who had thrown the spear?  Only one
  whose power rivaled the gods, and to whom the
  balance of history was a game of kings and pawn...
  Ashram
  Original - ST:17  EN:14 AG:13 IN:10 LU:19  PB:10
  Fuzion - INT 6, WILL 6, PRE 8 , TECH 5, REF 8, DEX 8,
  CON 7, STR 8, BODY 7, MOVE 7
  Ashram was the commanding general of
  Beld's dark army of monsters, dark elves, and
  warriors.  Known as the Black Knight, Ashram's skill
  as a warrior was unmatched.  No man could equal
  him in combat.  As a general, his tactics were
  flawless, and it was by Ashram's leadership that
  Beld's army was so successful.
  But Ashram was not truly evil, not as Beld or
  Wagnard.  Indeed, Ashram was driven by selfish
  ambition, ambition that led to his downfall, but
  Ashram held no desire to destroy Lodoss, nor
  slaughter innocence.  Though his heart was cold as
  ice, there was one small candle burning in his heart
  that would one day thaw his graven soul.
  Pirotess, a beautiful dark elf warrior, swore
  her undying loyalty to Ashram.  Though neither could
  open admit it, there was a bond of love slowly
  forming between them.  Sadly, Ashram remained a
  cold and callus leader, else his men would think him
  weak.  And as a subordinate, Pirotess could not
  proclaim her love to him.  The two stayed close
  through the wars and battles across Lodoss, guard
  each other's back in combat.  Only in then end, when
  Pirotess lie dying in Ashram's arms, did they truly
  realize their love for one another.
  After Beld was slain in the War of Heroes,
  Ashram took the Demon Sword and returned to
  Marmo to lay claim to the island.  Ashram was able to
  master the Demon, and so the Demon did not control
  him.  But his ambitious drive overcame him when the
  evil Wagnard tempted him into partaking in the quest
  for the Scepter of Domination.  It was on this quest
  when Pirotess meet her fate and was killed by the
  Fire Dragon Shooting Star.  Ashram himself would
  have died, but Karla, the Grey Witch, rescued him.
  His destiny was not yet fulfilled.  Wagnard's evil plans
  had to be stopped, and Ashram, together with Parn,
  were the only ones who could stop him.
  Indeed, 
  Ashram 
  and 
  Parn 
  destroyed
  Wagnard before he was able to resurrect Kardis, but
  Ashram took a fatal wound in combat and lay dying in
  the collapsing Temple of Kardis.  And yet, Karla still
  had plans for Ashram's future.  Rescued from the grip
  of death again, Ashram discovered Pirotess is still
  alive.  Together, the two set off for a new land to call
  home.  But that is another tale...
  E
  
  Pirotess
  Original - ST:11 EN:11 AG:18 IN:16  LU:13  PB:13
  Fuzion - INT 8, WILL 7, PRE 7, TECH 6, REF 7, DEX 7,
  CON 5, STR 5, BODY 5, MOVE 7, MAGE 6
  Pirotess is a powerful dark elf, her shamanic
  magic as great as that of the High Elf Deedlit.  A
  warrior in the Army of Marmo, her loyalty is to
  Ashram.  The two are locked in a tragic love affair,
  which only leads to destruction and death, but, in
  then end, is resurrected by the powers of fate.
  Pirotess died fighting the Fire Dragon
  Shooting Star while trying to save Ashram.  Though
  Ashram believed she was dead, and departed on a
  battle of vengeance, she was actually resurrected by
  Karla.  Pirotess and Ashram eventually meet up
  again and this time they follow their hearts.  The two
  depart from Lodoss with a small convoy of ships and
  followers, searching for a new land to make their
  own.  Eventually, they come to the land of Crystania,
  and embark on a new voyage of adventure and war.
  Wagnard
  Original - ST:5 EN:6 AG:11 IN:17 LU:10 PB:8
  Fuzion - INT 9, WILL 8, PRE 5, TECH 7, REF 5, DEX 6,
  CON 5, STR 3, BODY 4, MOVE 4, MAGE 10
  Wagnard is the High Priest of Kardis and a
  devout follower of Falaris.   It is his ultimate goal to
  resurrect Kardis, whose dead soul sleeps under the
  island of Marmo.  Wagnard believed that if he
  succeeded and was able to control the goddess with
  the all-powerful Scepter of Domination, Kardis would
  grant him immortality.  As with all insane sorcerers
  bent on resurrecting a dark god to gain immortality,
  he couldn't be more mistaken.
  Wagnard's plans are eventually foiled when
  Ashram and Parn face off with him in the heart of the
  Temple of Kardis, thus stopping the resurrection of
  the Goddess of Destruction.
  Wagnard's slightly pointed ears suggest that
  he may in fact be a half-elf, with a dark elf some
  where in his ancestry, but this is never made clear.
  Karla
  Karla, the Grey Witch, has lived for well over
  five hundred years.  She was a powerful sorcerer in
  the Kingdom of Kastuul, and is its sole survivor.  Her
  body has long since died, but she lives on, her soul
  enchanted upon a magical circlet.  Whoever wears
  the circlet immediately comes under Karla's power
  and she lives though that body.
  Karla truly believes that only through chaos
  can the balance between Light and Dark be
  maintained.  She believes that if either side becomes
  too powerful Lodoss will be destroyed, just as Kastuul
  was destroyed.  When Light and peace become the
  dominant force in Lodoss, Karla creates war.  When
  Darkness and evil become to powerful, she helps
  create peace.  And so the cycle continues, with
  endless battles between good and evil, war and
  peace, driven by the mad whims of the ancient
  Sorceress of Kastuul.  Though she truly believes she
  is protecting Lodoss, and that what she is doing is
  good and right, few share her belief, and she is
  considered to be a threat to the unification Lodoss.
  Since the fall of Kastuul, Karla has influenced
  the development of Lodoss, starting wars and ending
  wars as the centuries passed, using kings, heroes,
  and armies as pawns in the never-ending game of
  fate. Thirty years ago, Karla surfaced to personally
  take part in a war to destroy the evil Demon King of
  Marmo.  The Demon King was such a powerful threat
  to Lodoss that Karla could not leave his fate in the
  hands of mere mortals.  She joined a band of heroes
  (Fahn, Beld, Wort, Neese, and Frepe) on their quest
  to destroy the Demon King.  She would not tell them
  her name, for if they knew she was in fact Karla, they
  would have tried to destroy her.  Only the powerful
  wizard Wort recognized her as Karla, by the circlet
  upon her head, but he did not tell the others.  Wort
  knew why she had come, and knew that her
  presence would be invaluable in destroying the
  Demon King.
  After the Demon King was destroyed, the
  balance of power in Lodoss remained stable for thirty
  years.  When the next threat emerged from Lodoss,
  Beld's army and Wagnard's plans to resurrect Kardis,
  Karla was there to guide her kings and pawns to
  stopping them, and bring stability back to the balance
  between Light and Dark.
  Karla still lives on, moving from body to body,
  waiting, watching, and guarding.  If the balance
  between Light and Dark ever tips again she will be
  there to guide a new band of heroes to play her
  games of destiny, fate, and war.
  
  Non-Player Characters
  hrough the People...
  Through the people the spirit of Lodoss lives.
  It is the people who build, the people who
  protect, and the people who live in the enchanted
  lands of Lodoss.  And it is the people who give their
  lives to protect their homes and the lands of Lodoss
  from darkness and evil.
  Though kings, emperors, and heroes pave
  the way into the future, the people are not to be
  forgotten.  Some are great and mighty, others are
  passing villagers who merely stumble across the
  destinies of heroes and kings.
  Below are a few of the people in Lodoss.
  Some are heroes of legend, such as Wort and
  Neese, but have retired to more ordinary affairs.
  Others, such as Jester, are rulers of other lands, but
  have had little dealings with the greater affairs of
  Lodoss.
  Several NPC characters from the original
  Lodoss War RPG (by Group-SNE) have been
  converted to Fuzion and are also included.
  Cecil (original RPG NPC)
  Original - ST:7 EN:18 AG:9 IN:15 LU:10 PB:11
  Fuzion - INT 8, WILL 8, PRE 6, TECH 6, REF 5, DEX 5,
  CON 9, STR 5, BODY 6, MOVE 6, MAGE 7
  Cecil is a human sorcerer of some note.  He
  studies magic under the watchful guidance of Slayn,
  in Valis.  As familiar as Cecil is with magic, he is still
  hot headed and ready to fight.  He will always rise to
  a challenge if another mage thinks he's better then
  him (thus, he makes a good rival sorcerer for a PC).
  Cecil, though male, has a strikingly feminine
  appearance, and becomes enraged whenever he is
  mistaken for a woman.  He wears a wizardry robe
  and carries a cobra-hooded staff.
  Mal (original RPG NPC)
  Original - ST:10 EN:12 AG:17 IN:8 LU:15 PB:15
  Fuzion - INT 4, WILL 5, PRE 7, TECH 6, REF 8, DEX 8,
  CON 6, STR 5, BODY 6, MOVE 6
  Mal is an adventuresome halfling and left and
  idol existence in search of adventure and excitement.
  He makes an interesting NPC for any party, and is
  more than willing to join up for quests which seem
  daring and noble (though he wants little to do with
  fool-hearted quest). Mal loves to sing, and like many
  halflings is an excellent bard with a knack for weaving
  new tales and tunes on the spare of the moment.  He
  always has a song to cheer up the party even under
  the most dire of circumstances.  He uses a short
  swords, but to him the short sword is a two-handed
  weapon!
  Mal’s goal is to complete a quest that will
  enable him to gain a high position in the Grasurasona
  community. He has come to Lodoss to gain
  experience as a swordsman and a thief.  He may
  look like a child but he is a quick and very skilled.
  Fuoso (original RPG NPC)
  Original - ST:11 EN:11 AG:18 IN:10 LU:14 PB:16
  Fuzion - INT 5, WILL 6, PRE 8, TECH 6, REF 7, DEX 9,
  CON 6, STR 6, BODY 5, MOVE 7
  Fuoso is an extraordinary Ranger, a Scout of
  Raiden.  He goes by the nicknamed "Scout", but also
  has a more infamous alias of "Shadow" which he
  operates by.   His favorite quote is "the object in life is
  to succeed".  Shadow is known for being a handsome
  fellow, and could easily be used as a romantic rival or
  interest.  His sidekick and partner is Deso.
  Fuosu was once a prominent figure in the
  Thieves' Guild of Raiden, but betrayed several of his
  associates.  In revenge, the Guild murdered his
  parents and tried to kill him as well.  He fled and thus
  changed his name to Shadow.
  After the war ended, Fuosu, along with
  Marsh and Deso, meet up with Parn and Deedlit in a
  fight against a renegade desert tribe in Flaim.
  Deso (original RPG NPC)
  Original - ST:10 EN:12 AG:15 IN:11 LU:11 PB:7
  Fuzion - INT 6, WILL 6, PRE 4, TECH 6, REF 6, DEX 7,
  CON 6, STR 5, BODY 5, MOVE 6
  Deso is Shadow's partner (above), and
  accompanies him on many adventures and quests.
  He is a short fellow, and somewhat lacking in looks
  and is very unlucky.  In a fight, however, Deso can
  more than match the biggest foe.  He has a good, dry
  sense of humor, which can offer a welcome relief on
  long journeys.  His preferred weapon is a short
  sword.
  Shayari (original RPG NPC)
  Original - ST:16 EN:12 AG:11 IN:14 LU:15 PB:16
  Fuzion - INT 7, WILL 6, PRE 8, TECH 7, REF 7, DEX 6,
  CON 6, STR 8, BODY 7, MOVE 6
  Shayari (or Sherry?) is a valiant priestess of
  Myrii, God of War.   She tries to uphold the Seven
  Virtues, and fights to bring justice and peace to the
  lands of Lodoss.  Shayari is a large, though beautiful
  woman, whose bulk is iron tough muscle.  She wears
  chainmail armor and a heavy breastplate, and wields
  a mean war hammer.  She is often eager to join an
  adventuresome party, and makes a good NPC.
  T
  
  Naldeia (original RPG NPC)
  Original - ST:12 EN:13 AG:15 IN:13 LU:10 PB:15
  Fuzion - INT 7, WILL 7, PRE 7, TECH 5, REF 6, DEX 7,
  CON 7, STR 6, BODY 6, MOVE 7
  Naldeia was once a member of a nomadic
  desert tribe in Flaim.  She has since left her tribe (or
  was possible expelled) and is in search of her
  purpose in life.  She wanders alone and strives to
  become totally self-sufficient, not wanting to rely on
  anyone.  She is incredibly independent and anti-
  social, but could make an interesting NPC.  She uses
  her family scimitar with unprecedented skill.
  Marsh (original RPG NPC)
  Original - ST:18 EN:15 AG:11 IN:11 LU:13 PB:8
  Fuzion - INT 5, WILL 6, PRE 4, TECH 6, REF 6, DEX 6,
  CON 8, STR 9, BODY 8, MOVE 7
  Marsh is a heft warrior from Flaim who fought
  in the war against Marmo.  He's be around, and has a
  substantial reputation, both good and bad. He will
  usually get along with everyone, but after a while will
  begin to quarrel.  Marsh's favorite weapon is the
  battle axe.
  Wort
  Wort was once a great hero, one of the Six
  Heroes who fought against the Demon King.  Now he
  had reclused himself to a castle high in the
  mountains south of the Deserts of Fire and Storm.
  He is still and extremely powerful wizard, some say
  his power is second only to Karla.  He takes no active
  part in the affairs of Lodoss, but keeps a watchful eye
  on Karla now that he knows she is still meddling with
  the balance of history.
  Captain Jebra
  Captain 
  Jebra 
  was 
  a 
  typical 
  military
  commander.  He was captain of the Alanian fortress
  Myse, a garrison outpost protecting the costal
  territories of Alania.  A brave and fair soldier, Jebra
  had a strong sense of justice and believes in strict
  discipline for the men under his command.  His
  soldiers act as both garrison and police for the areas
  under their protection, fighting off monsters, invaders,
  and raiders alike.  Captain Jebra was killed defending
  his fortress when the armies of Marmo invaded.  He
  was killed in single combat against Ashram.  Despite
  Jebra's skill as a warrior, he was no match for the
  Dark Knight.
  Prince Jester
  Prince Jester is the leader of the Kingdom of
  Moss.  He is the personal commander of the Dragon
  Knights, who ride upon the Wyvern Dragons that
  inhabit the land of Moss.  Jester also has a psychic
  connection with the Ancient Dragon Mycen, the
  Golden Dragon who protects Moss.  Jester opposed
  the invasion of Marmo, and allied himself with the
  armies of Flaim and Valis.  His Dragon Knights
  became a valued addition to the allied armies of Valis
  and Flaim in the war against Marmo.  Prince Jester
  still resides in his capital city, Dragon Breath, where
  he rules as a good and wise king.
  Neese
  Neese was one of the Six Heroes who
  defeated the evil Demon King of Marmo.  She is the
  High Priestess of Marfa, the mother-goddess of
  Creation, and so being is powerfully gifted with
  healing and blessing spells.  She could do little,
  however, when her daughter Leylia was captured by
  Karla.  Neese founded and maintains the majestic
  Temple of Mafra, located near the town of Tarba, just
  north of Zaxon.
  Leylia
  Leylia is the daughter of Neese, and also a
  priestess of Marfa.  Seven years ago, she was
  possessed by Karla and disappeared.  Ghim, who
  had deep feelings for her, managed to free her from
  Karla's grasp, but in so doing, was killed.  Leylia has
  now found comfort and companionship with Slayn,
  and both reside in the Castle of Valis, in Roid.
  Mayor Filmore
  A steadfast mayor and townsman, Mayor
  Filmore is typical of most good-intended commoners.
  He is the Mayor of Zaxon, the city where Parn and
  Etoh grew up.  Zaxon has been plagued by goblin
  attacks several times in the past, and Filmore has
  been forced to making several crucial decisions.
  Recently, Zaxon has been free from such attacks and
  is now just another peaceful town on the outskirts of
  Alania.
  
  Races of Lodoss
  aces for Characters
  There are three major races on Lodoss --
  Humans, 
  elves, 
  and 
  dwarves. 
   
  Most
  characters will be human, though dark elves or half-
  elves should not be too uncommon.  High elves are
  rare, due to the high OP cost of playing one.  Other
  races, such as goblins, kobolds, ogres, and so forth,
  are inappropriate for Player Characters.
  When you design your character, you must
  decide his or her race.  By default, this is Human, and
  if you play a human you should still specify his
  nationality (Alan, Valis, Flaim, etc.).  Other races
  require you to spend Option Points.  Some of these
  are quite steep, especially high elf, so many
  Complications may need to be taken to counter-
  balance the cost (many high elves have Jealousy,
  Impulsiveness, Stubborn, and even, in some cases, a
  Bad Reputation among other high elves!).
  All 
  races 
  have 
  certain 
  Characteristic
  modifiers, 
  Talents, 
  special 
  Powers, 
  and
  Complications.  Talents and Complications are as
  listed in the core Fuzion rules.  Most of the Powers
  are found in Champions.  Do not worry if you do not
  have access to this book.  These Power are self-
  explanatory, and a GM should have no problem
  working them into his campaign.  These "Powers" are
  innate abilities, and do not require a skill roll to use.
  Humans
  Cost:  0 OP
  Humans are by far the most common race on
  the island of Lodoss.  Humans control and dominate
  the major kingdoms, and fill up all the rolls is society.
  Humans are the default character race for all player
  characters.  Human's themselves, however, are quite
  diverse.  The humans of Alan, Valis, and Kannon are
  fair-skinned with dark to light colored hair.  The
  humans of Flaim are tanner, and adapted to live in
  the harsh desert environment.  Mossians are made
  up of both dark and light skinned individuals.  The
  humans on Marmo are also a mix, many are dark
  skinned though some are also quite pale.
  High Elves
  Cost:  50 OP
  Everyone has heard of the elves.  Yet, few
  people truly know the customs and culture of the
  elves.  Few races have life spans that even compare
  to that of high elves.  They are practically immortal,
  able to live up to 1000 years, or more, and their
  apparent age stops after 25-30 years.
  High elves are a race of magical, immortal
  people whose origins are unknown.  It is believed
  high elves were once the elite warriors or wizards of
  the gods during the primal age when the gods warred
  for dominant of the world of Forceria.
  Elves, with their long life span, dislike getting
  involved with human politics since it is constantly
  changing.  From an elf's point of view, the rising and
  falling of kingdoms and the shaping of human history
  seems just the blink of an eye.  For this reason most
  elves look upon the other races as children who just
  don't get along with each other.
  A typical elven village has about a hundred
  elves, and is very similar to a small human village.  In
  such a village there would be farmers, workers,
  hunters, elders, and several shamans of varying
  power.   Elves live in small wooden homes, most with
  their own gardens or small field.  Elves farm, as well
  as hunt and gather food from the forest.  Villages are
  ruled by the elders.  Important matters are discussed
  in village meetings, and decisions are made by
  voting.  If a decision can't be made then the elders
  decide. Most high elves live in the Forest of No
  Return, and the largest elven village is Talnora.
  There are also a few elven villages in the Glassy
  Woods on the western end of Lodoss.
  Very few high elves associate with humans,
  and only deal with them when necessary.  Even so,
  some high elves do come out into the human world.
  Motivations for this vary, from simple curiosity to
  having been assign a great quest by a village elder.
  A high elf can make a powerful ally in any
  adventurous party.  All elves have MAGE at some
  level.  They use Shamanic Magic as their form of
  spell casting (see the section on Magic).  If they are a
  priest, they can use clerical magic instead.
  Chars: +1 INT, +1 DEX, +1 REF, +1 PRE,
               -1 BODY, -1 STR, -1 CON
  Talents: Animal Empathy, Night Vision
  Powers: Enhanced Perception (+2 all senses, 1 PP),
  Immortal Life-Span (10 PP)
  Complications: Constant Distinctive Features [15]
  (Minor, 6 OP), Constant Intolerance to other races [5]
  (Major, 10 OP).
  Dark Elves
  Cost:  20 OP
  Dark elves, like their high elf relatives, are a
  race of magical, long-lived people.  Their origins are
  also unknown, but if they are anything like the origins
  of the high elves, it is possible dark elves were the
  elite warrior/wizards of the Gods of Darkness.  Unlike
  high elves, dark elves are not immortal, though they
  R
  
  are long lived (twice the average human life span).
  Most dark elves live on Marmo, though some are
  scattered throughout Moss and Kannon, and of
  course dark elves can always be found in Raiden
  (just about anything can be found in Raiden).
  The 
  only 
  physically 
  distinctive 
  feature
  between dark elves and high elves is skin color.
  Dark elves have dark skin (hence, their name),
  whereas high elves have very light colored skin.
  Both high elves and dark elves can have any color of
  hair, from black to silver white.  Despite their
  reputation, not all dark elves are evil.  In actuality,
  most are indifferent, and only fight to survive in the
  hostile land of Marmo.  Even so, dark elves have a
  bad reputation.
  Dark elves form villages much like those of
  the high elves (see above).  Dark elves live in the
  Dark Forest on Marmo, but many also inhabit Salbad.
  More recently, dark elves have begun forming
  villages in the forests of Kannon, and have a strong
  presence in the Marmo occupied city of Shinning Hill.
  Like all elves, dark elves use Shamanic
  Magic.  If they are a priest, they can use clerical
  magic instead.
  Chars: +1 INT, +1 DEX, +1 REF, +1 PRE, -1 BODY
  Talents: Night Vision, Combat Sense +1
  Powers: Enhanced Perception (+2 all senses, 1 PP),
  Extended Life-Span (x2 normal, 2 PP)
  Complications: Constant Distinctive Features [15]
  (Minor, 6 OP), Constant Bad Reputation [5] (Major,
  10 OP).
  Half-Elves
  Cost: 5 OP, or 15 OP for high half-elf
  Half-elves are born of a mating between a
  human and an elf (high elf or dark elf).  As can be
  imagined, high half-elves are extremely rare, as high
  elves rarely associate with humans.  Dark half-elves
  are also rare, though far more common than the
  other type.  The only difference between a dark and
  high half-elf is skin color.  Because of this, darker
  half-elves have a bad reputation.  Lighter skinned
  high half-elves do not have this reputation, so the OP
  cost for them is 15 OP.  The majority of half-elves live
  on Marmo with the other dark elves, but many find
  their way to the Lodoss mainland.  Half-elves find it
  easier to integrate into human society as their ears
  are not nearly as long as that of full elves, and their
  features can be somewhat concealed if necessary.
  Like all elves, half-elves use Shamanic Magic as their
  form of spell casting (see the section on Magic).  If
  they are a priest, they can use clerical magic instead.
  Chars: +1 DEX, +1 REF
  Talents: Night Vision, Longevity
  Powers: Enhanced Perception (+2 all senses, 1 PP)
  Complications: Constant Distinctive Features [10]
  (Minor, 5 OP), Constant Bad Reputation [5] (Major,
  10 OP).
  Dwarves
  Cost:  18 OP
  Dwarves are a people of great strength and
  stamina.  Though shorter and heftier than most
  races, dwarves are not to be underestimated.
  Dwarves are not nearly as common as elves, but are
  far more likely to be found in human society.  The
  dwarven Kingdom of Stone collapsed thirty years ago
  after their leader, Frepe, was killed in the war against
  the Demon King of Marmo.  Ever since, the dwarven
  race has been in a decline.  Some day, the dwarves
  may rebuild their Kingdom of Stone and once more
  ascend to greatness.  Dwarves are renowned for
  their fine craftsmanship, and may find work in cities
  and towns as blacksmiths or craftsmen.  There is
  also a small dwarf run mining company near Raiden,
  which mines the hill for gold and precious stones.
  Because of this, many dwarves can be found in the
  city of Raiden.  Most dwarves do not have magical
  powers, but are skilled fighters and workers.  They
  have the ability to see in heat (infravision) as well as
  light, as they have adapted to living underground.
  Chars: +1 TECH, +1 CON, +2 STR, +1 BOD,
               -1 PRE, -1 REF
  Talents: Direction Sense
  Powers: Infrared Vision (1 PP)
  Complications: Constant Distinctive Features [10]
  (Minor, 5 OP)
  Halflings
  Cost: 6 OP
  Halflings seem to have some relation to
  dwarves, possibly they are a result of dwarf-human
  intermating, thus making them "half-dwarves".  They
  appear fairly human, having the same skin and hair
  color and similar proportions, but are only one meter
  tall and do have slightly pointed ears.
  Halflings are native to Alecrast, and call
  themselves “Grasurasona” which means “faerie
  people of grass” in their native language, for they live
  in the vast grassy plains of that continent.  They are
  uncommon in Lodoss, and usually cross over by ship
  to Raiden where they trade with local merchants.
  Halflings believe Lodoss is cursed and only visit to
  trade or prove themselves as warriors.
  According to their legends, at the end of the
  War of the Gods, Kardis used her power to curse the
  land and split it apart, creating the island of Lodoss.
  Elves, dwarves, and three tribes of the Grasurasona
  heard Kardis scream her curse.  The elf people hide
  from the curse and protected themselves within deep
  forests.  The dwarves sought safety in caves and
  tunnels within the earth.  But the Grasurasona had no
  shelter.  Only one thousands of their kind were to
  escape from Lodoss, the rest perished in flame.
  Thus, to the halflings, Lodoss is cursed.
  If a player wants to be a Halfling he must
  have a very good reason to be on Lodoss.  For
  
  example, Mal (see the section on NPC characters)
  came to Lodoss to gain experience as a swordsman.
  Most halflings are rangers, but they can
  generally take on any character type.  Their preferred
  weapon is the short sword (which they must use as a
  two handed weapon!) or a bow modified to their size
  (-1 DC and half range for a halfling bow).  Halfling
  shamans who can commune with nature (as per
  Commune 
  spell) 
  have 
  a 
  special 
  affinity 
  for
  communicating with insects and plant spirits, and can
  actually ask them for information.  A typical
  conversation might be “Did you see an ugly man,
  about forty years old and with plate armor, come
  stomping through here?”  An insect would say that a
  person came stomping by, but could not recognize
  the facial features (of course, all humans look alike to
  plants and animals).  GM’s should think in advance of
  such conversations.
  Chars: -1 BOD, -2 STR, +1 PRE, +1 DEX, +1 REF
  Talents: Common Sense, Intuition
  Powers: Enhanced Perception (+2 all senses, 1 PP)
  Complications: Constant Distinctive Features [10]
  (Minor, 5 OP).
  Hyuri
  Cost: -12 OP
  Hyuri is not really a race at all, it is a curse.
  A member of any race (human, elf, dwarf, etc.) can
  be cured with a Hyuri Spirit (the Spirit of Fury), and
  so a character can have this "race" in addition to any
  other racial template (you could be a human Hyuri, a
  dark elf Hyuri, a dwarf Hyuri, and so forth). Hyuri is
  basically the raging force of a berserker.  When
  angered, such a berserker can go into an
  unstoppable rage.  Sometimes, a berserker can
  control his rage to some degree (as Orson could), but
  in most cases this is a very difficult thing to do.  Most
  people fear berserkers, so they tend to keep quiet
  about their curse, but some magic users can still
  detect the presence of the Hyuri spirit.
  The items below only take effect when the
  character goes into a berserker rage (when angered,
  threatened, or in combat, roll Will + Concentration vs.
  20 to avoid the Hyuri rage).
  Chars: (only when enraged) -2 INT, -1 PRE, +3 STR,
  +2 BOD
  Talents: (only when enraged) Blind Reaction,
  Combat Sense +2, High Pain Threshold
  Powers: none
  Complications: Berserker [20] (Extreme, 30 OP)
  Goblins
  Cost:  -19 OP, gives you 19 OP!
  Goblins are a race that inhabits Marmo and
  scattered areas of Lodoss. Goblins are reddish-
  brown creatures who inhabit caves and other dark
  and damp places. Most humans, elves, and dwarves,
  however, consider them monsters for all practical
  purposes.  Their sheers numbers are far greater than
  that of any other raced in Lodoss, aside from
  humans.
  Goblins, like kobolds, are earth dwellers and
  live in the darkest regions of the earth, primarily
  caves, deep forests, or ancient tunnels. They are also
  quite sensitive to light, as they are so used to living
  underground.
  The strongest goblin always becomes the
  leader of its group.  Goblins stay in groups of ten to
  twenty, and independent groups do not get along well
  with each other.  Often, it takes the power of a goblin
  shaman or goblin lords bring several groups together.
  Large groups of goblins capture kobolds and
  used them as slaves.  Even larger groups have a mix
  of ogres as well, and but these ogres are not slaves.
  Ogres lack intelligence, and often look to the goblins
  for leadership, joining the larger goblin groups.
  Goblins worship the dark gods Falaris and
  the great goblin heroes of the past.  Buajack, also
  known as "I am as rock", was known to have slain
  many dwarves and is greatly revered.  Another
  goblin, Zak Urub, is also seen as a hero, though he
  was neither a shaman nor a goblin lord, simply an
  exceptional common goblin.  He was able to become
  leader of over a hundred goblin warriors, and showed
  surprising concern for his people.  Zak Urub had
  several human slaves and wore a cloak dyed with elf
  blood.
  Chars: -1 WILL, -1 PRE, +2 STR, +1 BODY
  Talents: High Pain Threshold
  Powers: none
  Complications: Constant Distinctive Features [15]
  (Major, 15 OP), Constant Bad Reputation [10] (Major,
  12 OP).
  Goblins Lords
  Cost: 4 OP
  One out of a hundred goblins are born as a
  Goblin Lord.  A Goblin Lord can command a large
  group of goblins, often fifty to a hundred. Goblin lords
  often rule tribes of goblins, or command goblin
  regiments in the Marmo army.  Goblin Lords are
  much larger than normal goblins, and are in fact
  bigger than most humans.  They are cunning,
  intelligent, and highly skilled fighters; indeed, they are
  creatures to be feared.  Goblin lords carry the same
  social stigma as goblins, and many of the other races
  simply think they are just bigger versions of the
  average goblin.  On Marmo, however, goblin lords
  can find themselves in places of power, and in
  command of military regiments and camps.
  Chars:  +2 STR, +2 BODY, +1 CON
  Talents: High Pain Threshold, Combat Sense +1
  Powers: none
  Complications: Constant Distinctive Features [15]
  (Major, 15 OP), Constant Bad Reputation [10] (Major,
  12 OP).
  
  Kobolds
  Cost: -6 OP
  Kobolds 
  are 
  basically 
  wild, 
  wolf-like
  beastmen who inhabit Marmo and some of the
  forests of Lodoss.  They are semi-bipedal (standing
  and walking on two legs, but run on all four), and look
  very much like wolf-men.  They have dark gray fur,
  tails, digitigrade legs,  and the head of a wolf.  A
  kobold's hands are, however, fairly human-like,
  allowing them to wield weapons.  Kobolds are often
  found wearing armor as well, and are somewhat
  skilled with a sword.  They are not suited for PCs.
  Chars:  -1 INT, -1 WILL, +1 REF, +1 MOVE
  Talents: Acute Smell, Night Vision
  Powers:Discrmntry Smell (1PP), Tracking Sent(2PP)
  Complications: Constant Distinctive Features [15]
  (Major, 15 OP), Constant Bad Reputation [10] (Major,
  12 OP).
  Ogres
  Cost: 7 OP
  Ogres are massive creatures, three times the
  size of a man.  They have rough, dark brown skin,
  small bony horns on their head, and mouth with large
  canine teeth.  They have poor vision with their small
  yellow eyes, but this makes them no less dangerous.
  Ogres are extremely strong, and usually wield large,
  devastating weapons such as axes or battle-scythes.
  Ogres are slow, stupid, and overconfident as to their
  own abilities. They are not suited for PCs.
  Chars:  -2 INT, -1 WILL, +5 STR, +3 BODY, +2 CON
  Talents: High Pain Threshold
  Powers: none
  Complications: Constant Distinctive Features [15]
  (Major, 15 OP), Constant Bad Reputation [10] (Major,
  12 OP), Reduced Eyesight [10] (Minor, 4 OP)
  Giants
  Cost: 40 OP
  In the Central Mountains, south of the
  Deserts of Fire and Storm, are a race of huge
  humanoids who inhabit the foreboding cliffs and
  caves of the impassible mountain ranges.  These
  massive people stand upwards of fifteen feet high,
  and can mass up to a ton.  It is said their skulls are
  so large as to be used as hovels by goblins.  Giants
  have rarely been seen outside the central region of
  their mountainous domain, but travelers making the
  journey through the mountain pass from Addan to
  Novice often speak of seeing giants watching them
  from the mountain peeks far above.  Explorers who
  have ventured into the forbidden mountains have
  returned with tails of a great City of Giants and a
  valley of bones where the giants have buried their
  dead for centuries.  Whether or not these rumors are
  true has yet to be seen.  Giants should not be
  allowed as player characters.
  Chars:  -1 DEX, -1 REF, -1 MOVE, +8 STR, +5
  BODY, +3 CON
  Talents: none
  Powers: none
  Complications: Constant Distinctive Features [15]
  (Major, 15 OP), Constant Bad Reputation [5] (Major,
  10 OP)
  
  Creatures and Monsters
  Ancient Dragons
  The five Ancient Dragons of Lodoss are the
  most powerful creatures known to exist.  They were
  born in the primal ages when the gods warred with
  one another, and fought side by side with the gods
  themselves.  When the world was shattered, and
  gods faded away, only a dozen Ancient Dragons
  survived, and most of them retired to remote abodes,
  far from the scattered pockets of civilization.  When
  the powerful Kingdom of Sorcery arose, the Ancient
  Dragons once more appeared, and played a vital and
  dreadful role in the wars between the Wizards Kings
  and Barons in their squabbling over the lands of
  Lodoss.  In the end, Kastuul collapsed, and many of
  the last Ancient Dragons died fighting one another.
  Only five Ancient Dragons survived, charged with
  guarding the most powerful treasures of Kastuul.  For
  five hundred years, the Ancient Dragons guarded
  their magical troves.  Then, when the battles and
  wars against Marmo arose, the five remaining
  Ancient Dragons awoke once more.  In the last war
  against Marmo, two of the Ancient Dragons died.
  Only three remain today.
  The Ancient Dragons are so powerful it is
  pointless to list their characteristics.  For all practical
  purposes, 
  they 
  are 
  immortal 
  and 
  have 
  vast
  knowledge of magic.  It would take an army of
  hundreds, even thousands, to kill such a dragon,
  without the assistance of magical weapons (such as
  the Dragonslayer Lances of Myrii).  An Ancient
  Dragon is said to be so large it can blacken an entire
  city while flying over head.
  Shooting Star, the Fire Dragon
  The Fire Dragon Shooting Star was, without
  question, the most powerful dragon remaining after
  the fall of Kastuul.  Shooting Star made his home in
  an active volcano in the northwest of Lodoss.  Here,
  in the old lava caverns he hide away his vast
  treasures 
  of 
  gold, 
  magical 
  armor, 
  enchanted
  weapons, and the most powerful magic item of all --
  the Scepter of Domination.
  Shooting Star is an evil dragon, who enjoys
  destroying villages and terrorizing mortals.  He does
  not often come out of his volcano, and had been
  relatively quite for some time.  On occasion, in the
  past, he had taken flight and destroyed villages from
  time to time.  Brave warriors would go on expeditions
  to slay the mighty dragon, but none returned.  When
  Shooting Star was hibernating in his hellish, lava
  home, the people could only pray he would not rouse
  from his fiery slumber.  Shooting star had a wingspan
  estimated at four hundred meters, and was just as
  long from the tip of his nose to the end of his tail.
  When Kardis began to waken in Lodoss,
  Shooting Star took flight again and began terrorizing
  villages with a vengeance.  Both the Marmo Army
  and the armies of Flaim and Valis converged on Fire
  Dragon Mountain to slay the beast, but for different
  reasons.  The Marmos wanted the Scepter of
  Domination, the Flaim and Valis just wanted to
  destroy the dragon.
  Shooting Star was mortally wounded by the
  Dragonslayer lances, and died as his thrashing body
  caused his volcano to cave in on him.  His treasure
  was burred under the ruble and exploding lava.
  Some say it takes much more than that to kill
  an ancient dragon...  Shooting Star's wrath may one
  day return to plague the northern lands of Lodoss.
  Narse, the Black Dragon
  Narse was a dragon of darkness who fought
  along side Kardis, Goddess of Destruction in the
  ancient War of the Gods.  When Kardis was killed,
  and her shattered spirit fell to the island of Marmo,
  Narse followed her and made his home in the
  caverns near where her dead soul lay in perpetual
  death.  In time, the Temple of Falaris was erected
  over the same spot, and beneath it, the underground
  Temple of Kardis.  Narse lived under the Temple of
  Falaris, and guarded a great treasure of gold and
  magic items, including the legendary Ferroniere of
  Knowledge.
  As a dragon of darkness, Narse is extremely
  evil and malevolent.  However, he has done little for
  the past five hundred years and spends most of his
  time hibernating in the caverns beneath the Temple
  of Falaris and Kardis.  Narse is not as large as
  Shooting Star, but is still very impressive, with a wing
  span of three to four hundred meters, and measures
  four hundred meters from nose to tail.  He actually
  has two tails, a feature that distinguishes him from
  most other dragons.
  Narse was killed in the final battle to stop the
  resurrection of Kardis.  Narse woke to protect the
  temple and destroy the armies of Valis and Flaim, but
  was intercepted by the good dragon Mycen.  Though
  both dragons exchanged heavy blows, Mycen gained
  a boost of strength when the dark energy of Kardis
  was reversed by the Holy Sword of Falis.  With this
  energy boosted and his wounds healed, Mycen
  blasted Narse out of the sky, and the Black Dragon
  crashed burning into the Strait of Marmo and died.
  Narse's treasure still remains unclaimed, and
  hidden somewhere in the treacherous caverns below
  the collapsed Temple of Kardis.
  
  Eibra, the Water Dragon
  The Water Dragon Eibra lives in the ocean
  off the northern cost of Raiden, in the underwater
  caves and coral reefs of Blue Dragon Island.  There
  he safely hides his precious treasures of gold and
  magic.
  Eibra is an evil dragon, legendary among
  sailors for his persistent attacks on both merchant
  and pirate ships alike.  Eibra is said to gut the bottom
  of a ship and steal away any treasures that might spill
  out, hoarding them away in his undersea caves.
  Needless to say, Eibra has a massive collection of
  gold and treasure.  Eibra was entrusted with the
  Crystal of Souls, one of the more powerful magic
  items of Kastuul.  None have yet been able to
  penetrate his watery domain, as it is far beyond the
  reach of mortal man.
  Eibra 
  can 
  take 
  flight 
  and 
  leave 
  his
  underwater domain for short periods of time, but he is
  terribly uncomfortable out of water, and will only
  leave if absolutely necessary.  He has not left his
  under water caves for the past five hundred years.
  Even today, Eibra guards his treasures and terrorizes
  the northern oceans, posing a great barrier for
  merchants venturing to and from the northern content
  of Alecrast.
  Mycen, the Golden Dragon
  The Golden Dragon Mycen is beloved and
  awed by all.  He is the guardian and protector of the
  Kingdom of Moss, located in the southwest quadrant
  of Lodoss.  Moss is heavily populated by dragons,
  and the people of Moss are quite found of them.  Few
  evil or malicious dragons reside in Moss, and to the
  Mossians the Dragon is a symbol of prosperity and
  luck.
  Mycen helped build the Kingdom of Moss,
  and jointly rules with the Dragon Rider Knights,
  commanded by Prince Jester.  Mycen lives in a large
  cave located just north of the capital Dragon Breath,
  where a large fortress/shrine stands in his honor,
  guarded by a regiment of Dragon Rider Knights.
  Mycen is a large golden feathered serpent
  dragon, with a wingspan of three hundred fifty
  meters.  He is only three hundred meters long, as his
  tail is somewhat shorter than most dragon tails.
  Appearing much more bird-like, Mycen's tail is
  basically several large scale-feathers, used for
  stabilizing his fight.  This reduces his mobility on the
  ground, but Mycen is unmatched in the air.
  Mycen's treasures are far less spectacular
  than the treasures of other dragons, as he used
  much of his treasure to fund the building of the
  Kingdom of Moss.  Still, he protects several powerful
  magic items, including the renowned Staff of Life.
  Like Bramd, Mycen allows limited access to his
  sacred relic for those in need.  Mycen does not allow
  everyone access to the Staff, but only to those he
  believes are worthy, and only in extremely dire
  situations.
  Bramd, the Ice Dragon
  Bramd is the oldest and wisest of the Ancient
  Dragons.  Though immortal, time has taken its toll on
  this primordial creature, born in the age when the
  gods were still young.  Bramd never leaves his home
  in the tall frozen mountains in the northeast of
  Lodoss.  But this mighty dragon is far from infirm.  He
  possesses magic so great and powerful none would
  be fool enough to face him.
  Fortunately, Bramd, in his wisdom of ages, is
  a dragon of light.  He may actually be the Dragon
  Counterpart of Marfa, just as Narse was the dragon
  counterpart of Kardis.  If this is true, Bramd may be
  far more powerful than anyone realizes.
  Bramd is charged with guarded the Mirror of
  Truth, a magical mirror which contains all the wisdom
  and knowledge of the ages, and can reveal the
  answer to any one question asked of it.  Bramd
  allows redistricted access to the Mirror, only allowes
  the High Priest of Falis and High Priestess of Marfa
  access.  It is unknown why this Mirror was unable to
  help find Leylia when she went missing, as Bramd
  seemed just as worried over her disappearance as
  Neese did.
  Bramd has a distinguishing crest of six horns
  on his nose, and is light blue in color.  He is most
  comfortable in cold climates, and so he made his
  home on the high mountain peeks in the northeast
  corner of Lodoss.  He acts as advisor to the High
  Priests of Falis and Marfa, and only a select few
  others are allowed access to his ice caves.
  Great Dragons
  Great dragons are the next most powerful
  species of dragon in Lodoss.  These dragons are
  rarely seen, and keep to high mountain peeks and
  remove caverns.  Little is known about them.  It is
  believed there are only a half-dozen to a dozen great
  dragons on Lodoss.  They are between five to seven
  hundred years old, and were born in the Age of
  Magic.  Although they are not nearly as old and
  powerful as the Ancient Dragons, great dragons are
  still extremely dangerous.  Like the Ancient Dragons,
  great dragons are immortal.  Given a few thousand
  more years, they may become as large and as
  powerful as the Ancient Dragons.
  Many great dragons do horde vast treasures,
  and occasional terrorize villages.  Great dragons are
  easier to slay than the Ancient Dragons, but it still
  takes a small army (or a brave hero) to bring one
  down.  Great dragons can fly, and typically have four
  legs, two powerful wings, a long neck and tail.  Most
  have a wing span between fifty to a hundred meters
  (tip to tip).  Like all dragons, they breath fire and can
  have a nasty temper.  The majority of great dragons
  
  reside in Moss (five are known to reside there), and
  these are all good dragons, allied with Mycen and the
  Dragon Riders.  Other great dragons are scattered
  through Lodoss and have neutral to evil dispositions.
  Dragons are heavily armored with scales and
  are extremely tough.  However, most dragons are
  unarmored on their underside and have a week spot
  where the neck meets the head. Any hit to this week
  spot does x10 damage (-6 to hit).   Any hit to the eye
  (-8 to hit) with a large enough weapon can blind it,
  and cause the dragon to flee.
  Below is an average Great Dragon template.
  Actual dragons may very.
  Chars: INT 5, WILL 7, PRE 5, TECH 4, REF 7,
  DEX 7, CON 10, STR 18, BODY 300, MOVE 8 [40 in
  flight], MAGE 7
  Weight:  several hundred tons
  Armor:  20-K (underbelly has only 1-K of armor)
  Hit Points:  30 Kills (1500 hits)
  Attack: Fire breath, 4-Kill attack (17DC)
  Spells: several dozen
  Thunder Dragons
  Thunder Dragons are one of the more
  common types of dragons found in Lodoss.  They
  often rest in deep caverns, ruined castles, or the
  collapsing tunnels from the old dwarven Kingdom of
  Stone.  Thunder dragons are land dragons, incapable
  of flight.  They walk on all fours, and have the
  appearance of a brontosaurus.  They are not
  overwhelmingly large, but are still quit big, measuring
  twenty to thirty meters from end to end and massing
  ten to twenty tons.
  Thunder dragons do little more than lay
  around and sleep, and rarely cause a problem unless
  their domain is intruded upon.  Even so, Thunder
  dragons occasionally go in search of a mate or a new
  home, and a wandering thunder dragon is a creature
  best to be avoided.  Thunder dragons do avoid cities,
  but they some times stumble across a village, the
  effects of which can be catastrophic.
  Thunder dragons are heavily armored with
  scales and are extremely tough.  As with most
  dragons, they are unarmored on their underside and
  have a week spot where the neck meets the head.
  Any hit to this week spot does x10 damage (-6 to hit).
  Any hit to the eye (-8 to hit) with a large enough
  weapon can blind it, and cause the dragon to flee.
  Below is an average Thunder Dragon
  template. Actual dragons may very.
  Chars: INT 3, WILL 5, PRE 4, TECH 3, REF 6,
  DEX 6, CON 8, STR 14, BODY 80, MOVE 6
  Weight:  10 to 20 tons
  Armor:  3-K (underbelly is unarmored)
  Hit Points:  8 Kills (400 hits)
  Attack: Fire breath, 1-Kill attack (14DC)
  Wyvern Dragons
  The wyvern dragons of Moss are the only
  truly domesticated dragons known.  These are the
  dragons used by the Dragon Knights.  Wyverns are
  large reptilian dragons with short necks and tails, two
  legs, and two wings.  They have a wing span of about
  twenty meters and are fifteen to twenty meters from
  head to tail.  When ridden, a set of bit and bridle are
  placed on their head, and the rider sits on a mount on
  the wyvern's back.
  The wyverns of Moss are kept in large caves,
  which is why the Mossians have there fortresses near
  the mountains.  The wyverns are allowed to fly free,
  but are trained to stay within a certain range of there
  caves and return when called.  Wild wyverns are also
  common in Moss, and these should not be treated as
  docile or domestic ridding beast.  Wild wyverns can
  be quite temperamental and violent.  Wyverns also
  live on Blue Dragon Island.
  Below is an average Wyvern Dragon
  template. Actual dragons may very.
  Chars: INT 3, WILL 5, PRE 4, TECH 3, REF 7,
  DEX 6, CON 8, STR 12, BODY 30, MOVE 4 [20 in
  flight]
  Weight:  3 to 5 tons
  Armor:  1-K
  Hit Points:  3 Kill (150 hits)
  Attack: Fire breath, 8 DC
  Sea Serpents
  Sea serpents are the dragons of the ocean.
  It is unknown how many sea serpents there are, for
  the oceans are vast and uncharted.  Few ships have
  meet with a sea serpent and returned.  Those that do
  return, or the survivors from a ship that was
  destroyed, bring us the only information on these
  great monsters of the sea.
  Sea serpents are very long, so long they can
  coil themselves around even the largest galleon ship
  and crush it to splinters.  Arrows seem to be
  ineffective 
  against 
  its 
  slimy-scaled 
  body, 
  but
  remember, a solid hit to the eye can drive such a
  serpent away.
  It is unknown why a sea serpent attacks a
  ship.  It is possible they feel threatened when a ship
  crosses over their domain.  They may also mistake a
  ship for a whale, as whales constitute the bulk of a
  sea serpent's diet.
  Below is an average Sea Serpent template.
  Actual serpents may very.
  Chars: INT 3, WILL 5, PRE 5, TECH 3, REF 8,
  DEX 7, CON 12, STR 18, BODY 100, MOVE 8
  Weight:  unknown
  Armor:  5-K
  Hit Points:  10 Kills (500 hits)
  Attack: Coiling Crush, 5-Kills to the ship.  Fire
  breathe, 2-Kill attack (15DC)
  
  Griffins
  Griffins are magical beasts, half-lion/half-
  eagle.  The front half of a griffin is that of a great
  eagle, with golden feathers, wide powerful wings, and
  the head and beak of a bird.  The back half is that of
  a lion.  A griffin stands of four lion legs, and can fly
  with its mighty eagle wings.
  Griffins are rare in Lodoss.   It is believed,
  however, that many live on Alecrast and Crystania,
  but this is unknown.  The few griffins that do live in
  Lodoss reside on tall mountains and are rarely ever
  seen.  They are by no means aggressive, but they
  will protect their nest and their young.  Though griffins
  bear their young as a lion does, they also lay eggs as
  a bird lays eggs.  However, one out of five griffin
  eggs are solid gold, weighing upwards of five
  kilograms.  If this wasn't enough incentive for
  unscrupulous thieves, it is said that a griffin's claw
  holds certain magical healing properties.  If made into
  a drinking vessel, the griffin's claw-cup can magically
  heal anyone who drinks from it!
  Griffins are not considered evil monsters, and
  in actuality, griffins want nothing better than to simply
  be left alone.  Griffins are clearly intelligent.  It is said
  that if you save a griffin's life (or the life of its young) it
  will give you one of it's healing claws as a gift.
  Below is an average Griffin template. Actual
  griffins may very.
  Chars: INT 5, WILL 5, PRE 6, TECH 3, REF 7,
  DEX 5, CON 8, STR 8, BODY 10, MOVE 6 [16 in
  flight], MAGE 5
  Weight:  400 kgs
  Armor:  10 KD
  Hit Points:  50
  Attack: Claw attack - 6 DC, Bit attack - 4 DC
  Spells: a few...
  Gargoyles
  Gargoyles are monstrous creatures spawned
  of magical energy and are an abomination of nature.
  They may have been first created in Kastuul as a
  weapon of war, but could have existed far earlier.
  Gargoyles are large, green, winged monsters
  who attack without warning or provocation.  Their
  greatest ability lies in concealment.  Gargoyles have
  the magical ability to turn themselves into stone, and
  make themselves seem as mere statues.  When a
  tasty-looking traveler ventures by, the gargoyle
  awakens, sheds his stony disguised, and attacks the
  hapless victim.
  Gargoyles usually reside in unsuspecting
  places, where it would not be unusually to see old
  statues.  Ancient ruins or abandoned fortresses are a
  common hiding place for gargoyles.  Many gargoyles
  also live on Marmo.  On Marmo it is common sense
  to avoid old ruins and to never get close to a
  monstrous looking statue, so these Marmo gargoyles
  do not lie waiting for their pray and have simply take
  up hunting.
  Below is an average gargoyle template.
  Actual gargoyles may very.
  Chars: INT 3, WILL 5, PRE 4, TECH 3, REF 7,
  DEX 6, CON 6, STR 7, BODY 7, MOVE 5 [12 in
  flight]
  Weight:  100 kgs
  Armor:  5 KD
  Hit Points:  35
  Attack: Claw attack - 4 DC, Bit attack - 3 DC
  Giant Worms
  One of the nastiest creatures known is the
  Giant Acid Worms of Marmo.  These giant slug-like
  worms burrow through the earth using their grinding
  teeth and acidic juices, forming deep tunnels
  underground.  Many of their tunnels intersect natural
  cave systems, and even the underground Temple of
  Falaris and Kardis.  The Giant Worms are only known
  to exist in Marmo, but it is not impossible that they
  may reside elsewhere.
  The worms are extremely large, and can
  grow upwards of a hundred meters in length.  Newly
  hatched, they are only as big as a man.  The Giant
  Worms are rarely seen, as their tunnels are very
  deep underground.  The only recorded attack
  occurred during the final siege against the Temple of
  Kardis, when the group of adventures accidentally
  stumbled across one.  There may have been other
  attacks in the past, but if so, none survived to tell
  about them.
  The Giant Acid Worms have many dozens of
  slimy tendrils they use to grab victims and shove into
  their gapping, wormy mouth.  It is nearly impossible
  to break the grip of a tendril once it has taken hold,
  and cutting a tendril can be extremely fatal.  The
  blood of a Giant Acid Worm is, as its name implies,
  pure acid.  When attacking such a worm, you must
  take careful measure not to be hit by its blood as you
  strike.  Anyone hit by the corrosive acid takes 4 DC
  damage. It will continue to burn, doing 1 less DC
  every round, for the next three rounds (3 DC, 2 DC, 1
  DC).  Usually this is fatal.  In any event, it is bad
  news.  Fire spells are very effective against a Giant
  Acid Worm, as the fire blast generally seals the
  wound it makes before the creature can spurt its
  blood everywhere.  Acid worms are also very fearful
  of fire, and may simple flee if attacked by several fire
  spells, whether they harm it or not.
  Below is an average Giant Worm template.
  Actual worms may very.
  Chars:  INT 1, WILL 3, PRE 3, TECH 1, REF 5,
  DEX 5, CON 10, STR 15, BODY 50, MOVE 4
  Weight:  400 kgs
  Armor:  20 KD
  Hit Points:  5 Kills (250 hits)
  Attack: Tendril - 3 DC, Acid - 4 DC
  
  Demons
  Many thousand years ago, when the War of
  the Gods raged across the heavens and the earth,
  the bowels of hell itself were torn asunder.  That
  infernal realm, once ruled by Barbas and dominated
  by the Gods of Darkness, now lies in ruin in chaos.
  Yet, the greater servitors of darkness live on, fighting
  and warring amongst themselves for the hellish lands
  of their netherworld realms.
  Few demons venture beyond the veil that
  separates the world of the living from the world of the
  dead.  But they can be summoned by dark mages,
  priests of darkness, and demonalators.  They often
  react poorly to such arrogant interlopers, but those
  summoned in the name of Barbas, Kardis, or Falaris
  are open to hearing the pathetic request of the all too
  mortal wizard.  Many demons find pleasure in
  manipulating the sorcerer, making him believe he is
  in control, while it is the demon himself who is pulling
  all the strings.
  Demons are powerful and terrible creatures
  to be reckoned with.  If one is every invoked into
  combat, it will wreck havoc with both sides, unless
  one side is fast enough and smart enough to strike a
  deal.  But remember, any deal struck with a demon is
  never in your favor.  Consider your soul damned for
  eternity.  And if a demon is every actually losing a
  fight, it can always summon a half dozen allies from
  the depths of hell itself.
  Demons are horrifying creatures to behold.
  They are large, strong, and often red or black in
  color.  They have mighty bat-wings and twisted goat-
  horns on their ferocious, bestial heads.  Demons are
  masters of magic, and can cast spells faster than any
  mortal mage could ever hope to achieve.
  Below is an average demon template. Actual
  demons may very.
  Chars: INT 6, WILL 8, PRE 4, TECH 4, REF 6,
  DEX 7, CON 8, STR 8, BODY 8, MOVE 5 (14 in
  flight), MAGE 6+
  Weight:  80 kgs
  Armor:  none, unless worn
  Hit Points:  40
  Attack: Usually with magical combat spells
  
  Characters
  hartacters
  Before any game can be played, each player
  must create a character.  Characters are
  created as prescribed in the basic Fuzion rules with
  very little modification.  It is a good idea to have a
  character concept in mind before you start to make a
  character.
  You should have the Fuzion core rules
  handy.  The character creation rules are pretty much
  universal, so any Fuzion powered RPG book should
  be adequate for making a character.  Some of the
  special powers for other races (such as infrared
  vision, tracking sense, and so forth) are special
  superpowers, listed only in Champions: The New
  Millennium.  However, they are also listed in the on-
  line Fuzion rules set, at the URL listed at the
  beginning of this document.  If you do not have
  access to these powers, do not worry, the GM should
  be able to make a reasonable 'guestimate' about their
  nature.
  The only other major documents you will
  need is Atomik Magick, which is available from the
  Atomik Fuzion website, where you most likely
  retrieved this document.  If you do not have Atomik
  Magick, or require addition Fuzion material, please
  visit the URL listed below.
  http://www.meta-earth.com/fuzion/atomik.html
  haracter Concept
  For the Lodoss War RPG, characters are
  assumed 
  to 
  be 
  adventuresome, 
  heroic
  individuals 
  (otherwise, 
  they 
  are 
  just 
  boring
  commoners).  It is possible to play a more exotic or
  atypical RPG, where the PCs are common folk
  thrown into extreme circumstances and forced to
  quickly adapt and grow.  PCs could also be mere
  soldiers, a group of quiet priests, or fortune-seeking
  merchants.  The type of campaign the GM wishes to
  run will have a large impact on the design of the
  characters.  Borrowing from the series, a well
  rounded adventure group may consist of at least a
  few fighters of varying types, a wizard, a cleric, and
  comic relief in some for or another (thieves are good
  for this).
  Choosing your character's race and gender
  also has a large impact on the initial character
  design.  The first step in generating any Fuzion
  character begins with rolling on his or her Lifepath
  Events.  The character's Lifepath is an excellent way
  to develop his or her background and current
  standing in society.  Based on the outcome of the
  Lifepath, you can decide if your character is more
  suited toward being a cold and unscrupulous thief, or
  a wise and patient Priest of Marfa.  If you have
  already decided you want to play a Mage or Fighter,
  by all means, do so.  But for much more interesting
  and unpredictable character generation, let the roll of
  the dice develop your character.  After all, in reality,
  what we get in life is just the luck of the dice.
  ame Settings
  In Fuzion there are a number of game
  settings which must be considered.  The first
  is Reality Level.  Reality Level effects how many
  Characteristic Points, Option Points, and other such
  values are allocated to character generation.  In
  Lodoss War, Heroic (50-60 CP, 40-50 OP) should be
  allocated.  If this seems insufficient, the GM may up
  this to Incredible, but beyond that the power level of
  the campaign becomes more akin to a superhero
  campaign than a fantasy campaign.
  Power Points (PP) are not used in Lodoss
  War, as superpowers do not exist.  Only CP and OP
  have any relevance.  If the GM wishes to give extra
  OP to help defer the cost of buying a Race (High Elf
  is especially expensive), he may, of course, do so.
  Atomik Magick should be used for making
  characters such as priests and wizards.  To use
  magic, an additional characteristic, MAGE, is
  required.  CP for buying levels of MAGE must be
  used from the same CP pool used to purchase other
  characteristics (such as INT, WILL, and so forth).  All
  spells are considered skills, and Option Points are
  used to buy spells as normal.
  aces
  The majority of characters should be human.
  However, there are a number of other races
  which are also possible.  Standard PC races are
  Human, High Elf, Dark Elf, Half-Elf, Dwarf, and
  Halfling.  Other races can only be used at the GM's
  discretion.  Below is a quick reference table listing the
  character races and the OP it costs your character.
  For a detailed description of the race, please see the
  chapter on Races.
  Race
  OP
  Human
  0
  High Elf
  50
  Dark Elf
  20
  Half-Elf (Dark)
  5
  Half-Elf (High)
  15
  Dwarf
  18
  Halfling
  6
  C
  C
  G
  R
  
  Because the cost of High Elf is so high, it
  may seem impossible, or impractical, to get this race,
  which is somewhat disappointing.  The high cost
  comes from the fact that they are Immortal, an
  extremely expensive advantage.  To help lower the
  cost, additional complications can be given.  The only
  type of High Elf which would go out an adventure with
  humans are very atypical of their race.  Such high
  elves may have social complications, such as Bad
  Reputation among other elves, or may even be an
  Outsider to high elf society!  Together, these two
  complications may generate upwards of 20-30 OP to
  alleviate the cost of this race.  If you really want to
  play a high elf, talk to the GM about it and about
  other possibilities for lowering the cost.
  haracter Types
  Unlike many RPG systems, Fuzion does not
  have character classes.  A character can be
  designed any way the player chooses.  However, to
  facilitate the more traditional fantasy RPG setting
  where there are basic character classes (Fighter,
  Mage, Thief, Cleric, etc.) twelve character templates
  have been listed below.  They can be used as
  desired, or simple as a guideline for creating a
  character.
  In similar style to templates used in other
  Fuzion games, the templates below list a Description,
  Recommend Skills and Options (Talents, Perks, etc.),
  and free starting equipment.  Your character will get
  the listed equipment for free.
  Fighter (Warrior)
  Description: Fighter, adventurer, hero, brash young
  hothead -- all these names and many more describe
  that rare and often short-lived character who quests
  for some distant and impossible goal.  He may be
  seeking a great and powerful magic item.  He may be
  fighting to protect his village from evil.  A fighter of
  this type is often driven by more than a want of gold
  or fame.  Rarely will he himself know what drives him
  on his quest.  Perhaps it is destiny.  Perhaps he
  wants to change the world.  Perhaps the adventure
  itself drives him onward.  Adventurers are rare, those
  that live long, rarer still.  But a true hero at heart who
  seeks the greatest of adventures may survive and
  become a legend.
  Skills: Melee Weapon, Melee Evade, Riding (horse)
  Options: Combat Sense, Renown
  Equipment: 
  longsword, 
  scabbard, 
  breastplate,
  chainmail sleeves, hvy. cloth pants, md. shield,
  leather boots
  Soldier
  Description: Soldiers are the fighting men of the
  army.  Young, they are hopeful, naïve, quick to fight
  and quicker to die.  Old, they are cynical, hard,
  skilled, and scared.  It is a soldier's duty to lay down
  his life for King and Country, and is not a job for
  everyone.  Being a soldier is a grueling task, and
  many are rewarded only with death.  It is a brutal
  business, and many soldiers turn to brutality as way
  to forget the pain they bury inside.  But those who
  fight with honor, those who are smart, skilled, and
  yes, even lucky -- they are the ones who become
  commanders, generals, and warlords.  It's a bloody
  business being a soldier, but if you survive, you
  always come out on top.
  Skills: Melee Weapon, Melee Evade, Riding (horse),
  Tactics
  Options: 
  Combat 
  Sense, 
  Blind 
  Reaction,
  Ambidexterity
  Equipment:  broadsword, scabbard, hauberk, leather
  boots, half helm, md. shield
  Mercenary
  Description: Sword for hire, fighter of fortune,
  warrior of gold -- mercenaries are known by many
  names and come in every form.  They are fighters,
  indeed, adventurers, who lend their sword and skill to
  the highest bidder.  Many take whatever jobs they
  can get -- guarding a town gate, protecting a caravan,
  policing the streets of a crime infested town. Few are
  dumb enough to hire into an army, but some do.  A
  few mercenaries are bound by personal codes of
  honor and only work for noble and honorable nations
  such as Valis, Flaim, Alan, or Moss.  But many
  mercenaries work for pirates, raiders, bandits, and
  even the dark armies of Marmo.
  Skills: Melee Weapon, Melee Evade, Riding (horse)
  Options: Combat Sense, Renown, Contact
  Equipment: longsword, scabbard, breastplate, arm
  greaves, leather pants, leather boots
  Knight
  Description: The knight is an elite soldier of a king.
  Though his rank and station may seem superior, so
  are his responsibilities and duty.  Knights are bound
  by codes of honor that they must uphold, or risk
  being expelled dishonorably from the knighthood.  As
  a knight progresses, and performs great deeds and
  acts of courage, he may be dubbed into an order of
  knighthood, such as the Order of the Lance, or the
  Order of the Lion.  The greasiest and most revered
  title of all is Knight of Lodoss, a title that can only be
  bestowed by the King or Queen of Valis.
  Skills: Melee Weapon, Melee Evade, Riding (horse),
  High Society
  Options: Combat Sense, Ambidexterity, Wealth,
  Membership in Knighthood
  Equipment: broadsword, scabbard, full platemail, full
  helm
  Ranger
  Description: Rangers are hunters, woodsmen,
  survivalists, and elite scouts.  They are skilled in the
  arts of survival, concealment, and tracking.  Some
  are soldiers, some are mercenaries, and for others it
  C
  
  is simply a way of life.  Rangers know how to survive
  for days, even weeks, alone in the wilderness without
  human contact.  They can track their prey, or a foe,
  through the darkest forest.  Rangers are often
  employed as military scouts or messengers, or to
  lead a party through a dangerous wilderness.  Many
  Rangers may also have Shamanic magic.
  Skills: Melee Weapon, Melee Evade, Survival,
  Tracking, Stealth
  Options: Acute Sense, Direction Sense, Night Vision
  Equipment: broadsword and scabbard or bow, hvy.
  leather vest, arm greaves, leather pants, leather
  boots
  Thief
  Description: A thief's profession is a criminal one.
  He steals not only to survive, but often a thief steals
  just to best another.  Often, thieves are skill gamblers
  (and even better cheaters), and well versed in the art
  of con games.  Thieves can never pass up a fat
  purse or rich treasure, but also know when something
  looks too good to be true.  Thieves are not robbers,
  and make a point of it to anyone who accuses them
  as such. They take -- swiftly, quietly, and without
  harm -- from those who carelessly leave their
  valuables unguarded.  Many thieves believe they are
  serving society -- better to steal from them now, and
  show them their weaknesses, than let them live in
  ignorance!
  Skills: Melee Weapon, Gambling, Lockpicking, Slight
  of Hand, Stealth, Streetwise
  Options: 
  Common 
  Sense, 
  Double 
  Jointed,
  Membership in Thieves' Guild
  Equipment: large knife or throwing knife, leather
  jacket, leather pants, leather boots, lockpick kit
  Mage
  Description: 
  Wizards, 
  sorcerers, 
  conjurers,
  enchanters...  There are as many types of magic
  users as there are spells to cast.  But mages are rare
  theses days.  Only now is the lost knowledge of
  Kastuul being recovered. Only a few hundred
  individuals claim to be magicians, and most of them
  are fakes or too unskilled to be of any use.  Yet, there
  are a few with great potential, and even some with
  great power.  Older wizards are always searching for
  a young student with high potential to pass on the
  knowledge of ages so it will never be lost again.
  There are several magic systems available to magic
  users (mainly Sorcerer, Shaman, or Wizardry), and
  these are outlined in the next chapter.
  Skills: Various spells, Thaumaturgy, Languages,
  Research, Teaching, Slight of Hand
  Options: Eidetic Memory, Speed Reader, Wealth,
  Membership in Mages' Guild
  Equipment: staff, robe
  Priest (Cleric)
  Description: Priest are holy (or unholy) men and
  women who follow the teachings of prophets and
  worship the ancient gods.  Though the gods may
  have died long ago in the War of the Gods, their
  spirits still live on within the world.  Their power can
  be seen and felt within all living things, and can be
  called upon to do great works of magic.  Priests and
  clerics have a specially form of magic, called Clerical
  magic, which is different for every god or goddess.
  Some are good, some are evil.  All can be quite
  powerful.  See the next chapter for more information.
  Skills: Various spells, Thaumaturgy, Languages,
  Research, Teaching, Expert (your religion)
  Options: Intuition, Membership in Religious Order
  Equipment: dagger, robe, healer's bag
  Merchant
  Description: Merchants buy goods and products
  from farmers and craftsman, and sell them in markets
  and bazaars.  Many merchants find it more profitable
  to bring goods from one end of the land to the other,
  jacking up the price and selling them as rare and
  exotic commodities.  A merchant is always looking for
  a good way to fatten his purse, but he also has need
  to protect his interest.  Merchants often hire fighters
  or mercenaries to guard their caravans or protect
  their holdings from bandits, thieves, and robbers.
  Most merchants are poor fighters, but some are
  skilled at swordsmanship.  Many practice sword
  fighting as a hobby, but they are still not match for a
  true fighter.
  Skills: Bribery, Business, Persuasion, Trading,
  Melee Weapon
  Options: Common Sense, Contact, Favor, Wealth,
  Membership in Merchants' Guild
  Equipment: dagger, wealthy clothes, jewelry (4 rp)
  Barbarian
  Description: Brutal and savage, a barbarian knows
  nothing but war and death.  Most barbarians live on
  Marmo, though some also come from the hostile
  deserts of Flaim.  Barbarians do not kill for money, or
  sport, honor, or duty.  They kill for survival.  They
  come from lands drenched in blood and care little for
  any life but their own.  Barbarians are neither good
  nor evil, just as a wolf that hunts and kills is not evil.
  Even so, barbarians are not well suited for life among
  more civilized humans.  A smart barbarian can adapt,
  and choose a path of good when he meets the
  crossroads between light and dark.  Some Barbarian
  mages 
  my 
  have 
  Shamanic 
  magic 
  (Barbarian
  Shamans).
  Skills: Melee Weapon, Melee Evade, Riding (horse),
  Survival
  Options: Blind Reaction, Combat Sense, High Pain
  Threshold, Rapid Healing
  
  Equipment: claymore or great axe, breastplate, arm
  greaves, leg greaves, leather boots
  Commoner
  Description: The average man or woman rarely
  sees war and adventure as a suitable way of life, and
  relies on the more day to day actives to keep busy.
  Commoners are farmers, craftsmen, blacksmiths,
  boatmakers, and carpenters.  The make up the great
  bulk of the population.   A commoner may find
  himself in a special situation, requiring him to quickly
  fall into many other character types listed above.
  Skills: Local Expert, Profession (farming, carpentry,
  etc.), Trading, Melee Weapon
  Options: Common Sense, Contact, Favor
  Equipment: farm-type weapon, commoner's cloth,
  pony or cow
  Noblemen
  Description: Of high social station, and wielding
  great wealth and power, the nobleman lives in the lap
  of luxury, and can afford a great many things other
  characters cannot.  Noblemen such as princes,
  barons, dukes, and marquis own vast tracks of land
  and live in the confines of a castle.  Lesser
  noblemen, such as lords and ladies, serve the
  greater noblemen, yet still enjoy vast power over their
  servants and vassals, and also live within the
  protective walls of castles.  Not all noblemen,
  however, are arrogant and pompous.  It should not
  be forgotten that some of the greatest heroes of all
  time were noblemen.  Both King Fahn and King
  Kashue were high noblemen, and Prince Jester of
  Moss bravely leads the Dragon Knights in the great
  quests of virtue and honor.
  Skills: Melee Weapon, Acting, High Society, Oratory,
  Persuasion
  Options: Beautiful/Handsome,  Membership in royal
  Household, Wealth
  Equipment: noble cloths, jewelry (5 rp), pouch with
  600 gold pieces
  kills
  The master skill list for Lodoss War is slightly
  different from that which may be found in other
  Fuzion rulebooks.  The rules are the same, but
  several skills are different, or modified, to better suit a
  fantasy setting.
  Everyman Skills
  Everyman skills are things generally known
  by everyone. Perception, Concentration, Athletics,
  Hand-to-Hand, Hand-to-Hand Evade, Local Expert
  (Knowledge of your area), Lore, and Ridding
  (Horse). These are given free to all characters by the
  GM, and have an automatic starting level of 2; about
  what the average person would know about his or her
  world. Each can be improved by adding Skill levels
  on an individual basis.  Please note that Education is
  not an Everyman skill in this gameworld.  Most
  people are uneducated and illiterate.  To be literate,
  you must have Education at 1 or better.  Lore,
  however, is a limited form of historical knowledge,
  consisting of myths and legends of old, many of
  which are indeed true.
  General Skills
  Unlike Everyman Skills, General Skills are
  purchased at the cost of one Option Point for every
  level of skill; for example, to have 4 levels in Survival
  would cost 4 OP.
  Buying a skill generally gets you the ability to
  do pretty much everything described by that skill.
  However, some skills require that you specialize in a
  certain aspect of that skill, for example, Melee
  Weapon [Sword] and Melee Weapon [Axe].
  Below is a list of skills.  This is not to say
  other skills are not possible.  If a GM wishes to add a
  new skill, he may do so.  However, may skills such as
  Expert and Profession can cover a wide vary of
  possible skills.  Each skill below is listed with its base
  characteristic in brackets.  This is the default
  characteristic for that skill.  If the GM wishes to use
  another, he may do so.
  ACROBATICS The ability to perform flips, jumps,
  and rolls like a circus acrobat. You can also jump and
  flip over an obstacle, landing on your feet, ready to
  fight. (DEX)
  ACTING The ability to act; to assume a role or
  character. Someone who is skilled in this can fake
  moods or emotions, or hide his true identity. (PRE)
  ALCHEMY  This is the study of the chemistry of
  magic.  Alchemy uses the mana that is within all
  things, and is a skill that may be used by non-
  magicians.  Basically, this is magical chemistry. (INT)
  ANIMAL HANDLER The skills of animal handling,
  training, and care as applicable. (INT)
  ARTISAN The ability to make beautiful or useful
  objects.  Must specify one of painting, drawing,
  sculpture, jewelry, etc.  Includes artistic aesthetics as
  well.
  ATHLETICS 
  Basic 
  Athletics 
  skills; 
  dodging,
  escaping, throwing, swimming. (DEX)
  BRIBERY A character with this skill knows when to
  bribe someone, how to approach him, and how much
  to offer. (PRE)
  BUILDING Knowledge of constructing buildings,
  tunnels, bridges, etc.  Includes ability to design such
  structures and skills to direct teams or construct the
  structure yourself.
  BUSINESS Knowledge of basic business practices,
  laws of supply and demand, employee management,
  and so forth. (INT)
  CLIMBING Ability to climb unusually difficult walls,
  trees, and buildings, as long as there are handholds.
  The basic climbing speed is 2 m/y per phase. (STR)
  S
  
  CONCEALMENT You can hide things and find things
  that other people have hidden - like important papers,
  weapons, jewels, artifacts, and so forth. (INT)
  CONCENTRATION The abilities of focus and mental
  control. This would encompass feats of memory,
  recall, and physiological control. (WILL)
  CONTORTIONIST The ability to manipulate your
  body to get out of ropes and similar bonds. You may
  also contort your body to fit into generally
  inaccessible places or spaces. (DEX)
  CONVERSATION This ability allows you to extract
  information from people with careful conversation.
  The use of this skill takes time, and if the roll is
  missed, the subject realizes he is being pumped for
  information. (PRE)
  DEDUCTION This is the art of taking several facts
  and leaping to an obvious conclusion. This skill
  should be used sparingly. (INT)
  DISGUISE The ability to change a character's
  appearance 
  through 
  makeup, 
  costumes, 
  body
  language, and facial expression. (TECH)
  EDUCATION General knowledge, such as reading,
  math, history, and current events. (INT)
  EXPERT Any one field of knowledge: farming, law,
  appraisal, and so forth. This can be a hobby, or an in-
  depth knowledge of a specific field or area. (INT)
  FORGERY The ability to create false documents,
  playing cards, signatures, royal seals, and so forth.
  (TECH)
  GAMBLING The ability to win gambling games that
  require some skill, such as dice, cards, and more
  exotic games. A character may also use this skill to
  cheat. (TECH)
  HAND TO HAND Basic skill at fighting with your
  hands. Adding a Martial Arts plug-in will allow the
  character to use Martial Arts maneuvers and actions.
  (REF)
  HAND TO HAND EVADE Basic skill at getting out of
  the way of someone who is trying to hit you. This skill
  is used for defense when you are being attacked by
  someone using the Hand-to-Hand Skill. (DEX)
  HIGH SOCIETY The knowledge of royal and upper-
  class culture: what clothes to wear, what are
  considered sophisticated drinks, and how to mingle
  with royalty and so forth. (PRE)
  HISTORY This is knowledge of history, mostly dating
  back no more than 500 years ago.  Historical
  knowledge beyond the Kingdom of Kastuul is limited
  to  myth and legend (Lore skill).  (INT)
  INTERROGATION The ability to forcibly extract
  information from people. The character knows how to
  avoid leaving marks, can judge how close a victim is
  to death or breaking, and is an expert at manipulating
  subjects into revealing desired information. (PRE)
  LANGUAGES Must specify one particular language.
  All characters can be fluent in one of the below
  languages as default, but any other second
  languages must be bought as normal.
  Common - common tongue
  High Royal - only 'decorative'
  Kastuulian - the ancient tongue
  Elven - tongue of the elves
  Dwarven - tongue of the dwarves
  Halfling - tough of halflings
  Goblin - tongue of the goblins
  Alecrastian - spoken by Alecrastians
  Crystanian - spoken by Crystanians
  LIP READING This skill enables the character to
  read someone's lips in order to tell what he is saying.
  The character must be able to see his target's mouth
  clearly. (INT)
  LOCAL EXPERT Knowledge of an area; who's who,
  where things are, general customs, schedules, and
  peculiarities of the environment. (INT)
  LOCKPICKING This skill allows the character to
  open locks, assuming he has equipment (improvised
  or hand crafted). (TECH)
  LORE  This is a familiarity and knowledge of age-old
  tails and traditions involving supernatural, mythical,
  and magical stories. (INT)
  MELEE WEAPONS Using melee weapons, such as
  knives, clubs, axes, swords, spears, pole arms, etc.
  You must specialize in a type of weapon, and take a
  separate skill for each type. (REF)
  MELEE EVADE Basic skill at getting out of the way
  of someone who is trying to strike you with a weapon.
  This skill is used for defense when you are being
  attacked by someone using a melee weapon. (DEX)
  MIMICRY The ability to perfectly imitate someone
  else's voice. (PRE)
  NAVIGATION Knowing how to take sightings, use
  maps and charts, plot courses, work from wind,
  weather, and other guides. (INT)
  ORATORY The ability to speak to an audience and
  to deliver a convincing presentation. (PRE)
  MEDICAL This skill enables the character to stop
  bleeding, repair damage, and generally keep
  someone alive. (TECH)
  PERCEPTION The skill of observation, perception
  and spotting hidden things (like clues), detecting lies
  and emotions.
  PERSUASION The ability to convince, persuade, or
  influence individuals. (PRE)
  PROFESSIONAL The ability to perform a certain
  profession (such as artist, actor, doctor, carpenter,
  mason, farmer, etc.) Obviously, certain other skills
  will greatly enhance the character's ability to practice
  his profession. (INT)
  RANGED EVADE Basic skill at getting out of the way
  of someone who is trying to shoot you with any type
  of ranged weapon, be it a bolt, arrow, or blast of
  magical energy. This skill is used for defense when
  you are being attacked by a ranged attack. (DEX)
  RANGED WEAPONS Firing bows or crossbows. You
  must specialize in either Bow or Crossbow (or other
  specific type). (REF)
  
  RESEARCH Skills in using libraries, archives,
  records, as well as uncovering information from
  obscure or uncommon sources. (INT)
  RIDING This skill enables a character to ride a living
  creature under difficult circumstances. The type of
  animal (usually horse) must be specified when this
  skill is purchased. (DEX)
  SEDUCTION The ability to gain others' trust by
  offering companionship or favors (not necessarily
  sexual). (PRE)
  SEIGE WEAPONS Use of heavy siege weapons,
  such as Ballistas or Catapults.  You must specify
  which. (TECH)
  SHADOWING The ability to subtly follow someone.
  Also the ability to spot and lose a tail. (INT)
  SHIPHANDLING Ability to pilot, man, and work
  aboard a sailing vessel.
  SLEIGHT OF HAND The ability to palm items, fool
  the 
  eye, 
  perform 
  magic 
  tricks, 
  etc. 
   
  Also
  pickpocketing. (REF)
  SPELLS Each spell is a skill which can be learned.
  See the chapter on Magic for more information.
  STEALTH The ability to hide in shadows, move
  silently or avoid detection in combat situations. (DEX)
  STREETWISE 
  This 
  skill 
  gives 
  the 
  character
  knowledge of the seamy side of town: he knows
  where the local Thieves' Guild is, how talk to thugs,
  gain information, and so on. (PRE)
  SURVIVAL This skill enables the character to live off
  the land, find food and water, identify dangerous
  plants and animals, and so on. (INT)
  SURVEILLANCE The ability to spy on a subject at
  range without being detected. (INT)
  TACTICS The ability to fight effectively and
  efficiently. A character with this skill is an expert at
  combat, and usually knows what must be done to win
  a battle. (INT)
  TEACHING The ability to impart information or skills
  to other. (PRE)
  THAUMATURGY  This is knowledge of magic, how it
  works, and how to control and use it. This skill is
  used to modify spells, or create new ones. Most good
  mages have this skill, as most enjoy making spells
  more than do learning them. You must have
  Education of 2 or better. (INT).
  TRACKING The ability to follow a trail by observing
  tracks, marks, broken twigs, and so forth. (INT)
  TRADING The ability to strike a good bargain with a
  merchant or customer. (PRE)
  TRAPS The ability to recognize and evade various
  types of traps and boobytraps. The character also
  knows how to set up such traps, given the proper
  time and equipment. (TECH)
  VENTRILOQUIST The character can make his voice
  sound as if it's coming from somewhere other than
  himself. (PRE)
  WARDROBE AND STYLE A grasp of fashion,
  wardrobe, and personal grooming. A character with
  this skill knows how to show off clothes and look his
  best. (PRE)
  WEAPONSMITH The character knows how to build,
  maintain and repair weapons of various types. The
  class of weapon (Ranged, Melee, or Siege) must be
  specified when this skill is purchased. (TECH)
  WRITING 
  Composing 
  songs, 
  novels, 
  poems,
  speeches, and documents.  You must have
  Education of 2 or better.
  alents
  There is no change in Talents from the basic
  core Fuzion rules.  All Talents are available at
  3 OP per level.  If the GM wish to add new Talents,
  he may of course do so.
  erks and Privileges
  Perks and Privileges must be customized for
  each individual campaign.  In a fantasy setting,
  some Perks are more relevant and important that
  others.  There are a wide variety of Memberships,
  Contact, and levels of Wealth, all costing a different
  about of OP per level.
  The Impact values of Perks vary from
  gameworld to gameworld.  Impact is rated from Little
  Impact to Very High Impact.  Impact values modify
  the cost of a Perk, ranging form x1 to x4.
  Little Impact x1 cost
  Moderate Impact x2 cost
  High Impact x3 cost
  Very High Impact x4 cost
  Each level in a Perk cost a certain number of Option
  Points, as listed below.  A chart has been provided,
  listing each Perk, and various sub-categories, and
  their cost per level.  The cost below is listed as cost
  per level.  That is, to have a Membership Level Five
  in the Mage's Guild would cost 10 OP.
  Perk Name
  Cost Per Level
  Membership
  Army
  Knighthood
  Religious Order
  Royal Household
  Thieves' Guild
  Merchants' Guild
  Mages' Guild
  Other Guilds
  1 OP
  3 OP
  2 OP
  4 OP
  1 OP
  2 OP
  3 OP
  2 OP
  Contact - as normal
  1 OP per level
  Favors - as normal
  0.5OP per level
  Renown - Moderate Impact
  1 OP per level
  Wealth - High Impact
  3 OP per level
  Royalty
  Having a membership in a Royal household
  gives you a royal title.  What level of Membership you
  have dictates your title.  You must have a certain
  minimum level of Wealth as well to support your title
  (see Wealth).
  T
  P
  
  Membership (Royal Household)
  Level 1 - Youth, non-heir.  Wealth not required
  Level 2 - Youth, Future Heir.  Wealth not required.
  Level 3 - Lord, Wealth 2+
  Level 4 - Marquis, Wealth 3+
  Level 5 - Graf, Wealth 4+
  Level 6 - Baron, Wealth 5+
  Level 7 - Duke, Wealth 6+
  Level 8 - Grand Duke, Wealth 8+
  Level 9 - Prince, Wealth 9+
  Level 10 - King, Wealth 10
  Wealth
  Wealth determines your starting resources.
  However, most of your resources are locked into non-
  liquid assets, such as your house, personal
  possessions, cost of living, and so forth.  You do
  have a weekly disposable income, which comes in
  the form of wages, selling your goods and services,
  and so forth.  If you are royalty, most of your weekly
  income comes from taxes.  Remember, you can
  exchange 1 OP for 1 Raiden Piece. See Weapon and
  Equipment for more info on Money.
  Wealth
  Level 0 - Commoner, 1 Raiden per week
  Level 1 - Lower Middle Class, 2 Raidens
  Level 2 - Middle Class, 4 Raidens
  Level 3 - Upper Middle Class, 6 Raidens
  Level 4 - Upper Class, 12 Raidens
  Level 5 - Wealthy, 24 Raidens
  Level 6 - Highly Wealthy, 48 Raidens
  Level 7 - Very Wealthy, 100 Raidens
  Level 8 - Extremely Wealthy, 200 Raidens
  Level 9 - Filthy Rich, 400 Raidens
  Level 10 - Kingly, 1000 Raidens
  
  Magic, Wizards, and Clerics
  Land of Magic
  Lodoss is a land of great magic, mysteries,
  and power.  Once, many thousands of years
  ago, the world of Forceria was forged by the brilliant
  powers of magic.  The gods were great then, but in
  their greatness terrible wars were fought.  The earth
  was shattered, the seas boiled, and the gods
  perished and died away.
  It took centuries for civilization to rebuild, and
  centuries more for learned men to master the ways of
  magic.  Kastuul, the Kingdom of Magic, arose seven
  hundred years ago.  The great empire spanned all of
  Lodoss, some say beyond, and was ruled by mighty
  sorcerers and wizards.  In time, these immortal rulers
  became bitter and jealous of one another, and took to
  warring amongst themselves to determine who would
  become the supreme emperor of the known world.
  Only destruction and chaos came of the war, the
  mighty Kingdom of Magic collapsed -- Cities burned
  in the pyre of dying armies, cataclysmic tidal waves
  rushed in from the storm-angered seas, earthquakes
  shattered the land from east to west.  Thousands
  died, and the knowledge of the ages was all but lost.
  It took another five hundred years for
  civilization to recover from the calamity.  Though evil,
  chaos, and war still plague the land, the people are
  once again blessed with the luxury of art, poetry, and
  science.  Slowly but surely, lost knowledge from the
  age of Kastuul is being recovered.  More and more,
  the few remaining magical tomes and books of
  knowledge are being translated, copied, and passed
  between the circles of wisemen, adepts, and priests.
  Those with a desire to learn are welcomed into the
  schools and academies now prominent through
  Alania and Valis.  Indeed, it seems nothing is beyond
  the grasp of our understanding and the new world of
  magic and mystery is finally opening its door.
  agic in the Game
  Lodoss War RPG uses the magic game
  mechanics system presented in Atomik
  Magick.  Atomik Magick is available at the URL
  listed below in .PDF format.  If you do not have
  Atomik Magick you must get it to play this game.  It
  has all the magic systems, game mechanics, and
  spells.  I could repeat all the rules here, but getting
  the document separately simplifies matters greatly,
  as you will be able to easily use the magic game
  mechanics rules to any other fantasy Fuzion
  campaign you might want to run.
  http://www.meta-earth.com/fuzion/atomik.html
  It is possible you may wish to use an
  alternative magic system presented in another Fuzion
  plug-in.  You may of course do so, but all rules below
  assume you are using Atomik Magick.  There is no
  guarantee on how well other magic systems can
  represent the magic seen in Lodoss War.
  Once you have Atomik Magick, please read
  and understand how the magic system works.  All
  further descriptions, rules, and options listed below
  assume that you have Atomik Magick handy, and
  are familiar with the systems presented therein.
  If you have questions, or do not understand
  how and where to get this document, please email
  me (mchase@cdc.net).
  agic Characters
  When making a mage as a PC character, it
  must be kept in mind that only in the past
  century has magic started to make a come back.
  Before this time, Lodoss was still shrouded in
  darkness, and the people rather ignorant of the
  magical world around them (elves are the exception).
  Because of this, mages (also commonly referred to
  as wizards or sorcerers) are quite rare.  Most kings
  have a few modestly powerful wizards in their court,
  and every city has at least four or five amateur magic
  users.  A few of the more powerful mages reside in
  solitary castles, or wander the country searching for
  magical treasures, spells, and potential apprentices.
  Magic users are awed and well respected in most
  communities, and many find jobs as advisors for local
  villages.
  MAGE Characteristic
  A mage must have a MAGE characteristic
  (as described in Atomik Magick).  To facilitate
  character growth and staged-progression, all magic
  users should start out with a MAGE of 1 or 2, and
  these points are taken from the normal pool of
  characteristic points.  He may also start out with a
  few minor spells (at MAGE 2, he could only know a
  few minor spells anyway).  Calculate MP and MREC
  as normal.  He may spend extra OP to increase both
  MP and MREC, if desired.
  The character can advance his MAGE
  characteristic as he gains OP from the adventure.  It
  takes 5 Option Points to increase MAGE by 1 point.
  Remember, he will also have to spend OP to learn
  new spells and improve in other areas, so this seems
  a fair level for increase.  The GM may wish to limit
  the character's advancement at first, to keep the
  player from jumping his character two or three levels
  A
  M
  M
  
  in the first game season.  It might be that he can only
  advance every other game season.  Furthermore, the
  GM should require that the character spend at least
  four hours a day devoted to studying and exercising
  his magical powers (he cannot cast useful spells
  during this time, however).
  Mage PCs should not advanced beyond
  MAGE 7, as it would unbalance the game.  The GM
  may, of course, allow further advancement as he
  sees fit, but he should be wary of this.
  lven Magic
  The advancement scheme above does not
  work well for high elves.  For dark elves and
  half-elves, who are mortal, the above system for
  limiting the way MAGE starts out is perfectly fine
  (though they will be using Shamanic Magic).
  High elves, on the other hand, are immortal.
  A starting high elf character could be over a hundred
  years old and highly experienced in casting spells.
  Therefore, a high elf can have a MAGE between 1 to
  5.  All elves must have a MAGE of at least 1; they are
  elves, after all.  However, high elves cannot advance
  further 
  without 
  there 
  being 
  some 
  extreme
  circumstance.  If a max MAGE of 5 seems low, the
  GM can always change this to suit his campaign.  As
  seen in Lodoss War, elves are lacking in other forms
  of magic, but are quite powerful elementalists.
  Also remember, there are very few books on
  Shamanic Magic (if any).  All spells are passed down
  by teaching, song, and elemental invocations.
  Therefore, most elves should start off with at least
  three or four good spell skills, and perhaps a half-
  dozen minor ones.  Further skills can only be learned
  from an elven teacher, and there are no books to cast
  directly from.
  pell Skill Characteristic
  As mentioned in Atomik Magick, spells are
  skills, and so they must have a base
  characteristic for making Task Rolls.  The base
  characteristic for casting spells is TECH for all magic
  users.
  Therefore, when casting Fireball, the Task
  Roll to hit is TECH + Fireball + 3D6 vs. target's DV.
  When casting straight out of a book with no skill, the
  roll is simply TECH + 3D6 for all spells.  Having a
  high TECH is, therefore, extremely important to all
  spell casters.
  Remember GM's, if you set a ceiling on
  characteristics, most mage PCs will end up with their
  TECH set at this value.  If you want to avoid this, you
  may use the optional Categorizing Skill Characteristic
  system listed below.
  ategorizing Skill Characteristic
  This is optional, as it does complicate the
  magic system.  Its purpose is to avoid
  "Munchkin" mage characters by requiring different
  base characteristics to be used in different categories
  of spells.
  By default, all spells use TECH.  This means
  all 
  spell 
  casters 
  will 
  max 
  out 
  their 
  TECH
  characteristic.  This is both unbalancing and
  unrealistic.  If the GM chooses, he may require that
  each category of spells (Combat, Elemental, Mental,
  etc.) uses a different base characteristic for casting
  spells.
  For instance, if all Mental Spells used WILL
  as the base characteristic, then the roll to cast Mind
  Control would be WILL + Mind Control + 3D6.  If all
  Combat spells used REF as the base characteristic,
  then the roll to cast Fireball would be REF+ Fireball
  + 3D6.
  The GM may set these bases anyway he
  likes.  However, to set a standard, the chart below
  lists the recommended characteristic base for each
  spell category.
  Spell Categories
  Base Characteristic
  Combat Spells
  REF
  Creation/Destr. Spells
  TECH
  Elemental Spells
  WILL
  Enchantments
  TECH
  Illusion Spells
  INT
  Knowledge Spells
  INT
  Light and Dark Spells
  TECH
  Mental Spells
  WILL
  Movement Spells
  DEX
  Nature Spells
  INT
  Necromancy Spells
  WILL
  Physiology Spells
  TECH
  Summoning Spells
  PRE
  Wizardry Spells
  TECH
  ptitudes
  Optionally, magic users may have aptitudes, if
  they desire, as described in Atomik Magick.
  This will modify his effective MAGE for the spell
  categories, and so should be considered when you
  develop your character concept.  A GM is advised to
  look over all the spells and decide ahead of time if
  there are any categories he wants to restrict from
  Aptitudes.  For instance, he may feel that it would be
  in appropriate to allow Combat Spells to be used as
  the Primary Aptitude, but it could be the Secondary
  Aptitude.  Players may also want to be sure they
  have selected an appropriate aptitude.  A Sorcerer
  cannot have an Aptitude in Elemental Spells, as
  Elemental Spells are unavailable to Sorcerers (see
  Magic Systems, below).
  E
  S
  C
  A
  
  agic Systems
  There are five primary magic systems in
  Lodoss 
  War 
  -- 
  Sorcery, 
  Shamanic,
  Common, Clerical, and Demonic. Clerical Magic
  systems are different for each god or goddess they
  represent.  But do not fear, all magic systems are
  very straightforward.
  The rules for creating new magic systems is
  outlined in Atomik Magick.  However, Lodoss War
  RPG does not use this system.  Instead, only the
  systems described below are available.  Each system
  gives access to certain categories of spells, and only
  those spells are available to that system.  There are
  no Skill or Aspect modifiers (which simplifies magic
  greatly).  Only the spells themselves are used from
  Atomik Magick, with little modification.  For instance,
  a Sorcerer only has access to those spell categories
  listed for Sorcery.  If a magic user knows multiple
  magic systems, he must pay 10 OP and have the
  GMs permission.  For instance, to have both Sorcery
  and Shamanic magic would cost 10 OP.  To have
  Sorcery, Shamanic, and also a Clerical Magic system
  would cost 20 OP.  Common magic cost 5 OP for
  non-mages, but cost nothing for mages (see
  Common Magic for details).  That is, if you have any
  level of MAGE, you automatically have access to all
  Common Magic spells, without question.
  Casting off-system as described in the
  Atomik Magick, is not possible in Lodoss War.  For
  instance, a Sorcerer cannot cast Shamanic spells.
  Nor can a Priest cast Demonic spells. The exceptions
  are characters who know multiple magic systems (as
  above).  Magic users who know more than one magic
  system are called Wizards (as opposed to simply
  sorcerer, 
  shaman, 
  priest, 
  demonolator, 
  etc.).
  Wagnard was a true Wizard, knowing all the magic
  systems.  Wagnard was both a Priest of Kardis (the
  High Priest, in fact), and also knew Shamanic,
  Sorcery, and Demonic spells (and, of course,
  Common), meaning he paid 30 OP for all the
  systems.  Slayn, on the other hand, was only a
  sorcerer, and thus could not cast Shamanic spells.
  To keep in line with the spirit of the original
  Lodoss War RPG, each spell casting system has
  certain spell categories which spells can be drawn
  from.  For instance, Sorcerers do not have access to
  any Elemental Spells, but Shamans do.  Likewise,
  Shamans lack Wizardry spells, but Sorcerers can
  cast Wizardry spells. The Casting Method listed is the
  manner in which the spells are cast (as described in
  Atomik Magic). The Time multiplier modifies the time
  to cast spells for this system.  There are no Skill or
  Aspect Modifiers.
  For example, a Shaman with a MAGE of 5,
  has access to all Elemental spells of Level 5 or less.
  A Shaman could not use Enchantment or Wizardry
  spells.  A Sorcerer with a MAGE of 5 would have
  access to Enchantment and Wizardry spells, but
  Elemental magic is out of his grasp.  Wizards are the
  most diverse, with access to a combination of several
  systems of magic.
  Sorcery
  Casting Method: Speak, Language (Kastuulian)
  Casting Time: x1
  Sorcery is the default magic system for
  human magic users.  Knowledge of this spell casting
  method has been all but lost for four hundred years.
  Only in the last century has this lost magic system
  been recovered.
  The powers of sorcery attempt to enact
  changes in nature and the physical world.  Sorcerers
  devote a great deal of time researching the methods
  in which the forces of nature can be channeled.
  These methods include chanting incantations, using
  hand gestures, the use of a staff or spell book, and
  so forth.  Many of the spells contemporary sorcerers
  use today have been passed down from the Mages'
  Guild in Alan.
  At the peek of the Kingdom of Sorcery, there
  were vast libraries of Sorcery spells, thousands of
  volumes of thousands of pages.  During the terrible
  war, these libraries were destroyed and nearly all the
  books were lost.  Yet, a few remained.
  Kastuulian magic books are prized artifacts
  (actually, anything from ancient Kastuul is a prized
  artifact).  Kastuulian tomes are written in Kastuulian,
  and Sorcery spells can only be cast when spoken in
  Kastuulian.  These spells were formulated to
  command the energies of magic (Mana) with certain
  Kastuulian incantations.  All Sorcerers should know
  Kastuulian at level 2 or better to be fluent enough to
  chant the spells and invocations.
  Of all the magic systems, Sorcery is the most
  common and most well documented.  Slayn and Wort
  were both Sorcerers.
  A few sample incantations are:
  "Things alive and dead, shed your false
  clothing and appear in your true form.  Time of all
  creation, the infinite power, becoming the barrier to
  protect us.  Time of all creation, the infinite power!"
  "Give unto my staff the power to banish
  darkness."
  "To the souls who are controlled by the
  selfish 
  spells, 
  answer 
  my 
  righteous 
  calls 
  to
  awakening."
  Available Spell Categories
  Combat Spells
  Creation & Destruction Spells
  Enchantments
  Illusion Spells
  Knowledge Spells
  Light and Dark Spells
  Movement Spells
  Wizardry Spells
  M
  
  Shamanic Magic
  Casting Method: Speak, Gesture
  Casting Time: x1/2 (half listed time for spells!)
  Shamanism is the use of natural forces to
  produce magical effects. Shamanic magic is the
  summoning and controlling of elemental powers and
  nature spirits.  Unlike Sorcery, Shamans use the
  magical energies of nature, present in all living
  things.  Spirits of nature exist within the trees, the
  river, the air, and the even the cracking blaze of fire.
  It takes a special person with a talent for
  magic and an affinity for nature to become a Shaman
  due to the bond they have to develop with their
  environment.  It is through this bond that the Shaman
  is able to communicate with nature and forge pacts
  with the spirits of Earth, Wind, Water, and Fire, and
  invoke their power.  Shamans develop their talents
  and skills over time as they develop their bond with
  nature.
  In a broad sense, all spells cast by Shamanic
  magic are technically elemental spell (even Combat
  Spells, Illusion Spells, Movement Spells, and so
  forth).  This is because the method of casting calls
  upon and invokes magic by praying to the spirits of
  nature.  For instance, to fly, one might call unto the
  spirit of the air (Sylph) to grant the power of flight.
  This is purely a special effect of the casting method,
  but the GM should encourage players to formulate
  their spirit-prayers for each spell.  This is not
  required, but can make the game much more
  interesting, and more to the spirit of Lodoss.
  As with all things, Shamans may be good or
  evil.  The spirits of nature are neutral toward good
  and evil, after all, nature may be used by anyone who
  is in tune with nature.  Thus, both a good high elf and
  an evil dark elf can use the same spells and invoke
  the same spirits, even while pitted in combat against
  one another. Intelligent elemental creatures, (such as
  a Golem or Undine) may have a particular alignment
  toward good or evil, but this will vary with each
  individual elemental creature.
  Most elves use Shamanic Magic.  A few
  elves are Wizards, and those who are priests use the
  clerical magic for their respective god or goddess.  As
  a general rule, high elves, dark elves, and half-elves
  should all use Shamanic Magic.  There are very few
  human shamans, as humans have, for the most part,
  abandoned nature and and become "urban" creating
  their own magical systems.  There are still some
  human shamans, but these people are either
  barbarians or spirit-elementalists from Crystania.
  The time to cast Shamanic Magic is half the
  listed time on the spell.  That is, casting Commune
  would only take 1 minute instead of 2 minutes.
  The biggest disadvantage with Shamanic
  Magic is that there is little to nothing written about it.
  Shamans must learn spells on their own (as they
  progress and earn experience), or find a shamanic
  teacher.  The only way to cast Shamanic spells is if
  you have a skill in that spell.  There is no way to cast
  Shamanic spells "from the book" because there are
  no books to use!  Most shamans should start out with
  five to ten spells.  They can advance if another
  shaman is willing to teach them, or through self-
  teaching (which can take months of practice).
  A few sample incantations are:
  "Faerie of light, the mother power that
  nurtures plants, come to me."
  "Undine, faerie of water, give us your power."
  Available Spell Categories
  Combat Spells
  Elemental Spells
  Light and Dark Spells
  Illusion Spells
  Mental Spells
  Movement Spells
  Nature Spells
  Physiology Spells
  Demonic Magic
  Casting Method: Speak
  Casting Time: x1/2 (half listed time for spells)
  Demon magic is the darkest magic and its
  practice is shrouded in mystery.  Demon magic is not
  tolerated in Lodoss, though there are many
  demonalators who practice on Marmo.  Only dark
  elves, demons, and dark wizards can cast this
  sinister magic.
  One who practices demonic magic is referred
  to as a "dark mage" or demonalator (one who
  invokes demons).  They are evil, ruthless, and
  corrupt.  Many are also priests of Falaris or Kardis, or
  other dark gods, and their powers are only enhanced
  by this.  The dark gods can easily grant their most
  devote followers greater demonic powers.
  Dark mages are notorious for summoning
  demons and evil spirits, as well as binding
  necromantic spells.  They work in black temples and
  gothic stone fortresses, practicing their powers of
  darkness and destruction.  The requirements for the
  casting of their spells often includes ghastly and
  horrific 
  ingredients, 
  unspeakable 
  rites, 
  and
  blasphemous incantations.  Many of the more
  powerful spells (level 6 and up) can require blood
  sacrifices.  Resurrect Deity even requires a blood
  sacrifice of the eternal life of a high elf...
  Available Spell Categories
  Combat Spells
  Destruction (only) Spells
  Illusion Spells
  Dark (only) Spells
  Necromancy
  Summoning
  Wizardry
  
  Common Magic
  Casting Method: Speak, Gesture
  Casting Time: x1
  Cost: 5 OP for non-mages, free to mages
  The great mage Randal created a form of
  magic that uses a particular word or phrase to
  manipulate natural energies.  These incantations are
  simple enough for anybody to adopt with the proper
  amount of talent and instruction.
  Common magic is particular to the Lodoss
  War universe.  They are Cantrips (spells which can
  be used by anyone), and can be cast by even non-
  mages.  These are very simple spells, most of them
  learned from teachers and wizards, or even warriors.
  Few Common spells are very impressive, but
  they can be learned by non-mages.  A non-mage
  must have Common magic as a Talent.  This Talent
  cost 5 Option Points.  It can be taken after a
  character has been in play for some time, especially
  if he has been around magic users and has some
  grasp on the basic concepts of magic.
  All characters who are mages (that is, having
  1 point or more in MAGE) automatically have access
  to all Common spells, which can be learned as
  normal.
  All Common spells are First Level spells.
  From Atomik Magick, the spells available as
  Common Spells are: Clean, Soil, Mend, Predict
  Weather, Ignite, Find Water, Lesser Optical
  Illusion, Know Time, Direction Sense, Detect
  Magic, Light Point, Animal Empathy, and Awaken.
  Because non-mages do not have a Magic
  Pool, they may use their ENDurance to pay for
  casting a spell.  However, it cost 5x the MP in END to
  cast the spell.  That is, Ignite costs 2 MP, therefore, a
  non-mage casting Ignite would spend 10 END.
  Clerical Magic
  There are about ten gods and goddesses still
  worshipped in Lodoss.  The four primary gods are
  Falis, Marfa, Falaris, and Kardis.  Other gods have
  small pocket cults or minor temples and shines in
  various cities and towns, with only a few followers. All
  priest spells are cast at 2/3rds time (rounded to the
  nearest second).  That is, if a spell is listed as taking
  3 minutes to cast, it would only take 2 minutes.  If a
  spell is listed as taking 5 minutes, it would take three
  minutes and twenty seconds.
  For each god or goddess there is a different
  clerical magic system.  A priest can only learn spells
  in this system, unless he has paid 10 OP to also
  know other systems.  Spells are granted by the spirit
  of the god, or maybe taught by priests higher in the
  Order.  Some priest spells are outlined in religious
  books, and can be cast from these books.  For
  instance, the Book of Falis has many healing spells,
  which as Priest of Falis can use to cast from.
  If a priest, for some reason, abandons his
  deity (or is excommunicated) he loses the casting
  system for that god, rendering any spells he has
  learned for that system unless.  He does not lose the
  spells; simply, he can no longer cast them.  If he ever
  returns and is brought back into the priesthood, he
  will be able to use those spells again.
  If a priest, for some reason, changes his
  religion (a priest of Falis becoming a priest of Marfa,
  for instance), he will lose the former casting system,
  rendering all those spells useless.  He must then
  begin learning all knew spells under his new clerical
  magic system.  For this reason, few priests change
  their religion unless they have good reason.
  There may be other gods, and cults of these
  gods, but these must be created by the GM.
  Priest of Falis
  Casting Method: Speak, Religion (Falis)
  Time: x2/3
  Falis is the most loved and worshipped god
  in Lodoss.  The great Temple of Falis stands as a
  brilliant white-marble palace in Roid, the capital city
  of Valis.  Nearly every village and town has a shrine
  dedicated to the glorious God of Light, were men and
  women are free to sing their praises and worship the
  mightiest of the gods.
  There are four orders of the Priesthood of
  Falis.  The first level are Acolytes, and they serve as
  the ones who clean and maintain the temples and
  shrines, and help people in need on a day to day
  basis.  The second level of the priesthood is
  Novitiate. Novitiates are priests in training.  They
  attended Temple (in Roid) where they learn the
  teachings of Falis and begin training in the art of
  magic.  After undergoing a long journey (the final step
  the their training), they become Priests of Falis.  A
  Priest has great power and knows many holy spells,
  but can only use his magic to save or help others.
  Most priests work in the Temple or perform services
  in the many shrines thought the land, but some also
  go out into the world on a quest to help others in
  need.  After many years of being in the priesthood, it
  may be possible to become a Bishop.  A bishop
  typically runs a shrine, or leads classes in the
  Temple.  Bishops also hold administrative positions.
  The High Priest is the figurehead of the Temple of
  Falis, acting as the religious leader for a term of five
  years.  After these five years, the High Priest steps
  down and another bishop is elected to his position.
  Priests of Falis may learn many spells in
  Temple.  These spells are primarily Physiology
  healing spells, Mental spells, and Light spells.
  Priests of Falis can only learn Light spells from the
  Light and Darkness category.  Other spells are also
  taught, including a few Combat spells (mainly for
  defense), Enchantment spells (mainly Bless), and a
  few others as well.  Turn Undead is the only
  
  Necromancy spell taught, and it is known (and used)
  by most priests.
  Available Spell Categories
  Combat Spells (defensive)
  Enchantments
  Knowledge Spells
  Light (only) Spells
  Mental Spells
  Physiology Spells
  Necromancy (Turn Undead)
  Wizardry Spells
  Priest of Falaris
  Casting Method: Speak, Religion (Falaris)
  Time: x2/3
  Falaris, the terrible God of Darkness, is
  feared and loathed throughout Lodoss.  His cult
  resides primarily on Marmo, along with other cults
  dedicated to dark gods such as Kardis and Baylos.
  There are many human priests of Falaris in the Black
  Temple of Falaris on Marmo, but many dark elves
  also follow the dark god.  Dark elves see themselves
  as the chosen "Children of Falaris".  Because of this,
  a dark elf (or half-elf) character who is a priest of
  Falaris may use Falaris Clerical Magic, instead of his
  Shamanic magic. They cannot use both shamanic
  and Falaris magic (unless they pay 10 extra OP);
  they must choose their path wisely.
  Priests of Falaris must perform horrid rites
  and bloody sacrifices to their god within the abysmal
  chambers of the desolate and terrible Temple of
  Falaris.  Most sacrifices require a human, dark elf, or
  half-elf be ritualistically killed, but the sacrifice of a
  high elf is extremely well rewarded, and can result in
  spectacular spell-casting effects.  Goblins and other
  simi-intellegent creatures are usually not satisfactory
  sacrifices.
  Middle and high level priests can begin to
  learn extremely potent and black spells, and have
  easy access to their dark mentors and unholy tomes
  from which to learn.
  Available Spell Categories
  Combat Spells
  Enchantments
  Illusion Spells
  Dark (only) Spells
  Necromancy Spells
  Summoning Spells
  Wizardry Spells
  Priest of Marfa
  Casting Method: Speak, Religion (Marfa)
  Time: x2/3
  Marfa, Goddess of Creation, was the last of
  the Gods of Light to fall.  When she fell, her soul and
  essence settled across all of Lodoss, and now
  resides as a powerful protective force.  Because her
  spirit is so great, her priests are quite common and
  temples and shrines dedicated to Marfa can been
  found throughout the land.
  The Grand Temple of Marfa is located north
  of the town of Tarba, in the Northeast corner of
  Lodoss, near the domain of the Ancient Dragon
  Bramd.  Bramd acts as the great protector and
  advisor of priests of Marfa, as he was the dragon who
  fought at Marfa's side during the War of the Gods.
  Bramd is extremely powerful and very ancient and
  spends most of his time sleeping within the ice-
  crystal caverns of his mountaintop lair.  The High
  Priestess of Marfa lives in the Grand Temple.  The
  founder and current High Priestess of the Temple is
  Neese.  He daughter, Leylia, will probably be her
  successor one day.
  Early on, priests of Marfa are taught a few
  basic spells, including a few healing spells and
  creation spells.  Later, than can learn more advanced
  spells in other categories.  Priests of Marfa rarely
  learn "damaging" spells, or spells which can hurt and
  harm.  However, they know that having the ability to
  fight and defend oneself is crucial, so a few combat
  and defensive spells are also taught.
  Available Spell Categories
  Combat Spells (defensive)
  Creation (only) Spells
  Enchantments
  Illusion Spells
  Knowledge Spells
  Necromancy (Turn Undead)
  Physiology Spells
  Wizardry Spells
  Priest of Kardis
  Casting Method: Speak, Religion (Kardis)
  Time: x2/3
  Kardis is the abominable Goddess of
  Destruction and Madness.  Her cult resides along
  side the cults of Falaris, but is actually more popular
  and far more powerful than the cults dedicated to the
  God of Darkness himself.  This is because Kardis is
  still extremely strong and influential.  She was the last
  god of darkness to die, but was not utterly killed.
  Kardis's influence on Marmo is so strong that
  sensitive wizards and other magic users can often
  feel her presence.
  The actual Temple of Kardis is beneath the
  Temple of Falaris, and acts as a sarcophagus to the
  goddess who lies between death and sleep.  The
  Temple of Kardis is very hard to access, except by
  those who know the way.  Deep inside is a labyrinth
  of empty chambers, endless tunnels, and an
  enormous, yet desolate, necropolis city.  Here, the
  worshipers of Kardis reside, practicing their black arts
  and performing unspeakable rites and sacrifices in
  her name.
  
  Because of the close ties between Kardis
  and Falaris, dark elf (or half-elf) characters who are
  priests of Kardis may use Kardis Clerical Magic,
  instead of there native Shamanic magic. They cannot
  use both Shamanic and Kardis magic (unless they
  pay 10 extra OP); they must choose their path wisely.
  Available Spell Categories
  Combat Spells
  Destruction (only) Spells
  Enchantments
  Illusion Spells
  Mental Spells
  Necromancy Spells
  Summoning Spells
  Priest of Baylos
  Casting Method: Speak, Religion (Baylos)
  Time: x2/3
  Baylos is the dark God of Fire and Fury.
  Once, Baylos was the noble god of Fire and Justice,
  but Baylos was drawn to the darkness, and his sense
  of Justice became twisted, corrupted with evil.  Like
  their god, worshipers of Baylos have a twisted sense
  of justice as well.  Most truly believe they are
  followers of Justice, the chosen of Baylos, and
  charged with the responsibility to seek deadly
  vengeance on all who trespass against the will of
  Baylos.
  The Law of Fire, also called the Book of
  Baylos, is the chief text for followers of Baylos.  It is,
  in essence, a book of law which lays out complex and
  excruciatingly detailed rules of right and wrong.  Any
  who violate the slightest law are guilty of trespassing
  against Baylos, and thus, must be destroyed.  The
  Law of Fire is so strict and precise, practically
  everyone violates at least one of the laws on a daily
  basis (be it an ill-spoken word, a joke, or a legitimate
  crime).  Priests of Baylos are granted "Impunity" from
  many of the laws, but acolytes and followers must
  follow the letter of the law.  The Law of Fire is
  considered by most citizens of Lodoss to be a fraud.
  Nevertheless, priests and followers of Baylos
  seek out and destroy violators of the Law. They hunt
  down and destroy those they believe are guilty, and
  sacrifice them to Baylos as an offering for power.
  Such human sacrifices are terribly bloody. The
  worship of Baylos is outlawed on Lodoss, but there
  are cults dedicated to him in several towns.
  Available Spell Categories
  Elemental: Fire (only) Spells
  Enchantments
  Illusion Spells
  Knowledge Spells
  Light and Dark Spells
  Mental Spells
  Summoning Spells
  Priest of Myrii
  Casting Method: Speak, Religion (Myrii)
  Time: x2/3
  Myrii is the God of War and Virtue.  He is a
  God of Light, and his priests follow the ways of virtue
  and enlightenment.  Myrii is the patron god of all
  soldiers, so it is not uncommon for a priest of Myrii to
  bless an army before they go into battle.  This does
  not always work, however, for the army must be
  fighting for good, and the leaders be of noble and
  virtuous nature.
  Priests of Myrii are not warriors.  They do not
  condone violence, killing, or bloodshed.  "Battle with
  heart, not blade" is the common saying of Priests of
  Myrii, meaning that a bloody battle is only to be used
  when all else has failed, and when it is the only
  avenue to destroy evil.  Even so, Priests of Myrii are
  extremely well tuned fighters, skilled in combat with
  nearly every weapon and masters of a fighting style
  akin to martial arts.  They know many combat spells
  as well, but defense is the preferred tactic.  "Use your
  enemy's own strength against him", is repeated time
  and again to all new acolytes.  "Let your enemy wear
  himself down, then finish him with a single efficient
  strike".
  Priest of Myrii must uphold all Seven Virtues
  of Light, or risk removal from the priesthood (and
  losing of all their powers). The Seven Virtues of Light
  are Honesty, Humility, Charity, Compassion, Justice,
  Valor, and Prudence.  The priesthood is forgiving (as
  per Compassion) but severe violation or a clear
  movement into the darkness is punishable by
  excommunication (as per Justice).
  Available Spell Categories
  Combat Spells
  Creation & Destruction Spells
  Enchantments
  Illusion Spells
  Light and Dark Spells
  Movement Spells
  Physiology Spells
  Priest of Barbas
  Casting Method: Speak, Religion (Barbas)
  Time: x2/3
  Barbas was one of the few gods to survive
  the War of the Gods.  Barbas (and a few other gods
  as well) fled to Crystania where they surrendered
  their bodies and took form in animals to hide from
  their enemies.  Barbas originally took the form of a
  great tiger.  Though he resides on Cyrstania (and is
  the reigning lord of the entire country), he still has
  several dark death-cults in Lodoss and Marmo.
  These cults are few in number and work in dire
  secrecy.  The worship of Barbas is illegal in most
  parts of Lodoss.
  
  Priests of Barbas are extraordinary skilled it
  the black arts of necromancy and summoning.
  Fortunately, most priests of Barbas are not too
  powerful, but those who are can be extremely deadly
  enemies.
  Available Spell Categories
  Creation & Destruction Spells
  Illusion Spells
  Light and Dark Spells
  Mental Spells
  Necromancy Spells
  Physiology Spells
  Summoning Spells
  Priest of Rada
  Casting Method: Speak, Religion (Rada)
  Time: x2/3
  Rada is the God of Wisdom and Knowledge.
  He is the patron god of the arts, and loved by all who
  have the creative gifts.  His priests and followers are
  outspoken advocates of peace, and believe in total
  non-violence.  They must take the Complication Vow:
  Non-Violence [15].  Priests of Rada do know
  defensive 
  spells, 
  but 
  only 
  those 
  spells 
  that
  incapacitate or otherwise dissuade attackers (Sleep,
  Daze, and other such spell are quite common).
  Priests 
  of 
  Rada 
  are 
  generally 
  highly
  intelligent, 
  well-learned 
  individuals 
  who 
  prize
  knowledge and art above all.  Priests of Rada are
  renowned teachers and their schools are open to all,
  offering an unprecedented educational opportunity for
  both children and adults.
  Available Spell Categories
  Enchantments
  Illusion Spells
  Knowledge Spells
  Mental Spells
  Nature Spells
  Physiology Spells
  Wizardry Spells
  Priest of Cha Za
  Casting Method: Speak, Religion (Cha Za)
  Time: x2/3
  Cha Za is the God of Trade and Commerce.
  His priests are strong advocates of the Three Virtues
  of Trade: Honesty, Charity, and Prudence.  With
  these Virtues in mind, any trade becomes a fair and
  good trade for both parties.  Most merchants claim to
  be followers of the teachings of Cha Za, but as many
  people know, this is certainly not the case.  Many
  merchants seek to fill their own pockets, and priests
  of Cha Za do not condone such activities.  The main
  Temple of Cha Za is located in Addan, with shrines in
  Roid, Alan, Raiden, and other major cities.
  Priests of Cha Za are a bit more relaxed and
  fun loving than priests of other orders.  This is not to
  say they live it up, but rather, the priests of Cha Za
  understand that to live life well you must live life to its
  fullest.
  The most common spells employed Priests
  of Cha Za are called "Luck" and "Rack".  Luck is
  basically the Blessing of Cha Za, which boost the
  target's luck by +5 (instead of +2 Luck, +2 REC).
  Rack is one of the few Curse spells used by priests of
  Light.  Rack is a fairly harmless Curse spell that
  lowers the target's Luck by -5.  Both are employed to
  help the fair or harm cheaters.
  Available Spell Categories
  Creation & Destruction Spells
  Enchantments
  Illusion Spells
  Knowledge Spells
  Mental Spells
  Movement Spells
  Priest of Atsuki
  Priest of Atsuki do not gain magical skills
  from their god.  Atsuki no longer exists, even in spirit,
  yet there are many cults dedicated to him who insists
  that all gods are part of Atsuki.  He lives through the
  life in all things and all things live through him.  Many
  priests of Atsuki do, however, practice magic as
  Sorcerers or Wizards.
  lchemy
  Alchemy does not exist in the Lodoss War
  universe.  It has not been witnessed in the
  series, and if Slayn, Wort, and Wagnard did not
  employ the power of alchemy, then surely it cannot
  be employed at all.  This will be verified in the Epic
  Edition of this RPG.
  anastones
  Although manastones were not spoken of in
  the Lodoss War series, there is evidence
  they exist.  Some magic items have jewels incrusted
  in them and even the "eyes" in Karla's Circlet may be
  manastones.  If manastones do exit, they are very
  rare, and so should be exceedingly expensive.
  A 1-miat manastone (as described in Atomik
  Magick) cost 5 Raiden pieces.  Therefore, by the
  manastone chart, a 5-miat manastone would cost 50
  Raidens and a 10-miat manastone would cost 150
  Raidens!
  Because manastones are so rare, the easiest
  way to power magic items is by enchanting them with
  Burn Mana/Siphon Mana combo spells.  This makes
  magic items very easy to detect, but is the best way
  to power them.
  Many magical relics from Kastuul, do have
  manastones, and this, in part, is what makes them so
  valuable.  The Scepter of Domination has a very
  large one, in fact.
  A
  M
  
  Magic Items and Tomes
  agic Items
  There are two types of magic items in
  Lodoss.  Ancient Relics and standard Magic
  Items.  Ancient Relics are legendary and powerful
  magic items from the kingdom of Kastuul (and
  possibly even the War of the Gods) -- items such as
  the Scepter of Domination.   Standard Magic Items
  are more typical enchanted items, such as magic
  swords, magic armor, and the like.
  Standard magic items can be can be made
  by wizards and sorcerers, but take a great deal of
  time and effort to create.  Thus, standard magic items
  have a Selling Price (what you can sell it for) and
  Purchase Price (what you must pay to buy it).  See
  the chapter on Weapons and Equipment for
  information on buying and selling items.
  All standard magic items were built using the
  system presented in Atomik Magick.  All effects are
  defined by certain spells (i.e., a fire wand may use
  the Fireball spell), so you should use Atomik Magick
  as a reference.  Ancient Relics were not built on any
  system, and are simply "one big special effect".  If a
  GM wants to create an Ancient Relic for his
  campaign, he just needs to make it up.  Standard
  magic items should be built as described in Atomik
  Magick.
  ncient Relics
  These are the most powerful magic items in
  Lodoss, created by the master sorcerers of
  the Kingdom of Kastuul, or forged by the gods
  themselves in the course of their great and terrible
  war.  These are magic items of earth-shattering
  power.  They are guarded by the Ancient Dragons, or
  lost forever in the sands of time.  Wars have been
  waged for the control of such items, and thousands
  have died trying to possess them.  Should any mortal
  man gain access to such a relic, he would become
  like unto the gods themselves...  Or so he might
  think.
  Scepter of Domination
  Without a doubt, the Scepter of Domination
  was the most powerful magic item created.  It was
  forged by the gods at the beginning of time.
  Whatever god held the scepter was the ruler of the
  world and was king of the gods.  When war broke out
  among the gods, the Scepter changed hands time
  and again.  When the last of the gods died, the
  Scepter was all but lost.  It was discovered again
  during the reign of the Kingdom of Kastuul, and was
  held by the Emperor himself.  After Kastuul fell, the
  last of the sorcerers charged the Ancient Dragon
  Shooting Star as the guardian of the Scepter, for who
  would challenge Shooting Star, the mightiest of the
  dragons?  For over five hundred years the scepter
  remained safely guarded in the volcanic Fire Dragon
  Mountain.
  But the Scepter was stolen, and Shooting
  Star killed.  Wagnard planned to use the Scepter in
  the resurrection of the dark goddess Kardis as a
  means to control her.  However, as his plans went
  afoul, Wagnard destroyed the Scepter in the hopes
  that Kardis would be unleashed, insane and out of
  control, and destroy the entire world.  Fortunately,
  Kardis fell back into her deathly slumber, but the
  Scepter of Domination was no more.
  And perhaps that is for the best.
  Mirror of Truth
  The Mirror of Truth is a tall magical mirror
  that contains all wisdom and knowledge, and can
  reveal the answer to any one question when asked.
  The Mirror is, apparently, intelligent, and some say it
  contains the essence of one of the gods (possibly
  Rada).  The Ancient Dragon Bramd guards the Mirror
  in his cavern home on White Dragon Mountain.  He
  allows restricted access to the Mirror, and only to the
  High Priest of Falis and High Priestess of Marfa.  If
  anyone else comes into the shine to access the
  mirror, the priests and holy knights who serve Bramd
  will politely turn them away.  If anyone is overly
  persistent (or is violent), magic will be used to put
  them to sleep and they will be teleported by down the
  mountain.
  You may, however, send a question to be
  answered.  For non-priests, you must give your
  message to a priest of Falis or Marfa, and it never
  hurts to pay a large tribute to their holy order.  Your
  request will then filter up the ranks of the priesthood,
  and if deemed worthy and worthwhile, the High Priest
  will get the answer for you on the next visit to the
  Mirror.  Most requests are turned down from the start,
  but questions of urgent, dire, or noble nature may
  indeed be answered.
  Crystal of Souls
  Second in power only to the Scepter of
  Domination is the Crystal of Souls.  This magnificent
  Crystal Ball has the power to return a soul to a dead
  body, instantly resurrecting the subject.  Little is know
  about this magic item, aside from the myths and
  legends surrounding it.  The crystal is guarded by
  Eibra, the Water Dragon, who keeps the Crystal
  M
  A
  
  somewhere in the underwater caverns of Blue
  Dragon Island.
  Because little is known about the afterlife,
  many speculations have arisen as to the nature of the
  Crystal of Souls, and all orders of priesthood have
  their own theories.  Priests of Falis and Marfa
  together believe in transmigration to the Elysium
  Plane, ruled by the spirits of the gods of light (and
  naturally believe that all evil souls are destroyed or
  sent to a hell ruled by the gods of darkness).
  Whatever the case may be, the Crystal of
  Souls can fully regenerate a dead body and restore
  its soul, thus resurrecting the victim, no matter how
  long dead he has been, or how badly damaged.
  Staff of Life
  The Staff of Life can be used to heal all
  injuries and disease.  Even if mortally wounded or
  terminally ill, the Staff of Life can be used on the
  subject.  It will heal all damage and cure every illness
  or disease that person may have, restoring him to full
  heath.  It cannot, however, bring life back to the
  dead.
  The Golden Dragon Mycen guards and
  protects the Staff of Life in his great cavern-temple in
  Moss.  Mycen does allow limited access to his sacred
  relic for those in need.  Mycen does not allow
  everyone access to the Staff, but only to those he
  believes are worthy, and only in extremely dire
  situations.
  Ferroniere of Knowledge
  The Ferroniere of Knowledge is said to
  contain all the wisdom of past ages.  Like many
  ancient relics, all information on the Ferroniere is
  based on legend, as no one has (or will like ever)
  gain access to this artifact.  If the legends are true,
  then anyone wearing the Ferroniere can gain wisdom
  of the past.  It is not known what sort of wisdom or
  how it will be known to the wearer.   In a worst case,
  the Ferroniere might be a circlet not unlike the Circlet
  of Karla, in which case the wearer may well end up a
  slave of whatever mentality resides in the Ferroniere.
  Narse, the Black Dragon of Darkness, was
  the sole protector of the Ferroniere.  Mycen killed
  Narse in the great battle over the Temple of Kardis
  and Falaris.  However, the Temple of Kardis
  collapsed from the inside, along with Narse's nest.  It
  is believed that the Ferroniere (along with Soul
  Crusher and whatever other treasures Narse might
  have had hoarded away) are now lost for all time.
  This is not to say that some brave soul might one day
  venture to Marmo to search through the ruins for
  these artifacts, but it is terribly unlikely that any such
  attempt to find this relic will be fruitful.
  Demon Sword Soul Crusher
  The Demon Sword Soul Crusher was once a
  powerful greatsword wielded by Emperor Beld.  From
  the time it was forged, Soul Crusher was an
  enchanted weapon of great power, stronger, deadlier,
  and more accurate then any other sword on Lodoss.
  Beld, one of the first Six Heroes, used his greatsword
  to kill the Demon King of Marmo.  But the Demon's
  blood bathed the mighty sword, and the demonic
  creature's spirit was forever bound to the now
  darkened blade.
  With the Demon's soul bound to it, Soul
  Crusher became extremely powerful.  However,
  anyone who wields the sword must overpower the
  Demon, or the Demon will control him.  Beld failed at
  this, and in essence, turned to darkness and became
  the new Emperor of Marmo.  When Beld died and
  Ashram inherited the blade, he mastered the Demon,
  and thus, found himself in complete control the
  weapon, along with the entire army of Marmo.
  It is not known how much damage Soul
  Crusher actually does, it appears to do at least 8DC
  physical damage on impact, but the secondary
  effects are far worse.  None who have been directly
  hit have survived.  It is believed that Soul Crusher
  instantly kills and eradicates the target's soul.  This
  was not effective against the wizard Wagnard.
  However, it must be remembered that by the time
  Ashram faced him, Wagnard was already an undead
  lich.
  Soul Crusher is also the opposing sword of
  the Sword of Falis.  When the two weapons get within
  3D6 kilometer of each other (rolled random for each
  encounter), both swords glow and shimmer brightly
  (Soul Crusher glowing bright red).  When in battle,
  the Opposing Swords will clash with great discharges
  of energy.  Only one warrior, Parn, has every held
  both weapons at the same time.  When this occurs,
  the Demon is suppressed, and the wielder has the
  power of both weapons at his disposal.  Together,
  these two counter-active units create an impenetrable
  field of magical energy, capable of blasting through
  any barrier and may well be able to slay a god...
  Soul Crusher was lost in the final battle
  against Kardis.  Parn wisely left the weapon to sink
  into the collapsing rules of the dark goddess temple.
  It is now lost forever.  At least, for now.
  Holy Sword of Falis
  The Holy Sword of Falis is a weapon of
  immense power.  This greatsword was once held by
  King Fahn of Valis, and is heavily enchanted.  The
  sword is said to have been "touched by the breath of
  Falis", though when this occurred is not know.  What
  is know is that this sword is the opposing sword of
  the Demon Sword Soul Crusher. When the two
  weapons get within 3D6 kilometer of each other
  (rolled random for each encounter), both swords glow
  
  and shimmer brightly (the Sword of Falis glowing
  brilliant white).
  King Fahn was the wielder of the Sword of
  Falis for over thirty years.  When Beld killed him, the
  sword was give to Princess Fianna, heiress to the
  Kingdom of Valis.  Fianna later gave the weapon to
  Parn to help him in his quest to rescue Deedlit and
  save Lodoss.  After the battle against Ashram and
  Wagnard, Parn returned with the Sword of Falis.  The
  weapon is now under heavy guard in the Castle Roid,
  by an elite group of knights called the Knights of the
  Holy Sword.
  It is not know how much damage the Holy
  Sword of Valis can inflict, as it was never actually
  seen killing anyone.  Likely, it can do upwards of 8 to
  10DC damage.  It may also have other properties
  such as Turn Undead, and may generate a protective
  field (Greater Spell Shield, Magic Force Field, etc.).
  Dragonslayer Lances of Myrii
  So goes the legend of the Dragonslayer:
  "Three lances were forged and blessed by Myrii, the
  God of War, to seal the evilness of the dragon."  The
  Laces of Myrii are beautiful silver-steel pole arms
  enchanted with potent magic that can bring down the
  greatest of dragons, even an Ancient Dragon.  The
  original Lance of Myrii was created by Myrii himself,
  and used to slay the terrible dragons of darkness
  during the War of the Gods.  This Lance has been
  lost, but the Priests of Myrii have the skills and spells
  to forge a lance endowed with at least some of the
  original's powers.  It takes three priests a day and a
  night to forge a Dragonslayer Lance.  Such priests of
  Myrii must have the skill Weaponsmith and must give
  praise and make offerings to Myrii during the course
  of the weapon's creation.
  When used against any dragon, a Lance of
  Myrii can have devastating effects.  Against dragons,
  the Lance inflicts 4 Kills (or 17DC) of damage and is
  Armor Piercing.  If the Lance should strike the
  dragon's weak spots (the eye or upper neck), the
  dragon will be killed instantly.  Ancient dragons seem
  to take many hits from such a Lance, and Shooting
  Star was only annoyed by it, and only perished when
  his volcano clasped.  Used against a normal target,
  the Lances of Myrii act as a normal Poleax.
  agic Items
  These are more typical magic items.
  Though still exceedingly rare, these magic
  items can be created by sorcerers and wizards.
  Some can be purchased from a Mages' Guild, others
  require that you hire a wizard to create it for you.
  Feel free to device new magic items.  If what
  you want is not listed below, the rules in Atomik
  Magick can be used to create practically any sort of
  magical items.  All prices are in Raiden Pieces (rp) or
  Gold (gp).
  Boots of Speed
  Selling Price: 20 rp
  Purchase Price: 40 rp
  The Boots of Speed are sleek, form fitting, gold
  colored, fairly light, and very comfortable.  Anyone
  who wears the boots can run at double his non-
  combat move.  To activate the Boots, the wearer
  must speak an activation word (which should be
  given to you by whomever sells you the boots).  They
  will run for thirty minutes of consecutive time, and
  cannot be used again the rest of the day.  The Boots
  only work in daylight.  They will not be able to use
  their power at night, or when the sky is dark gray.
  Lightly overcast, your speed is only increased by
  +50%.
  Cloak of Invisibility
  Selling Price: 30 rp
  Purchase Price: 50 rp
  This looks like an ordinary dull gray cloak.  When
  worn, it acts as an ordinary dull gray cloak until the
  special word of invocation is spoken.  At that instant,
  the Cloak, the wearer, and anything he is carrying
  instantly turns invisible.  The Cloak will remain
  invisible for 5 minutes.  It can be sustained longer if
  the wearer can supply 1 MP of magical energy per
  Phase.  After the cloak's power expires, it cannot be
  used again for 4 hours (while it recharges). While
  invisible, the subject simply cannot be seen.  He may
  still be heard, or smelt, or detected by other senses
  (such as touch or infrared vision).  Anyone in combat
  with him is at ½ (REF + Skill) in Hand-to-Hand, and 0
  (REF + Skill) at ranged vs. the character.   If the
  opponent can make a non-targeting PER test (with
  hearing or some other sense), he is at ½ (REF +
  Skill) in both Hand-to-Hand and ranged combat.  If
  the invisible character is making a visible attack, the
  attacker only takes a -1 penalty, even at range.
  Ring of Invisibility
  Selling Price: 40 rp
  Purchase Price: 60 rp
  One of the more common types of relics are magic
  rings.  Among them, the Ring of Invisibility is quite
  popular and common (relatively speaking, it is still
  very rare).  While it is off, the Ring of Invisibility looks
  like any ordinary golden ring.  When the activation
  word is spoken (it is usually inscribed on the inside of
  the ring), the ring will activate and the wearer and
  anything he his carrying, will instantly turn invisible
  (as per Invisibility spell).  The small gems on the ring
  are actually manastones. These manastones supply
  enough MP energy to keep the wearer invisible for
  one minute.  If the wearer wishes to sustain the
  invisibility beyond this time, however, he must supply
  MP energy from another source (himself, another
  manastone, etc), at rate of 1 MP per Phase of
  M
  
  invisibility.  The Ring will be recharged and ready to
  use again after about an hour.
  Ring of Protection
  Selling Price: 18 rp
  Purchase Price: 30 rp
  Another common ring is the Ring of Protection.  The
  Ring of Protection can, for a time, protect the wearer
  from harm.  The user must wear the ring, and say the
  activation word to activate its power.  When he does,
  he will be protected by an additional 5 KD of invisible
  armor. If the 5 KD is penetrated (by even 1 point), the
  Ring's power shuts off and cannot be activated again
  for one hour.
  Ring of Quickness
  Selling Price: 70 rp
  Purchase Price: 100 rp
  This ring, when worn, accelerates the wearer's
  reaction speed and ability to perform tasks.  When
  the activation word is spoken, the ring will boost the
  wearer's Speed by +2.  It will remain active for 1
  minute (5 rounds, or 20 Phases).  It cannot be used
  again for an hour.
  Ring of Spell Casting
  Selling Price: 45 rp
  Purchase Price: 75 rp
  The Ring of Spell is simple a ring with a manastone
  mounted on it.  The manastone is a 8-miat
  manastone (8 extra MP energy).  This extra magical
  energy is available to the wearer for spell casting, or
  powering other magic items.  It can completely
  recharge in 6 hours (recharges at 1 MP every 44
  minutes).
  Amulet of Protection
  Selling Price: 45 rp
  Purchase Price: 60 rp
  Similar to the Ring of Protection, but more powerful.
  The Amulet of Protection can protect the wearer from
  harm.  When the user says the activation word to
  activate its power, he will be protected by an
  additional 10 KD of invisible armor. If the 10 KD is
  penetrated (by even 1 point), the Amulet's power
  shuts off and cannot be activated again for six hours.
  Amulet of Spell Casting
  Selling Price: 300 rp
  Purchase Price: 400 rp
  This is similar to the Ring of Spell, but more powerful.
  The Amulet has a 12-miat manastone (12 extra MP
  energy).  This extra magical energy is available to the
  wearer for spell casting, or powering other magic
  items.  It can completely recharge in 3 hours and
  thirty-six minutes (recharges at 1 MP every 18
  minutes).
  Mage's Staff
  Selling Price: 6 rp
  Purchase Price: 10 rp
  What mage is complete without his staff?  Mage's
  staffs are enchanted with a special form of Accuracy,
  which simply makes them enhance the spell casting
  capability of the holder.  Holding a mage's staff gives
  you a +1 to casting any Sorcery spell that you know.
  You cannot use a staff to help you in casting from a
  book, it only enhances those Sorcery spells which
  you already have a skill in.  Some mage staffs have
  manastones mounted in them.  These are far more
  expensive, as manastones cost a small fortune.
  Enchanted Sword
  Selling Price: +18 rp
  Purchase Price: +30 rp
  There are many types of Enchanted Sword, but the
  most common has +1DC damage and +1 WA cast
  upon it.  For instance, an Enchanted Broadsword
  would have a WA of +1 and a DC value of 4 (instead
  of +0 and 3DC).  You may make any sword (or any
  weapon), Enchanted in this manner, for +30rp.
  Enchanted Armor
  Enchanted armor is a bit more complex than
  the other magic items listed above.  Enchanted armor
  is both lighter weight (as per Lighten Spell) and has
  increased protection (as per Armor spell).  This is
  because the armor system used in Lodoss War is
  more complex than in standard Fuzion.  Armor is
  done in piecemeal form.  See Weapons and
  Equipment for detailed information on piecemeal
  armor.
  The chart below is the same as the one in
  Weapons and Equipment, used for building your
  armor pieces.  Use the normal Cost/Weight multiplier
  table for computing the final cost, weight, and penalty
  for the armor pieces you choice to make Enchanted.
  For instance, if you want to have an Enchanted
  Breastplate made of heavy plate armor, it would cost
  60 rp, but weighs only 10.5 kgs, and incurs a -1.5
  Penalty.
  Armor
  KD
  Pen.
  Sell
  Price
  Purch.
  Price
  Weight
  (kg)
  Cloth
  3
  0
  20gp
  30gp
  ½ kg
  Hvy. Cloth
  4
  0
  40gp
  60gp
  0.6 kg
  Leather
  5
  -1/5
  70gp
  100gp
  0.8 kg
  Hvy. Leather
  6
  -1/5
  100gp
  140gp
  1.2 kg
  Stud. Leather
  7
  -1/4
  180gp
  3 rp
  1.5kgs
  Ringmail
  9
  -1/3
   3 rp
  5 rp
  2 kgs
  Scalemail
  10
  -1/3
   5 rp
  8 rp
  3 kgs
  Chainmail
  11
  -1/2
   7 rp
  10 rp
  4 kgs
  Elven Chain
  12
  -1/3
  15 rp
  20 rp
  3 kgs
  Plate Armor
  14
  -2/3
  14 rp
  20 rp
  5 kgs
  Elven Plate
  15
  -1/2
  25 rp
  35 rp
  4 kgs
  Hvy. Plate
  16
  -1
  18 rp
  25 rp
  7 kgs
  Dwarven Plate
  16
  -1/2
  22 rp
  35 rp
  5 kgs
  
  omes and Books of Magic
  Magical tomes contain spells and rituals to
  invoke magical powers.  Ages ago, in the
  Kingdom of Sorcery, there were vast libraries of
  thousands of tomes -- the extent of magical
  knowledge was practically unlimited.  But in the wars
  that followed, these libraries were destroyed, and the
  knowledge they contained, all but lost.
  A few books survived, and from them, the
  techniques of modern sorcery have been devised.
  Original Kastuulian tomes are the prized possessions
  of mages.  The Mages' Guild tries to maintain strict
  control over these books, and the Guilds' library in
  Alan has the largest collection in Lodoss.
  All magic tomes listed below are for
  Common, Sorcery, Demonic, or Priest spells.  There
  are no tomes for Shamanic magic.
  Randal's Book of Natural Magic
  Guild's Price: 50 gp per copy
  This is the basic book of magic.  It is quite
  common and can even be found in non-Guild
  libraries.  The Book of Natural Magic was written by
  the great mage Randal, and covers the foundations
  of thaumaturgy, a beginner's intro to the workings of
  magic, and all the Common magic spells.  All
  beginning mages are advised to start with this book
  and work their way up to more advanced tomes and
  grimoires.
  Principles of Magic
  Guild's Price: 5 rp per copy
  An intermediate level book of magic, the
  Principles of Magic can further any sorcerer's skill in
  Thaumaturgy.  This book, also authored by Randal,
  contains most 1st and 2nd Level Sorcery Spells, with
  a few of the more common 3rd Level spells (the GM
  should select those he feels are appropriate).  It does
  not contain any Enchantment or Wizardry spells.
  These are discussed in his third book, the Principles
  of Enchantment.
  Principles of Enchantment
  Guild's Price: 15 rp per copy
  The last book in Randal's canonical set of
  basic magic, the Principles of Enchantment outline
  many 
  methods 
  and 
  procedures 
  for 
  magical
  enchantments.  Contained within are advanced
  thaumaturlogical theory and most Enchantment and
  Wizardry spells.  Randal does not discuss Curse
  spells and the rituals for creating Pentagrams is
  certainly not to be found within this text!
  Tome of Forgotten Knowledge
  Guild's Price: 30 rp per copy
  This is popular Guild book is a compendium
  of the few scattered spells recovered from the burned
  and decaying books of the kingdom of Kastuul.  The
  pages are direct copies from the recovered books.
  The book is about a hundred pages long, hand
  copied from the remains of twenty to thirty Kastuulian
  tomes.  Some of the spells are incomplete, and
  therefore useless, but were including to preserve the
  knowledge 
  in 
  the 
  hopes 
  of 
  future 
  recovery.
  Contained within are ten to fifteen complete spells, a
  few from each Sorcery category.  The GM should
  decide which can be found in the text.
  Slayn's Pocket Grimoire
  Guild's Price: 10 rp per copy
  The famous sorcerer Slayn has compiled his
  own little book of useful spells and incantations.  The
  original was written by Slayn's own hand (and was
  somewhat hard to read), and is still in Slayn's
  possession.  However, he has allowed the Guild to
  sell and distribute copies to Guild members.  The
  Pocket Grimoire contains about twelve Sorcery
  spells, all under 4th Level.  The GM should decide
  which can be found in the text.
  Grand Tome of Wort
  Guild's Price: 20 rp per copy
  Wort, like Slayn, has now made his personal
  grimoire available for sale through the Guild.  Wort's
  Grand 
  Tome 
  contains 
  a 
  great 
  deal 
  of
  thaumaturlogical theory, and he rambles on at times
  and the text can be difficult (even painful) to read.
  The Grand Tome has about fifteen sample spells, few
  greater than 5th Level. The GM should decide which
  can be found in the text.
  Bound Scrolls of Arthyn
  Guild's Price: 30 rp per copy
  The sorcerer Arthyn has compiled his own
  grimoire of spells.  Unlike others, however, Arthyn put
  his book together from lost Kastuulian scrolls and
  parchments he found on his many quests in search of
  forgotten knowledge.  The Guild has made copies of
  Arthyn's loosely bound tome of scrolls.  Copies of the
  Bound Scrolls are sold in book form (and only to
  Guild members), and contain about ten to fifteen
  spells of varying level and power. The GM should
  decide which can be found in the text.
  Lost Book of Kastuul
  Guild's Price: 80 rp per copy
  The Lost Book of Kastuul is one of the few
  complete Kastuulian magic texts ever found. It seems
  to be a casual magical reference book, yet the spells
  it contains are quite powerful by modern standards.
  The Lost Book of Kastuulian has over twenty spells, a
  mix from Creation and Destruction, Knowledge, and
  Movement.  Most of the spells are between 3rd and
  7th Level, but a few are even more powerful.  The
  GM should deside what spells are in this book.
  T
  
  Ten Cantos of Daylin
  Guild's Price: 50 rp per copy
  The Ten Cantos of Daylin is a tome of ten
  powerful magical spells (all over Level 7).  Most of
  the book is dedicated to advanced theories
  thaumaturgy, and interesting ways to use the spells
  contained within.  The Ten spells should be selected
  by the GM to suit his campaign.
  Holy Book of Falis
  This is the holy book of holy books for all
  priest and followers of Falis and the ways of Light
  and Truth (this book is even used by priests of other
  gods of light).  The book was dictated by the Great
  Holy Prophet Mazlis who was filled by the Spirit of
  Falis four hundred years ago.  The book contains all
  the teachings of Mazlis and many holy spells that
  invoke and call upon the enlightened hand of Falis.
  The Holy Book of Falis is also an unprecedented
  medical reference with an entire chapter dedicated to
  healing and herbology.  Most of the clerical spells are
  Physiology or Light Spells, but there are many spells
  from other categories available to Priests of Falis.
  Holy Book of Marfa
  The Holy Book of Marfa is very similar in
  respect to the Holy Book of Falis.  However, the Book
  of Marfa was written over the course of several
  hundred years by many Priests and Prophets of
  Marfa.  It contains great wisdom and parables, and
  lays down in explicit detail how to best avoid the
  Seven Sins of Darkness and follow the Seven Virtues
  of Light. Most of the clerical spells are Physiology
  and Creation spells, but there are spells from other
  categories available to Priests of Marfa.
  Holy Book of Rada
  This has been called the ultimate book of
  holy wisdom.   The Holy Book of Rada is a religious
  text of philosophy, poetry, and natural science.  It
  contains the teachings of the great thinkers and
  philosophers of the ages, as well as those of the
  greater priests and prophets of Rada.  Most of the
  clerical spells are Knowledge and Mental spells, but
  there are spells from the other categories available to
  Priests of Rada.
  Book of Damnations
  The Book of Damnations is renowned to be
  the chief text of demonic magic.  The book is
  outlawed in Lodoss, but most dark cults have at least
  one copy.  The book discusses ways to summon
  demons, how to deal with them, and especially how
  to banish them if things turn ugly.  The Book of
  Damnations also has an in-depth chapter of Curses
  and how to use them, and many powerful spells of
  the Black Arts.
  Tome of Unholy Works
  The Tome of Unholy Works is another book
  of demonic magic.  However, unlike other such
  books, this was written by demons and given to dark
  mages.  Only a few original copies are thought to be
  left, and all are immensely powerful.  The tomes are
  large, and bound in human skin.  Contained within
  are spells for summoning demons (but there is no
  information on how to banish them), in-depth
  necromancy, darkness, and destruction spells.
  Grand Grimoire of Falaris
  This is a large black book used by priests of
  Falaris in their rituals and worship of this darkest of
  the gods.  It is unknown precisely what is contained
  within these books, but no doubt there are the rituals
  and rites used to praise Falaris and invoke his evil
  power.  Many of the spells used by priests of Falaris
  may also be found within this grimoire of darkness.
  Ten Forbidden Book of Kardis
  Over the centuries, the devoted priests of
  Kardis have compiled a great collection of magical
  knowledge for invoking the powers of Kardis.  The
  Ten Books of Kardis contain all the spells used by
  priest of Kardis, as well as the rites and rituals used
  to praise her.  All ten books are required to formulate
  the ultimate incantation of magical, the mighty spells
  which are so powerful they can resurrect a god...
  pell Scrolls
  Members of the Mages' Guild can buy individual
  spells from the Guild.  Nearly any Sorcery spell
  can be put to parchment and sold to a sorcerer who
  needs to learn or use a new spell.  This is an
  excellent way for Guild members to obtain new
  spells.  However, they can be expensive.
  The cost of a spell scroll is equal to the
  spell's Difficulty Value x its MAGE level, in gold
  pieces.  That is, if the spell had a DV of 20 and a
  MAGE level of 5, it would cost 100 gold pieces.
  Some spells do not have a listed DV, and in these
  cases, simple square the MAGE level and multiple by
  four (so a MAGE 5 spell would cost 100 gold).
  The Guild will also sell spell scrolls to non-
  Guild members, unless they have a reason not to
  (that is, if the mage has a bad rep, or is a known
  demonalator, and so forth).  The price for all non-
  Guild members, is doubled.
  S
  
  Gods and Goddesses
  he Age of Gods...
  From the Primal Void Atsuki arose and created
  the world of Forceria.  By the force of creation,
  Atsuki annihilated and from his death arose a
  pantheon of mighty gods and goddesses.  Chief
  among these was Falis, Supreme God of Light, and
  Falaris, Supreme God of Darkness.
  The Light and the Dark were equal.  To all
  things there was an opposite.  Light and Dark.
  Creation and Destruction.  Life and Death.  Order and
  Chaos.
  As the ages passed, the gods took to warring
  amongst themselves -- great and terrible wars which
  spanned a thousand years and shook all of Forceria
  to its core.   Countless deities were utterly destroyed,
  lost forever to oblivion.  Many others were shattered
  and broken, left to die on the charred and ruinous
  battlefields of Lodoss, Alecrast, and Crystania.
  The Age of Gods was over, and Eternity had
  come to an end.  After the last of the mighty gods
  perished, the world began anew.  Life returned to
  Forceria under the watchful guidance of the restful
  spirits of the fallen gods.
  Indeed, the gods no longer live as great and
  mighty beings of cosmic forces.  No longer do they
  walk upon the earth, command the legions and
  armies, and rule the world from great palace-temples.
  But their essence and spirits remain.  Though broken
  and diminished, the power and the words of gods
  lives on.  Their will is strong, their love and fury still
  burn within the earth, and their might and magic can
  be felt across the lands of Lodoss and beyond.
  Falis, Supreme God of Light
  Falis was once chief among the Gods of
  Light.  He led his pantheon in the war against the
  pantheon of darkness.  Falis was known for his
  goodness, righteousness, and virtue.  He was one of
  the most ancient of the gods, formed from the Chaos
  Sea of Atsuki.  In the War of the Gods, Falis and
  Falaris destroyed one another in mutual annihilation.
  In the wake of his destruction, Falis's spirit was
  scattered across Lodoss like ash.  Falis's spirit still
  enchants the land, and his will can be felt, still pitted
  in the constant struggle against the will of Falaris.
  Priests of Falis enjoy a popular reputation for being
  the most noble and honorable priests of any religion
  in Lodoss.
  Falaris, Supreme God of Darkness
  Opposing Falis was Falaris, the God of
  Darkness.  Falaris was created from Chaos as both
  Falis's brother and his diametric opposite.  Where
  Falis was the ultimate purity and good, Falaris was
  the pinnacle of corruption and evil.  Falaris was the
  head of the Pantheon of Darkness, and lead the
  forces of Darkness against the Forces of Light.
  During the most destructive of the great battles,
  Falaris and Falis clashed against one another.  As
  they each unleashed the full force of their power,
  both 
  great 
  gods 
  were 
  annihilated 
  in 
  mutual
  destruction.  Falaris's spirit was mortally wounded,
  and perished in the boiling sea.  He suffers in eternal
  death, though his will is still strong through Lodoss.
  His will is in constant conflict with that of Falis, and
  these two gods still greatly effect the movements of
  history.  His priests reside primarily in the Temple of
  Falaris on Marmo, but there are many dark cults
  dedicated to Falaris scattered throughout Lodoss.
  These cults are some of the bloodiest and
  abominable, second only to the cults of Kardis.
  Marfa, Mother-Goddess of Creation
  Marfa, Goddess of Creation.  Marfa was the
  last of the Gods of Light, and in the final battle fought
  against Kardis, the last of the Pantheon of Darkness.
  Marfa was responsible for the actual creation of
  Lodoss itself.  To protect the continent of Alecrast,
  she separated a large island from the mainland, and
  there the two goddesses pitted themselves in
  relentless combat.  Just as in all battles before, both
  combatants destroyed one another.  Marfa perished
  on Lodoss, and with her last breath, created a great
  enchantment to protect it from the curse of Kardis.
  Her spirit is still quite strong on Lodoss, and her
  priests are among the most powerful and well
  respected.
  Kardis, Dark Goddess of Destruction
  Kardis, 
  Goddess 
  of 
  Destruction 
  and
  Madness.  Kardis was the last God of Darkness, and
  fought Marfa on the island of Lodoss in the final battle
  of the gods.  There, both goddesses destroyed one
  another, bringing a final end to the War of the Gods.
  Kardis's burning body crashed on the island of
  Marmo, just to the south of Lodoss, and there she
  died, screaming great and terrible curses upon the
  land.  Only Marfa's blessing was able to protect
  Lodoss from her curse (though Lodoss is still called
  the Accursed Island).  Kardis's spirit is still extremely
  powerful.  Her influence on Marmo is so strong in
  fact, sensitive wizards and other magic users can
  T
  
  often feel her presence.  The Ancient Dragon Narse,
  who fought at Kardis's side, made his home in the
  caves near where she perished.  Two temples where
  built on her resting place.  First, the Temple of Falaris
  was built by the priests of Falaris many hundred
  years ago.  The actual Temple of Kardis is beneath
  the Temple of Falaris, and acts as a sarcophagus to
  the goddess who lies between death and sleep.
  Kardis was nearly resurrected by Wagnard, but the
  resurrection ceremony was not completed, and she
  still resides in her eternal slumber.  The priests of
  Kardis are the most abhorrent of all the priest of
  Darkness.
  Baylos, God of Fire and Fury
  Baylos is the God of Fire and Fury.  He is a
  God of Darkness who died fighting Myrii, the God of
  War.  Originally, Baylos was a God of Light (as God
  of Fire and Justice), and was a good friend of Rada
  (God of Wisdom and Knowledge), but in the course
  of the War of the Gods, he was corrupted into
  Darkness, and became a terrible and furious god,
  insane with his own twisted ideas of justice.  Baylos
  killed Rada when the God of Wisdom tried to
  convince him of the error of his ways, and Myrii, God
  of War, had no choice but to slay Baylos.  When
  Baylos died, Justice died with him, and in the fury of
  his death crime and disorder were forever cursed
  upon the world.  There are cults dedicated to Baylos,
  though his worship is outlawed on Lodoss.  Followers
  of Baylos share his twisted sense of justice.  They
  hunt down and destroy those they believe are guilty,
  and sacrifice them to Baylos as an offering for power.
  Such human sacrifices are terribly bloody.
  Myrii, God of War and Virtue
  Powerful Myrii is the God of War and Virtue.
  He is the patron god of all soldiers and warriors,
  thought he only protects those of true virtue and
  honor (and perhaps this is why heroes are so
  "lucky").  Myrii was the general and commander of
  the armies of the Forces of Light in the War of the
  Gods.  He was one of the last gods to fall, killed by
  Kardis as the last of his soldiers fell.  Myrii's spirit is
  still strong, though priests of Myrii are very few in
  number.  The Temple of Myrii is in Roid, and there
  are shrines to Myrii in Alan, Blade, and Dragon
  Breath.
  Barbas, God of Death
  Barbas was an evil and sadistic god, Lord of
  the Underworld and general of the Armies of the
  Undead.  He was defeated in the War of the Gods,
  but not destroyed.  Barbas was among the gods who
  fled to Crystania and discarded their physical forms,
  taking refuge in the form of animals.  Barbas took the
  form of a great tiger, but later captured and
  possessed the body of Ashram, whereby he became
  the most powerful god in Crystania.  Barbas is still
  worshiped by dark death-cults in Lodoss and Marmo,
  though these cults are very few in number and work
  in dire secrecy.  The worship of Barbas (called
  Barbarism?) is illegal in most parts of Lodoss.  The
  spirit of Barbas rewards those who worship him with
  great powers of necromancy and black magic.
  Rada, God of Wisdom and Knowledge
  Rada is the God of Wisdom and Knowledge.
  He was the strongest advocated against the War of
  the Gods, proclaiming that the War would tear the
  heavens and the earth apart.  Rada attempted to
  mediate a peace settlement with the Gods of
  Darkness, but was soon slain in battle by a Baylos,
  the God of Fire.  Baylos had once been a God of
  Light and a good friend of Rada, but had been turned
  to Darkness.  Baylos killed Rada when he tried to
  convince his old friend to return to the Light and help
  him end the war before all was lost.  When Rada
  died, all hope of ending the Wars end died with him.
  Rada is considered the patron god of the arts
  and sciences.  He presides over inventions and truth,
  and teaches people to live more rationally.  His
  priests are well-learned men, and respected for their
  keen intellects.  Rada's priests and followers are
  even more pacifistic than those of Falis.  Where
  Priest of Falis believe it is acceptable to attack and
  destroy evildoers, followers of Rada believe only in
  total non-violence.  Priests of Rada do know
  defensive 
  spells, 
  but 
  only 
  those 
  spells 
  that
  incapacitate or otherwise dissuade attackers (Sleep,
  Daze, and other such spell are quite common).  Rada
  is primarily worshipped on Cyrstania, though there
  are several shrines to him in Roid and Alan.
  Cha Za, God of Trade
  Cha Za is the God of Trade and Commerce.
  He is a God of Light, and is the patron god of
  merchants, craftsmen, and travelers.  Like the other
  gods, Cha Za fell during the course of the great War
  of the Gods.  Cha Za believed that peace could only
  be made through cultural interaction, facilitated by fair
  and prosperous trade between the countries of
  Lodoss.  The priests of Cha Za teach others the
  virtues of Honesty, Charity, and Prudence.
  Atsuki, Primal God of Chaos
  Atsuki was the primal God of Chaos.  From
  him came all other gods.  Atsuki's spirit no longer
  exists, as he was totally consumed by the powers of
  Creation.  There are several cults who claim to be
  Priests of Atsuki, but these are nothing more than
  mad men.
  
  Cities and Places
  Fantastical World
  The Record of Lodoss War saga takes place
  on the mythical world of Forceria.  Forceria
  has three known landmass -- Alecrast, Crystania, and
  Lodoss. The large, unexplored continent of Alecrast
  takes up much of in the northern subtopic to arctic
  zone.  The mythical land Cyrstania (also called
  Danarn) lies in the southern hemisphere.  Lodoss is a
  large island situated between the two, about two
  thousand miles southeast of the Alecrast and twenty-
  four hundred miles north west of Danarn.  There is
  also a small collection of islands east of Alecrast,
  which are largely unexplored.
  Lodoss, it's cities, nations, and special
  geographical regions will be covered in great detail
  shortly.  The three other major regions (Alecrast,
  Crystania, and the Forgotten Isles) will be covered
  first, along with an overview of Forceria itself.
  Prologue Edition Notice
  As the Prologue Edition is being written, the
  original Lodoss War RPG is still undergoing
  translation (which will take quite some time).  It
  should therefore be understood that much of the
  information 
  presented 
  here 
  is 
  unofficial 
  and
  synthesized to fill in the gaps.  When the original
  RPG has been translated, the Epic Edition will be
  released. 
  The 
  Epic 
  Edition 
  will 
  contain 
  all
  information on cities and places presented in Lodoss
  War Companion III.  As of this edition, only limited
  information from Companion III was available
  (primairly, just on Alania and Raiden).
  Maps and Images
  You may be wondering why are there no
  maps or images here.  The answer is simple.  This is
  a .PDF document for printing out to use in your game
  session.  All maps, images, and other pictures have
  been excluded to reduce the size of this document, to
  facilitate faster downloading, and to reduce the
  impact such a massive printing job might have on
  your printer.  Maps and images can be found on the
  main Lodoss War RPG web site where you probably
  got this document.  If you need this web address for
  reference, it is:
  http://www.meta-earth.com/lodoss
  There you will find all the maps you could possibly
  desire (many are scanned from the original RPG).
  istance and Travel
  Distances in Lodoss are fairly confined.
  There are only four or five major regions, and
  all are accessible to each other by a series of roads
  and travel paths.  The major roads can been see on
  the maps, however, is should not be forgotten that
  there are countless other paths criss-crossing the
  countryside.  The maps are relatively accurate, but a
  with a keen eye you should be able to notice some
  discrepancies.  This is to be expected, as map-
  making is not yet an exact science.  Where there
  were once roads when the map was made, there
  may no longer be a road; and newer, better roads
  may have been built in their place.  Never be afraid to
  ask a kind-looking villager for directions.
  Many of the major roads in Lodoss seem to
  zigzag and take roundabout routes.  Usually, this is to
  avoid mountains, deserts, large bodies of water, or
  such dangerous places as the Forest of No Return.
  There may be other routes over or through these
  dangerous zones (and ships can always be taken
  over water), but you should be forewarned about
  making such daring ventures.  Mountains pose a
  terrible obstacle in central Lodoss, and there is just
  one good route through the Central Mountains.
  Travel time is highly dependent upon
  weather conditions and road conditions.  On
  horseback, at a steady pace, a rider or group of
  riders can make about 30 to 40 kilometers on a good
  day.  Walking you can make about 30 kilometers
  (assuming you are in excellent shape), but an army
  would do well to move 15 kilometers in a day.  Under
  bad conditions (rain, snow, or a really hot day), the
  distance per day may be halved, or worse.  Bad road
  conditions, such as rocky, swampy, or forest terran
  can also slow your progress.  Climbing over
  mountains with a poor pass, or no pass at all, can cut
  travel time to just 5 kilometers a day.
  orceria
  The world of Forceria is a magical and
  enchanting world.  The people believe (that is,
  all but the wisest of sages) that their sun orbits their
  world, and all the heavens move in celestial spheres
  about the world.  In truth, like all worlds, Forceria
  orbits is sun, and its single moon orbits around it.
  Forceria's moon is quite large, and holds bright,
  bluish-gray 
  tent. 
   
  Other 
  celestial 
  objects 
  of
  significance are the planets Raylo, Arcryth, Tarsen,
  and Lyro.
  Forceria is a large world, with an equatorial
  diameter of 12,200 kilometers.  The surface is
  A
  D
  F
  
  covered by 80% water.  Climate is temperate
  throughout much of the world, giving little variation
  except at the poles.  Climactic variation tends to be
  localized to regions scattered through different lands.
  For instance, on Lodoss, which lies just a thousand
  miles south of the equator, there can be found vast
  dry deserts, high frozen mountains, and warm green
  forests, all confined to this single landmass.
  There are three major landmasses on
  Forceria.  Alecrast, Crystania (Danarn), and Lodoss
  (which was broken off from Alecrast and drifted south
  by massive shifting in plate tectonics).  There is also
  a cluster of islands in the northern tropics that may
  once have been a continent...
  lecrast
  Alecrast is the largest continent on Forceria,
  about seven to eight thousand kilometers from
  cost to cost (east-west).  The people of Lodoss know
  little about Alecrast, but merchants and traders from
  Raiden often do business with the sea ports long the
  southern island chain, and a few even with the
  mainland itself.
  As legend goes, at the end of the War of the
  Gods the final epic battle between Marfa and Kardis
  were fought on a southern peninsula of Alecrast.  To
  protect Alecrast from destruction, Marfa separated
  the lands and move it southward as their battle raged
  on, causing cataclysmic earthquakes and volcanic
  eruptions on both lands.  Even today, Fire Dragon
  Mountain stands as a reminded of this earth
  shattering event, and the Great Straight Cliff on the
  western side of Lodoss is clear proof that Lodoss was
  once attached to that now far away country.  The
  island chain south of Alecrast also stand as
  testament to these climactic events of long ago.
  The closest Alecrastian island to Lodoss is
  just six hundred kilometers northwest.  The
  Alecrastian mainland, however, is nearly twenty four
  hundred kilometers north, and few make this
  incredible journey.  Trade with Alecrast takes place
  along the south island chain.  Travelers wishing to
  visit Alecrast can find their way to the mainland by
  island hopping across the southern strip of islands
  until they reach the thin southwestern peninsula of
  Alecrast.   Aside from limited merchant trade, Lodoss
  has very little contact with Alecrast.
  By far, the most well known and common
  Alcrastian creature are halflings.  Halflings constitute
  the bulk of civilization on Alecrast, and many
  Alcrastian merchants are in fact halflings.  The
  halflings who populate Lodoss are from Alecrast.  It is
  also believe Alecrast has a great population of
  humans, elves, dwarves, goblins, and other such
  races.  It is unknown if any Ancient Dragons remain
  on this continent.
  rystania and Danarn
  Danarn is a large continent far to the south of
  Lodoss.  Like Alecrast, all that is known about
  Danarn comes from rumors and lore.  However, there
  have been transoceanic voyages between Lodoss
  and Danarn, at least in the time of Kastuul.  All
  information regarding Danarn comes from the few
  remaining Kastuulian books.  There has been no
  successful voyages from Lodoss to Danarn in recent
  times.  It is believed, however, that after their
  resurrection by Karla, Ashram and Pirotess may have
  taken a small Marmo fleet south, in the hopes of
  finding Crystania and Danarn to seek refuge.  It is
  unknown if they were successful.
  According to legend, near the end of the War
  of the Gods several of the gods, including Barbas,
  fled to the southern continent and took form in
  beasts.  Barbas became a great saber-tooth tiger,
  while others became lions, bears, eagles, and other
  beasts.  Some of the gods were good, others were
  evil.  And so they continued the fight for the lands of
  Crystania, long after the War of the Gods ended.  In
  the end, a great barrier, known as the Rampart of the
  Gods was created across the center of the continent.
  The northern half became known as Crystania.  The
  people who live on the southern half of Danarn still
  worshipped these gods of Crystania.  Whatever god
  these priests worship, they have the added ability to
  shapeshift into the form of that god's beast.
  Crystania is an enchanted and magical land,
  full of wonder and danger.  It may even be more
  magical than Lodoss.
  orgotten Isles
  Known 
  only 
  from 
  burned 
  fragment 
  of
  Kastuulian maps are the Forgotten Isles.
  Located far northeast of Lodoss is a cluster of
  hundreds, perhaps thousands, of tropical islands,
  probably formed by volcanism or the remains of a
  continent destroyed in the War of the Gods.  The
  ruined maps had no label for these islands, so they
  were simple called the Forgotten Isles by the sages
  and wisemen who studied the maps.  Nothing else is
  known about the Forgotten Isles.  If indeed people
  live there, or if there are great kingdoms, empires,
  dragons, and monsters, the people of Lodoss have
  yet to learn about it.
  odoss
  The Curse Island of Lodoss is a land of
  enchantment and war.  Its history dates back
  five hundred years, but empires have reigned and
  fallen many hundred years before.  Only in recent
  decades have the warring states of Lodoss become
  united, at least by treaty.  Yet, Lodoss is still plagued
  by monsters and wizards of darkness, and the terrible
  armies and dark priests of Marmo.  The lands and
  A
  C
  F
  L
  
  towns of Lodoss are as different and diverse as the
  colors of the rainbow.
  Lodoss is about six hundred kilometers east
  to west, and four hundred north to south.  It is a good
  three week journey (under the very best conditions)
  from the eastern side of Alania to the western cost of
  Moss.  Travel through northern Lodoss is more
  difficult, due to the Storm and Fire Desert.
  Lodoss has nearly every type of climatic
  region imaginable.  In the low lands are beautiful lush
  forests and valleys of gold and green.  In central
  Lodoss is the Central Mountain range, which does
  pose a barrier to would be travelers between Alan
  and Valis.  The mountain pass between Alan and
  Valis is long and hard, and though the shorter
  southern route is through the Forest of No Return,
  few dare to venture through this dangerously
  enchanted realm of the elves and fairies.  Mountains
  can also be found in Moss, Kannon and near Raiden.
  The tallest mountains are in northern Alan, where the
  land reaches an altitude of nearly ten thousand
  meters, and the climate turns bitter cold.  Here,
  amidst the frozen caverns and mountaintops is the
  icy domain the good dragon Bramd.  In the central
  northern region of Lodoss, in the country of Flaim, is
  the great Storm and Fire Desert, once an impossible
  land to navigate, now the Desert is blesses with
  many frontier towns, forts, and oasis -- a welcome
  relief for those wishing to travel from Alan or Valis to
  distant Raiden.
  For extensive maps, please visit the Lodoss
  War RPG website, addressed on the first page.
  Valis
  The Holy Kingdom of Valis is the most
  powerful country in Lodoss.  It was founded
  approximately thirty years ago by King Fahn, one of
  the heroes who vanquished the Demon King of
  Marmo.  Fahn attempted to unify all of Lodoss under
  his kingdom, but by treaty and alliances rather than
  by war and conquest.  His strategy, though noble and
  bloodless, met with only modest success.  In its early
  years, Valis was a young and unstable nation.  The
  fledgling army of Valis was forced to defend foreign
  borders and fight distant wars to keep in line with the
  many defensive treaties formed by Fahn.  When the
  ancient dragon Shooting Star threatened the northern
  territories of Valis (what is now Flaim), the
  inhabitance demanded the King's daughter, the baby
  Princess Fianna, be sacrificed to appease the
  monster.  When King Fahn refused, they took Fianna
  by force.  The Holy Knight Tessius (Parn's father)
  rescued Fianna, but by so doing Valis and the
  northern territories were thrown into a bitter war.
  After many years of struggle and pain, of
  treaties forged and broken, Valis finally stabilized.
  The boarders of Valis take up the central region of
  Lodoss.  To the south is the Southern Sea, where the
  capital Roid sits at the mouth of the Holy River.  To
  the north are the Central Mountain, beyond which is
  the Kingdom of Flaim.  To the East is Alan, and to the
  west are the Wildlands and the Kingdom of Moss.
  Roid
  Roid is the capital city of Valis.  There are no
  walls around the city itself, but the Castle of Valis is
  heavily fortified, with walls towering nearly thirty
  meters, and battlement towers even higher.  Beyond
  the Castle walls are the royal courts, royal stables,
  shrines to each of the Gods of Light, servant houses,
  guest and dignitary houses, and the castle itself,
  where lives the Princess Fianna, her advisors, and
  royal court officials.
  The city outside the walls has the highest
  density around the castle, but spreads out for six
  kilometers, ending in rich farmlands.  In the central
  city, the population is about four thousand; but the
  official population of Roid and the surrounding area
  totals nearly ten thousand.  There are two large forts
  to the north and to the east of Roid, each with a
  thousand troops.
  Roid is kept clean by its citizens, and by
  special work groups who are assigned the job of
  cleaning the city.  The city is well policed, and the
  crime rate is surprisingly low of a city of its size.
  Thieves have attempted to form a Thieves' Guild
  several times, but all have fallen to the city guard or
  local militia.  Crimes are judged in the city court, and
  punishments are typical harsh, though few crimes
  actually warrant execution.  Murder and treason are
  the only capital crimes, most others are punished by
  several months in prison or public humiliation.
  Port: The port of Roid is located on the Holy River,
  which leads directly into the Southern Sea.  The Holy
  River Port has docks for six large ships and ten
  medium or small ships, and the river is large enough
  for vessels to journey upstream to the northern fort.
  Commerce: There are three major markets in Roid.
  The first is the Port Market, near where the goods are
  unloaded from merchant vessels.  The Port Market is
  an excellent place to find foreign or exotic goods, but
  the merchants tend to mark up the price quite a bit
  here.  The Town Market is located on side streets just
  north of the main street, close to the Temple of Falis.
  At times, this market spills over into the main street,
  but the town guards do not take well to this.  The last
  major market is the Farmers' Market, located near the
  Workers' Guild.  Here, farmers sell their fresh
  produce and meat from the surrounding farms.
  Often, there are good bargains on excellent food
  items here.
  Religion:  All the major Gods of Light are
  represented in Valis.  The most majestic is the great
  Temple of Falis, built as large as the Castle of Valis
  itself.  This cathedral like temple houses dozens of
  sanctuaries, shrines, and alters to Falis, and is the
  
  chief library and training center for all priests of Falis.
  A grand temple of Marfa is also in Roid, though not
  as large as the Great Temple in Tarba.  The Temple
  of Light is a temple dedicated to all the gods of light,
  and here all are free to worship.  Smaller shrines to
  Rada, Cha Za, and Myrii are also nearby.
  Services: There are countless numbers of inns and
  pubs in Roid.  Most inns are small bed and breakfast,
  but there are inns available of all levels of quality and
  luxury.  Pubs are quite popular in Roid, but travelers
  should be warned that many are simi-privet, where
  strangers are suspect or unwelcome.  There are
  traveler taverns where everyone is welcome, most
  around the periphery of the city, though these
  palaces can get quite rowdy.  Some of the more
  popular (even infamous) pubs are the Boar's Head,
  the Lacy Wench, the Wooden Stool, the Sword and
  Shield, and the Warrior's Ale.  If you’re a dwarf, don't
  pass up the Cave, where they serve the best
  Dwarven beer in Valis.  Other services are also
  available in town, including places to hire private
  guards (some reputable, others just hire out thugs,
  which can be okay), barbers, bathhouses (public and
  private), banks, and numerous stores.  Healers can
  be found everywhere in Roid, but the Temples of
  Falis and Marfa are the best place to go for critical
  injuries.  You should give an offering to the temples
  for their service, but they do not turn down anyone in
  need.
  Guilds: Most of the guilds exist in Roid (aside from
  the Thieves' Guild).  A branch of the Mages' Guild is
  on 
  Arrow's 
  Way. 
   
  The 
  Workers' 
  Guild 
  is
  headquartered near the Temple of Light.  The local
  Merchants' Guild, as one might expect, is located
  near the port.  The Mercenaries' Guild has a local
  branch in the northern part of town.
  Addan
  Addan is a moderate sized city 80 kilometers
  east of Roid, just west of the Alanian boarder.  Addan
  is a major junction between the three kingdoms of
  Valis, Alania, and Kannon.  The mountain pass from
  Novice comes in to Addan from the north, brining
  travelers from northern Alania.  The road from
  Shinning Hill brings travels from Kannon, and from
  southern Alania.  Though the shortest route to Alania
  is due east through the Forest of No Return, few dare
  to challenge the enchanted forest.
  As important as it is, Addan is guarded by
  three major fortresses, acting as a buffer zone
  between Valis and Marmo occupied Kannon.  Marmo
  forces besieged several of the towns and villages
  surrounding Addan, but the fortresses of Addan were
  able to slow the Marmo advance.  The final battle
  between King Fahn and Beld took place in the
  mountain passes between Addan and Shinning Hill.
  Commerce: Addan is strategically located between
  Valis, Kannon, and Alania.  Anyone wished to travel
  between these three lands usually stops off in Addan.
  Addan sits in a valley, surrounded on three sides by
  the mountains of central Lodoss, with two well
  traveled passes leading northward and southward.
  Along these roads are many smaller villages, the
  southern ones still recovering from the war against
  Marmo.  Trade has finally picked up again, and the
  markets of Addan and the surrounding villages are
  bustling with activity.  Merchants from all around set
  up shop, temporarily or permanently, and several
  caravans pass through every week.  It should be
  noted that the merchants of Addan are not terribly
  keen on barter, and prefer to deal only in Raidens,
  gold, and jewels (what they call "hard-coins").  Some
  says its just post-war economics, others say it’s a
  sign of the times...
  Religion: The main deity worshipped in Addan is
  Cha Za.  Most people living in Addan are simply on
  the move, and seem to have little time for worship, so
  religion is does not play a large role on day-to-day
  life.  The Temple of Cha Za is located near the center
  of town, and is often visited by passing merchants
  and traders who wish to worship to their patron god.
  There are smaller shrines dedicated to the other
  gods, though the Shrine of Rada is somewhat
  rundown.  With the large number of war veterans now
  living in Addan (most having retired here due to war
  injuries) a spectacular new Shine of Myrii is being
  constructed near Addan's southern entrance.
  Services: As can be expected, there are many inns
  to be found for the weary traveler entering Addan.
  Though most of the inns are small ten to twenty bed
  houses, others seem nothing less than castles in
  size, and were in fact used by the armies of Valis and
  Flaim to board their troops before marching onward
  into Kannon.  Such castle inns have been renamed in
  honor of the war -- King's Inn, Hero's Rest, and the
  Citadel (which is quite deserving of its name).  Pubs
  are built for the traveler, and many are disreputable
  brothels as well -- The Ranger's Place, the Copper
  Mug, and the Traveler's Tavern.  There are many
  other services to be found in Addan as well.  Healers
  are easy to find, and as always, the temples of Marfa
  and Valis do provide their services (but please,
  always give an offering or donation).
  Guilds: By far, the Merchants' Guild has the greatest
  obviously influence in Addan.  Some say the
  Merchants' Guild (and its rivals, the Workers' Guild,
  Traders' Guild, and Farmers' Guild) call the shots
  around town.  These guilds do openly compete with
  each other for power, real estate, and market share,
  and it can turn ugly.  The Mages' Guild and
  Mercenaries' Guild also have branches in Addan.
  The 
  Thieves' 
  Guild 
  controls 
  Addan's 
  thriving
  underworld, and can be located on a successful PRE
  + Streetwise vs. 20 roll.
  
  Lesmoa
  Lesmoa is the greatest city in southern Valis.
  It sits close to the northwestern board of Kannon, but
  does not see as much incoming trade from Kannon
  as Addan does.  Traders and travelers from western
  Kannon take the route through Lesmoa on their way
  to Valis, but ruthless bandits and robbers plague the
  road leading into Lesmoa.  Travels should be wary of
  these, and prepared in case of an attack.  Lesmoa is
  60 kilometers south of Roid, and just 40 kilometers
  from Valis's southern boarder (and there are several
  smaller towns between Lesmoa and the border).
  Four fortresses guard the southern boarder
  of Valis (marked by a small river that flows off the
  nearby mountains), 30 kilometers south of Lesmoa.
  Two of these forts were destroyed by Marmo attacks,
  but have since been rebuilt and are now fully armed
  and manned.  These forts stand guard against the
  dark armies of Marmo occupied Kannon.
  Commerce: Before the Marmo invasion, most of the
  commerce in Lesmoa came from merchants and
  caravans passing between Valis and western
  Kannon.  After the invasion of Kannon, commerce
  between Valis and Kannon was completely halted.
  Lesmoa has one major market located in the Town
  Square.  Nearly everything is for sale here, from
  weapons and armor, to fresh produce, to handcrafted
  goods.  Barter is also more accepted in Lesmoa than
  in other major merchant towns like Addan
  Religion: The shrine of Marfa is the largest religious
  center in Lesmoa, and there is a very good hospital
  run by the priests.  The hospital was initially
  established to help the injured soldiers and citizens
  fleeing Kannon during the Marmo invasion, but the
  hospital is still servers the sick, injured, and dying.
  Services: There are many bed and breakfast inn
  scattered about Lesmoa, and all offer a fair price and
  a wide range of services.  Taverns in Lesmoa is
  about the only place where you find any action, but
  be careful as some taverns are less open to
  foreigners than others.  For a good ale and wild night,
  adventurous travelers should drop by the Bloody Axe,
  the Broken Arm, or Eric's Ale 'n Inn.
  Guilds: The Merchants' Guild and Traders' Guild
  both have a strong influence in Lesmoa, which
  causes problems at times.  The Mages' Guild is
  practically non-existent, aside from a small house
  where a very old and weak "wizard" maintains a
  pitiful little library of insignificant books.  The
  Mercenaries' Guild as a fine office in Lesmoa, but
  after the war ended, they lost most of their business.
  The Thieves' Guild is busy at work in Lesmoa as well,
  and can be located on a successful PRE +
  Streetwise vs. 22 roll.
  Central Mountains
  The Central Mountains of Lodoss begin 50
  kilometers northeast of Roid, but spread out so as to
  cover much of central Lodoss.  The mountains are
  difficult and nearly impassable in places, and travel
  time is restricted to just 5 kilometers a day when
  crossing these mountains.
  Traveling between Valis and Flaim, it is often
  easier to just go around the mountains on the
  western side.  However, traveling between Valis and
  Alania, one must cross through the mountains.  The
  only other paths between Valis and Alania is through
  the Forest of No Return or far to the south through
  Marmo occupied Kannon.  Fortunately, there is a
  good mountain pass leading northeast from the city
  of Addan into Alania.  Though this pass is difficult and
  treacherous, it is far easier than other passes.  On a
  good day, a traveler can make 15 kilometers a day.
  There are many dangers in the Central
  Mountains.  Griffins live on some of the mountain
  peaks, but are of no real threat.  If you are lucky, you
  might spot one flying majestically through the sky
  above.  Griffins will not attack unless provoked, or
  unless they think their nest is threatened.
  Giants also roam the Central Mountains.
  Though rarely seen, these giants are strong and
  formidable.  They seem to live in the inner most
  regions of the Central Mountains, and there are
  rumors of a great City of Giants high up on mountain
  plateaus.
  Bandits and robbers are the biggest threat to
  travelers who make the journey through the main
  pass.  The bandits who prowl the pass will rarely
  attack a large, well armed party, but small groups or
  poorly armed parties can fall pray to these bandits.
  Bandits have been known to attack caravans from
  time to time, and many merchants hire mercenaries
  to help protect their caravans traveling through the
  Central Mountains.
  Holy River
  The Holy River runs down from the Central
  Mountains, southwest toward Roid.  As the river
  nears the sea, it quickly widens out and the water
  flows along slowly and gracefully.  Roid was built on
  the western shore of the Holy River, just north of the
  Delta.  The Port of Roid is actually on the Holy River,
  and not the Southern Sea.  Ships going to Roid must
  travel past the Great Delta Island and several
  kilometers up the wide river to the port.
  The Holy River is clean and clear, and many
  sailing vessels from all across Lodoss can be seen
  making their way to or from the Port of Roid.  The
  Holy River is one of the busiest waterways in Lodoss.
  
  Great Delta Island
  The Delta of the Holy River is spotted with
  dozens of small islands.  The largest of these islands
  is quite big, and has been named the Great Delta
  Island.  Great Delta Island is ruled by Valis, and is
  primarily and military outpost.  It does have a few
  small fishing villages, but the civilian population is
  less then three hundred.
  From a military standpoint, the Great Delta
  Island provides the first line of defense against an
  invasion from sea.  Any ships wanting to attack Valis
  must pass by the Great Delta Island.  There are two
  forts on the Great Delta Island, along with a naval
  yard with docks for ten large warships (galleys or
  galleons) and numerous docks for smaller warships.
  The forts can launch long range ballistas, burning
  fireballs, or rain catapult rocks on any trespassing or
  threatening warships.  With the forts fully manned,
  and a ship in every dock, the military population of
  Great Delta Island can reach in excess of ten
  thousand.  With such a large number of personnel,
  the entire cost of the island has become little more
  than a sprawling military city.
  Alania
  Alania was founded in the time of chaos and
  disorder after the collapse of the Kingdom of Sorcery.
  Historically, the nation of Alania is the oldest of the
  modern kingdoms, having been founded nearly four
  hundred years ago by the powerful family of
  Kadomos.
  The Alanian Royal Family keeps close
  relations to the royal families of neighboring nations,
  usually by ties of marriage.  Technically, Parn of
  Zaxon is in a direct line of power to the royal family of
  Alan.  His mother, Shoriki, was a powerful member of
  the Kadomos household who married Tessius, a Holy
  Knight of Valis.
  A kingdom of dwarves also exists within the
  boarders of Alania, known as the "Iron Kingdom".
  This is the only dwarf kingdom presently in Lodoss.
  Cogon silver and dwarven steel are two well known
  produces made by the dwarves, and these are
  among the most profitable commodities produced by
  them.
  Today, Alania stands as a great kingdom of
  enlightenment, where learning and wisdom are prized
  above all, ruled by the wisdom and guidance of King
  Kadomos VII.
  The greatest libraries and centers of learning
  are located in Alania.  Alan, the capital, is
  headquarters of the Mages' Guild, and the libraries
  there are said to contain copies of all the known
  books in Lodoss.
  Marmo attacked Alania on several occasions
  during the last war, but Alania never officially entered
  the war.  Instead, King Kadomos chose to keep out of
  the conflict and remain as neutral as possible.
  Emperor Beld judged Alania to be an impotent force,
  and concentrated his efforts on Kannon and Valis.
  Marmo did invade southern Alania and made raids on
  numerous coastal fortresses in the north (including
  Fortress Myce).  The southern portion of Alan is
  within Marmo occupied territory.
  Nevertheless, Alania is still one of the more
  powerful nations, with a large standing army, though
  their army is not as well trained as that of Valis or
  Flaim.  The standing Marmo army occupying Kannon
  and southern Alania is a substantial threat.
  Alan
  Alan is the capital city of Alania.  Alan was
  built on the Crimson Wave Bay, a large bay on the
  eastern side of Lodoss.  The Port of Alan is so great
  that it rivals the Port of Valis.
  The inner city of Alan is completely walled in,
  and even has a ten meter wide moat encircling it.
  Though there are suburbs and farmlands sprawling
  out for kilometers around, the main city of Alan is
  nothing less than a fortress.  In times of crisis, the
  main gates are shut to all outsiders, even if they
  claim to be citizens of Alania.
  Alan is most famous for its great libraries
  centers of learning.  The Library of Alania is located
  next to the Temple of Rada, and is operated by the
  priests and acolytes of Rada.  This library is
  enormous -- a castle in itself each room and tower
  filled with shelves of books and scrolls both new and
  ancient.  Thousands of books on history, art,
  literature, poetry, astronomy, natural science, and
  any other topic conceivable can be found here
  (however, most books on magic are at the Guild's
  pirate library).  Books cannot be check out of Library
  of Alania, but there are many comfortable reading
  rooms and studies available to schools and
  researchers.  The priests of Rada keep the Library
  open to the public, but it is always a good idea to
  present an offering or donation before entering.
  There are dozens of smaller libraries and
  bookstores throughout Alan as well.  The Academy of
  Alania is a school of learning where many nobles
  from all across Lodoss send their children to be
  educated.  Alan is also the headquarters for the
  Mages' Guild, the Guild's Library, and Guilds' School
  of Magic.
  Port: The Port of Alan is located on the northern
  shore of the Crimson Wave Bay.  The port can dock
  six large vessels and numerous smaller ones.  The
  port also has a large shipworks facility with many
  competent works and craftsmen busily constructing
  new vessels of both trade and war.  The Port of Alan
  is bustling with activity, from trade and commerce to
  thievery and brawls.
  Commerce: Most commerce in Alan comes by way
  of sea or from the long roads leading into Valis and
  Kannon.  Besides the countless market places
  
  outside the walls of Alan, there are three main
  markets.  The largest is the Dock Market, located
  along the port's many docks and wharves.  Here all
  manners of goods and products from across the
  lands of Lodoss can be purchased.  The other major
  market is located along Alan's western wall, and is
  simply called the Market Place.  In the Market Place
  farmers sells their fresh produce, craftsmen and
  armors sell their goods, armor, and weapons.  The
  King's Castle Square is often the site of many fairs,
  festivals, 
  and 
  bazaars 
  where 
  merchants 
  and
  craftsmen set up shop to sell their goods.
  Religion:  All the Gods of Light are represented in
  Alan.  The main temple is the Temple of Rada,
  located next to the King's Castle.  In the Temple of
  Rada, the priests maintain a vast public library, as
  mentioned earlier.  Smaller shrines to Falis, Marfa,
  Cha Za are also placed throughout the city.
  Services:  Throughout Alan, and in the suburbs
  around the walled city, are many inns for the weary
  traveler.  The Wayfarer's Inn is the largest full service
  Bed and Breakfast in Alan, but don't expect to pay
  less than 2 rp a night.  On the opposite end of the
  spectrum is the Watchman's Grave, located just
  outside of town, and is a sleaziest, dirtiest,
  tavern/inn/brothel in all of Alania.  As taverns go, Alan
  has its mix as well.  Mercenaries, thugs, and ruffians
  tend to migrate toward the Muddy Water Hole or
  Ranger's Trench.  For the less brawny customer,
  check out the Sliver Sword Pub or the Iron Mug.
  Guilds: The Mages' Guild is, of course, the major
  guild in Alan.  The Mages' Guild (or just the Guild)
  owns six city blocks just north of the port where
  stands the Guild headquarters, Guild Library, the
  School of Magic, and other such facilities.  The
  Mercenaries' Guild is also officially headquartered in
  Alan, with a large building near the Mages' Guild.
  The Merchants' Guild, Traders' Guild, and Seamens'
  Guild all have branches located near the port.  The
  Thieves' Guild can be located on a successful PRE +
  Streetwise vs. 20 roll.
  Novice
  Novice is a small city located at the north
  western boarder Alan, at the edge of the Storm and
  Fire Desert.  It's importance lies in the trade route
  between Alan, Valis, and Flaim.  There is only one
  safe pass through the Central Mountains.  Novice sits
  on the northern side of this and is the primary
  stopping point for travelers venturing between Alan
  and Valis (see map).  Novice is 60 kilometers north of
  the mountains, and 130 kilometers north of Addan,
  but the journey between Novice and Addan can take
  upwards of a week, due to the difficulties of the
  mountain pass.  Travelers coming from Flaim across
  the Storm and Fire Desert often enter Novice as well,
  but this is rare, as the journey across the Desert is
  quite difficult.
  Commerce: As one might imagine, Novice is a city
  founded on commerce, like Adden.  Novice does not
  enjoy as much commerce as Adden, for Adden
  serves as the gateway between Valis and Alan, as
  well as Kannon.
  Religion: There are several shrines dedicated to Cha
  Za through Novice and the surrounding area.  Marfa,
  heavily worshipped in northern Alania, also has a
  large shine in Novice.  Falis and Rada also have
  shines in this city, but strangely there is no shine to
  Myrii.
  Services: Most caravans making their way through
  Novice set up camp outside town.  Novice itself has
  only a few inns, most of them booked full.  The two
  largest inns are Tobol's Inn (run by the wealthy
  halfling Tobol) and the Traveler's Rest.  As for
  taverns, drop by the Happy Hammer or the Ogre's
  Nose.
  Guilds: The Merchants' Guild has the strongest
  presence in Novice.  Other guilds also have local
  branches. The Thieves' Guild can be located on a
  successful PRE + Streetwise vs. 22 roll.
  Zaxon
  Zaxon is a small farming village in northern
  Alania, located in the beautiful green valley area just
  south of the White Dragon Mountains. Zaxon is the
  last waypoint for pilgrims traveling to Tarba and the
  Temple of Marfa.  It has a small population, and is
  remarkable only because it was once the home to
  Parn, Slayn, and Etoh.  Zaxon was once plagued by
  random attacks from goblins, but these attacks have
  all but stopped in recent years.
  Commerce: Zaxon sees very little commerce, and is,
  for the most part, self-sufficient.  There is commerce
  between Zaxon and Zelni, located thirty kilometers
  east on the cost, from which Zaxon gets most of its
  imports.  The few merchants and caravans which do
  come through are often on their way to the Temple of
  Marfa.
  Religion: There are a few shrines to Marfa and Falis,
  and many of the priest and priestess of Marfa come
  to Zaxon first on their missions to spread the word of
  Marfa's teachings.
  Services: Very few.  There is one major inn in
  Zaxon, called "the Inn".  Several of the farmers and
  villagers do offer room and board services for
  travelers and pilgrims, so if all six room are filled in
  "the Inn" just ask around.  Zact runs a warm tavern
  called the Hobbled Goblin where he has mounted on
  the wall the head of a goblin he killed.
  Guilds: The Farmers' Guild is the only guild in
  Zaxon.
  The Forest of No Return
  The Forest of No Return is one of the most
  heavily enchanted regions of Lodoss.  The forest lies
  just west of the official Alanian boarder, and thirty
  
  kilometers west of Alan itself.  This magical forest
  stretches over a hundred kilometers north-south and
  is about thirty kilometers wide.  If the forest were not
  so treacherous, it would make the fastest route
  between Alania and Valis.
  But, as the name implies, the Forest of No
  Return is treacherous indeed.  The forest is inhabited
  by the high elves and faerie-folk who have
  discovered the secrets of the forest and use its
  magical powers help ward away unwelcome visitors.
  Only high elves and faeries know the secret ways
  through the Forest of No Return, and only such a
  guide can safely usher travelers through.
  There is nothing hostile within the Forest of
  No Return.  The forest is a haven of nature, home to
  all sorts of peaceful animals, nature spirits, elves, and
  faeries.  But the forest itself, being empty of harsh
  emotions, 
  reacts 
  strongly 
  to 
  such 
  emotions.
  Travelers who do dare to venture into the forest
  should empty themselves of strong emotions such as
  fear, grief, anger, and surprise.  If one does allow his
  emotions to come forth, the trees will react by
  creating an illusion.  Grief stricken with the lose of a
  loved one, they may generate an illusion of that
  person.  Negative emotions, such as hatred or greed
  can cause the trees to react violently, attacking with
  tendril vines which can entrap a victim forever.
  The forest also drains people of their
  strength, as it drains out their aggressive feelings and
  motivation to fight.  This incurs a -2 STR to all races,
  other than high elves and faeries, who are unaffected
  by the Forest's power.
  Time also travels at a different rate in the
  Forest of No Return.  It is difficult to say how time
  flows in the forest, it seems to be completely
  independent.  Entering the forest, travelers can make
  it through in a day and find that a week has past in
  the outside world.  On the other hand, a person might
  stay trapped in the forest for weeks, only to discover
  that a mere day has pass outside.  Therefore, the
  time it takes to pass through the forest (assuming the
  traveler is not trapped forever) can take hours to
  days, to even weeks, and time outside will pass at a
  seemingly random or arbitrary rate.
  The elven and faerie villages in the forest are
  extremely well hidden and it is doubtful any non-elf
  could locate these villages.  Should a traveler
  accidentally stumble across an elven village he will
  never been seen again...
  White Dragon Mountains
  The White Dragon Mountains are located in
  the northeastern corner of Lodoss.  The spectacular
  Temple of Marfa sits in the foothills of these
  awesome snow-capped mountains.  The Temple of
  Marfa is a few kilometers up from Tarba, a small town
  devoted to supporting the Temple.  The Great
  Temple of Marfa is a brilliant white-marble castle of
  pillars and shines dedicated to the glorious Mother-
  Goddess of Creation.  The priests and priestesses of
  Marfa train and worship at the Temple, and here also
  resides Neese, the High Priestess of Marfa and one
  of the most respected religious leaders in Lodoss.
  Here no shadows fall, and no darkness or
  evil can ever dare to tread.  For here the Ancient
  Dragon Bramd guards high upon the frozen
  mountaintops, ever vigilant against evil.
  Kannon
  South of Alania and Valis is the kingdom of
  Kannon.  The people of Kannon, like Alania, were in
  the pursuit of arts and science, literature and poetry.
  After the Demon King of Marmo was slain, the people
  of Kannon grew complacent and comfortable in their
  way of life, enjoying the short few decades of peace
  that had come upon the land.
  Kannon was completely unprepared for the
  Marmo invasion, lead by Lord Ashram and Emperor
  Beld.  The Marmo army struck hard, hitting Rood first
  and carving a swath of destruction straight for
  Shinning Hill.  The great capital of Kannon fell in a
  day.  With Shinning Hill under their control, and the
  King 
  taken 
  captive, 
  Kannon 
  surrendered
  unconditionally.  The Marmo army then fortified their
  positions at the Valis boarder, and proceeded to
  invade southern Alania.  With Kannon subdued, the
  Marmos were at their leisure to subjugate the smaller
  towns and villages.  Any resistance was meet with
  brutal force.  Entire villages were burned to ash by
  the ruthless monsters and barbarian commanders of
  Marmo.
  Even today, valiant warriors fight to liberate
  Kannon from the Marmos, but have meet with terrible
  failure.  Marmo fortresses line the boarders between
  Valis and the unoccupied regions of Alania.  The
  forces of Valis stand guard on their boards, ever
  watchful and vigilant against the great darkness that
  has befallen the once prosperous and glorious land
  of Kannon...
  Shinning Hill
  Shinning Hill, a city built on the foundations
  of an older city dating back centuries, was the
  awesome capital of Kannon.  Upon the shores of the
  sparkling blue Steel Lake, the castle city of Shinning
  Hill was a bustling metropolis of activity and trade.
  The River of Kannon feeds into Steel Like, creating a
  waterway for merchant ships to travel to and from the
  capital city of Kannon.
  But it was also this waterway that was
  Kannon's undoing.  The Marmo army marched up
  from Rood on land, while its fleet of warships traveled
  the river to strike a full-scale invasion against
  Shinning Hill.  Within a day, Shinning Hill's walls were
  reduced to rubble, the army was crushed without
  mercy, and the King himself was captured and bound
  
  in chains.  Beld established Shinning Hill as his new
  capital on the mainland, and from there begin his
  plans for the systematic invasion of Alania and Valis.
  Though the Marmo invasion was halted at
  the boarders of Kannon and southern Alania, Kannon
  is still occupied by Marmo forces.  Shinning Hill is a
  plundered city, half in ruin, the other half in chaos.
  The temples of Falis, Marfa, and Rada are
  desecrated, the bodies of their priest and priestess lie
  dead and rotting in the shrines they stood fast to
  protect.  The citizens who remain are slaves to the
  brutal Marmos, their lives forever darkened by the
  terrors and the pain brought by the ruthless invasion.
  But many still stand hopeful of the day Valis comes to
  liberate their once beautiful country.
  Port: Golden-Copper Wharf is the port of Kannon.  It
  once ranked among the greatest ports in Lodoss,
  complete the shipworks and docks for the largest of
  sea vessels.  Now the Wharf is Marmo military port,
  holding a dozen warships.  Steel Lake has now
  become a Lake of Blood where the wreckage of
  countless Kannon ships lie at the bottom.
  Commerce: Commerce in Shinning Hill, as with most
  of Kannon, has been completely halted.  What goods
  are brought in come from military caravans.  The
  commoners still do business in the market to sell
  goods and buy food, but Marmo soldiers over see all
  transactions.  Weapons are band, and anyone seem
  carrying a weapon who is not a Marmo will be killed
  where he stands.
  Religion: Religion has been abolished in Shinning
  Hill, save for the worship of the dark gods.  The
  temples and shrines of the Gods of Light have been
  desecrated or destroyed.  Priests of Kardis and
  Falaris are constructing new temples to their dark
  gods next to the castle.  Here it is required for
  citizens to pay homage and give offerings to the dark
  gods.  Any who refuse to worship the dark gods is
  pushed by death.
  Services: No one travels to Shinning Hill any longer.
  All the inns are closed.  Taverns are still open,
  though heavily patrolled by Marmo soldiers.  There
  are several taverns that serve only the soldiers, and
  these taverns can get extremely rowdy.  The dark
  elves have their own privet tavern, the Drows'
  Hideaway, where the elves can have some peace
  and quite away from the rowdy human, barbarians,
  and goblins.
  Guilds: All guilds in Shinning Hill have been
  destroyed.  Guilds promote a free market and can
  threatens Marmo's control.
  Rood
  Rood was a port city on the southern end of
  Kannon.  A quite fishing village with prosperous
  farms to the north, Rood had no way to repel the
  Marmo invasion when it came.  Strategically, the
  Marmo forces destroyed a small fort just east of the
  town, then invaded Rood to pillage it of goods and
  supplies.  The farmers and fishermen tried to fight the
  Marmo soldiers and monsters, but too little avail.
  Rood was sacked and burned to the ground.  Little
  remains of this town today. The local population is
  currently rebuilding Rood, but there is little hope for
  prosperity as long as Marmo still controls the land.
  The farms of Rood are still intact, but the
  army taxes them heavily, requiring half of all food
  produced in Rood to be given to the Marmo army.
  Flaim
  Ten years ago, the mighty mercenary king
  Kashue assembled an army and united the warring
  nations of the Storm and Fire Desert.  With both
  sword and deed, he brought the desert tribes
  together, and created the powerful nation of Flaim.
  Flaim and Valis are close allies, and the two nations
  are now allied in the still prevalent struggle to drive
  back Marmo.  King Kashue currently lives in the
  Castle Roid where he is acting regent of Valis, until
  such time as Fianna becomes old enough to be
  properly coronated as queen.
  Most of Flaim occupies the hostile waste of
  the Storm and Fire Desert.  There are a few oasis
  towns, including Haven, and several nomadic tribes
  still wander the desert.  Most of these tribes are
  neutral, but some are hostile raiders who still pose a
  threat to stability in the region.  The Road of Thirst
  crosses the Storm and Fire Desert, and is traveled by
  caravans moving between Flaim and Alania.
  Blade
  Blade is the capital city of Flaim.  Before it
  was the capital, Blade was a small independent town
  that sat on the eastern side of the Yellow River.  After
  Kashue made it his capital, Blade grew quickly,
  becoming a city of bustling activity.  The city has
  grown in layers, and there are three major districts.
  The oldest district (the Old Town) is in the
  northeastern quadrant, and has it's own wall
  surrounding it.  The Central District (shown on the
  main map) is split by the Yellow River, which runs
  through the very city of town.  On an island in the
  Yellow River is Castle Akrohd, connected to both
  sides of the city by two great bridges.  Also on an
  island is the Merchants' Guild, also connected to the
  rest of the city by bridges and housing it's own
  miniature port.  The central district has a second wall
  surrounding it, though ships are still free to pass
  down the river.
  The last district is the Outer District, which
  consists mainly of newer buildings, houses, and
  complexes.  The Outer District is built around the
  Central District and Old Town, and is totally
  surrounded by a wall (except for the river).
  Port: The Port of Blade is located on the northern
  side of the Outer District (not shown on map).  It is on
  
  the Yellow River, which empties into the sea just
  twelve kilometers north.  Dozens of merchant vessels
  and warships move in and out of the port daily.
  Commerce: Commerce in Blade comes from by way
  of sea, or by caravans coming from Valis or Raiden.
  On rare occasion, an expedition from Alania, having
  crossed through the treacherous Storm and Fire
  Desert, may also come through. Much of the food is
  imported from southern farms near Lolan and Manni.
  The Market and the Yellow River Plaza, both located
  in the Central District, are the common market places
  for trade and commerce.
  Religion: The god Myrii and Falis both have a large
  shrines in the Central District, just across the river
  from the Mercenaries' Guild.  There is an even larger
  Shine of Marfa located in the southeastern corner of
  the Outer District.  Cha Za and Rada also have
  smaller shrines in the Outer District.
  Services: The Outer District has many inns where
  travelers can enjoy a quite night's rest. Abdul's Keep,
  the Riverside Inn, and the Golden Lamp are all
  excellent inns.  Blade seems to have more taverns
  than any other city, second only to Raiden.  A few of
  more renowned taverns are Shadam's Silver Pub, the
  Drunken Dwarf, the Ivory Wench, and the Barren
  Baron.
  Guilds: Most of the guilds have built modest
  guildhouses in Blade, though none are prevalently
  powerful.  Arguably, the Merchants' Guild has a fairly
  strong presence, but the Mercenaries' Guild also has
  a large guildhouse. The Thieves' Guild can be
  located on a successful PRE + Streetwise vs. 22 roll.
  Haven
  Haven sits dead center in the middle of the
  Storm and Fire Desert.  Haven is the only major stop
  along the Road of Thirst (which has just a few
  nomadic villages and scattered ruins along its path),
  and thus is extremely strategic for both merchants
  and armies alike.  Haven is built on a desert oasis,
  whose water source apparently comes from a vast
  underground lake.
  Haven is walled desert city, though its gates
  never close.  The streets are dusty, and the buildings
  and homes small and built of sand bricks and stone.
  Wells, reaching down into the vast underground lake,
  are scattered through the town.  In the center of
  Haven is the original oasis, a small, yet lush desert
  garden.
  Haven 
  has 
  a 
  substantial 
  population,
  surprising for its remote location.  It is a comforting
  relief for all travelers venturing through the hostile
  waste of the desert.
  Commerce: All of Haven's commerce comes from
  caravans and merchants travelling through the desert
  between Flaim and Alania.  No more than one or two
  caravans come through every week, so Haven must
  remain fairly self-sufficient.  The main market square
  is the center of trade within Haven, however, the
  passing caravans and merchants generally set up
  their own temporary camps where the locals can
  shop for goods.
  Religion: Myrii has the largest shrine in Haven, as
  Haven was founded by the warlike nomad tribes of
  Flaim.  There are also shines to Falis and Cha Za,
  but Marfa and Rada are not so well represented.
  Services: Many travelers coming through Haven set
  up camp outside town.  In Haven there are a large
  number of inns to chose from, however, these can be
  somewhat pricey.  The Fairway Inn has a good price,
  as does the Nomad's Rest and the Djinni's Lamp.
  Haven has many taverns and pubs as well, including
  the Last Oasis, the Camel's Hump, the Dustbin, and
  the Dry Cantina.
  Guilds: Haven is basically run by the Merchants'
  Guild, which grants many perks to passing merchants
  and caravans.  The Mercenaries' Guild and Thieves'
  Guild are also present.  Other guilds are non-
  existence.  The Thieves' Guild can be located on a
  successful PRE + Streetwise vs. 20 roll.
  Storm and Fire Desert
  The Storm and Fire Desert spans one
  hundred-fifty kilometers.  Though the surrounding
  lands of Flaim are also considered desert regions,
  the Storm and Fire Desert is a hostile wasteland of
  baking days and freezing night, of sandstorms and
  scorching heat.  None would dare travel the desert
  alone, and only most well provisioned caravans can
  hope to make it across.
  The city of Haven sits in the center of the
  Storm and Fire Desert, the only major stop along the
  traveled Road of Thirst.  Nomads do live in the
  region, and they have learned how to survive in the
  deadly wasteland.  These nomads are rarely
  acceptant to strangers and are best avoided.
  The best way to cross the Storm and Fire
  Desert is along the Road of Thirst, preferably with a
  large caravan.  Small parties rarely make it across.
  Even if they are well provisioned, such parties are
  easy pray to nomads and bandits.
  Much of the desert is uncharted, but there
  are two ancient ruins of note.  One is the Temple of
  the Efreeti, located in the northern Empty Quarter of
  the desert.  It is believed the Temple of the Efreeti
  has been abandoned for some time and is a remnant
  from several centuries ago when desert tribes
  worshiped the mysterious beings know as the Djinn.
  Seventy kilometers southeast of Haven, in the desert
  valley north of the Central Mountains, stands the
  ruins of a great tower known by nomad tribes as the
  Tower of the Djinni.  In context, this may be related in
  some fashion to the Temple of the Efreeti, and the
  previous 
  Djinn 
  worshipping 
  religions 
  popular
  centuries ago.
  
  Djinn are believe to be real by the people of
  Flaim, however, there have been no recorded
  encounters.  Djinn are said to be vast and powerful
  desert spirits, possible demons or demi-gods, but
  there is no information regarding them at this time.
  The Storm and Fire Desert has many
  unexplored regions, and there are no doubt many
  ruins and treasures to behold.  Perhaps treasures
  from the ancient Kingdom of Sorcerer.  For this
  barren desert has not always been a wasteland...
  Moss
  The Kingdom of Moss is in the southwestern
  quadrant of Lodoss.  Moss was once just a collection
  of duchies and baronies.  The Golden Dragon-Lord
  Mycen controlled much of northern and central Moss.
  With him ruled the Dragon Knights, an order of royal
  knighthood who keep peace and order throughout the
  land.  Under the rulership of Mycen and the Dragon
  Knights, the people enjoyed a great deal of liberty
  and freedom, and their lands prospered.  In time,
  other surrounding baronies joined with Mycen's
  domain, and soon the area became known as the
  Kingdom of Moss.
  Dragons are well respected in Moss, for their
  chief leader is the Ancient Dragon Mycen.  Wyvern
  Dragons are common, and the Dragon Knights have
  tamed these great creatures for their rides.  All sorts
  of other dragons roam the land and lurk in caverns,
  including many great dragons and countless thunder
  dragons.  The people know, however, that not all
  dragons are of good alignment.  Most of the dragons
  of Moss are good or indifferent, but wild dragons are
  highly unpredictable, and can act hostile.  The
  thunder dragons which roam the old ruins of Kastuul
  are very protective of their domain and react bitterly
  to unwelcome guest.
  In Moss the symbol of the Dragon is
  represents strength and prosperity.  It is impossible to
  avoid this fact, as nearly everything seems connected
  to this idea.  After the unification of Moss, many cities
  changed their name to fit this motif as well, and most
  taverns and inns use the word Dragon as well.  Even
  the names given to children reflect this, with such
  names as "Drake", "Scale", or "Cave".
  Dragon Breath
  Dragon Breath is the "capital" of Moss, but
  only because it is the site of the Dragon Knights'
  Castle.  Moss does not technically have a centralized
  ruling body as it operates as a commonwealth or
  confederation (each town and city ruling itself
  independently).  Dragon Breath was once called
  Hakken, a city which has always been fairly large and
  prosperous.  The old Castle Hakken still stands on
  the southern side of town, but has been abandoned.
  Instead, the city has slowly grown northward, and the
  newest districts surround castle wall of the Dragon
  Knights' Castle.
  Mycen's Cave is in the mountains just twenty
  kilometers north, and the Ancient Golden Dragon can
  often be seen flying gracefully through the sky.  The
  Dragon Knights' Castle is a large stone fortress, with
  courtyards to facilitate the lands of wyverns.  Behind
  the castle is a large open field where Mycen may
  land, though he rarely does so.
  Port: 
  Dragon Breath is about a dozen kilometers
  from the sea, but it is built near a river which leads
  down from the mountains and empties into the
  Western Sea.  Smaller merchant vessels can
  navigate this river, but galleons are unable to do so.
  Dragon Breath has a small port, but most merchants
  trading with Moss use the larger ports in Dragon
  Scale or Dragon Eye.
  Commerce: Merchants coming from Valis by way of
  Dragon Scale, or those entering Dragon Breath's
  small port, are the only commerce seen.  A few
  merchants do come down from Raiden or Flaim, but
  this is rare.  The main market is in the center of town,
  and is a constant hive of activity.  Any manner of
  goods or produce may be purchased here, including
  many dragon-related items.  Joval's Weapon Shoppe
  sells many custom dragon-style weapons and armor,
  with ornamental dragon claw hilts, dragon-scalemail
  armor (+1 KD, +2 rp cost on scalemail armor), and
  even large dragon scale shields (a single dragon
  scale from a great dragon, works as a large shield).
  Religion: Myrii has a large temple in Dragon Breath,
  and there are shrines to Falis, Marfa, Rada, and Cha
  Za as well.  Near the center of town stands an
  honorary shrine and large (though 1/20 scale) statue
  dedicated to Mycen.
  Services: Dragon Breath has a wide variety of inns
  and taverns, though most are prefixed or postfixed by
  the word "Dragon".  This is a little overwhelming to
  visitors, though it has become everyday to the local
  population.  Several of the better known inns are the
  Golden Dragon Inn, the Wyvern's Stay, the Dragon's
  Lair, and Drake's Cove (the owner's name is Drake).
  Taverns follow in suit with such colorful names as the
  Dragon's Mug, the Dragon's Nest, the Griffin's Claw,
  and the Wyvern Tavern.
  Guilds: Most of the guilds exist in Dragon Breath,
  including the Merchants' Guild, the Mages' Guild, the
  Mercenaries' Guild, and others. The Thieves' Guild
  can be located on a successful PRE + Streetwise vs.
  22 roll.
  Dragon Scale
  Dragon Scale is the major port city for Moss.
  It sits on the eastern side on Moss, on the cost of the
  Great Bay.  Ships from Valis and Alania often stop
  here, and before the Marmo invasion, many
  merchants from Kannon as well.  Traders from
  Raiden stop at Dragon Claw or Dragon Eye.
  
  Dragon Scale was once called Gyenon,
  capital of the old Barony of Gyenon, which is now
  part of Moss.  The sage Wort is said to have been
  born in Gyenon, but such is only rumor, and may be
  only a fabrication of the locals of Dragon Scale.
  Port: The Port of Dragon Scale, know by mariners as
  the Dragon's Port, serves as the major port for most
  of Moss.  Moss is handicapped in that it is an
  extremely mountainous region, and coastal cities are
  uncommon.  Moss has a small navy, seeing little
  need to maintain a presence at sea.  The Dragon
  Knights are quite mobile, and can make far better
  time flying across land and sea than any caravan or
  ship.  Moss's limited navy is stationed at a fort just a
  few kilometers south of Dragon Scale, and is
  constantly on alert for pirates and Marmo ships.
  Commerce: Commerce between Valis and Moss is
  booming.  Merchants and caravans regularly travel
  the main road from Roid, and the armies of both
  nations take great pains to keep this road free of
  bandits.  The main market in Dragon Scale is located
  on the northern side of town, and as in Dragon
  Breath, many dragon related items may be
  purchased here.
  Religion: Falis has a glorious temple in Dragon
  Scale, as does Cha Za.  There are also a smaller
  shrine for Marfa and Rada.
  Services: Inns are available for travelers throughout
  Dragon Scale.  The best bed and breakfast in Dragon
  Scale is Slumbering Dragon Inn.  Travelers may also
  find Fair Night Inn and Dragon Port Inn quite a
  comfortable stay as well.  For taverns and pubs, drop
  by the Dragon's Den, the Jackal's Pub, or the Witch's
  Brew.
  Guilds: The Merchants' Guild and Mages' Guild both
  have large facilities in Dragon Scale.  The
  Mercenaries' Guild, Traders' Guild, and a few other
  guilds also have guildhouses in Dragon Scale. The
  Thieves' Guild can be located on a successful PRE +
  Streetwise vs. 20 roll.
  Wildlands
  West of Flaim and Valis, and north of Moss,
  is a region of land unclaimed by any nation.  These
  are the Wildlands, an area of foreboding mountains
  and vast plains.  Scattered villages lie isolated
  through the Wildlands, but for the most part the area
  is unpopulated.  The Fire Dragon Shooting Star once
  plagued these lands, and was the primary cause for
  its severe unpopularity.
  Fire Dragon Mountain is the most renowned
  location in the Wildlands, but the Silent Swamp and
  Castle of Karla are also great landmarks, being close
  to the boarders of Flaim and Valis.  Raiden is
  technically part of the Wildlands, but deserves its own
  separate section.
  Fire Dragon Mountain
  In the northern mountains of the Wildlands,
  near Raiden, is the great active volcano Fire Dragon
  Mountain.  Fire Dragon Mountain has been in a
  constant state of activity for as long as anyone can
  remember, but has never erupted violently.
  The Ancient Dragon Shooting Star lived in
  Fire Dragon Mountain, but the demon dragon is
  currently believed to have perished.  Shooting Star
  lived within the volcano itself, but hoarded his
  treasure in a vast cave on the south side of the
  mountain.  The caves are old lava tunnels, and one
  such tunnel leads out to the eastern side of the
  mountain, and is popularly know as the Dragon's
  Pass.  Adventurers who sought to slay the dragon
  often took this tunnel to enter the volcano, but
  Shooting Star had the tunnels heavily boobytrapped.
  Shooting Star's treasure is thought to have
  been lost when part of the volcano collapsed.
  Adventurers may seek this treasure, but any
  expedition may be fruitless.  And such adventurers
  may in fact discovered that the Demon Dragon is not
  quite as dead as some believe...
  Silent Swamp
  The Silent Swamp and Rain Lake are
  actually the same body of water.  The Castle of Karla
  is located on the northwestern side of the swamp.
  The Silent Swamp is filled with all the putrid life of
  swampy regions, including snakes, reptiles, and
  lurking monsters.  The pass from Flaim to Valis
  crosses close to the Swamp, and at one point
  actually crosses the eastern edge of the Swamp.
  This is considered the most dangerous stretch of the
  journey from Flaim to Valis, and was in fact where
  Kashue first encountered Karla.
  Castle of Karla
  The Castle of Karla sites on the northwestern
  side of the Silent Swamp.  It is often deserted and
  stripped of anything of value.  Much of the castle is
  flooded and filled with filth.  Many snakes and
  dangerous reptiles have made it their home here.
  Even when Karla is present within the Castle it
  remains rundown and seems uninhabited.  Despite
  the belief that the Castle contains a vast treasure of
  magically items, adventurers are advised to steer well
  away.
  Raiden
  Before the City of Raiden was founded, the
  inhabitants of the northern lands led a simple life of
  farming and fishing.  Piracy in the Northern Sea has
  been a continuous bother for hundreds of years, and
  many coastal settlements were first built as pirate
  ports.  Seven hundred years ago, when Lodoss was
  united under the power and influence of the Kingdom
  
  of Sorcery, the Kastuulian army was able to put a
  temporary halt to the pirates of the Raiden region.
  During the turbulent times when Kastuul
  began to collapse, wars and rebellions raged across
  Lodoss.  Raiden, a remote and distant region of
  Lodoss, soon became an exile country, where
  dissidents and criminals were deported.  For the
  crimes of theft, debt, and military desertion, the
  sentence was often deportation to Raiden, a country
  that was still wild and largely unexplored.   Rebels
  and others who resisted the reign of Kastuul were
  deported to the Great Straight Cliff on the
  northwestern cost, simply being drop off the ship and
  abandoned there.  Many did not survive, but with the
  help of renegade pirates, the dissidents helped build
  a castle and created a thriving pirate community.
  On the shores of the Bay of Raiden a large
  port city was slowly being built.  Where there was
  once farmland, there were now heavily populated
  villages.  Where once small fishing boats sat, now
  came great caravels burdened with a human cargo of
  rebels and criminals.  The Port of Raiden was built to
  help receive then new arrivals, but in time the port
  came under commercial use as merchants and
  traders came to sell their goods to the "criminals" of
  Raiden.  When civil war broke out, the Kingdom of
  Sorcery collapsed, dozens of small states, and
  kingdoms formed all warring with each other or
  territory and resources.  Raiden, however, was
  already a sovereign state, even at the pinnacle of
  Kastuul's power.  Being such, and being as remote
  and independent as it was, Raiden never saw the
  chaos and turmoil that strafed the lands of Lodoss.
  Raiden prospered as Lodoss burned.  Its
  wealth 
  as 
  a 
  free 
  state 
  became 
  staggering.
  Merchants from Alecrast traded with the port of
  Raiden, bringing gold and exotic goods from those
  distant, unknown lands. Raiden was destined to
  become the economic superpower of Lodoss.
  Free City of Raiden
  "Come thou to the city of anarchy,
  Come thou to the city of kings.
  Walk ye her streets of ruin,
  Walk ye her streets of gold.
  Welcome to the City of Chaos
  Welcome to the City of Freedom!"
  Centuries ago, the city of Raiden was founded by the
  ancient Kingdom of Sorcery, Kastuul.  But founded
  not as a town for the prosperous, Raiden was a
  deportation point for dissidents and criminals.  And
  yet, when the Kingdom of Sorcery fell, only Raiden
  remained, and still stands as last city of Kastuul.  The
  oldest standing city in Lodoss, Raiden has buildings
  and temples as old as seven to eight hundred years,
  some say even a thousand years old.  There is no
  other city in Lodoss like it, and some say there never
  will be again.
  In the ultimate paragon of irony, Raiden,
  once a town of common criminals and rebels, has
  turned itself into a sprawling city of unparalleled
  proportions.  As if a dozen walled cities had grown
  together into one, the maze of its streets and roads,
  the disordered jumble of its towering walls, and its
  architectural diversity representative of every from in
  Lodoss past and present, Raiden is a city so
  enormous it is difficult to imagine.  Raiden is a city
  without a king.  No one claims to control Raiden, for
  the city has become an entity unto itself.  Indeed, it is
  a city anarchy, yet even here there is order.
  For nearly five hundred years the merchants
  of Alecrast have traded solely with Raiden.  Raiden
  has thus become an exceedingly wealthy town, but
  as always, only a select few control the greater
  portion of the wealth.  The great Maritime Mercantile,
  one 
  of 
  the 
  primary 
  Alecrastian 
  import 
  trade
  companies, has a gold coinage mint where the
  famous gold currency coin the Raiden Piece (rp) is
  minted, and accepted as the currency standard
  throughout all of Lodoss.
  Merchants and traders from all across
  Lodoss come to Raiden to trade with each other as
  well as the halfling merchants from Alecrast.  The city
  is a litteral hive of commerce and trade, far more so
  than even Addan.  For in Raiden there are no taxes,
  there are no tariffs -- only goods, commerce, wealth,
  and ambition.  Everything is for sale in Raiden, and
  anything can be purchased for a price.  There are no
  laws, thus murder and theft are common place.
  Those who live in Raiden, born and raised in the City
  of Freedom, have learned that to survive you must be
  either a master or a slave.  Those with money can
  buy protection, those without must place themselves
  under the protection of gold baron or mercantile.
  The gates of Raiden stand ever open, ready
  for all who wish to enter.  But think not of coming
  without a sword in hand, for in Raiden modern
  business is war.
  Raiden is a city of constant change.  It is
  dynamic, alive, and ever vibrant with an energy and
  power all its own.  Some say Raiden is evolving by
  leaps and bounds, and its culture is so far removed
  from anything else in Lodoss it is hard to imagine.
  Raiden is the melting point for all the lands and
  people of Lodoss and distant Alecrast.  As the
  famous halfling bard Mal once sung, Raiden is a city
  of great chaos, and yet, a city of even greater
  freedom.
  People of Raiden
  There is no census in Raiden, but some have
  estimated the population of Raiden to be over twenty
  thousand (extremely large by Lodoss standards), all
  urban and discounting the farms and surrounding
  villages (such as Hishi and Honto).  Raiden has a
  diverse racial population, though even here humans
  
  still constitute the majority.  Dwarves, dark elves,
  halflings, and even goblins can be found in Raiden.
  High elves rarely come to Raiden, but there are
  always at least a few to be found here, usually
  looking to purchase a special item from Alecrast.
  The diversity of races has caused problems, and as
  can be expected, the dwarves and dark elves have
  carved out their own small niche of the city.  Goblins
  who come to Raiden are often looked down upon,
  even though such goblins are the few intelligent and
  innovative ones of their race.  Halflings come only to
  Raiden on business, and generally come with enough
  money to do as they please.
  Port of Raiden
  Raiden has the largest port on the island of
  Lodoss, and some say the entire world.  The wharf
  and docks span the entire Bay of Raiden and down
  part of the Blazing River.  Countless port companies
  own the various docks, and most charge a steep
  price for usage of the docks and port facilities.  Many
  merchants simply anchor their ship in the middle of
  the bay and take their goods to shore by small boats
  (though this causes sever traffic problems in the bay).
  The Maritime Mercantile owns the largest facility, but
  uses it primarily for their own ships.  Expect to pay 30
  gp a day to keep a small boats docked, while docking
  a carrack or galley could cost over 10 Raidens a day!
  The Raiden Shipworks is a large shipbuilding
  company located on the eastern side of the Bay.  The
  Shipworks build countless small boats, and at least a
  dozen large ships every year.  Most are bought by
  the various mercantiles or Alecrastian traders, but
  Flaim also buys some of their ships.
  Because there are no real laws in Raiden, it
  is perfectly legal for a pirate ship to enter the port and
  dock.  A pirate ship could even attack another ship in
  the middle of the bay.  This rarely happens, however,
  because most of the merchant ships that come to
  Raiden are heavily armed, and there are always a
  few privateer warships in the Bay.  A known pirate
  ship would not last one minute pulling into the Port of
  Raiden.
  The merchants who come to Raiden by sea
  are well aware of the two major pirate outposts, one
  on Blue Dragon Island, and one at the pirate fortress
  on the Great Straight Cliff, and avoid these areas.
  Nevertheless, these pirates prowl the shipping lanes
  from Alecrast and from the southern and eastern
  sides of Lodoss.  Thus, many ships coming to Raiden
  travel in large groups, or are escorted by privateer
  warships.
  Religion in Raiden
  Depending on how one looks at it, either
  Raiden has no religion, or it is the ultimate form of
  religious freedom.  Anyone who comes to Raiden is
  free to worship however they chose, be it sacrificing
  screaming victims to Kardis or blessing the needy in
  the name of Falis.  The only real temple is the
  Temple of Cha Za, where many merchants go to give
  offerings to their patron god.  The priests who run the
  Temple of Cha Za are extremely wealthy.
  Services in Raiden
  There are more inns, taverns, and pubs in
  Raiden than any other place in Lodoss.  A famous
  place of interest is the Sea Dragon Restaurant,
  overlooking the bay of Raiden from a high hill on the
  cost.  You can often find Raiden's most popular
  celebrity, the Song Princess Lucia, performing at Sea
  Dragon Restaurant.  The Black Pearl, the Halfling's
  Loft, and the Lighthouse are also exceedingly good
  restaurants, though not too fancy for the common
  patron.
  There are more taverns and pubs than can
  be counted in Raiden, and new ones open every day.
  A few of the more colorful taverns are Castaway's,
  Barrels of Ale, Seaman's Mug, and Crossbones
  Tavern.  One of the stranger clubs, located in the
  darker side of town, is known as the Black Raven --
  here the patrons dress in a similar fashion to Karla or
  Ashram.  Some say the owners of the Black Raven
  are actually vampires... but these are of course just
  rumors.
  As one could imagine, any service is
  available in Raiden, no matter how exotic or "illegal".
  Prostitution is an open and thriving business.  Money
  can buy you anything in Raiden, no matter how
  pleasant or terrible, normal or perverse.  If you can
  think it, Raiden has it.
  Guilds in Raiden
  There two major guilds in Raidens are both
  diametrically opposed and both headquartered here.
  These are the Merchants' Guild and the Thieves'
  Guild. 
  The 
  Merchants' 
  Guild 
  is 
  "officially"
  headquartered in Adden, and unofficially so in
  Raiden.  This is because the Maritime Mercantile is
  the primary supporter (some say owner) of the
  Merchants' Guild.  The Raiden headquarters,
  however, is not recognized by the other nations of
  Lodoss because of certain guild taxation laws.  But
  as far as merchants are concerned, Raiden is the
  headquarters of the Merchants' Guild.
  The Thieves' Guild is known to have an
  influence in many city, and in those cities the Thieves'
  Guild is hidden in secret places, usually in the sewers
  or underground tunnels.  In Raiden however, the
  Thieves' Guild location is well known, though it is
  located in the rougher, darker side of town where
  "good citizens" shouldn't be anyway (of course,
  "good" is meaningless in Raiden, and there are no
  real "citizens").
  Other 
  guilds 
  in 
  Raiden 
  include 
  the
  Mercenaries' Guild, the Privateers' Guild (the
  
  maritime version of the Mercenaries' Guild), the
  Seamens' Guild, and the Mages' Guild.
  Great Straight Cliff
  The Great Straight Cliff was once part of a
  mountain range on Alecrast.  When Marfa split
  Lodoss from Alecrast, the land separated across this
  mountain range, creating a shear cliff on the
  northwestern side of Lodoss, known simply as "the
  Great Straight Cliff".  This Cliff drops off sharply into
  the ocean, and is nearly twenty-five hundred meters
  high!
  There is a small stretch of beach at the base
  of the cliff, formed mostly from fallen rocks and fine
  grains of sand washed up from the sea.  During the
  Kingdom of Sorcery rebels and dissidents were drop
  off along his remote beach as a form of exile.  Many
  died here, and this area became known as the Beach
  of Bones.  As Kastuul declined, pirates once more
  terrorized the seas.  Those rebels who did survive on
  the Beach of Bones worked with these pirates to
  build a massive fortress at the base of the Cliff,
  literally carving it out of the rock itself.  The many
  caves and water coves along the cliff became ports
  to many pirate vessels.
  Today, most of the pirate activity in the
  Northern Sea originates from either the Pirate
  Fortress at the Great Straight Cliff, or from Blue
  Dragon Island, and many pirates patrol between
  these to locations hunting for their pray.  The stone
  fortress is heavily armed, and has successfully driven
  back fleets from Valis, Flaim, and Moss.  The watery
  caves in the cliff lead into hidden cavern ports
  bustling with pirate activity.  These cave ports are
  large enough to hold carracks (the common pirate
  ship), and some even galleys.
  Mariners should steer well away from the
  Great Straight Cliff.
  Blue Dragon Island
  Blue Dragon Island is located just north of
  Lodoss, off the cost of Raiden.  The Water Dragon
  Eibra (who is actually green, not blue) inhabits the
  reefs and underwater caves of Blue Dragon Island,
  and this posses an extreme hazard to ships traveling
  between Lodoss and Alecrast.  Generally, ships steer
  clear of Blue Dragon Island, but Eibra often swims a
  great distance from his home to attack merchant
  ships.
  Pirates who know the comings and goings of
  Eibra often make base on Blue Dragon Island, or the
  small islands surrounding it.  Crossbone Island and
  Skull Island are two such islands.  Both of these
  islands have a rudimentary pirate port, deserted most
  of the time, but still frequented by pirates and
  adventurers alike.  Many treasure hunters go to
  explore Crossbone and Skull Island in the search of
  buried pirate treasure, but most never return.
  Mariners should be warned, a dangerous
  coral reef lies on the southern side of the Island.
  Unless you have a very accurate pirate map of the
  area, all approaches to the lands should be from the
  northeast, but this might attract Eibra's highly
  unwanted attention.
  Blue Dragon Island itself has several areas of
  note.  On the northern side of the island is Blue
  Dragon Cave.  There are two entrances to this cave.
  One is underwater on the northern cost of the island,
  which Eibra uses to enter and leave from his watery
  cavern domain.  The other is this surface cave which
  leads through many tunnels and caverns, and finally
  down to the black underwater sea where Eibra lurks.
  The underwater sea is connect to the ocean, and
  somewhere in its depths is Eibra and his vast
  treasure.
  The Faerie Woods are on the eastern side of
  the island, and are said to be home of many faerie
  spirits.  Their may also be a few lost dark elf villages
  in the woods as well, so travelers should be cautious.
  The island it quite mountainous, and wyvern dragons
  make their nests on the northern coastal cliffs. These
  wyversn are wild, unlike the wyverns of Moss, and
  should be avoided.  The mountains at the south are
  home to many griffins.
  Marmo
  The dark island of Marmo lies just thirty
  kilometers off the southern cost of Kannon.  Marmo is
  primarily inhabited by goblins and dark elves, but
  many humans and kobolds also live in this sinister
  land.  Marmo is plagued by war and chaos, and has
  only one major city, Salbad, which is basically an
  anarchy.  The Dark Forest is populated by dark elf
  villages, and it is inadvisable for anyone uninvited to
  trod into the Dark Forest's foreboding reaches.
  The Temple of Falaris and Kardis are located
  near the center of Marmo, just south of Salbad.  On
  some maps these two landmarks are backwards, but
  this is simple a cartographic mistake.  Salbad is on
  the northwest side of Marmo, and the Dark Temple is
  in the center.
  A black cloud forever hangs over Marmo,
  cast by the ever-present shadow of Kardis's
  slumbering presence.  The island is constantly under
  the veil of night or twilight, and never once has the
  sun show across its cursed lands.  Until the presence
  of Kardis is completely eradicated, Marmo will be
  trapped in an eternity of darkness.
  Dark City Salbad
  Salbad, the Dark City, is located on the
  northwestern side of Marmo.  The city is in a state of
  anarchy, where gangs of humans, dark elves, and
  goblins fight over territory, resources, and scraps of
  food.  A few districts of Salbad are fairly stable,
  protected by powerful sorcerers or prominent goblin
  
  lords.   When a major force does take charge over
  Marmo, such as was the case with Beld, Salbad falls
  under military control.  As a police state, Salbad is
  actually saver than some cities in Lodoss.
  Port: The port of Salbad is currently disserted.  Most
  of the Marmo warships are stationed along the
  northern cost, or are in the ports of Kannon.  No
  merchant ships visit Salbad, they would just get
  sacked and burned.
  Commerce: 
  Salbad 
  receives 
  little 
  commerce.
  Bandits from Salbad often bring in goods for their
  gangs or warlord, and can be attacked by other
  gangs, but this is not true commerce.  It is anarchy
  economics (aka "survival of the fittest").
  Religion: The worship of Falaris and Kardis are
  practiced within Salbad, and the shrines these dark
  gods are about the only structures in Salbad which
  remain undamaged.  Priests of Falaris and Kardis
  can be seen daily parading sacrifice victims through
  the city, and chanting their dark rites.  Many warlords
  and soldiers of Marmo visit the shrines of Falaris and
  Kardis to pay homage to their gods.
  Services: Services in Salbad are unavailable.  There
  are taverns and pubs, but these are generally
  controlled by gangs or goblin groups, and should be
  avoided by non-members.
  Guilds: There are no guilds in Salbad.
  Temple of Falaris and Kardis
  In the center of Marmo is an enormous Castle
  Temple, standing in a black mirth littered with
  corpses and scattered bones.  The dark temple of
  Falaris casts its sinister shadow across the land of
  Marmo.  It was built many years ago by dark elves
  and goblins.  This site was chosen for it was the
  center of the evil presence which resonates from
  Marmo, and the priests of Falaris believed it was their
  god calling unto them.  In fact, this spot was the
  resting place of Kardis, Goddess of Destruction.
  Many years later, the cults of Kardis
  constructed the Temple of Kardis in the tunnels and
  catacombs far beneath the surface Temple of Falaris.
  Here they discovered Narse, and were careful not to
  wake him, and further down still a fast cavern
  chamber where the presence of the dark goddess
  was the strongest.  Here they built the Temple of
  Kardis.
  After the failed resurrection of Kardis, the
  Temple of Kardis was destroyed when much of the
  cavern collapsed.  The Temple of Falaris still stands
  on the surface, and is now used by both the priests of
  Falaris and Kardis in the worship of their gods.
  
  Weapons and Equipment
  oney!  Money!  Live Stock?
  Currency in Lodoss War RPG is typical of
  most fantasy settings.  The basic currency
  is based on the gold standard.  The base currency is
  the Raiden, but there are also platinum coins, gold
  coins, silver coins, and copper coins.  Jewels are also
  a popular form of currency, as is barter (usually in live
  stock or perishable goods).
  For Fuzion conversion, the base currency,
  the Raiden Piece (rp), is equal to $100 current US
  dollars.  One gold piece (gp) is then worth US$1.
  Use the table below for basic coinage
  equivalents.
  1 Raiden Piece (RP) = 100 Gold Pieces
  1 Platinum Piece (PP) = 10 Gold Pieces
  1 Gold Piece (GP) = 10 Silver Pieces
  1 Silver Piece (SP) = 10 Copper Pieces
  1 Copper Piece is equal to a US$ penny.
  Money is typically unmarked.  The Raiden is a gold
  piece about the size of a US silver dollar.  The "gold
  piece" is about as big as a nickel.  The most
  commonly used coins are Silver, Gold, and Raidens.
  Copper is common for change, but Platinum coins
  are not very poplar (the look too much like silver).
  Jewels
  Jewels are also considered a viable form of
  currency trade.  Rather than detail the price per
  carrot of each individual jewel, a simplified, generic
  Bag of Jewels equivalent is used for this system.  A
  "Bag" is considered to be about an ounce of jewels,
  and contains a mix of precious stones, ranging from
  pearls, to rubies, to small diamonds.  Most of the
  jewels are fairly worthless (valued at no more than a
  few silver each), but together the bag of jewels can
  be quite valuable.
  When "found", a bag of jewels (per ounce)
  contains 1D6 gold pieces worth of jewels (most look
  pretty, but are fairly worthless).  Therefore, a ten
  pound (5 kg) chest of jewels can give up to 16D6
  Raiden.
  If you make a bag yourself, you can put any
  value of jewels into the bag, assuming you have
  sufficient funds.  That is, you can exchange 30
  Raiden for a 30 Raiden-equivalent bag of valuable
  jewels.  The bag will only weigh an ounce, but the
  jewels would have a value of 30 rp.
  Most merchants will trade goods for jewels,
  just as if they were coins.  Smart merchants are
  experts in appraising jewels, so don't try to rip them
  off!
  Barter
  Bartering (the trading of goods) is also an
  extremely common form of commerce.  Actually, it is
  the most widely used form of commerce, though not
  the most practical.  A typical commoner may never
  see one Raiden his entire life, yet he will trade cattle
  and live stock worth an equivalent of many Raiden
  pieces.  Barter is usually not a viable form of
  commerce for adventurers and travelers, though
  adventurers can barter off their spoils from recent
  exploits.
  There are two forms of barter: Merchant and
  Square-Deal (merchant is obviously the opposite of a
  square-deal).  All items have a Selling Price and a
  Purchase Price.  The Selling Price is what you can
  sell it to a merchant for.  The Purchase Price is what
  the merchant will charge you (this is why most people
  tend to hate merchants).  In Merchant Bartering, you
  must match the Merchant's price for the good you
  want to buy with an equivalent Selling Price for the
  goods your are selling (and merchants rarely give
  change on barters).  That is, it may take three fat
  geese to buy a new set of leather boots.
  A Square-Deal, on the other hand, sets out to
  match only the Selling Prices.  This is a much fairer
  trade, and is typical of most non-merchant types (i.e.
  farmers, commoners, and fellow travelers).  In this
  deal, goods of equal value are simply being
  exchanged 
  so 
  both 
  parties 
  benefit 
  equally.
  Merchants rarely ever accept square-deals, they
  always want to turn a profit (that is, after all, their
  business), but merchants can be bargained with.
  Bargaining and Haggling
  On any trade, the Purchase Price can be
  haggled down or the Selling Price can be bargained
  up.  This requires a successful PRE + Trading or INT
  + Business task roll verses the merchant's PRE +
  Trading or INT + Business.  It you equal the
  merchant's roll, you can drop the Purchase Price (or
  raise the Selling Price) by 10%.  If you succeed by
  more, you can get a bigger percentage.
  You succeed by
  Percentage Change
  1
  15%
  2
  20%
  4
  25%
  6+
  30%
  Because mark up is only 30-40%, a merchant cannot
  go beyond a 30% bargain, unless you resort to
  threats and extortion (which is basically robbery).
  M
  
  Weapons
  To all adventurers, weapons are usually the most important items.  Therefore, they will be listed first.
  Weapons are grouped by Weapon Type, which is the same as the equivalent Melee Weapon class.  That is, to use
  any weapon from the Sword category, you must have Melee Weapon (Sword).  Weight is in kgs (x2 for lbs.).
  Knifes
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Weight(kgs)
  Notes
  Dagger
  +0
  1
  1
  3 gp
  5 gp
  ¼
  1h
  Small Knife
  +1
  1
  1
  6 gp
  10 gp
  ¼
  1h
  Large Knife
  +1
  2
  2
  18 gp
  30 gp
  ½
  1h
  Throwing Knife
  +0
  1
  1
  40 gp
  60 gp
  ¼
  1h, Ranged
  Swords
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Rapier
  +2
  2
  2
  300 gp
  5 rp
  1
  1h, AP (1/2 armor)
  Shortsword
  +1
  2
  2
  120 gp
  2 rp
  1
  1h
  Broadsword
  +0
  3
  3
  160 gp
  3 rp
  1.5
  1 or 2handed
  Longsword
  +1
  3
  3
  180 gp
  3 rp
  2
  2h
  Scimitar
  +1
  4
  4
  230 gp
  4 rp
  3
  2h
  Greatsword
  +0
  5
  5
  400 gp
  6 rp
  4
  2h
  Claymore
  +0
  6
  7
  600 gp
  10 rp
  5
  2h
  Axes
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Hand Axe
  -1
  2
  2
  12 gp
  20 gp
  1.5
  1h
  Wood Axe
  -1
  3
  3
  30 gp
  50 gp
  2.5
  1h
  Battle Axe
  -1
  4
  3
  170 gp
  3 rp
  3
  2h
  Great Axe
  -1
  6
  5
  350 gp
  6 rp
  4
  2h
  Throwing Axe
  +0
  4
  4
  400 gp
  6 rp
  2
  1h, Ranged
  Clubs
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Stick (ugly)
  +0
  2
  2
  (laugh)
  1 sp
  ½
  1h, Stun Damage
  Club
  -1
  4
  4
  15 gp
  30 gp
  1
  2h, Stun Damage
  Mace
  +0
  3
  3
  130 gp
  2 rp
  1.5
  1h
  Great Mace
  +0
  5
  4
  280 gp
  5 rp
  2.5
  2h
  Hammer
  -1
  2
  3
  12 gp
  20 gp
  3
  1h
  Maul
  +0
  3
  4
  180 gp
  3 rp
  4
  2h
  War Hammer
  +0
  6
  6
  500 gp
  8 rp
  5
  2h
  Spears
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Spear
  +1
  2
  2
  120 gp
  2 rp
  2
  1h, Ranged or Melee
  Long Spear
  +2
  3
  3
  180 gp
  3 rp
  2.5
  1h, Ranged or Melee
  Javelin
  +2
  4
  5
  300 gp
  5 rp
  3
  1h, Ranged
  Lance
  +2
  5
  6
  500 gp
  8 rp
  4
  2h
  Pole Arms
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Quarterstaff
  +1
  3
  3
  25 gp
  40 gp
  1.5
  2h, Stun Damage
  Pitch Fork
  -2
  2
  2
  50 gp
  80 gp
  2
  2h
  Harpoon
  -1
  4
  4
  270 gp
  4 rp
  2.5
  2h, Ranged or Melee
  Scythe
  -2
  3
  4
  150 gp
  2 rp
  3
  2h
  Battle Scythe
  -1
  4
  4
  300 gp
  5 rp
  4
  2h
  Poleax
  +0
  5
  4
  360 gp
  6 rp
  5
  2h, 6m reach
  Halberd
  +0
  6
  5
  600 gp
  10 rp
  6
  2h, 6m reach
  Flail
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Fail
  +0
  3
  3
  30 gp
  40 gp
  3
  1h
  Great Fail
  +0
  5
  5
  160 gp
  2 rp
  4
  2h
  Whip
  -1
  1
  1
  18 gp
  30 gp
  1
  1h
  Barbed Whip
  -1
  2
  1
  70 gp
  1 rp
  1
  1h
  Bow
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Bow
  +0
  4
  3
  180 gp
  3 rp
  1
  2h, Range STR x 20
  Longbow
  +1
  7
  5
  400 gp
  6 rp
  2
  2h, Range STR x 20
  Cross Bow
  WA
  DC
  MinSTR
  Selling Price
  Purchase Price
  Notes
  Crossbow
  +1
  5
  4
  500 gp
  8 rp
  2.5
  2h, Range 100m
  Heavy Crossbow
  +1
  8
  5
  800 gp
  12 rp
  4
  2h, Range 200m
  
  Armor
  Second to weapons on most adventurer's
  shopping lists is armor.  Remember, however, armor
  is not the save-all in a melee sword fight.  Your sword
  is.  Parry, strike, parry, strike, parry, and strike.  Most
  fighters typically wear little armor.  After all, the best
  defense is a good offence.
  Armor is cumbersome, and thus, penalizes
  actions.  However, PEN does not subtract direction
  from REF or DEX.  Instead, it only causes a
  restriction on certain actions (mostly, physical and
  combat actions).  Some of these are Acrobatics,
  Athletics, Climbing, and Defensive Values (to evade,
  dive for cover, etc.).  It does not subtract from the use
  of weapons (punching, attacking with a sword).
  Armor in Lodoss War is placed Piecemeal,
  that is, each strickable location can conceivable have
  a different type of armor protection.  This added
  realism also complicates combat.  If you feel the
  trade off is not worth the added complexity, please
  feel free to use the default medieval armor presented
  in other Fuzion books.
  For example, look at Parn's armor.  We can
  clearly see it divided into plated sections - Shoulders,
  Chest, Stomach, arms, hands, thighs, legs, feet, and
  so forth.  Parn has Plate Armor covering his
  Shoulders, Chest, Stomach, Thighs, and Feet.
  Heavy green cloth covers his arms and legs.  His
  hands have heavy cloth gloves, and he never wears
  a helm. You can layer armor (heavy cloth over
  chainmail) but don't to it.  Your Penalty will just get
  too high.
  There are fourteen body locations that can
  be protected, not including the head (to protect the
  head, buy a Helm), and Vitals.  Vitals are covered by
  Chest or Stomach armor.  There are two charts listed
  below.  One lists the Cost/Weight/Penalty multiplier
  for armoring a location.  The second chart lists all the
  available armor types (leather, chain, plate, etc.).
  When you select a type for a location, multiply its
  listed cost and weight by the Cost/Weight multiplier
  and its Penalty by the Penalty multiplier for that
  location.  Don't worry, an example for Parn will follow
  shortly.
  Remember, you have two arms and two legs,
  so you must buy armor for both arms, legs, thighs,
  shoulders, feet, and hands.
  Location
  Cost/Weight/Pen.
  Hands (each)
  x1/4
  Arms (each)
  x1/3
  Shoulder (each)
  x1/3
  Chest
  x1
  Stomach
  x1/2
  Thighs (each)
  x1/3
  Legs (each)
  x1/3
  Feet (each)
  x1/4
  For all Locations
  x5.14, total
  Armor
  KD
  Pen.
  Sell
  Price
  Purch.
  Price
  Weight
  (kg)
  Cloth
  2
  0
  6 gp
  10gp
  ½ kg
  Hvy. Cloth
  3
  0
  12 gp
  20gp
  0.75kg
  Leather
  4
  -1/4
  25 gp
  40gp
  1 kg
  Hvy. Leather
  5
  -1/4
  40 gp
  60gp
  1.5 kg
  Stud. Leather
  6
  -1/3
  70 gp
  1 rp
  2 kgs
  Ringmail
  8
  -1/2
  130gp
  2 rp
  3 kgs
  Scalemail
  9
  -1/2
  180gp
  3 rp
  4 kgs
  Chainmail
  10
  -2/3
  280gp
  4 rp
  5 kgs
  Elven Chain
  11
  -1/2
  800gp
  10 rp
  4 kgs
  Plate Armor
  12
  -1
  400gp
  6 rp
  6 kgs
  Elven Plate
  13
  -2/3
  1000gp
  12 rp
  5 kgs
  Hvy. Plate
  14
  -1.3
  500gp
  8 rp
  8 kgs
  Dwarven Plate
  14
  -2/3
  1200gp
  15 rp
  6 kgs
  For example, consider Parn's armor scheme,
  as outline earlier.  Parn has Plate Armor covering his
  Shoulders, Chest, Stomach, Thighs, and Feet.
  Heavy cloth covers his arms, hands, and legs. His
  Plate Armor costs 6 rp (listed price) x (1/3 + 1/3
  (shoulders) + 1 (chest) + 1/2 (stomach) + 1/3 + 1/3
  (thighs) + 1/4 + 1/4 (feet)) for a total of 6 x 3.32 = 20
  rp.  His Hvy Cloth armor costs 20gp x (1/3 + 1/3
  (arms) + 1/4 + 1/4 (hands) + 1/3 + 1/3 (legs)) for a
  total of 20 x 1.82 = 36 gp.  His total cost is then 20
  Raidens and 36 gold.
  Weight is computed similarly, with a total of
  6kgs x 3.32 + 0.75 kgs x 1.82, which totals about
  21.4 kgs (or about 40 lbs.).
  Likewise, Penalty is also computed, with a
  total of -1 (Plate) x 3.32 + 0 (Hvy. Cloth) x 2.5, which
  totals out to be -3.32.  This can be rounded down to a
  -3 Penalty.  If Parn had gone with Full Plate over all
  locations, his totals would have been 31 rp, 31 kgs,
  and a -5 Penalty.
  Feel free to experiment to find the best
  combination.  Remember, each location is protected
  separately, so if you are hit in the Thigh, you must
  use the Thigh armor for protection.
  Helms
  Compared to armor, helmets are really quite
  simple.  They protect the Head location, though often
  a precise hit can penetrate to the eye (-8 penalty to
  target the eyes).  The only odd factor to consider is
  Perception Penalty.  Large helmets often have a big
  Perception Penalty, as they are difficult to look out of.
  Helmets are listed below.
  Helmet
  KD
  Percpt
  Sell
  Price
  Purch.
  Price
  Weight
  (kgs)
  Leather Cap
  1
  -0
  6 sp
  10 gp
  ¼ kg
  LeatherHelm
  2
  -0
  18 sp
  30 gp
  ½ kg
  Steel Cap
  4
  -0
  40 sp
  60 gp
  1 kg
  Half Helm
  6
  -1
  70sp
  1 rp
  1.5kg
  Chain  Coif
  8
  -2
  120sp
  2 rp
  2 kgs
  Full Helm
  10
  -3
  180sp
  3 rp
  3 kgs
  Great Helm
  12
  -4
  230sp
  4 rp
  4 kgs
  
  Shields and Bucklers
  Having a shield is an excellent way to put
  distance between yourself and your opponent.
  Shields add to your base DV when you take a
  defensive action, such as Evading. Shields can be
  used to make a Blocking maneuver, while still
  keeping your weapon ready to strike (otherwise you'll
  be using your sword to parry).  That is, you can either
  Evade with your shield (adding the DV bonus granted
  by the shield), or you can use it in a standard Block
  maneuver.  If you use it to Evade, you cannot follow
  up with a Block (though you can still use your sword
  to parry).  Shields are only considered destroyed if
  they are smacked by a heavy amount of damage.
  However, they do get worn down.  Normal shields are
  typically discarded after battle.  "Special" shields,
  magical shields, or personalize shields are kept, but
  must be repaired (half cost to repair).
  Shield
  DV +
  Sell
  Price
  Purch.
  Price
  Weight
  (kgs)
  Buckler
  +1
  25 gp
  40 gp
  ½ kg
  Small Shield
  +2
  70 gp
  1 rp
  1 kg
  Md. Shield
  +3
  180gp
  3 rp
  2.5kgs
  Large Shield
  +4
  280gp
  5 rp
  5 kgs
  The Armour Shoppe
  For those who want a more colorful (and
  possibly simpler) armor system, you may buy and
  use piecemeal armor already computed out for
  specific locations.  These are armors such as you
  might find in any armory shop in a major city or
  weaponsmith.  Armors are listed along with what
  areas they protect.  Areas in question are: Head(3-5),
  Hands(6), Arms(7-8), Shoulders(9), Chest(10-11),
  Stomach(12), Thighs(14), Legs(15-16), and Feet(17-
  18), as numbered on the Hit Location chart.
  Remember, Vitals are protecting by Chest or
  Stomach armor.  Paired items, such as gloves, boots,
  etc, have stats listed as if both were taken.
  Armor
  KD
  Pen.
  Locat.
  Coverd
  Purch.
  Price
  Weight
  (kg)
  Leather Jacket
  5
  -0.7
  7 -12
  170gp
  4.2
  Leather Pants
  5
  -0.3
  14 - 16
  80gp
  2
  Leather Boots
  5
  -0.1
  17 - 18
  30gp
  0.75
  Leather Gloves
  4
  -0.1
  6
  20gp
  0.5
  Ring Shirt
  8
  -1.4
  7 - 12
  566gp
  8.5
  Chain Sleeves
  10
  -.4
  7 - 8
  268gp
  3.35
  Chain Shirt
  10
  -1.9
  7 - 12
  11 rp
  14
  Chain Skirt
  10
  -0.4
  14
  268gp
  3.4
  Chain Gloves
  10
  -0.3
  6
  2 rp
  2
  Hauberk
  10
  -1.9
  9 - 14
  11 rp
  14
  Leg Greaves
  12
  -0.67
  15 - 16
  4 rp
  4
  Arm Greaves
  12
  -0.67
  7 - 8
  4 rp
  4
  Pauldron
  14
  -0.9
  9
  536gp
  5.4
  Plate Belt
  12
  -0.5
  12
  3 rp
  3
  Breastplate
  12
  -1.5
  10 - 12
  9 rp
  9
  Hvy.Breastplate
  14
  -2
  10 - 12
  12 rp
  12
  Tasset
  12
  -0.67
  14
  4 rp
  4
  Solleret Boots
  12
  -0.5
  17 - 18
  3 rp
  3
  Gauntlets
  12
  -0.5
  6
  3 rp
  3
  By this chart, a decked out knight in full plate
  armor (referred to as being a Full Harness) would
  have gauntlets, arm and leg greaves, solleret boots,
  tassets, pauldons, a heavy breastplate, and a full
  helm (from the helm section).  This would give about
  a 12 KD coverage from head to toe (head would have
  10KD, pauldron and hvy. breastplate both grant
  14KD).  The total weight is 38.4kgs (76.8 lbs.), with a
  penalty of -6 (pretty severe).  It would cost a
  staggering 38 Raidens and 36 gold.
  Weapon Accessories
  What sword is complete without a scabbard?
  What bow can work without arrows?  This section
  covers a few weapon accessories and weapon
  enhancements.
  Scabbard
  A rather simple item, a scabbard is a sheath
  for holding a sword.  Worn by most warriors, a
  scabbard is a safe and easy way to carry a blade
  weapon.  A standard scabbard weighs about 1 kg,
  and has a Purchase Price of 80 gp.  Fine scabbards
  can cost much more.
  Boot Sheath
  A favorite of thieves everywhere, the boot
  sheath is an excellent way to sneak knives past lazy
  or careless guards.  The boot sheath can hold one
  blade (can come in all sizes to match any type of
  knife) and can be made to fit snuggly on your leg.
  Boot Sheaths also come built in to some types of
  boots.  Typically, the pants are pulled over the sheath
  so as to conceal the weapon.
  The practice of concealing weapons in boot
  sheaths has become so common, guards now make
  regular boot searches.  Recently, thieves and
  assassins have begun to make arm sheaths, and
  other types of cancelable sheaths.  These are
  basically the same, just made for the arm, back, or
  side.  A sheath weighs about ½ kg, and has a
  Purchase Price of 50 gp.
  Atlatl
  An atlatl (at' lat-el) is small device used to
  help throw spears and javelins.  It consists of a
  smooth rod with a hook at the back for holding the
  spear in place.  The spearthrower then throws the
  spear using the atlatl as a grip.  This allows for more
  force and better control over the spear.  Effectively,
  the use of an Atlatl raises your STR by +1 (for
  throwing the spear), that makes it go farther and do
  more damage.  However, using an atlatl requires a
  different skill than just Spear.  The skill to use an
  atlatl is Ranged Weapon (Atlatl Spear).  A good atlatl
  has a Purchase Price of about 60 gp, and weighs ½
  kg.
  
  Fine Blade
  Finely crafted blades are those made by the
  master smiths of Lodoss.  Forged in he hottest fires,
  molded from the strongest metals and alloys, fine
  blades are weapons to be prized and wielded with
  honor and glory.  Most fine weapons are christened
  with a name, usually that of its owner or maker, or
  given a name that implies great power.  Fine blade
  are expensive.  You cannot buy a fine weapon in a
  weapon shop, you must hire a master smith to forge
  it for you.  This can take weeks, even months, for an
  extremely well made weapon, and the cost for such
  can be astronomical.
  A fine blade is much shaper and better
  balanced, so it does +1 DC damage and has a +1
  Weapon Accuracy.  Fine blades are also less prone
  to breaking (though this is just a game effect).  If not
  cared for properly (daily cleaning, sharpening,
  polishing, and so forth), it will lose both these bonus
  permanently.
  It costs x5 the listed Purchase Price to have
  a fine blade hand crafted.  Fine blades are prime
  candidates for magical enchantments.
  Elven Blade
  Elven Blades are fine blades forged by the
  best elven weapon smiths.  They are made of Elven
  Steel, a metal alloy that, though not magical in
  nature, still baffles the best human and dwarven
  metalworkers.  The blade is practically unbreakable...
  Elven rapiers can parry a smashing war hammer or
  battle axe without a scratch.
  Elven Blades do not increase the DC of the
  weapon, rather, they add Armor Penetration (AP).
  That is, when hit by an Elven Blade, only half your
  armor value is used (in the case of an elven rapier,
  the armor is ¼, as rapiers are already AP weapons).
  Elven Blades cannot be purchased from elves, and
  the street price would be astronomical.
  Dwarven Axe
  Dwarves are master metal workers. Though
  they have still not learned the secret of Elven Steel,
  they have their own special alloys that are vastly
  superior to man-made metals.  The preferred weapon
  of dwarves is the axe.  Axes are good, strong,
  versatile weapons, able to chop wood, bust down
  doors, and hack up ogres and goblins alike (no one
  enjoys practicality more than a dwarf).
  Dwarven 
  axes 
  are 
  perfectly 
  balanced
  weapons.  Axes forged by the dwarves gains a +2
  Weapon Accuracy, plus automatically becomes a
  throwing weapon (so you must have both Melee
  Weapon (Axe) and Ranged Weapon (Axe)).  Even a
  great axe can be thrown with staggering accuracy.  If
  that wasn't enough, the axe can be thrown in such a
  way as to return to the thrower if it misses (or just
  grazes) the opponent.  This, of course, requires the
  thrower to roll higher than 24.  If his roll is not higher
  than 24, or if the axe was imbedded in the target, it
  will not return.  Even so, this is a very handily ability.
  Dwarven Axes cannot be purchased from the
  dwarves, and the street price would be astronomical.
  Quiver
  A quiver is a small cylindrical case for holding
  arrows (bows) or quarrels (crossbows), typically worn
  on the back, for quickly, more natural arm action
  when cocking the bow.  A quiver can hold twelve
  arrows or quarrels.  It weighs about ½ kg, and has a
  Purchase Price of 60 gp.
  Arrows (and quarrels)
  There are many types of arrows, the most
  common simply have a steel arrow head, long
  wooden staff, and feathers at the end for stabilization.
  But there are many other types of arrows, and these
  new arrows can make an archer one of the deadliest
  fighters on the battlefield.
  All prices and weight are per Dozen (12), that is per
  Quiver.  Brief descriptions will follow.
  Arrow/Quarrel
  WA
  KD
  Sell
  Price
  Purch.
  Price
  Weight
  (kgs)
  Feathered
  +0
  +0
  18gp
  30gp
  1
  Steel Shaft
  +1
  +0
  30gp
  50gp
  2
  Whistling
  +0
  +0
  25gp
  40gp
  1
  Barbed
  -1
  +0
  40gp
  60gp
  1
  Broadhead
  +0
  +1
  60gp
  1 rp
  1
  Steel/Broad
  +1
  +1
  130gp
  2 rp
  2
  Elven
  +1
  (AP)
  300gp
  5 rp
  1
  Feathered Arrows
  Feathered Arrows are the standard arrow
  type. They have a sharp V-shaped steel arrowhead,
  wooden shaft, and four feather fletches in the back.
  Steel Shaft Arrows
  A steel shaft replaces the wooden shaft.
  Though the arrow is heavier, it is much more stable.
  These arrows are more expensive, but they are well
  worth the cost.
  Whistling Arrows
  Whistling arrows are designed with a series
  of holes down the head of the arrow and through the
  shaft.  When fired, they make a loud whistling sound
  as they streak through the air.  Whistling arrows are
  primarily used as signaling devices, but can also be
  used to discourage enemies.  They can, of course,
  kill just as any arrow.
  Barbed Arrows
  The arrowhead has a set of ugly-looking
  backward facing barbs.  When a barbed arrow is
  extracted from a victim, it will inflict 2DC of damage,
  and cause excruciating pain.  These arrows are
  
  designed to cause as much pain and suffering as
  possible, and are rarely used by honorable archers
  Broadhead Arrows
  These arrows have a four-bladed steel
  arrowhead (shaped like an X seen head on).  These
  arrows do more damage than standard, two-blade
  arrowheads.  Naturally, they cost more due to the
  added difficulty of forging the arrowheads.
  Steel Shaft Broadhead Arrows
  Considered by archers to be the ultimate in
  long-range bow-power.  These arrows have a steel
  shaft and a broadhead arrowhead.  They are well
  stabilized and inflict a great deal of damage.
  Elven Arrows
  Naturally, elves make the best arrows.  Elven
  arrows have a wood shaft and an elven steel
  arrowhead.  They gain a +1 WA and have Armor
  Piercing ability (AP).
  Siege Weapon
  Siege weapons are not portable weapons in
  any sense of the word, but they are at least mobile,
  used by armies to bring down castles and fortresses.
  The most common siege weapons are Catapults,
  Ballistas, and Battering Rams.  Siege weapons are
  huge, and usually designed to defend a castle or
  fortress.  Attacking armies generally do not push
  around a two or three ton siege engine, rather, they
  build one once in close range to the enemy lines.  It
  can take three or four days to build a good siege
  engine, and these assault engines generally do not
  last long, due to their mediocre construction.  Anyone
  who has a skill in Siege Weapon (type) can both use
  and help build such a weapon.
  Light Ballista
  A ballista is basically a giant crossbow.  It
  fires three meter bolts at an incredible velocity, and
  can do devastating damage to anyone unlucky
  enough to be directly hit.  It takes twenty man-hours
  to build a light ballista (so three men can do it in 6 or
  7 hours), and it weights about 800 kilograms once
  finished.  A light ballista has 50 SDP (1K) and usually
  no armor (its just wood, after all).
  A ballista can fire its bolt up to 300 meters.
  Any target hit takes 1K (14DC) damage, and the bolt
  will usually pass straight through, hitting any one
  behind that target.  It take 10 Phases to reload,
  crank, and be readied to fire again.  They can be
  mounted on wheels for limited mobility.  Such
  ballistas are often found on navel vessels.
  Heavy Ballista
  Heavy Ballistas were originally developed to
  knock down castle walls, gates, and doors.  Armies
  soon discovered that, if aimed skyward, a heavy
  ballista becomes the best offensive weapon for
  fending off dragons.  These fire huge seven meter
  bolts at an incredible velocity, and can do devastating
  damage.
  It takes sixty man-hours to build a heavy
  ballista (so ten men can do it in 6 or 7 hours), and it
  weights about 4 tons once finished.  A heavy ballista
  has 200 SDP (4K) and usually no armor (its just
  wood, after all).
  A heavy ballista can fire its bolt up to 1200
  meters.  Any target hit takes 3K (16DC) damage, and
  the bolt will usually pass straight through, hitting any
  one behind that target.  It take 30 Phases (90
  seconds) to reload, crank, and ready to fire again.
  They can be mounted on wheels for limited mobility.
  Heavy ballistas can be mounted on large navel
  vessels.
  Battering Rams
  Mainly used for knocking down castle gates
  and doors, battering rams come in all shapes and
  forms.  Improvised logs are commonly used by
  peasants when storming a castle, but a really army
  will build a heavy ram, completely with wheels and a
  "boiling oil" shield over top to protect the rammers.
  It takes thirty man-hours to build a heavy
  battering ram (so five men can do it in 6 hours), and it
  weights about a ton once finished.  A military
  battering ram has 100 SDP (2K) and usually no
  armor (its just wood, after all).  However, it does have
  a protective shield on top used to shield those
  pushing it from catapult rocks and boiling (or burning)
  oil, which may be dumped over the castle wall as
  they batter the doors down.
  Pushed by six men, a battering ram can do
  10DC damage on impact.  Adding an additional pair
  of men will add +1DC damage up to 14DC (1K).
  After 14DC (a ten man team), it takes four more men
  to raise the damage by +1K.  Thus, a heavy battering
  ram with eighteen people pushing (nine on each
  side), will do 3K (or 16DC) damage.  This is the
  practical limit for a battering ram.
  Catapults
  Catapults are large siege weapons that hurl
  one or more giant rocks over castle walls or at on-
  coming armies.  Catapults have either a spoon-
  shaped bin for holding the rocks or a sling-like net
  that holds the rocks.  Spoon bins give a much higher
  trajectory, best for blindly throwing a dozen rocks
  over a castle wall.  Slings, however, cast rocks in a
  straighter, more direct path, and should be used
  when firing at targets that are in a direct line of fire.
  Both sling and spoon catapults can be used when
  shooting at dragons, just as long as you can get the
  rocks high into the air.
  It takes fifty man-hours to build a catapult (so
  ten men can do it in 5), and it weights about 3 tons
  
  once finished.  A catapult has 150 SDP (3K) and
  usually no armor.
  Catapults can be used in many ways.  They
  can be used with a spoon or sling, and with one big
  rock or many smaller ones.
  A spoon will throw its projectile(s) in a high
  arc, sacrificing range for altitude, and is good for
  getting over a wall.  Firing this way, the catapult can
  only fire indirectly, so many rocks should be used to
  maximize the probability of a hit.  Max range is 200
  meters, max altitude is 150 meters.  Setting the
  tension will set the range and altitude proportionally.
  Slings are somewhat better, able to be set for
  max range or max altitude, independently.  The
  projectiles may be fired straight at an on coming army
  (or dragon) and a single large rock can often help
  bring down a castle wall.  Max range is 400 meters,
  max altitude is 100 meters.  Each of these can be
  adjusted independently.
  Firing one big rock (or two or three big
  rocks), or a dozen small rocks also effects how this
  weapon works.  To simplify matters, choose either
  one big rock, or a dozen small rocks (you may make
  up your own rules for varying numbers and sizes of
  rocks, if you want).  A single large rock of about 50 to
  100 kgs does 3K damage on direct impact with a
  target.
  Throwing many small (5-10kg) rocks has an
  area of effect.  The dispersion radius around the
  target zone is 3D6 meters radius.  Anyone within this
  radius must make a Defense Roll vs. 18 (assuming
  they see the rocks coming in).  Anyone hit will be
  struck by a rock in a random location and take 3D6
  damage from it.
  Mangonel
  Mangonels are miniature catapults used for
  short-ranged combat.  Catapults are superior
  weapons for throwing large rocks, but mangonels are
  specifically designed to throw burning balls of tar.
  It takes forty man-hours to build a mangonel
  (so eight men can do it in 5), and it weights about a
  ton once finished.  A mangonel has 100 SDP (2K)
  and usually no armor.
  Mangonels fire a single 5 to 10 kg projectile,
  usually a burning ball of tar.  This fireball is often
  hurled over a castle wall to start fires in the castle
  yards.  Rarely are the used directly against infantry
  (the probability of hitting is rather slim).  The effect of
  this weapon is that if the burning tar ball should land
  on something flammable (thatch roof, haystack, the
  enemy's supply of oil and tar), it will explode in to
  flames, and hopefully spread through the castle or
  fortress.  Thus, it is purely a game effect, though a
  very effective game effect.
  Mangonels are often mounted on ships for
  naval warfare.  In a pitch naval battle, the sky is
  literally filled the blazing fireballs as each side
  attempts to incinerate the other.
  Naval Ships
  Naval ships play a large role in both war and
  commerce.  Lodoss is an Island continent, with many
  scattered 
  islands 
  surrounding 
  it. 
   
  Lodoss 
  is
  thousands of kilometers from any other mainland
  (such as Alecrast and Crystania).  There are no
  known "complete" maps of the world, but there have
  been rumors of such.
  Many cities lie on the costs of Lodoss, and
  have great seaports.  Merchants often transport their
  goods by way of the ocean, catching the westward
  winds at the north of Lodoss or the eastward winds at
  the south end of Lodoss.  A complex series of trade
  routes has many merchant vessels jumping from
  Alan, past Marmo (taking a sharp southward detour),
  up the Holy River to Valis, then down to Dragon
  Scale or Dragon Breath, and finally to Raiden.
  Mariners are wary of both the northwestern and
  southeastern corners of Lodoss.  Marmo warships
  and black pirates plague the southeast sea.  The
  northwestern sea is dangerously close to Blue
  Dragon Island where lurks the evil dragon Eibra.
  Pirates plague the northeastern sea as well, and the
  caves of the Great Straight Cliff is a haven to
  marauders and pirates as well.
  The old wars between the nations of Lodoss
  often saw many navel battles.  However, with the
  unification and treaties recently made between the
  nations of Lodoss, such great sea battles are now a
  thing the past.  The navy of Marmo was decimated in
  the last war, and they now pose little threat.  Even so,
  the nations must keep up a strong navy to defend
  from pirates and the renegade Marmo ships that still
  terrorize the crystal blue seas surrounding Lodoss.
  Carrack
  A three-masted merchant vessel, with two
  square sails and a small triangular sail (a lateen sail)
  on the aft mast. The ship is also equipped with thirty
  rowing oars for use in port or when the wind is slow.
  A typical merchant Carrack can transport up to 400
  tons of cargo and two hundred passengers and crew.
  Carracks have little armament, and generally relay on
  archers and on-deck fighting.  The required crew
  complement is at least sixty seamen.  It costs 1000
  Raidens to construct and takes a month to build.
  Galley
  Galleys are the largest merchant ships built,
  but also double as warships.  A galley is a prized ship
  for a pirate to capture, but most pirates only have
  carracks.  Galleys are about 50 meters in length.
  They have three tall sail masts, and forty oars for use
  in port or when the wind is slow.  The largest galleys
  can transport up to 300 tons of cargo and 500
  passengers and crew.  Galleys are typically mounted
  with a few siege weapons, a ballista or mangonel, but
  mainly relay on archers and on-deck fighting.  The
  
  required crew complement is at least 200 seamen.  It
  costs 4000 Raidens to construct, and takes three or
  four months to build.
  Caravel
  Smaller and faster than galleys, caravels can
  fill any navel role.  Merchants, navies, and pirates
  alike use caravels.  Some are converted to be purely
  passenger ships, others are stuffed to overflowing
  with cargo.  Caravels have a broad bow and a high,
  narrow poop deck.  It is rigged with three or four
  masts, of which the foremast is a great square sail,
  while the others are triangular.  A typical caravel can
  transport up to 100 tons of cargo, but cargo caravels
  can carry up to 300.  They can handle up to four
  hundred passengers and crew.  Caravel can
  mounted 
  a 
  few 
  siege 
  weapons, 
  ballistas 
  or
  mangonel.  The required crew complement is at least
  150 seamen.  It costs 2000 Raidens to construct, and
  takes two or three month to build.
  Galleon
  Galleons are the largest ships built.  These
  are huge ships with tall forecastles and a high poop
  deck.  Galleons have three or four mast, each
  mounting four square sails.  They have no oars, as
  such propulsion is incapable for moving such a ship,
  and relay totally on the power of the wind.   Galleons
  are warships, and are armed to the teeth with
  ballistas, mangonels, and well-able archers.  Many
  galleons are used in fighting pirates or combating
  great sea monsters. A galleon can carry up to a
  thousand men, but the required crew complement is
  at least 400 seamen.  It costs 8000 Raidens to
  construct, and takes eight months to a year to build.
  Standard Equipment
  Standard gear and equipment follows below.
  All should be self-explanatory.  Listed is its Weight,
  Purchase Price, and any Notes which may be
  needed for clarification.  To save space, Selling Price
  is not listed.  If you wish to sell one such item below,
  take 50% of its Purchase price and bargain.
  Animals
  Weight
  (kg)
  Purch.
  Price
  Notes
  Chicken
  6kg
  10gp
  Farm
  Pig
  20kg
  30gp
  Farm
  Sheep
  40 kg
  60gp
  Farm
  Cow
  1100kg
  4 rp
  Farm
  Pony
  350kgs
  3 rp
  Burden
  Falcon
  4 kg
  12 rp
  Trained
  Horse
  600kgs
  5 rp
  Ridding
  Camel
  800kgs
  12rp
  Ridding
  War Horse
  900kgs
  20rp
  Ridding
  Food
  Weight
  Price
  Notes
  Trail Rations
  ½ kg
  4gp
  1 days worth
  Tavern Meal
  ½ kg
  3gp
  bread, cheese
        w/ meat
  -
  5gp
  w/ meat
  Good meal
  ½ kg
  8gp
  much better
  Fine meal
  ½ kg
  15gp
  yummy!
  Bread
  ¼ kg
  5sp
  A loaf
  Cheese
  ¼ kg
  1gp
  A round
  Sausage
  ¼ kg
  2gp
  smoked
  Vegetables
  ¼ kg
  2gp
  a half-pound
  Ham
  ½ kg
  4gp
  a pound of ham
  Meatloaf
  ½ kg
  4gp
  a pound
  Beef
  ½ kg
  8gp
  a pound
  Dried Meat
  ½ kg
  6gp
  a pound
  Fish
  ¼ kg
  5gp
  whole fish
  Dried Fish
  ¼ kg
  6gp
  2 dried fish
  Tavern Beer
  -
  1gp
  a mug
  Dwarven Beer
  -
  2gp
  a mug
  Ale
  -
  2gp
  a glass
  Mead
  -
  2gp
  a glass
  Cheap Wine
  -
  4gp
  a bottle
  Fine Wine
  -
  10gp
  a bottle
  Elven Wine
  -
  14gp
  a bottle
  Services
  Weight
  Price
  Notes
  Inn (poor)
  -
  5gp
  bed for a night
  Inn (good)
  -
  10gp
  bed and 1 meal
  Inn (luxury)
  -
  1 rp
  luxury treatmnt
  Inn (royal)
  -
  5 rp
  royal treatment
  Stable
  -
  15gp
  per day
  Ferry
  -
  4gp
  per km
  Ship (poor)
  -
  1gp
  per km
  Ship (good)
  -
  3gp
  per km
  Ship (lux)
  -
  10gp
  per km
  Servant
  -
  80gp
  per day
  Thug
  -
  50gp
  per day
  Bodyguard
  -
  80gp
  per day
  Mercenary
  -
  1 rp
  per day
  Assassin
  -
  2 rp
  per day
  Clothing
  Weight
  Price
  Notes
  Shoes
  ¼ kg
  10 gp
  unarmored
  Boots
  ½ kg
  20 gp
  unarmored
  Dirty Rags
  1 kg
  5 sp
  -1 PRE
  Commoner's
  2 kgs
  1 gp
  brown cloth
  Villager's
  2 kgs
  3 gp
  a little better
  Dashing
  2 kgs
  10 gp
  more color
  Fine Cloths
  3 kgs
  40 gp
  looks great
  Wealthy
  3 kgs
  1 rp
  +1 PRE
  Noble
  4 kgs
  5 rp
  +2 PRE
  Kingly
  5 kgs
  20 rp
  +3 PRE
  Travel Gear
  Weight
  Price
  Notes
  Rope, 10m
  4 kg
  5 gp
  10m rope
  Backpack
  4 kgs
  30 gp
  holds 40 kgs
  Backpack
  6 kgs
  50 gp
  holds 60 kgs
  Backpack
  8 kgs
  1 rp
  holds 100 kgs
  Pouch
  -
  2 gp
  holds 2 kgs
  Sack
  ½ kg
  4 gp
  holds 12 kgs
  Big Bag
  1 kgs
  8 gp
  holds 30 kgs
  Torch
  ½ kg
  3 gp
  burns 30 min
  Flint&Steel
  ¼ kg
  2 gp
  light fires
  Whetstone
  -
  2 gp
  sharpens blades
  
  Bedroll
  1 kgs
  5 gp
  for sleeping on
  Blanket
  1 kg
  3 gp
  keep warm
  Small Tent
  4 kgs
  10 gp
  1 person
  Md. Tent
  8 kgs
  15 gp
  2 people
  Big Tent
  20 kgs
  30 gp
  4 people
  Pavilion
  50 kgs
  3 rp
  10-15 people
  Cooking Gear
  2 kg
  4 gp
  pots, utensils, etc.
  Wineskin
  -
  4 gp
  4 quarts
  Medical Gear
  Weight
  Price
  Notes
  Healer's Kit
  1 kg
  1 rp
  +1 Medical skill
  Healer's Bag
  3 kg
  3 rp
  +2 Medical skill
  Bandages
  ¼ kg
  5 gp
  Bind wounds
  Bone Saw
   1 kg
  10 gp
  Amputate, 2DC
  Healing Herbs
  ¼ kg
  20 gp
  +1 Rec
  Medical Ale
  ¼ kg
  4 gp
  bottle, dulls pain
  Tools
  Weight
  Price
  Notes
  Hatchet
  1.5 kg
  20 gp
  2DC
  Pick
  3 kg
  30 gp
  3DC, for digging
  Shovel
  2 kg
  25 gp
  for digging
  Crowbar
  3 kg
  30 gp
  for prying
  Hammer
  3 kg
  20 gp
  2DC
  Lockpicks
  ¼
  4 rp
  for lockpicking
  Miscellaneous
  Weight
  Price
  Notes
  Chest
  2 kg
  5 gp
  Holds 30 kgs
  Jewelry
  -
  1-10rp
  Quality varies
  Silver Bar
  1 kg
  50 gp
  Bar of Silver
  Gold Bar
  1 kg
  20 rp
  Bar of Gold
  Book
  1 kg
  1-10gp
  A book
  Parchment
  -
  1sp
  per page
  
SOURCE: textdata/thevault/Record of Lodoss War/Record of Lodoss War Fuzion RPG.pdf