TEXT: Robert J. Schwalb
  A Shadow of the Demon Lord Supplement
  
  11
  Demon Lord’s 
  Companion 2 
  ~Credits~
  Writing, Design, and Art Direction: 
  Robert J. Schwalb
  Development and Editing: Kim Mohan
  proofreading: Jay Spight
  Layout: Kara Hamilton
  Graphic Design: Hal Mangold and  
  Kara Hamilton
  Cover: Mirco Paganessi
  Illustrations: Jack Kaiser, Mirco Paganessi,  
  Kim Van Deun, and Julio Cesar Oliveira Rocha
  Demon Lord’s Companion 2 ©2017 Schwalb Entertainment, LLC. All rights reserved.
  Shadow of the Demon Lord, Demon Lord’s Companion 2, Schwalb Entertainment,  
  and their associated logos are trademarks of Schwalb Entertainment, LLC.
  Schwalb EntErtainmEnt, llc
  PO Box #12548
  Murfreesboro TN 37129
  info@schwalbentertainment.com                      www.schwalbentertainment.com
  
  2
  Table of Contents
  Introduction ......................3
  Character Creation .......4
  Ferren .................................................................5
  Hamadryad .......................................................7
  Molekin .............................................................9
  Naga ...................................................................11
  Sylph .................................................................13
  Yerath ...............................................................16
  Story Complications ....................................18
  Group Themes .....................19
  Using Themes ............................................... 20
  Bold Explorers .............................................. 20
  Cunning Merchants .................................... 20
  Daring Scoundrels ...................................... 20
  Desperate Rebels .......................................... 21
  Devoted Servants .......................................... 21
  Driven Peacemakers..................................... 21
  Embattled Survivors ....................................22
  Exalted Heroes ..............................................22
  Famed Entertainers ......................................22
  Hard-Bitten Mercenaries ............................23
  Intrepid Adventurers ...................................23
  Loyal Soldiers ................................................23
  Murderous Gangsters ..................................24
  Noble Entourage ...........................................24
  Oathsworn Avengers ....................................24
  Occult Investigators .....................................24
  Righteous Pilgrims .......................................25
  Slaves to Darkness ........................................25
  Sworn Defenders ..........................................25
  Trusted Agents ..............................................25
  Character Paths ..............26
  Expert Paths ...................................................27
   Auspex ..........................................................27
   Silhouette .....................................................28
   Wangateur ...................................................29
   Wardscribe ..................................................30
  Master Paths ...................................................32
   Cenobite .......................................................32
   Fencer ...........................................................32
   Halberdier ...................................................32
   Invoker ..........................................................33
   Legalist ..........................................................33
   Metallurgist .................................................34
   Sleuth ............................................................34
   Tormentor ....................................................34
  Magic .......................................35
  New Traditions ..............................................35
  Invocation .......................................................36
  Metal ................................................................38
  Order ...............................................................40
  Soul ...................................................................41
  Index ....................................... 42
  
  33
  Introduction
  When compiling Demon Lord’s Companion, I relied 
  mainly on concepts and mechanics left over from 
  the Shadow of the Demon Lord original design. When 
  I ended up with an overabundance of content, it 
  became difficult to decide what would stay in Shadow 
  and what would be held back for future supplements. 
  A great deal of that material went into DLC, while 
  other pieces wound up in Poisoned Pages supplements 
  and sourcebooks such as Exquisite Agony, A Glorious 
  Death, and Terrible Beauty.
   Now, a bit over two years and over one hundred 
  products later, my folders containing notes and bits 
  left over from previous designs have grown empty. 
  Rather than despair at such a situation, I took the 
  opportunity to push the game in new directions. I 
  looked for gaps in what we’ve released so far, scoured 
  my shelves for inspiration, and hatched all kinds of 
  oddities while holing up in my favorite bar to come up 
  with an exciting selection of options for players.
   One of the best ways to expand the game is through 
  ancestries, since these options can mesh with just 
  about everything else. Therefore, this book gives you 
  six, each a hidden people who have largely steered 
  clear of the major events unfolding in the world. 
  Their scarcity and unusual nature make them quite 
  exotic, and playing these ancestries can reward 
  you with awesome options while challenging your 
  roleplaying abilities.
   Supporting the ancestries is a group theme 
  mechanic to reflect the circumstances that hold a 
  group of player characters together and rules to 
  differentiate each group from the others.
   As you might expect, this book also provides a 
  selection of paths to cover some underused areas 
  of character creation and development, while also 
  supporting the new spells at the end of this book—
  all associated with the new traditions of Invocation, 
  Metal, Order, and Soul. So, from invokers to sleuths, 
  fencers to auspexes, your characters have an awesome 
  set of new options to explore.
   Demon Lord’s Companion 2 aims to help you tell 
  stories by highlighting peoples of all kinds who 
  find themselves engaged in the struggle to save the 
  world from annihilation. With this book, you can 
  create unique characters, pursue mastery of new and 
  esoteric forms of magic, or hone your talents in new 
  and awesome ways. This book ensures that you never 
  run out of interesting choices to make as you battle 
  the darkness of the Void.
  
  4
  When you create a character for Shadow of the 
  Demon Lord, the first choice you make is ancestry. 
  You’ll find ancestries in the main rulebook and other 
  supplements as well, and now this chapter adds six 
  more to the game, revealing peoples generally hidden 
  from, and unknown by, any but the most well-traveled 
  explorers and learned historians. These peoples have 
  moved onto the world stage in answer to the growing 
  threat posed by the Demon Lord. Some have had their 
  homelands destroyed, while others have been drawn 
  out from seclusion, unable to ignore the threat any 
  longer. In this chapter, you’ll find:
   Ferren: Having lived among humanity for 
  centuries, while keeping secret their shapeshifting 
  abilities, ferren can transform their bodies into cats 
  and back again. Secretive and inquisitive, they make 
  excellent rogues and magicians.
   Hamadryad: Sentient trees who can adopt 
  humanoid forms, hamadryads stand guard over 
  the natural world, protecting nature from being 
  despoiled by its enemies. They make effective 
  priests and warriors.
   Molekin: Thieving and conniving dwellers of the 
  deep places, molekin came to the surface after their 
  subterranean cities came under attack. They do well 
  as warriors and rogues.
   Naga: These serpentine humanoids commit 
  themselves to protecting the Cosmic Egg, which they 
  believe holds their returned god. Dangerous priests 
  and magicians, nagas have emerged from their hidden 
  crèches to lend aid to the other people in the world 
  against the horde of demons and demon-servants 
  spilling out from the fallen shadow to ensure that no 
  harm comes to the Cosmic Egg.
   Sylph: A reclusive elemental folk found in 
  monasteries perched atop mountains, sylphs have 
  seen the warning signs of the apocalypse and have 
  joined the struggle against the Demon Lord. Sylphs 
  make potent magicians and rogues.
   Yerath: The strangest people revealed in this book, 
  the yerathi are sentient, bipedal humanoids who live 
  in hives scattered across the Patchwork Lands. They 
  can be effective in any path they choose.
   Story Complications: This chapter concludes with 
  several new story complications. First introduced 
  in Demon Lord’s Companion, story complications 
  provide characters with advantages in exchange for 
  drawbacks, while offering inspiration for roleplaying.
  
  55
  Ferren
  The ferren have lived among the humans for 
  generations, hiding in plain sight by keeping 
  their unusual shapeshifting abilities concealed. 
  By assuming the forms of ordinary cats, they can 
  move through their adopted communities without 
  arousing suspicion. Ferren understand the fear that 
  skinchangers elicit in other peoples, and many have 
  been killed after being mistaken for one of those 
  monstrous creatures, so they prefer to keep their true 
  nature secret.
   Gleaming Eyes and Feline Grace: The appearance 
  of the ferren offers few clues to their unusual abilities. 
  They look like other humans, though their eyes might 
  reflect light like a cat’s in the dark, and they all move 
  with uncommon grace. Similarly, they can pass for 
  ordinary animals of that sort when they assume the 
  form of a feline. In human form, ferren stand between 
  5 feet and 5-1/2 feet tall and weigh between 100 and 150 
  pounds.
   Children of the Moon: The Maiden of the Moon 
  bestowed the gift of shapechanging to a tribe of 
  humans who venerated her, and it’s from that tribe 
  that the ferren are descended. Most ferren worship 
  this moon goddess, though some practice witchcraft 
  or adhere to the tenets of the Old Faith. 
   Common Names: Ferren use human names, 
  though those who live as human “pets” might go by 
  other names.
  Creating a Ferren
  Starting Attribute Scores Strength 9, Agility 11, Intellect 10, 
  Will 9
  Perception equals your Intellect score + 1
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 10, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages and Professions You speak the Common Tongue.
  Shadowsight You see in areas obscured by shadows as if 
  those areas were lit.
  Clawed Hands In human form, your unarmed strikes deal 1d3 
  damage instead of 1 damage.
  Cat Form You can use an action to assume the form of a cat 
  or return to your human form. You remain in the new form 
  until you use this talent again. If you become incapacitated 
  while in your cat form, you automatically revert to your 
  human form.
  If you assume cat form, everything you wear and carry 
  transforms with you, absorbed into your new form. While 
  they are absorbed in this way, you cannot use these items. 
  When you return to your human form, objects reappear 
  wherever you wore or carried them.
  While in cat form, you apply the following changes to your 
  statistics:
  •	 Your Size becomes 1/4.
  •	 Increase Perception by 2; your Defense becomes 12.
  •	 Your Strength becomes 8 (–2), and your Agility 
  becomes 12 (+2).
  •	 Your Speed becomes 12.
  •	 You gain the climber trait.
  •	 You gain natural weapons, which are claws and teeth. 
  These weapons have the finesse property and  
  deal 1 damage.
  •	 You make rolls to hide or sneak with 2 boons.
  •	 You are indistinguishable from an ordinary cat, 
  although you can still talk while in this form.
  Level 4 Ferren Expert
  Characteristics Health +4
  You either learn one spell or gain Lynx Form.
  Lynx Form When you would assume cat form, you can 
  choose to assume the form of a lynx instead. While in lynx 
  form, you apply the following changes to your statistics:
  •	 Your Size becomes 1/2.
  •	 Increase Perception by 2; your Defense becomes 13.
  •	 Your Strength becomes 11 (+1), and your Agility 
  becomes 13 (+3).
  •	 Your Speed becomes 12.
  •	 You gain natural weapons, which are claws and teeth. 
  These weapons have the finesse property and deal 1d6 
  damage. When you attack with these weapons, you 
  make the attack roll with 1 boon.
  •	 You make rolls to hide or sneak with 2 boons.
  •	 You are indistinguishable from an ordinary lynx, 
  although you can still talk while in this form.
  
  6
  Ferren Age
  3d6
  Age
  3
  You are a child, 11 years or younger. You are Size 
  1/2. Halve your height and weight. After 1d6 + 2 
  years, your Size becomes 1 and you double your 
  height and weight.
  4–5
  You are an adolescent, from 12 to 17 years old.
  6–8
  You are a young adult, from 18 to 25 years old.
  9–12
  You are an adult, from 26 to 35 years old.
  13–15
  You are a middle-aged adult, from 36 to 55 years old.
  16–17
  You are an older adult, from 56 to 75 years old.
  18
  You are a venerable adult, 76 years old or older.
  Ferren Build
  3d6
  Build
  3
  You are short and either thin or heavy.
  4–5
  You are heavy.
  6–8
  You are short.
  9–12
  You are of average height and weight.
  13–15
  You are tall.
  16–17
  You are thin.
  18
  You are tall and either thin or heavy.
  Ferren Human Appearance
  3d6
  Appearance
  3
  You are hideous.
  4–5
  You are ugly.
  6–8
  You are plain and homely.
  9–12
  You are average-looking.
  13–15
  You are pretty or handsome.
  16–17
  You are striking.
  18
  You are beautiful.
  Feline Appearance
  3d6
  Appearance*
  3
  Mitted, locket, or harlequin
  4–5
  Solid
  6–8
  Bicolor
  9–12
  Tabby
  13–15
  Tuxedo
  16–17
  Tortoiseshell
  18
  Hairless
  *Choose your fur color
  Ferren Mannerism
  d20
  Mannerism
  1–2
  You are fastidious about cleanliness.
  3–4
  You like to knock things over.
  5–6
  You sleep as often as you can.
  7–8
  You like to hide or climb. 
  9–10
  You are attracted to small moving things.
  11–12
  You are given to sudden outbursts of manic energy.
  13–14
  You tend to shred things you handle.
  15–16
  You hiss when you get angry or frightened.
  17–18
  You always bury your excrement.
  19–20
  You are attracted to water, especially running water.
  Ferren Personality
  3d6
  Personality
  3
  You are vicious and hateful. You lash out at everyone.
  4–5
  You are an asshole. You make a mess and you 
  don’t care who has to clean it up.
  6–8
  You are lazy. You find it hard to make yourself do 
  much of anything.
  9–12
  You are inquisitive. Your curiosity often lands you 
  in trouble.
  13–15
  You are warm and pleasant. You make friends easily.
  16–17
  You are aloof, disinterested in other people. 
  18
  You are loyal to your friends, and you support 
  them in all they do.
  Ferren Background
  d20
  Background
  1
  A nasty fight left you scarred. 
  2
  You were seduced by a devil. Gain 1 Corruption.
  3
  You spent a few years in the wilderness. Gain a 
  random wilderness profession.
  4
  You killed someone in cold blood. Gain 1 
  Corruption.
  5
  You fell in love with a human and had a child.
  6
  You were raised by priestesses of the Moon Maiden.
  7
  You stumbled into a hidden kingdom and 
  remained there for 1d6 years.
  8
  Someone important to you died, and the loss 
  haunts you still.
  9
  Some rotten child mistook you for a cat and took 
  you home. You only just escaped with your life.
  10
  You earned a living working in one of your 
  professions.
  11
  You traveled extensively. You can speak one 
  additional language.
  12
  Someone discovered your true nature and 
  mistook you for a skinchanger. You left everything 
  behind to start over somewhere else.
  13
  You received an education. You know how to read 
  the Common Tongue.
  14
  You helped defend your community from a 
  beastmen attack. 
  15
  You found a scroll containing an incantation of a 
  rank 0 spell (chosen by the GM).
  16
  You unmasked a killer or a cultist at large in your 
  community.
  17
  You created a lasting piece of art. Add artist to 
  your list of professions.
  18
  You found a potion (of the GM’s choice).
  19
  Someone important owes you a big favor. 
  20
  You came into money. Start the game with 2d6 cp.
  
  77
  Hamadryad
  For centuries, the hamadryads have hidden in the 
  deep forest, masquerading as ordinary trees. But as 
  the shadow has fallen on more and more of Urth, 
  spreading closer to their refuges, the resulting chaos 
  has drawn the hamadryads from their groves to join 
  the struggle against the enemies of creation—just as 
  they were charged to do long ago. These peoples of 
  the forest are unaccustomed to the ways of modern 
  civilization and find the world much stranger and 
  darker now than the way they remember it.
   Daughters of the World Mother: When the 
  old gods withdrew from Urth to enter the magical 
  realms of the faerie, the World Mother lingered 
  long enough to touch the trunks of certain trees. 
  She imparted sentience to each tree she touched, 
  and the ability to adopt the humanoid forms of 
  her daughters. She charged her children with 
  safeguarding the world from the greed and evil of 
  mankind. Today, most hamadryads remain in service 
  to the goddess, ready to carry out their sacred duty 
  in these uncertain times. A few hamadryads worship 
  all old gods and uphold the tenets of the Old Faith.
   People of the Woods: The World Mother gave 
  hamadryads the ability to flow their forms into 
  humanoid shapes so they could better serve her. This 
  gift provides them with mobility and speech and lets 
  them interact directly with others. The specific forms 
  that hamadryads adopt vary, of course. Some appear 
  almost human, while others look like animated trees 
  with branches for arms, roots for legs, and faces 
  etched in their bark. Most of these creatures’ bodies 
  fall somewhere between these extremes. Regardless of 
  details, in its humanoid form a hamadryad can wield 
  weapons and manipulate objects.
   Hamadryads in human form typically stand 5 feet 
  tall and weigh 160 pounds. They do not usually have 
  body hair, and their skin looks like wood, betraying 
  their true nature. They often have bright, glowing eyes, 
  usually green, and soft, whispery voices that sound 
  much like the wind passing through their branches. 
   A long-lived people, hamadryads can survive for 
  centuries before succumbing to old age or infirmity.
   Common Names: Hamadryads often go by the 
  names of the trees they resemble, such as Maple, Ash, 
  Holly, Oak, and so on.
  Creating a Hamadryad
  Attribute Scores Strength 9, Agility 10, Intellect 9, Will 11
  Perception equals your Intellect score + 1
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 10, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages You speak the Common Tongue and Elvish.
  Shadowsight You see in areas obscured by shadows as if 
  those areas were lit.
  Immune damage from disease; charmed, diseased
  Nature Stride You ignore the effects of moving across 
  difficult terrain caused by roots, undergrowth, and trees.
  Vulnerable to Fire You take double damage from fire.
  Iron Vulnerability You are impaired while you are in contact 
  with iron.
  Tree Form If you are standing on an earthen or rocky surface, 
  you can use an action to return to your true form, which 
  is that of a Size 3 tree. Everything you wear and carry 
  transforms with you. While in this form, you are blinded 
  and immobilized, though you can otherwise perceive your 
  surroundings and you can notice the passage of time. Also, 
  you cannot be moved unless you are incapacitated, at 
  which point you die. The only action you can take while in 
  this form is to assume your humanoid form.
  Level 4 Hamadryad Expert
  Characteristics Health +4
  You either learn one spell or gain Deep Roots.
  Deep Roots If you are standing on an earthen or rocky 
  surface, you can use an action, or a triggered action on 
  your turn, to cause roots to grow from your legs and sink 
  into the ground, anchoring you in place. You become 
  immobilized, and other creatures cannot move you by 
  nonmagical means. In addition, bark covers your body, 
  making your Defense 15 if it’s not higher than 15 already. 
  Finally, your weapon attacks deal 1d6 extra damage. The 
  effect lasts until you become incapacitated or until you use 
  an action, or a triggered action on your turn, to end it.
  
  8
  Hamadryad Age
  d3
  Age
  1
  You are young, less than 50 years old.
  2–3
  You are an adult and have stopped physically 
  aging. You are 1d20 × 20 years old. For each 
  century you have lived, add either one wilderness 
  profession to your list of professions or one 
  language to your list of known languages.
  Hamadryad True Form
  d20
  True Form
  d20
  True Form
  1
  Walnut
  11
  Willow
  2
  Oak
  12
  Chestnut
  3
  Dogwood
  13
  Hawthorn
  4
  Mulberry
  14
  Ash
  5
  Black poplar
  15
  Alder
  6
  Elm
  16
  Beech
  7
  Fig
  17
  Birch
  8
  Pine
  18
  Elder
  9
  Maple
  19
  Rowan
  10
  Cedar
  20
  Holly
  Hamadryad Humanoid Build
  3d6
  Humanoid Build
  3
  You are 4 feet tall and weigh 80 pounds.
  4–5
  You are 4 feet tall and weigh 100 pounds.
  6–8
  You are 4 feet tall and weigh 120 pounds.
  9–12
  You are 5 feet tall and weigh 160 pounds.
  13–15
  You are 6 feet tall and weigh 180 pounds.
  16–17
  You are 6 feet tall and weigh 140 pounds.
  18
  You are 6 feet tall and weigh 200 pounds.
  Hamadryad  
  Humanoid Appearance
  3d6
  Humanoid Appearance
  3
  You change little when you adopt a humanoid 
  form: your lower trunk splits into legs, two low 
  branches serve as arms, and an image of your face 
  appears somewhere on your trunk.
  4–5
  Your form is crude and lacks detail. Bark covers 
  your body.
  6–8
  You have a female form, and your skin appears to 
  be made from wood. Instead of hair, you have a 
  crown of branches sporting leaves.
  9–12
  Close inspection of your female form reveals you 
  are made from wood, though the grain is subtle. 
  Small branches rise from your head.
  13–15
  You appear human, with skin the color of the wood 
  from your tree, leaves for hair, and gleaming green 
  eyes.
  16–17
  You appear to be an attractive human female, with 
  smooth and supple skin and hair speckled with 
  leaves, twigs, and flowers.
  18
  You appear to be a beautiful human female of 
  flesh and blood. You show no signs of your true 
  nature other than having bright green hair.
  Hamadryad Personality
  3d6
  Personality
  3
  You are a hateful, angry, and vengeful person, and 
  you view the world of mortals with disdain. 
  4–5
  You resent the spread of humanity into the secret 
  places and consider humans accountable for the 
  present troubles darkening the world.
  6–8
  You distrust others and come off as standoffish 
  and suspicious.
  9–12
  You are curious about the world outside your forest 
  home, and you yearn to learn more about others.
  13–15
  You are pleasant and friendly. You try to find the 
  best in other people.
  16–17
  You are kind and generous, and you possess a 
  good heart. You try to help those in need.
  18
  You feel a deep connection to others and strive to 
  improve their lives in any way you can. You have a 
  good and noble soul.
  Hamadryad Background
  d20
  Background
  1
  A wildfire swept through your wood, forcing you to 
  flee to avoid being destroyed in the blaze. 
  2
  You helped a lost human find his or her way home and 
  found that you wanted to see more of the world.
  3
  You witnessed some terrible, horrifying act in your 
  forest home and fled from it. Gain 1d3 Insanity.
  4
  You murdered a band of woodcutters who came at 
  you with their axes. You made them suffer before 
  they died. Gain 1 Corruption.
  5
  You carried forth a seed from your tree form and 
  planted it in a distant land. You tended to the 
  sapling until it grew tall and strong. 
  6
  You took a mortal for a lover and grieved as he or 
  she aged and died. 
  7
  You grew up in one of the hidden kingdoms and 
  recently left to see the world beyond that magical realm.
  8
  A circle of druids protected you and worshiped you 
  as their goddess.
  9
  Foul cultists sacrificed a child in your presence. You vowed 
  that you would never let such a thing happen again.
  10
  You helped a faun threatened by an angry mob. 
  11
  You left your home forest to escape a supernatural 
  blight that was killing all the trees. 
  12
  A rampaging band of beastmen passed your way 
  before destroying a small nearby village. You went 
  to find survivors and found none. 
  13
  You befriended a pair of halflings who wandered 
  into your grove and escorted them to safety, away 
  from the creatures hunting them.
  14
  A small child befriended you and taught you about the 
  wider world. When the child stopped coming to see 
  you, you went out to find what happened to him or her. 
  15
  You heard the voice of Old Man Winter whispered 
  on the wind, telling of dark times ahead.
  16
  You traveled extensively. Add another language to 
  the list of languages you can speak.
  18
  Someone carved initials into your trunk.
  19
  You once danced with the faeries, who held a great 
  revel in your woods.
  20
  Someone buried a pouch near your roots. You dug 
  up the pouch and discovered it contained 2d6 cp.
  
  99
  Molekin
  Long ago, the molekin excavated their homes 
  from the roots of the Firepeaks, a range of volcanic 
  mountains that forms the western border of the 
  Desolation. Most comfortable in the depths of the 
  earth and scornful of others, they built an empire 
  in the darkness and have ruled their dominion 
  unmolested for eons. 
   Yet now the dark times of the world have reached 
  even the molekin. Monsters from below, troglodytes 
  and others, have come boiling up from the deep 
  places, bent on slaughter. With nowhere left to 
  turn, the molekin have been forced to make their 
  way to the surface until they can find new homes 
  for themselves—which is no small challenge, since 
  these creatures despise most other peoples.
   Ugly Delvers: By human standards, molekin 
  are ugly, typically standing 3 feet tall with fleshy 
  bodies that weigh around 130 pounds. Molekin 
  have wide faces with overlarge noses and small, 
  beady eyes, and pink, brown, or gray skin tufted 
  with long white hair. Their hands end in curling 
  claws, suitable for digging through earth and stone. 
  Most wear leather clothing crafted from the skins 
  of subterranean creatures.
   Rule of the Strong: Molekin society permits—
  even encourages—the strong to take from the weak. 
  Molekin believe that power belongs to those who 
  can hold on to it, and among themselves the most 
  dominant enforce their will by brutally oppressing 
  their inferiors. For many, this attitude also affects 
  their dealings with outsiders. Some molekin 
  believe themselves superior to other peoples and 
  come off as incredibly arrogant in social situations. 
  A few molekin are so accustomed to taking what 
  they want that they pursue criminal professions in 
  the world above, honing the talents they need for 
  making off with food, water, coins, children, or other 
  possessions they decide they want.
   The Great Mother: All molekin worship a dark god 
  they call the Great Mother. Depictions show her to be 
  an enormous, bloated mole reclining on the crushed 
  bodies of her verminous offspring, the young suckling 
  on her many rows of teats. Molekin believe they 
  sprang from her cavernous womb, spilling into the 
  world like a flood. Afterward, they dug into the earth 
  in the expectation of returning to her, and now have 
  spent generations delving deeper and deeper in hopes 
  of finding the comforting moistness of their creator. 
  Priests of the Great Mother have access to the Earth, 
  Metal, and Shadow traditions.
   Common Names: Bol, Cacen, Derg, Fung, Gren, Heep, 
  Kimp, Memn, Nerval, Picka, Slep, Teek, and Zoot.
  Creating a Molekin
  Attribute Scores Strength 11, Agility 9, Intellect 10, Will 10
  Perception equals your Intellect score + 1
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1/2, Speed 10, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages and Professions You speak the Common Tongue 
  and Molekin. Add miner to your list of professions.
  Darksight You can see in areas obscured by shadows and 
  darkness within medium range as if those areas were lit. 
  Beyond this distance, you treat darkness as shadows and 
  shadows as lit areas.
  Claws Your unarmed strikes deal 1d3 damage instead of  
  1 damage. 
  Deep Sense You cannot become lost while traveling 
  underground.
  Nearsighted When you make an attack roll against a 
  creature beyond short range, you make the attack roll 
  with 1 bane. As well, you make any roll that involves 
  seeing anything beyond short range with 1 bane.
  
  10
  Level 4 Molekin Expert
  Characteristics Health +5
  You either learn one spell or gain Burrower.
  Burrower You can dig through earth or sand, moving at 
  half Speed. You leave behind a tunnel large enough to 
  accommodate a Size 1/4 or smaller creature.
  Molekin Age
  3d6
  Age
  3
  You are a child, 6 years or younger. Your Size is 
  1/4. Halve your height and weight. After 1d6 years, 
  your Size becomes 1/2 and you double your height 
  and weight.
  4–5
  You are an adolescent, from 7 to 12 years old.
  6–8
  You are a young adult, from 13 to 24 years old.
  9–12
  You are an adult, from 25 to 36 years old.
  13–15
  You are a middle-aged adult, from 37 to 48 years old.
  16–17
  You are an older adult, from 49 to 56 years old.
  18
  You are a venerable adult, 57 years old or older.
  Molekin Build
  3d6
  Build
  3
  You are short and either thin or heavy.
  4–5
  You are heavy.
  6–8
  You are short.
  9–12
  You are of average height and weight.
  13–15
  You are tall.
  16–17
  You are thin.
  18
  You are tall and either thin or heavy
  Molekin Appearance
  3d6
  Appearance
  3
  You are hideous. You have broken teeth, and your 
  mottled pink body is covered with scabs.
  4–5
  Your flesh is gray and speckled with angry red 
  spots. You have runny eyes, and you lack body hair.
  6–8
  You are plain and uninteresting by molekin standards.
  9–12
  You look like most other molekin.
  13–15
  You have an interesting feature that makes you 
  stand out from other molekin.
  16–17
  You are clean and unblemished. 
  18
  You have a thin coat of fur all over your body, and 
  you lack the blemishes that afflict many of your kind.
  Molekin Personality
  3d6
  Personality
  3
  You have grand ambitions. You plot world 
  domination and the total subjugation of all people. 
  4–5
  You despise other peoples and look after your 
  interests first. You are not above harming others 
  to get what you want.
  6–8
  Secretive and sneaky, you keep to yourself. 
  9–12
  You don’t much like other people, especially if 
  they’re not molekin like you. You come off as 
  aggressive and insensitive.
  13–15
  Other people have their uses. You make alliances 
  when it suits you.
  16–17
  Other people interest you, so you set aside your 
  natural distrust to find out more about them. You 
  can be seen as patronizing and condescending, 
  however.
  18
  You value others and seek to make friends of those 
  you meet. You try to keep your word and do right 
  by others.
  Molekin Background
  d20
  Background
  1
  You had a torrid love affair with a devil. Gain 1d3 + 
  1 Corruption.
  2
  You sold out your clan to troglodytes. Gain 1d6 + 1 
  Corruption.
  3
  The Great Mother visited you in your dreams.  
  You ventured to the surface to seize your destiny.
  4
  You murdered a rival in cold blood. Gain 1 Corruption.
  5
  You developed a foul infection in your skin that left 
  you covered in lesions, marring your appearance. 
  6
  You were driven out from your community after 
  you denied the Great Mother’s existence.
  7
  A horrifying monster followed you home and 
  nearly killed everyone in your nest.
  8
  You had a dozen children and ate five of them 
  before you were dragged away and exiled by the 
  other molekin. Gain 1 Corruption.
  9
  You lost a finger, an eye, or a few teeth. 
  10
  You toiled in the mines, as do most of your kind.
  11
  You got married and had an ocean of children. 
  Then you ran away from your responsibilities.
  12
  You found a vein of silver and kept its existence a 
  secret from your people.
  13
  You have traveled extensively. You can speak an 
  additional language.
  14
  You received an education. You can read and 
  write the languages you can speak.
  15
  You helped fight off a troglodyte attack and were 
  considered a hero by your people. 
  16
  You helped oust a tyrant from your community. 
  17
  You found a place among the dwarfs or 
  salamanders. Add Dwarfish or Firespeak to the list 
  of languages you can speak.
  18
  You found an underground complex filled with 
  treasure and terrifying things. You think you 
  remember the way back to this place.
  19
  You were among the first to leave your tunnels 
  and seek a place in the world above.
  20
  You came into money. Start the game with 2d6 cp.
  
  11
  11
  Naga
  The Great Vault of Sekan, a holy temple 
  hidden on a remote island, was built 
  to house the Shedding, an enormous 
  serpent skin on which has been written 
  the history of the nagas. Much of the 
  writing has faded over the millennia, and 
  with it the lore of these reclusive people. 
  Enough evidence remains to tell the story 
  of how the nagas came to Urth eons ago, 
  having escaped the ruin of their world, 
  carrying with them the Cosmic Egg, the 
  last offspring of the Divine. Rather than 
  finding an empty world, they discovered 
  one filled with warring peoples, with cruel 
  faeries and wicked trolls, savage humans, 
  and countless others vying for dominance 
  over a war-torn landscape.
  Rather than take part in the struggle, the 
  nagas hid themselves in the jungles on the 
  islands east of Rûl, using magic to keep 
  themselves and their works concealed. 
  For generations, they stayed out of view, 
  keeping their customs and protecting 
  what remained of their civilization, and 
  they might have continued to do so had 
  not the Demon Lord’s shadow begun to 
  creep across the lands. Having escaped 
  destruction at the Demon Lord’s hands 
  before, the nagas realized that if they did 
  not join the struggle against the shadow, it 
  would consume them as well as the rest of 
  the world. So, nagas have begun to emerge 
  from their hidden crèches to take their 
  part in defending their adopted world. 
  Serpentine Humanoids: Nagas combine 
  the features of humans and snakes, with 
  humanoid upper bodies and lower bodies 
  that taper into long, snake-like tails. Fine 
  scales of green, red, or brown cover their 
  upper bodies, and small horns crown their 
  heads, but they would otherwise appear 
  human if not for having a tail instead of 
  legs, which provides them locomotion in 
  the manner of a snake.
  The God Incarnate: Nearly all nagas 
  worship a being known as Shavra, the 
  Light in the Void. The nagas protect their 
  god, whom they believe waits inside the 
  Cosmic Egg, which is kept hidden in a 
  place known only to the highest-ranking 
  priests. The nagas wait for the day when 
  Shavra hatches from the Egg to lead their 
  kind to a paradise where they can live 
  
  12
  without fear of annihilation. None know exactly 
  when the Egg will hatch, but the nagas believe the 
  time is at hand. Priests of Shavra have access to the 
  Celestial, Order, and Protection traditions.
   Students of Magic: All nagas have the ability to 
  work magic in at least small ways. Many see their 
  magical abilities as a gift from Shavra and pledge 
  their lives to serving their god, while some seek 
  other kinds of arcane knowledge, delving into the 
  magical arts and mastering them. Even those who 
  choose other paths retain this innate ability and 
  weave magic into whatever talents they develop.
   Common Names: Cecere, Eshream, Hithrik, 
  Iyolyn, Mersseth, Sisthra, Sossfuss, Thyrin, Ushkeck, 
  and Zaeze.
  Creating a Naga
  Attribute Scores Strength 9, Agility 10, Intellect 10, Will 11
  Perception equals your Intellect score
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 8, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages and Professions You speak the Common Tongue 
  and Naga, the tongue of the nagas.
  Magic You discover one tradition of your choice.
  Venomous Bite When you make an unarmed strike, you 
  can attack with your fangs. A success on your attack 
  roll against a living creature forces the target to make 
  a Strength challenge roll. A failure on the challenge roll 
  indicates the target becomes poisoned for 1 minute. At the 
  end of each round a target is poisoned in this way, it must 
  get a success on a Will challenge roll or gain 1 Insanity.
  Level 4 Naga Expert
  Characteristics Health +4
  You either learn one spell or gain Invoke the Cosmic Egg.
  Invoke the Cosmic Egg You can use an action, or a triggered 
  action on your turn, to invoke the power of the Cosmic 
  Egg. For 1 minute, you impose 1 bane on attack rolls made 
  against you, and you make challenge rolls to resist attacks 
  with 1 boon. In addition, you recognize illusions for what 
  they are and can see invisible creatures and objects within 
  the range of your vision. You can use this talent a number 
  of times per day equal to 1 + your Power score. You regain 
  expended uses when you complete a rest.
  Naga Age
  3d6
  Age
  3
  You are a child, 10 years or younger. You are Size 
  1/2. Halve your height and weight. After 1d6 years, 
  your Size becomes 1 and you double your height 
  and weight.
  4–5
  You are an adolescent, from 11 to 18 years old.
  6–8
  You are a young adult, from 19 to 30 years old.
  9–12
  You are an adult, from 31 to 50 years old.
  13–15
  You are a middle-aged adult, from 51 to 70 years old.
  16–17
  You are an older adult, from 71 to 90 years old.
  18
  You are a venerable adult, 91 years old or older.
  Naga Build
  3d6
  Build
  3
  You are short and either thin or heavy.
  4–5
  You are heavy with a thick tail.
  6–8
  You are short with a shortened tail.
  9–12
  You are of average height and weight.
  13–15
  You are tall, with a long, sinuous tail.
  16–17
  You are thin, with a slender tail.
  18
  You are tall and either thin or heavy.
  Naga Appearance
  3d6
  Appearance
  3
  Your face is a nightmarish blend of human and 
  serpent qualities, all twisted and warped.
  4–5
  Your head appears to be that of a serpent.  
  You have no human features.
  6–8
  You have few distinguishing qualities and appear 
  plain by naga standards.
  9–12
  You are average-looking.
  13–15
  You have noble features and bearing.
  16–17
  You have a striking appearance, with a comely 
  face and a body covered in glittering scales.
  18
  Your appearance makes the hearts of people who 
  see you ache. Appealing to almost all peoples, 
  you have flawless facial features, a taut body, and 
  scales of bright gold.
  Naga Personality
  3d6
  Personality
  3
  Malicious and thoroughly evil, you act only to get 
  what you want or to advance your goals. 
  4–5
  You are cruel, unkind, and arrogant. You believe 
  yourself better than others, and you make no 
  effort to hide your disdain for them. 
  6–8
  You are cold and aloof, disinterested in others 
  unless they serve your interests.
  9–12
  You are deeply spiritual and have spent long 
  periods in meditation, reflecting on the Cosmic 
  Egg to divine the moment of its hatching.
  
  13
  13
  13–15
  You are flighty, easily distracted. Your attention 
  wanders all over the place.
  16–17
  Others find you warm, friendly, and open-minded. 
  You make friends easily.
  18
  Your intensity can get the better of you. Sometimes, 
  you just do what you think you need to do, 
  regardless of the consequences. You might even 
  feel bad for hurting people who get in your way. 
  Naga Background
  d20
  Background
  1
  You once traveled to the Holy Crèche, the secret 
  holding place of the Cosmic Egg, but your 
  memory of the place was erased. 
  2
  You rejected the teachings and values of your 
  people, wanting nothing to do with them. You 
  have left behind your culture to find your own way 
  in the world.
  3
  You traveled extensively. Add another language 
  to the list of languages you can speak.
  4
  You pored over a tome filled with dark and 
  unsettling secrets. Gain 1 Corruption. 
  5
  The priests of Shavra sent you out into the world 
  to learn more about humanity and the shadow 
  creeping across the world.
  6
  You stood guard over the Shedding for many years. 
  7
  The Cosmic Egg granted you a vision of the world 
  in the throes of death. You vowed you would do 
  everything in your power to stop this apocalypse 
  from happening.
  8
  Pirates found your community, which had been 
  hidden on a tiny island. The villains sacked it and 
  murdered dozens of nagas before they left. 
  9
  You once traveled to a distant land.
  10
  You earned a living working in one of your professions.
  11
  An earthquake destroyed your home. You were 
  one of the few survivors forced to make your 
  home elsewhere.
  12
  During your travels, some people mistook you for 
  a monster and formed into a mob to drive you 
  out. You managed to escape.
  13
  You received an education. You know how to read 
  a language that you know how to speak.
  14
  You were raised by salamanders. Add Firespeak 
  to your list of languages.
  15
  You found a scroll containing an incantation of a 
  rank 0 spell (chosen by the GM).
  16
  You worked in the Great Vault, the repository 
  of the Shedding. You can read one language 
  you know how to speak, and you add scholar of 
  history to your list of professions.
  17
  You stole an important artifact from your people. 
  You start the game with a randomly determined 
  enchanted object.
  18
  You found a potion (of the GM’s choice).
  19
  You left home long ago and found a place for 
  yourself in one of the Free Cities.
  20
  You came into money. Start the game with 2d6 cp.
  Sylph
  The sylphs are a people who were shaped from wind 
  and cloud by the genies after they spun the world into 
  existence. They served their creators as wardens of the 
  skies, in their role as makers of clouds and shepherds 
  of storms. When their creators went mad, the sylphs 
  retreated to the high places and have lived among 
  the mountains ever since—sometimes spotted from a 
  distance, but rarely encountered. 
   Heaven’s Children: Of all the elementals, sylphs 
  appear the most human, having a size and shape 
  similar to the mortal peoples. They have slim, willowy 
  bodies, with skin color that ranges from the purple 
  of thunderheads to the rose red of a new day’s dawn. 
  Their eyes give away their inhuman nature—the orbs 
  lack pupils or irises, their entire surfaces being white, 
  blue, or starry blackness. Most sylphs stand 5 feet tall 
  and weigh 120 pounds, regardless of gender. 
   Elementals: Like gnomes and salamanders, sylphs 
  lack mortal souls. For them, death is final, ending their 
  existence. When a sylph dies, it turns into a strong, 
  shrieking wind that buffets everything around it. 
   Windy Aeries: The sky beckons to sylphs, calling 
  them to soar as they did in ancient times, before 
  the fall of their creators. Most sylphs live in isolated 
  monasteries built atop the peaks and accessed by 
  steep staircases that wind up the mountainside. All 
  along the climb, one finds statues of mythological 
  creatures, erected to keep the sylphs’ enemies at 
  bay. In their communities, the sylphs pass the years 
  meditating and practicing their fighting forms, in 
  preparation for when their creators return to save 
  the world from the Demon Lord. Sylphs tend to be 
  guarded and do not welcome outsiders. 
   Spoken in Whispers: Sylphs communicate in their 
  native tongue, Sylphen. A breathy, airy language, it 
  lacks punctuation, and ideas are strung together in 
  long bursts of speech. Other people find the language 
  incomprehensible, and a linguist might work for years 
  to translate just a fraction of it.
   Hail the Storm Lord: Most sylphs venerate a 
  being known to them as the Storm Lord, a figure 
  of lightning and thunder depicted as a three-faced 
  bearded man who rides in a chariot drawn by four 
  eagles, one for each wind (north, east, south, and 
  west). His symbol is a lightning bolt. The Storm Lord 
  is most likely a genie who was deified after centuries 
  of prayer and worship. Priests dedicated to the Storm 
  Lord have access to the Air, Destruction, and Storm 
  traditions.
   Common Names: Alees, Erea, Feeth, Hithr, Iye, 
  Nefa, Ossa, Sa, Shasor, Siver, Ual, Usa, Ven, Vimvin, 
  and Wirrah.
  
  14
  Creating a Sylph
  Attribute Scores Strength 8, Agility 11,  
  Intellect 9, Will 11
  Perception equals your Intellect score + 1
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 10, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages and Professions You speak Sylphen.
  Immune damage from disease or poison; 
  diseased, poisoned
  Light as a Feather You never take damage from 
  landing after a fall.
  Whirling Evasion When you would take damage 
  from a creature you can see, you can use a 
  triggered action to take half the damage and 
  move up to 1d3 yards without triggering a free 
  attack. This movement ignores difficult terrain.
  Dying Winds When you die, your body 
  transforms into a screaming whirlwind of air 
  that dissipates moments later. Each creature 
  within 1 yard of you must make a Strength 
  challenge roll. On a failure, a creature takes 
  damage equal to your healing rate, moves 
  1d6 yards away from you, and falls prone. 
  On a success, the creature just takes half the 
  damage.
  Level 4 Sylph Expert
  Characteristics Health +4
  You either learn one spell or gain Zephyr Form.
  Zephyr Form When you are not submerged in 
  a liquid, you can use an action, or a triggered 
  action on your turn, to assume a zephyr form. 
  You remain in this form for as long as you 
  concentrate, up to 1 hour. While in this form, 
  you gain the following benefits:
  •	 You are invisible.
  •	 You gain a +6 bonus to Speed and the 
  flier trait. You cannot fall while flying.
  •	 You are immune to all damage.
  •	 You can move freely through openings 
  wide enough to permit the passage of 
  air, and you can move through spaces 
  occupied by other creatures.
  •	 You treat liquids as solid surfaces.
  •	 When you move through a space 
  occupied by another creature that is your 
  Size or smaller, the creature must get a 
  success on a Strength challenge roll or 
  move 1d3 yards away from you and fall 
  prone.
  
  15
  15
  Sylph Age
  3d6
  Starting Age
  3
  You are a child, no more than 9 years old. You are 
  Size 1/2. Halve your height and weight. After 1d6 
  years, your Size becomes 1 and you double your 
  height and weight.
  4–5
  You are an adolescent, from 10 to 15 years old.
  6–8
  You are a young adult, from 16 to 20 years old.
  9–12
  You are an adult, from 21 to 50 years old.
  13–15
  You are a middle-aged adult, from 51 to 100 years old.
  16–17
  You are an older adult, from 101 to 200 years old.
  18
  You are a venerable adult, 201 years old or older.
  Sylph Build
  3d6
  Build
  3
  You are short and either thin or heavy.
  4–5
  You are heavy.
  6–8
  You are short.
  9–12
  You are of average height and weight.
  13–15
  You are tall.
  16–17
  You are thin.
  18
  You are tall and either thin or heavy.
  Sylph Appearance
  3d6
  Appearance
  3
  You are hideous.
  4–5
  You are ugly.
  6–8
  You are plain and homely.
  9–12
  You are average-looking.
  13–15
  You are pretty or handsome.
  16–17
  You are striking.
  18
  You are beautiful.
  Sylph Personality
  3d6
  Personality
  3
  Your changeable nature and violent mood swings 
  make you unpleasant to be around.
  4–5
  You cannot take anything seriously. You laugh at 
  inappropriate times and rarely follow through on 
  your promises. 
  6–8
  Breezy and ethereal, you come off as if your head 
  is in the clouds. You are easily distracted.
  9–12
  You wear your emotions on your sleeve and you 
  aren’t ashamed to let others know how you feel. 
  13–15
  Your emotions often change to match those of 
  people around you.
  16–17
  Warm and personable, you make friends wherever 
  you go. People want to be around you. 
  18
  Violent and aggressive, you are an unending storm 
  of emotion.
  Sylph Background
  d20
  Background
  1
  You survived an attack by drakes. 
  2
  You climbed to the top of Mount Fear.
  3
  A vile summoner snatched you away from your 
  homeland with a spell and forced you into service.
  4
  You left behind your old life to see the world.
  5
  You had a family and children, but they vanished 
  while you were away. You have spent your life 
  searching for them.
  6
  When a giant lumbered into your community, you 
  led the children to safety. 
  7
  You joined the Aerie Vanguard, warriors who flew on 
  the backs of the great ravens to guard your lands.
  8
  You were snatched by a dragon and kept as part 
  of its treasure until you managed to escape. 
  9
  A strong wind swept you off the side of a 
  mountain, and after you finally landed, you 
  eventually made your way back home. 
  10
  You earned a living working in your profession.
  11
  The oracles revealed that you would perform 
  some great work.
  12
  You were exiled after betraying your people.
  13
  The priests of the Storm Lord raised you and 
  taught you about their faith. 
  14
  Slavers descended on your village and captured 
  you, then held you prisoner for a few years. 
  15
  You found an old temple of the Storm Lord and 
  discovered an incantation of the shock Storm spell. 
  16
  One of your ancestors was a great hero. 
  17
  You found a place where a falling star landed. 
  Start with an extra interesting thing.
  18
  You inherited a rapier from your father or mother.
  19
  You found a ruined temple of an ancient, 
  forgotten god. There, you had a vision that 
  shattered your mind. You don’t remember 
  anything, but you gained 1d3 Insanity as a result of 
  the experience.
  20
  You came into money. Start the game with 2d6 cp.
  
  16
  Yerath
  Most people who live in the Patchwork Lands believe 
  that the mounds dotting the southern and eastern 
  reaches of the landscape are merely strange terrain. 
  Few have any idea that these denuded hills belong 
  to the yerathi, human-sized sentient insects who 
  have toiled in the depths for as long as or longer 
  than humans have claimed the continent. Although 
  bizarre in appearance and unsettling to those who 
  have an aversion to insects, yerathi harbor no ill 
  intentions and strive to foster peace in the world 
  outside their homes.
   Bug People: Wholly alien compared to most other 
  peoples on the continent, yerathi resemble human-
  sized cockroaches. They have a thick carapace, 
  triangular heads with bulging, globular eyes, and 
  small mouths surrounded by mandibles. Yerathi have 
  six limbs: two legs, two strong arms, and two smaller, 
  weaker arms that they use for tasks that required 
  manual dexterity. Height and weight depends 
  on caste, with soldiers being the largest and the 
  genderless drones the smallest.
   Caste System: Yerathi live in a rigid society divided 
  into castes. Each yerath offspring is assigned to its 
  caste based on its physical characteristics. The highest 
  caste within each hive is occupied by just one yerath: 
  the queen. She rules over the hive as a god. Under her 
  are her consorts, strong and powerful yerathi who 
  are her mates and her divine representatives. Below 
  them in the hierarchy are the soldiers, who defend 
  the hive. Beneath them are the scouts, who forage for 
  food, patrol the surrounding area, and scavenge for 
  materials. Finally, at the bottom are the drones, who 
  handle all the other labor. Outside their hives, yerathi 
  mingle with each other regardless of caste, but inside 
  the hives, a yerath can speak to or interact with a 
  yerath of a higher caste only if addressed first.
   Musk: Yerathi communicate with each other 
  using a clicking, hissing language. They can learn 
  the Common Tongue, though they find it difficult to 
  form the words. Yerathi can also leave messages by 
  squirting musk on rocks. The chemical composition 
  of the musk communicates a particular concept to 
  other yerathi, such as danger, fear, safety, or the like. 
  Once sprayed, the musk retains potency for a few weeks.
   Queen Worship: The yerathi worship their queens 
  as gods. Their faith in their patrons gives these queens 
  great magical power, though not quite that wielded 
  by the old gods. A queen grants her priests, who most 
  often come from the consort caste, access to the Battle, 
  Earth, and Life traditions.
   Common Names: Chatten, Chech, Chiruut, Daken, 
  Iet, Jekt, Kad, Kik, Not, Qim, Tirru, and Tyten.
  Creating a Yerath
  Attribute Scores Strength 9, Agility 10, Intellect 10, Will 9
  Perception equals your Intellect score
  Defense 12
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 10, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages and Professions You speak the Common Tongue 
  and the Yerath language.
  Caste Roll on the Yerath Caste table to determine your caste. 
  You gain benefits based on the result of your roll.
  Drone Add laborer to your list of professions. Increase your 
  Strength by 2 and Will by 1.
  Scout Add guide to your list of professions. Increase your 
  Agility by 1 and your Perception by 1.
  Soldier Add soldier to your list of professions. Increase your 
  Strength by 2, and your starting Defense is 13 instead of 12.
  Extra Arms You have a second pair of arms that end in hands. 
  These appendages are useful only for fine manipulation 
  and carrying small, lightweight objects or performing minor 
  activities. On your turn, you can use a triggered action to 
  reload a weapon.
  Flutter You can use an action to unfurl your wings, which lets 
  you move by flying until the end of the round, although 
  you fly at half Speed. While your wings are unfurled, you 
  grant 1 boon on attack rolls made against you.
  Musk You can use an action, or a triggered action when 
  you take damage, to squirt your musk into a 1-yard cube 
  originating from a point you can reach. Any creature in 
  that space must get a success on a Strength challenge 
  
  17
  17
  roll or become impaired for 1 round. Once you use your 
  Musk, you must wait at least 1 minute before you can use 
  it again. As part of using this talent, you can use the scent 
  to communicate one concept such as fear, anger, sorrow, 
  or security. Any yerathi within 5 yards of the space can 
  perceive this message. 
  Level 4 Yerath Expert
  Characteristics Defense +1, Health +4
  You either learn one spell or gain Swift Wings.
  Swift Wings You can use a triggered action on your turn to 
  use Flutter. 
  Yerath Caste
  d6
  Caste
  1–3
  You are a drone. You stand 4 feet tall and weigh 
  100 pounds. 
  4–5
  You are a scout. You stand 5 feet tall and weigh 
  120 pounds.
  6
  You are a soldier. You stand 6 feet tall and weigh 
  160 pounds. 
  Yerath Age
  3d6
  Starting Age
  3
  You are a child, no more than 3 years old. You are 
  Size 1/2. Halve your height and weight. After 1d3 + 
  1 years, your Size becomes 1 and you double your 
  height and weight.
  4–5
  You are an adolescent, from 4 to 5 years old.
  6–8
  You are a young adult, from 6 to 10 years old.
  9–12
  You are an adult, from 11 to 20 years old.
  13–15
  You are a middle-aged adult, from 21 to 40 years old.
  16–17
  You are an older adult, from 41 to 60 years old.
  18
  You are a venerable adult, 61 years old or older.
  Yerath Personality
  3d6
  Personality
  3
  You come off as dull and uninteresting.
  4–5
  Bitterness fills your heart, and you have a 
  pessimistic outlook on just about everything.
  6–8
  You lack empathy. Your scientific interests lead 
  you to perform certain actions that others might 
  deem unethical or even immoral.
  9–12
  You’re curious and inquisitive, never happier than 
  when you’re learning something new.
  13–15
  Skittish and manic, you excite easily.
  16–17
  You are utterly devoted to your queen. No matter 
  where you go, she rules your heart, despite the 
  fact that you will never be her consort.
  18
  Hatred consumes you, and you commit yourself to 
  vengeance for something done to you or your kind.
  Yerath Background
  d20
  Background
  1
  Monsters destroyed your hive. You were the 
  only survivor.
  2
  You discovered a shrine to an ancient and 
  terrible being. The experience twisted your 
  soul, giving you 1 Corruption.
  3
  You became cut off from your hive. Alone, you 
  struck out to find your own way.
  4
  Something murdered your queen, sending your 
  hive into disarray. Gain 1d3 Insanity.
  5
  You fought soldiers of the bandit princes who 
  rule over the Patchwork Lands and grew to 
  hate them.
  6
  You found a bit of weird technology. Start with 
  a random enchanted object.
  7
  You’re secretly a queen. Your height and 
  weight do not change, but you increase 
  your Intellect and Will by 1 each instead of 
  the increases you received for your original 
  caste. You fled your hive to avoid your 
  responsibilities, and you want to never return.
  8
  A wizard captured you to learn more about 
  your people. By the time you escaped, you 
  were far from home.
  9
  You traveled extensively. Add another language 
  to the list of languages you can speak.
  10
  You worked in your profession.
  11
  A human saved your life. You owe this person 
  a debt. This character might be played by 
  another player or someone under the GM’s 
  control.
  12
  You were sent out from your hive to learn more 
  about the world. Add one area of scholarship to 
  your list of professions.
  13
  A powerful witch cursed you to become human. 
  You remained in that form for several years 
  before returning to your normal form. 
  14
  You made a great discovery or performed a 
  heroic deed, making you a hero of your people.
  15
  You found something interesting. Start with an 
  extra interesting thing.
  16
  Deep underground, you discovered a passage 
  to a gnome enclave and made friends of the 
  people living there. You stayed with them long 
  enough to learn their language. Add Gnomish 
  to the list of languages you can speak.
  17
  You took a sword from a human corpse.
  18
  You found an incantation of a rank 0 spell (of 
  the GM’s choice).
  19
  You offended the queen and were exiled as  
  a result. 
  20
  You came into money. Start the game with 2d6 cp.
  
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  Story 
  Complications
  The Demon Lord’s Companion introduced story 
  complications to provide further options for 
  customizing characters. Each complication represents 
  an event or circumstance that has had a lasting effect 
  on your character. The following section offers even 
  more ideas for creating an engaging character.
  Engraved
  You’ve had your body tattooed from head to foot with 
  potent wards. These wards work against demons, 
  partly shielding you from their attacks at the expense 
  of your sanity.
  Wards When a demon attacks you, you impose 1 bane on 
  its attack roll, and you make any challenge rolls to resist 
  that attack with 1 boon.
  Unstable Mind You make challenge rolls to resist the 
  horrifying trait with 1 bane. Furthermore, whenever 
  you complete a rest, you must get a success on a Will 
  challenge roll or gain 1 Insanity.
  Hunted
  Someone or something is hunting you. You must stay 
  on the move, for your pursuer is never far behind you.
  Characteristics Increase Perception by 1 and Speed by 2.
  Nemesis A character or creature created by the GM 
  stalks you. The GM controls this character and might 
  spring him, her, or it on you at times you least expect. 
  If you defeat your pursuer, you either lose this story 
  complication or you gain a new stalker.
  Inbred
  The latest in a long line of offspring produced by 
  inbreeding, you show the effects of your family’s 
  unwise couplings in both body and mind. 
  Rage Whenever you get a failure on an attack roll or a 
  challenge roll, you must roll a d6 to see if you become 
  enraged. On a roll of a 6, you gain 1d3 Insanity. You do 
  not become frightened from gaining Insanity in this way. 
  Instead, you become enraged: for a number of rounds 
  equal to your Insanity total, you make attack rolls and 
  damage rolls with 1 bane, you take half damage from all 
  sources, and your attacks deal 1d6 extra damage, but 
  when you attack, you choose your target at random. 
  Once this effect ends, you become fatigued for 1 hour.
  Monstrous Inbreeding has wrecked your facial features, 
  twisting you into a monster. You make attack rolls in 
  social situations to do anything but intimidate with 2 
  banes. You make rolls to intimidate in these situations 
  with 2 boons.
  Trusted
  You might be a parent to a child, have a sibling in tow, 
  or be accompanied by a spouse on your adventures. 
  This character stays with you and provides you with 
  help when he or she is not a liability.
  Companion You have a companion (a child, sibling, spouse, 
  or close friend). The character counts as a commoner 
  under the GM’s control. While you are within short range 
  of your companion, you make challenge rolls with 1 boon. 
  If, however, your companion takes any damage, you 
  must get a success on a Will challenge roll or become 
  frightened for a number of rounds equal to 1 + your 
  Insanity total. While you are more than 1 mile from your 
  companion, you are impaired. If your companion dies 
  and you discover this fact, you lose this trait and you 
  gain Insanity equal to your Will score.
  Rivalry
  Choose another character in your group to be your 
  rival. If the player is willing, you each gain this story 
  complication. Work out the nature of the rivalry 
  between your characters with the other player. You 
  might both compete for the affection of another, 
  want to prove yourself the superior warrior, or 
  something else.
  Competitors Forever You cannot use an action to help the 
  object of your rivalry.
  Profit from Failure If you can see your rival when he or she 
  gets a failure on an attack roll or a challenge roll, you 
  make your next attack roll or challenge roll before the 
  end of the round with 1 boon.
  Spellscarred
  After being targeted by a spell, you found your nature 
  changed. You became resistant to a particular kind of 
  magic, but vulnerable to other forms. 
  Tradition Resistance Choose one tradition. When a 
  creature attacks you with a spell from that tradition, you 
  impose 2 banes on its attack roll and you make challenge 
  rolls to resist the spell with 2 boons.
  Spell Susceptibility When a creature attacks you with a 
  spell from a tradition other than the one you chose for 
  Tradition Resistance, you grant the creature 1 boon on its 
  attack roll and you make the challenge roll to resist the 
  spell with 1 bane.
  Splintered
  In addition to your original persona, you have 1d3 
  other distinct personas that emerge when you are 
  under pressure. At such times, no matter which 
  persona is dominant, you have access to all the talents 
  and benefits from your ancestry and paths.
  Personas For each of your additional personas, roll two 
  professions, a personality, and a starting age. Assign a 
  gender randomly to each persona. While a persona is 
  dominant, you have access to that persona’s professions 
  and traits. Whenever you gain a new profession, assign it 
  to one of your personas.
  Insane Switch Whenever you gain Insanity, you adopt a 
  different persona. You can choose only a persona you 
  have not adopted since you last completed a rest. If you 
  have no personas to choose from, you instead gain a 
  new persona and adopt that one instead. 
  
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  Starting adventures present opportunities for 
  disparate sets of characters to come together in the 
  face of a significant threat or challenge. During 
  these first adventures, some fall, others become 
  traumatized, but a few emerge with a sense of 
  purpose, a drive to master the necessary talents to 
  take on even greater challenges. These survivors form 
  a group, a band of individuals who learn to work 
  together to overcome threats, complete missions of 
  great significance, and, above all, survive in a world 
  falling to pieces.
   Normally, players come up with a reason for why 
  their characters have stuck together, drawing from 
  the experiences they had in previous adventures 
  and the stories they tell of what happened between 
  these monumental events. However, the campaign’s 
  story might bring about even stronger reasons for 
  their staying together, sharing a purpose beyond 
  mere survival that not only shapes their individual 
  identities, but gives them a larger identity, one to 
  which all members belong. 
   This chapter introduces the concept of the group 
  theme. Each theme acts as a unifying factor that helps 
  knit the characters into a group and provides them 
  with a tangible benefit for staying together. Of course, 
  player characters often find themselves in tenuous, 
  difficult circumstances, and sometimes the bonds 
  holding together the most tight-knit team can weaken 
  or break. For as long as the members continue to 
  combine their efforts and work together, the group 
  dynamic holds. 
   The optional rules presented here provide 
  characters with more story fodder and mechanics to 
  support their chosen theme. Using group rules in the 
  campaign gives player characters a slight advantage 
  over characters in campaigns that don’t use them, but 
  when the Demon Lord looms large on the horizon, 
  you need every edge you can get. 
  
  20
  Using Themes
  A group theme explains why the player characters 
  are together and suggests reasons why the group 
  undertakes certain adventures. When the group 
  forms, you and the other players can choose a 
  theme from the ones presented here (or choose 
  one randomly). When you think about choosing a 
  theme, consider what happened during the starting 
  adventure, the characters’ backgrounds, and why the 
  characters came together in the first place. 
  Changing Themes
  As the group’s level increases, membership might 
  shift as new characters replace fallen ones, or 
  the circumstances surrounding the group’s bond 
  might change as the characters undertake different 
  missions, encounter influential personages, or 
  react to developments in the world. To reflect these 
  possibilities, a group can switch to a different theme 
  at level 3 and again at level 7. When a group abandons 
  a theme, it loses access to the abandoned theme’s trait 
  and gains access to the new theme’s trait. 
  Group Theme Choices
  d20
  Theme
  1
  Bold explorers
  2
  Cunning merchants
  3
  Daring scoundrels
  4
  Desperate rebels
  5
  Devoted servants
  6
  Driven peacemakers
  7
  Embattled survivors
  8
  Exalted heroes
  9
  Famed entertainers
  10
  Hard-bitten mercenaries
  11
  Intrepid adventurers
  12
  Loyal soldiers
  13
  Murderous gangsters
  14
  Noble entourage 
  15
  Oathsworn avengers
  16
  Occult investigators 
  17
  Righteous pilgrims
  18
  Slaves to darkness
  19
  Sworn defenders
  20
  Trusted agents
  Bold Explorers
  No horizon is too far away, no destination too 
  dangerous to deter a group of bold explorers from 
  forging ahead into the unknown. Drawn together by 
  a shared love of travel and curiosity about the wider 
  world, bold explorers are most comfortable when 
  they are on the road or blazing trails into unexplored 
  regions. These groups might cross the Shield 
  Mountains to explore the Endless Steppe, press into 
  the Desolation to find lost treasures, or scale the 
  Dragon Mounts that loom over Blötland to see what 
  lies beyond those forbidding peaks.
  Trailblazers At the start of each adventure, your group 
  replenishes its pool of talent, which is measured in 
  tokens. You have a number of tokens in the pool equal 
  to 3 + half your group’s level. Whenever a member of 
  the group would make a Perception challenge roll or a 
  challenge roll to climb, jump, or swim, that member can 
  expend any number of tokens from the pool to make the 
  roll with a number of boons equal to the tokens spent. 
  In addition, a member of the group can use an action to 
  expend a token from the pool to remove the fatigued 
  affliction.
  Cunning Merchants
  Commerce draws cunning merchants from the great 
  houses to markets across the Empire and beyond. 
  Armed with in-demand goods, merchants must brave 
  the waterways and roads to bring their products to 
  customers. While long ventures pose great risk, the 
  rewards in wealth are often worth it. Most groups of 
  cunning merchants come together after a fraught first 
  journey, learning how to survive the many hazards en 
  route to some far-flung place. From these experiences, 
  they learn to work together and guard against other 
  dangers that might reveal themselves. Groups of 
  cunning merchants often stumble into adventures, 
  usually along the way to their next destination, or 
  while in a community.
  Resources Your group generates a pool of coins at the 
  start of each adventure. You have 3d6 coins, which are 
  copper when you are novice characters, silver when you 
  are expert characters, and gold when you are master 
  characters. In addition, your earnings always provide 
  each member with at least a comfortable lifestyle.
  Daring Scoundrels
  Whether they are criminals seeking to line their 
  own pockets or enemies of injustice taking a stand 
  against the rich and powerful, daring scoundrels 
  rely on tricks, ruses, and subterfuge to gain the 
  upper hand. Mixing a diverse assortment of abilities, 
  daring scoundrels can usually find a way to come out 
  ahead, even if the job goes south. A group of daring 
  scoundrels might work against a ruthless crime lord, 
  fighting the organization from inside, or foment 
  rebellion against a tyrannical noble, or somehow 
  manage to rob the Vault in Kem, the Golden City.
  
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  21
  Plans Inside Plans At the start of each adventure, your 
  group replenishes its pool of tricks, which is measured in 
  tokens. You have a number of tokens in the pool equal 
  to 3 + half your groups level. Whenever a member of the 
  group would make an attack roll in a social situation or 
  any challenge roll, he or she can expend any number of 
  tokens to make the roll with a number of boons equal to 
  the number of tokens expended.
  Desperate Rebels
  Forged from the crucible of adversity, desperate 
  rebels band together to topple a terrible enemy. 
  They might oppose a particular tyrant, such as 
  the Orc King, or wage war against an idea such as 
  poverty, oppression, or evil. Whatever the cause the 
  rebels commit themselves to, the enemy is far more 
  powerful than they are, and the fight has them on 
  the ropes, struggling just to survive. Members of the 
  group typically come together out of a shared hatred 
  for their common foe. In between adventures, the 
  members spend their time sabotaging their enemies’ 
  efforts, and generally causing trouble for the object 
  of their hatred.
  Second Chance Once per adventure, when half the 
  members of the group are injured, each member of the 
  group heals damage equal to his or her healing rate.
  Devoted Servants
  Handpicked by a powerful patron, devoted servants 
  operate as their employer’s eyes, ears, and hands. 
  Each member of the group possessed unique and 
  special talents that drew the patron’s attention and 
  thereby won an opportunity to gain fame, fortune, 
  and standing by serving one of the world’s most 
  influential people. 
   The GM and the players together choose the 
  group’s patron based on the campaign’s events. The 
  characters might serve the Archmage, the Great 
  Druid, the Dark Lady, the Faerie Queen, the Dwarf 
  King, or someone else. The choice of patron tends 
  to dictate the sorts of missions the patron’s devoted 
  servants undertake. The Great Druid might send 
  a group to deal with a grave threat to the natural 
  world, while the Dark Lady could use her servants to 
  prepare the way for her march into the ruins of the 
  Empire. Devoted servants of the Faerie Queen might 
  vie against servants of Diabolus, working to thwart 
  the Devil’s sinister plans, while those devoted to the 
  Archmage might hunt down rare grimoires, relics, and 
  other objects of power.
  Invoke Favor At the start of each adventure, your group 
  replenishes its pool of favor, which is measured in 
  tokens. You have a number of tokens in the pool equal 
  to 3 + half your group level. Whenever a member of the 
  group’s gets a failure on an attack roll or a challenge roll, 
  he or she can use a triggered action to spend a token to 
  turn the failure into a success. 
  Driven Peacemakers
  When war ravages the countryside, when unrest 
  darkens the doors of those who live there, driven 
  peacemakers arise to restore peace and order to 
  the lands. Such groups form in response to some 
  terrible threat. An invading army, an undead horde, 
  beastmen mobs, or a religious schism tearing a people 
  apart could all be reasons why talented individuals 
  might undertake the cause of restoring serenity. 
  Peacemakers work toward ensuring a brighter future 
  by any means necessary, and in so doing might 
  negotiate truces, wipe out monstrous infestations, or 
  help defend beleaguered communities. 
  Good Reputation While in the lands the group works to 
  help, each member of the group makes attack rolls in 
  social situations to befriend or persuade with 1 boon. 
  Furthermore, members of the group can expect and 
  receive aid from the people they would help, within 
  reason. People who know the characters might hide 
  them from enemies, feed them, open up their homes, and 
  heal them if it’s within their power to do so.
  
  22
  Embattled 
  Survivors
  The Demon Lord’s shadow creeps across the 
  world, fostering chaos and unrest in whatever 
  it touches. The darkness corrupts, engenders 
  madness, and otherwise destabilizes the world 
  in preparation for the imminent demonic 
  invasion. Embattled survivors have witnessed 
  firsthand the horrors of the dark times, and 
  after that shared experience have banded 
  together to fight back against the darkness. 
   Embattled survivors might live as refugees, 
  leading innocents away from the destruction, 
  or as crusaders, willing to sacrifice their 
  lives if it means having a chance at stopping 
  the annihilation that follows in the Demon 
  Lord’s wake.
  Blooded While within short range of at least one 
  other member of the group, you make challenge 
  rolls to resist the frightening and horrifying traits 
  with 1 boon. 
  Exalted Heroes
  Whether they have pledged to fight in the 
  name of one god or many, exalted heroes 
  champion their deities in the world, advancing 
  their agendas and waging war against their 
  enemies. Exalted heroes can be associated with 
  any religion, from the Cult of the New God to 
  witchcraft, but all members of a certain group 
  must be devoted to that religion. The members 
  might have been recruited separately, possibly 
  visited by a divine servant sent to compel 
  their service, or might have been recruited by 
  a religious institution. Most exalted heroes 
  concern themselves with missions that pertain 
  to their religious interests. They might be 
  called upon to defend temples, track down 
  stolen relics, or root out heretics from the 
  ranks of the believers.
  Needs of the Faithful Your group members can call 
  upon the service of a friendly temple once for each 
  member per adventure. A member can choose to 
  heal damage equal to his or her healing rate or can 
  remove the diseased or the poisoned affliction.
  Wards of the Temple Your group can expect and 
  receive free accommodations, food, and drink 
  from temples associated with your religion.
  Famed 
  Entertainers
  Troupes of entertainers travel the lands of 
  Rûl, bringing songs and music and daring 
  acts to eager audiences seeking escape from 
  the drudgery of their lives. Although some 
  
  23
  23
  entertainers might go it alone, earning their fame and 
  fortunes by their singular talents, many find it more 
  profitable to gather into groups to draw larger crowds 
  through their combined skills. In time, the members 
  of a successful troupe gain great reputations, finding 
  themselves in high demand all across the known world. 
   Famed entertainers spend a great deal of time on 
  the road, which gives them more opportunities to 
  stumble across interesting situations that can and 
  often do lead to grand adventures.
  Fame Whenever the group enters a community, the GM 
  can decide there is a chance for the group’s reputation 
  to be known by the locals. Roll a d6. On a roll of a 6 for 
  a novice group, 4–6 for an expert group, or 2–6 for a 
  master group, the locals know of the characters, which 
  grants the characters 1 boon on attack rolls made in social 
  situations involving the locals. In addition, whenever the 
  group spends an evening performing, the characters need 
  not pay for room and board, and most people attending 
  the performance become friendly to the characters for as 
  long as they remain in the community. 
  Adulation of the Common Folk Each member of the 
  group can automatically sustain the getting by lifestyle 
  as novice characters, the comfortable lifestyle as 
  expert characters, and the wealthy lifestyle as master 
  characters. If members would sustain a higher lifestyle, 
  they can do so at a 1 ss discount.
  Hard-Bitten 
  Mercenaries
  In a world drowning in conflict, opportunities abound 
  for those who sell their swords and spells. Hard-bitten 
  mercenaries drift from place to place, following the 
  coin wherever it’s offered. Less selective mercenaries 
  might find themselves employed by a wide range of 
  individuals, from well-intentioned nobles looking to 
  protect their holdings to cruel warlords who exploit 
  the present uncertainties to conquer new territories. 
  Mercenaries might also take specific jobs, such as 
  guarding valuables, protecting a town from raiders, 
  scouting dangerous areas, and so on. 
  Accustomed to Violence At the start of each adventure, 
  your group replenishes its pool of talent, which is 
  measured in tokens. Your group has a number of tokens 
  equal to 3 + half your group’s level. Any group member 
  can expend a token to remove the frightened affliction 
  or to heal damage equal to half his or her healing rate.
  Intrepid Adventurers
  Whether they are descending into the depths of the 
  earth to fight troglodytes and other subterranean 
  terrors or exploring the haunted ruins of a diabolic 
  necromancer, intrepid adventurers seek out danger 
  to win fame and fortune. No monster is too foul to 
  face, no place too dangerous to confront, for intrepid 
  adventurers have a mix of unique capabilities suited 
  to standing fast against some of the worst things 
  in the world. Intrepid adventurers find themselves 
  embroiled in all kinds of missions, especially those 
  that have a reward in the offing.
  Seasoned Adventurers At the start of each adventure, 
  your group replenishes its pool of talent, which is 
  measured in tokens. You have a number of tokens in 
  the pool equal to 3 + half your group’s level. Whenever 
  a member of the group would make a Perception 
  challenge roll, a challenge roll to resist the effects of 
  a triggered trap, or a challenge roll to resist an attack, 
  the member can expend any number of tokens from the 
  pool to make the roll with a number of boons equal to 
  the tokens expended. In addition, a surprised member 
  can expend a token to remove the surprised affliction. 
  Loyal Soldiers
  Rising tensions across the Empire have seen 
  provinces, organizations, and moneyed individuals 
  invest considerable sums in building armies. One 
  can find military units almost everywhere on the 
  continent these days. The Holy Kingdom amasses its 
  troops along the borders of Caecras, while Drudge 
  does the same as he prepares to invade the hated 
  Kingdom. The rampaging beastmen in Tear are 
  resisted by numerous militias working to protect 
  their communities, while the Crusader States in the 
  Northern Reach are always looking for new recruits. 
  As a military outfit, loyal soldiers go wherever they 
  are directed between adventures and might find 
  themselves undertaking adventures related to the 
  larger fighting force.
  
  24
  Squad Tactics At the start of each adventure, your group 
  replenishes its pool of talent, which is measured in tokens. 
  You have a number of tokens in the pool equal to 3 + 
  half your group’s level. Whenever a member of the group 
  would make an attack roll against a target within the 
  reach of another group member, the triggering member 
  can expend any number of tokens to make the roll with 
  a number of boons equal to the tokens expended. In 
  addition, a member of the group can expend a token to 
  help another member of the group who is within short 
  range without having to use an action.
  Murderous Gangsters
  Not all groups form for noble causes. Some gather out 
  of a shared contempt for others, a callous disregard 
  for life, or common greed. Murderous gangsters 
  take what they want from those weaker than they 
  are. They might be bandits, preying on travelers, or 
  brigands, who break into farmsteads to rob and kill. 
  They can also be members of the Black Hand, the 
  guild of assassins that operates out of Azūl, or raiders 
  who sail the seas and plunder coastal settlements. 
  Good at Killing At the start of each adventure, your group 
  replenishes its pool of talent, which is measured in tokens. 
  You have a number of tokens in the pool equal to 3 + half 
  your group’s level. Whenever a member of the group gets 
  a success on an attack roll, the member can expend one 
  token to deal 1d6 extra damage to the target. 
  Fearsome Reputation Members of the group make attack 
  rolls in social situations to intimidate with 1 boon if the 
  target is aware of their reputation.
  Noble Entourage
  Nobles who travel do so with as many comforts from 
  home as they can afford to bring, and so they keep 
  entourages of guards, servants, family members, and 
  entertainers. A noble entourage consists of people 
  the noble counts as his or her companions. The 
  noble might be included in the group, but more often 
  employs the members of the entourage to do things 
  on his or her behalf. 
   The noble’s personality, goals, and nature determine 
  the kinds of adventures the group might undertake. A 
  good and virtuous noble might send an entourage to 
  help others and solve problems that affect the people he 
  or she rules, while a noble of low character might rely on 
  an entourage to cover up gaffes and scandals, deal with 
  enemies, and protect him or her from debt-holders.
  Noble Access Each member of the group makes attack 
  rolls with 1 boon in social situations against nobles and 
  people associated with nobility. 
  Regular Pay The noble pays each member of the group 
  enough to maintain a comfortable lifestyle. 
  Oathsworn Avengers
  Sometimes, when wrongs go unpunished, evil is 
  allowed to prosper, and injustice is permitted, there 
  arise people who are willing to take a stand, to team 
  up to settle the score and pay back every ill done to 
  them. Oathsworn avengers come together from a 
  shared need for vengeance. The band might center 
  on one driven individual, with the other members 
  recruited for their various talents, or they might all 
  have an axe to grind. 
   Pursuing vengeance as they do leads these 
  characters into all kinds of adventures. They might 
  gather intelligence about an enemy, take out an 
  important underling, or work behind the scenes to 
  discredit and destroy their enemy. 
  Sworn to Vengeance At the start of each adventure,  
  your group replenishes its pool of talent, which is 
  measured in tokens. You have a number of tokens  
  in the pool equal to 3 + half your group’s level. 
  Whenever a member of the group takes damage,  
  one member of the group can use a triggered action 
  and expend a token to make an attack.
  Occult Investigators
  Many of the greatest threats to the world go unnoticed, 
  undetected, and unseen by ordinary people. These 
  supernatural dangers can include everything from 
  demonic possession, to hauntings, to the mad designs 
  carried out by vile cultists in service to alien powers. 
  Occult investigators peer into places most others fear 
  to look. They confront the darkness, venturing into 
  the murky gloom of mysticism, corruption, and evil 
  to combat it in any of the forms it might take. They 
  might chase down dangerous relics, work to liberate an 
  innocent soul from a demon’s clutches, or fight against 
  the designs of a power-mad spellcaster.
  Occult Knowledge At the start of each adventure, your 
  group replenishes its pool of talent, which is measured in 
  tokens. You have a number of tokens in the pool equal 
  to 3 + half your group’s level. Whenever a member of 
  the group would recall information about dark magic, 
  demons, devils, spirits, undead, or other secret and evil 
  supernatural subjects; make an attack against a demon, 
  devil, spirit, or undead; or resist an attack from such a 
  creature, the member can expend any number of tokens 
  from the pool to make the roll with a number of boons 
  equal to the tokens expended.
  
  25
  25
  Righteous Pilgrims
  Although the gods tend to be remote, rarely taking a 
  direct hand in mortal affairs, their representatives on 
  Urth spare no effort in reminding people that the gods 
  exist and do have an active interest in the lives of their 
  followers. Righteous pilgrims set out to see the sites 
  most important to their religions. They might travel for 
  months for a chance to pray at a shrine once visited by 
  holy Astrid, or brave the deep shadows of an ancient, 
  primeval forest in hopes of catching a glimpse of the 
  Horned King. Many pilgrimages can last months or 
  even years, and the people who undertake these travels 
  sometimes form strong personal bonds that can last 
  their entire lives. What keeps the members together is a 
  shared belief in their god or gods and their willingness 
  to trust in their deity to lead them to where they ought 
  to go. And if the destination proves dangerous, such is 
  the will of the gods.
  Triumph of Faith At the start of each adventure, your 
  group replenishes its pool of faith, which is measured in 
  tokens. You have a number of tokens in the pool equal 
  to 3 + half your group’s level. Whenever a member of the 
  group rolls a die and gets a number he or she dislikes, 
  the character can expend a faith token to reroll the die 
  and use either result.
  Slaves to Darkness
  Reasons abound to explain why some people 
  abandon a life of good and virtue and instead 
  embrace the darkness. Some might have been 
  seduced by a devil, lured into making a fell bargain. 
  Others crave the power offered by such a decision 
  and find themselves willing to do whatever they must 
  to obtain it. Slaves of darkness include a variety of 
  dark and villainous characters, from members of 
  cults dedicated to one of the Demon Lord’s masks, 
  to devil-worshipers, or thralls of strange and terrible 
  champions of evil. 
   Although they are individually reprehensible, 
  slaves to darkness sometimes work together to 
  achieve common goals or to please the masters they 
  serve. These groups undertake terrible and foul 
  missions: gather converts to their foul religion, recover 
  dangerous relics, murder, steal, release demons, and 
  perform other heinous acts.
  Stained by Darkness Each member of the group gains  
  1 Corruption.
  Thralls to Evil At the start of each adventure, your group 
  replenishes its pool of darkness, which is measured in 
  tokens. You have a number of tokens in the pool equal 
  to 3 + half your group’s level. Whenever a member of 
  the group would make an attack roll, the member can 
  expend one token to make the attack with 1 boon. If 
  the roll results in a success, the attack deals 1d6 extra 
  damage and the member gains 1 Insanity. 
  Sworn Defenders
  Individuals who are sworn to a code of conduct 
  and who feel a duty to protect the innocent, sworn 
  defenders see themselves as champions of the people. 
  They come to the defense of anyone in need, not for 
  the promise of reward, but because it’s is the right 
  thing to do. Whether fighting against marauders 
  threatening a small town or venturing into a haunted 
  graveyard to find the source of the undead, sworn 
  defenders do their duty or die trying.
  Protectors At the start of each adventure, your group 
  replenishes its pool of talent, which is measured in 
  tokens. You have a number of tokens in the pool equal to 
  3 + half your group’s level. Whenever a creature within 1 
  yard of a group member would be attacked, the member 
  can expend a token to impose 1 bane on the attack roll 
  or to grant 1 boon on the challenge roll made to resist 
  the attack. 
  Trusted Agents
  Many organizations on the continent employ teams 
  of specialized talent to carry out missions on their 
  behalf. The Black Hand, the House of Healing, the 
  Cult of the New God, and numerous other agencies 
  keep operatives in the field, each member specifically 
  recruited for loyalty and capability. The nature of 
  the missions depends on the organization. Agents 
  of a criminal syndicate might run heists and rob 
  merchants, while agents of the House of Healing 
  travel to remote areas to alleviate suffering and seek 
  out cures for plagues.
  Sponsored An organization sponsors the group, providing 
  the members with supplies at the start of each adventure 
  that involves the organization. The exact materials are 
  determined by the GM, but can include weapons, armor, 
  potions, incantations, steeds, and hirelings. Typically, the 
  organization invests up to 5 gc per level of the group per 
  mission. Excess coin is lost.
  Access Members of the group have full access to their 
  parent organization and all the benefits of membership 
  that one might expect. A group tied to the Alchemist’s 
  Guild would have access to alchemical items and recipes, 
  while a group working for the House of Healing can 
  expect and receive free healing, treatment of disease, 
  and the like. Benefits are subject to the GM’s discretion.
  Contacts For each adventure, the characters gain one 
  influence, information, or security contact as chosen by 
  the GM (see Shadow, page 207, for details).
  
  26
  All characters in Shadow of the Demon Lord improve 
  their attributes, develop their talents and training, 
  and discover new techniques from the paths they 
  walk. From the foundational novice paths to the 
  specialized master paths, these choices help players 
  distinguish their characters, while also providing the 
  tools and capabilities that best reflect their characters’ 
  stories. Shadow presents a slew of paths, and other 
  supplements have expanded them even further. This 
  chapter reveals even more. 
   Expert Paths: The expert paths described in 
  the following pages offer new areas for character 
  development, with options designed to appeal to 
  anyone regardless of their master path selection. The 
  auspex introduces a new way to combine magic and 
  hand-to-hand fighting. The wardscribe is an expert at 
  drawing symbols of power and using those symbols 
  to fuel her power and destroy her enemies. The 
  silhouette is meant for characters with some talent for 
  magic and an interest in stealth and subterfuge. The 
  wangateur, a fearsome student of healing herbs and 
  magic, can use his training to undo harmful magic 
  and drive off evil spirits.
   Master Paths: Like those found in Shadow, the 
  eight master paths presented here reflect new areas of 
  specialty, with four building on the themes introduced 
  with the new traditions of magic. Here you will find 
  the invoker, a spellcaster who has the power to bind 
  daemons; the legalist, who speaks with the voice of 
  absolute authority; and the metallurgist, who has 
  mastered the use of Metal magic. As well, this chapter 
  also presents the cenobite, a master of Soul magic.
   Four more master paths offer new options for magic-
  using and non-magic-using characters. The fencer 
  specializes in swift weapons, while the halberdier is 
  unmatched when it comes to fighting with staffs and 
  polearms. The sleuth possesses incredible talents of 
  observation and detection, while the tormentor knows 
  how to destroy foes by exploiting their fears.
   As with nearly all paths created for this game, you 
  need not meet any requirements to choose them. 
  When it’s time to pick a path, you can select the one 
  that best fits your character concept. The combination 
  of your path choices makes your character an 
  exceptional individual—by the time you finish out 
  your master path, you stand as one of the most 
  significant people in the world.
  
  27
  27
  Expert Paths
  The following expert paths offer new and interesting 
  ways to develop your character.
  Auspex
  One merely has to look with open eyes to see the signs, 
  the omens hinting at what’s to come, the dangers 
  ahead. Auspexes have trained their senses to see these 
  warnings and interpret their meanings in an instant. The 
  information they gain from their powers of observation 
  enables them to shift their tactics and adjust their 
  actions to produce the most advantageous outcome.
   The gift of prophecy lies at the heart of an auspex’s 
  capabilities. Many have always had the talent, 
  seeing strange things in their environment without 
  understanding the meaning of them. In others, the 
  ability lay dormant until some stressful event shattered 
  the mental lock that contained it. In any event, 
  auspexes see the signs around them, odd warnings 
  that others overlook or simply cannot perceive. Such 
  a warning could be a pattern in the arrangement of 
  rocks, a whisper in the wind, or the ominous and 
  unusual behavior of an ordinary animal.
   Auspexes can come from all professions and 
  backgrounds. Warriors and rogues, especially, profit 
  from walking this path, as the techniques of the path 
  create opportunities to thwart their foes’ defenses and 
  to avoid danger. Priests devoted to the Seer sometimes 
  go on to become auspexes, finding the path a natural 
  outgrowth of their religious devotion. Magicians 
  too might choose this path to better arm themselves 
  against the challenges ahead, while also further 
  developing their magical abilities. 
  Auspex Story Development
  d6
  Story Development
  1
  You entered a sacred cave and breathed in the 
  strange-smelling vapors, reeling as your mind 
  shattered under the weight of the revelations.
  2
  You consulted a seer for a glimpse into the future 
  and learned more than you expected.
  3
  You unlocked your psychic gifts, which became 
  the foundation for your auspex talents. 
  4
  After a bout of insanity, you discovered you saw 
  the world differently.
  5
  You have always seen strange things, but recently 
  the oddities have begun to make sense to you.
  6
  The Seer appeared in your dreams and gave you 
  a task of grave importance. To aid you, the deity 
  woke your mind. 
  Level 3 Auspex
  Attributes Increase two by 1
  Characteristics Perception +1, Health +4, Power +1
  Languages and Professions You can speak another language 
  or add a new profession.
  Magic You discover the Divination tradition, or you learn one 
  Divination spell.
  Read the Signs When you would use an action, you can use 
  a triggered action to search for omens. Make a Perception 
  challenge roll with 1 bane. On a success, you gain 1 Insanity. 
  Instead of becoming frightened from gaining Insanity in 
  this way, you instead make attack rolls and challenge rolls 
  with 1 boon and you impose 1 bane on attack rolls made 
  against you. The benefit lasts for a number of rounds equal 
  to your Insanity total. On a failure, you must wait 1 minute 
  before you can use Read the Signs again. 
  Level 6 Auspex
  Characteristics Perception +1, Health +4
  Magic You learn one spell.
  Watchful If you would be surprised, you can use a triggered 
  action to make a Perception challenge roll. On a success, 
  you are not surprised.
  Level 9 Master Auspex
  Characteristics Perception +1, Health +4, Power +1
  Magic You learn one spell.
  Masterful Interpretation When you use Read the Signs and 
  get a success, you increase the number of boons gained by 
  1 and the number of banes imposed by 1.
  
  28
  Silhouette
  Although the Shadow tradition does not fall under 
  dark magic, it often attracts those who would exploit 
  magic for diabolical ends. Whether they use spells 
  to mask activities, to keep them concealed from the 
  pure light of day, or to aid them in dealing with fell 
  beings called forth from the Underworld or beyond, 
  the people who practice Shadow magic often walk 
  the narrow path between innocence and corruption, 
  and many of those find themselves tempted to take up 
  even darker expressions of magic.
   One thing common to nearly all users of Shadow 
  magic is a tendency to be altered by its nature, to 
  become more comfortable in the twilit hours and 
  darkness, while shunning the light. Silhouettes 
  embody this tendency, for they are individuals who 
  have sought to understand Shadow magic in order 
  to abet their criminal activities. Though it is false to 
  assume that all who become silhouettes are drawn 
  to acts of thievery, assassination, or worse, the vast 
  majority are, and the tendency is so widespread that 
  most outsiders paint all followers of this path with the 
  same black brush.
   Becoming a silhouette requires knowledge of 
  Shadow magic. It is not enough to learn the mystic 
  words or gestures to walk this gloomy path, however; 
  one must become as shadow, embracing the darkness 
  and rejecting the light. Learning the appropriate 
  magic and achieving the proper state of mind ushers 
  the student into a dark world of flickering shadows 
  that bend to her commands. The gathered shadows 
  can then be used to cloak the character in darkness, to 
  cause her to vanish, or even to coalesce shadows into 
  blots of magical darkness to confound her enemies.
  Silhouette Story Development
  d3
  Story Development
  1
  A shadow attacked you and stained your soul 
  enough that you discovered the secrets of 
  Shadow magic.
  2
  Your study of Shadow magic awoke in you new 
  talents for bending darkness to your will.
  3
  Seeking to profit from your magical training, you 
  learned new ways to aid you in your criminal pursuits.
  Level 3 Silhouette
  Attributes Increase two by 1
  Characteristics Health +3, Power +1
  Languages and Professions You can speak another language 
  or add a new profession.
  Magic You discover the Shadow tradition, or you learn one 
  Shadow spell.
  Gather Shadows You can use an action to gather a number 
  of shadows equal to 1 + your Power score. You retain these 
  shadows until you expend them or you use this talent again.
  Shadow Blend When you are in an area obscured by 
  shadows or darkness, you can use a triggered action to 
  become invisible for 1 minute. If you move or use an action, 
  the effect ends immediately.
  Shadow Guard When you are attacked by a creature that 
  can see you, you can use a triggered action to expend a 
  shadow and impose 1 bane on the triggering attack roll.
  Shadowed Eyes When you are in an area obscured by 
  shadows or darkness, you can use a triggered action to 
  expend a shadow and gain the darksight trait for 1 minute. 
  Level 6 Silhouette
  Characteristics Health +3
  Magic You learn one spell.
  Shadow Dance When you move into a space obscured by 
  shadows or darkness, you can use a triggered action to 
  expend a shadow and teleport to another open space 
  within short range that’s also obscured by shadows or 
  darkness. You do not have to see the target space, and 
  upon your use of this talent, you are made aware of all 
  eligible spaces within this talent’s range.
  Level 9 Master Silhouette
  Characteristics Health +3, Power +1
  Magic You learn one spell.
  Shadow Weapon When you use a weapon to attack a 
  creature while you are obscured by shadows or darkness, 
  you can use a triggered action to expend a shadow and 
  attack the target’s Agility instead of its Defense. Your 
  attack deals 1d6 extra damage.
  
  29
  29
  Wangateur
  Many wizards, mages, priests, and others of their 
  ilk claim that modern magic began with the 
  establishment of their traditions and institutions. 
  But anyone who has traveled through the gloom of 
  Spiderwood or in the depths of Balgrendia knows 
  better. Magic and its practice have thrived across Rûl 
  for as long as people have lived here. Many of the 
  present-day magical societies owe their insights to 
  these primitive systems and have adapted them to 
  suit their needs. In some parts of the world, however, 
  the old ways hold, and the students of these ancient 
  techniques strive to prove that their methods are the 
  equal of any of those used in the civilized world.
   Wangateurs are a class of wise men and women 
  who tend to the needs of the tribes to which they 
  belong, offering guidance in difficult situations 
  and using their magic to drive off evil spirits, foster 
  healing, and protect their people from the gathering 
  dark. Although many act as agents of good for their 
  kind, many wangateurs dabble in dark magic and 
  become corrupted by their studies. 
   Wangateurs often begin their careers as magicians, 
  having discovered several traditions with which to 
  mold the foundation of their work as wangateurs. 
  Others might have begun as rogues, tricksters, and 
  scoundrels who stumbled onto the art or learned 
  it from a master. Few priests become wangateurs, 
  because this path eschews the trappings of organized 
  religion in any form.
  Wangateur Story Development
  d3
  Story Development
  1
  A wangateur chose you to carry on in his stead. 
  He taught you the secrets of the craft just before 
  he died.
  2
  After you became possessed by a demon, a 
  wangateur helped to drive out the entity. You 
  decided to learn what you could from her. 
  3
  You ventured to the edges of the Underworld, 
  where you met the spirit of a wangateur that 
  revealed its secrets in exchange for a bowl of 
  fresh blood.
  Level 3 Wangateur
  Attributes Increase two by 1
  Characteristics Health +3, Power +1
  Languages and Professions You can speak another language 
  or add a new profession.
  Magic You discover the Curse tradition or the Spiritualism 
  tradition. If you have discovered both traditions already, 
  you instead learn one spell from either tradition.
  Ensnare Spirit If you are carrying a totem as your implement 
  of magic when a spirit within short range becomes 
  incapacitated, you can use a triggered action to ensnare 
  it with your totem. The spirit remains ensnared until you 
  release it. As long as you have at least one ensnared spirit, 
  you make all Perception rolls with 1 boon.
  Unravel Magic You can use an action to make an Intellect 
  challenge roll to end an effect created by a spell you did 
  not cast. If the spell is of a rank higher than you can cast, 
  you make the roll with 2 banes. You can release a spirit 
  you ensnared with your Ensnare Spirit talent to get an 
  automatic success.
  Level 6 Wangateur
  Characteristics Health +3
  Magic You learn one spell.
  Spirit-Bound Curse When you cast a Curse attack spell, you 
  make the attack roll with 1 boon and the target makes any 
  challenge rolls to resist the attack with 1 bane. You can 
  release a spirit you ensnared with your Ensnare Spirit talent 
  to increase the number of boons or banes to 3. 
  Level 9 Master Wangateur
  Characteristics Health +3, Power +1
  Magic You learn one spell.
  Beneficent Spirit When you cast a Life spell on a target, the 
  target makes challenge rolls with 1 boon for 1 minute. If 
  you release a spirit you ensnared with your Ensnare Spirit 
  talent, you can also remove one of the following afflictions 
  from the target: charmed, compelled, diseased, frightened, 
  or poisoned.
  Menacing Presence Whenever you cast a Curse spell or a 
  Spiritualism spell, you can choose one creature within short 
  range that can see you. The target must get a success on a 
  Will challenge roll or gain 1 Insanity.
  
  30
  Wardscribe
  From the traditions of Protection and Rune was 
  born a new method of using magic, one that imbues 
  magical energy into sigils and glyphs to make them 
  produce a specific magical effect when activated. The 
  Banker’s Guild in Kem sponsored the development 
  of wardscribing centuries ago and, until recently, 
  restricted knowledge of the art to those admitted to 
  the Academy of Magic, an institution created by the 
  Vault for the purposes of protecting its interests and 
  creating a cabal of magicians loyal to the powerful 
  financial institution. No matter how guarded a secret 
  might be, however, knowledge has a way of leaking 
  into the world.
   Even though the techniques are fairly widely 
  known, few individuals make the effort to master 
  them, because wardscribing involves considerable 
  study and practice before one can flawlessly illustrate 
  the sigils. One error, even the most minor one, can 
  thwart the ability of the sign to hold the magic that 
  brings to life the desired effect. For this reason, the 
  people who know the craft are in high demand for 
  their specialized capabilities.
   Most who come to wardscribing already have 
  some talent for magic, either from formal training 
  or an inborn gift. Magicians are the most likely to 
  pursue this path, though adepts (see Forbidden Rules) 
  and some rogues might also take it up. Rogues who 
  become wardscribes might learn the techniques to 
  cover a retreat or as a way to get a better sense of the 
  wards they might face. Warriors too could become 
  wardscribes, especially those who value protection 
  and defense more than offense and assault. Such 
  warriors who become wardscribes began their 
  careers as temple guardians, defenders of powerful 
  magicians, or students of esoteric knowledge. 
  Wardscribe  
  Story Development
  d3
  Story Development
  1
  While researching other kinds of magical lore, you 
  stumbled across the secrets of sigil magic. 
  2
  The development of sigil magic was a natural 
  outgrowth of your magical studies. 
  3
  You learned from another master scrivener how to 
  draw sigils and imbue them with power.
  Level 3 Wardscribe
  Attributes Increase two by 1
  Characteristics Health +2, Power +1
  Languages and Professions If you cannot do so already, you 
  can read and write every language you can speak.
  Magic You discover the Protection tradition or the Rune 
  tradition. If you have discovered both traditions already, 
  you instead learn one spell from either tradition.
  Learn Sigil Choose a basic sigil when you gain this talent and 
  another sigil every time your group level increases. You know 
  how to draw each of your sigils using the Draw Sigil talent.
  Draw Sigil Choose one of your sigils. You spend 1 minute 
  using a stylus to draw the sigil on a soft surface such as 
  dirt or sand or a writing kit to paint the sigil on a hard 
  surface. When you finish, expend the casting of one spell 
  you have learned to imbue it with power. The sigil remains 
  imbued until something damages its appearance, the sigil 
  is triggered, or the magic fades away (see below).
  When you inscribe the sigil, you can do so in such a 
  way as to exclude creatures of a particular sort from 
  triggering its magic. The criterion for exclusion can be 
  Size, descriptor, or identity. Choosing Size lets you exclude 
  creatures of a certain Size or Sizes, such as 2 or smaller. 
  Descriptor lets you exclude entire categories of creatures 
  such as faerie, demon, or human. Finally, identity lets you 
  exclude individuals whose names you know.
  A sigil is triggered when a creature other than you that is 
  not excluded from the sigil’s effect moves to a space within 1 
  yard of it. If you are within 5 yards of the sigil, you can use a 
  triggered action at any time to trigger the sigil instead. Once 
  a sigil is triggered, you resolve the sigil’s effects immediately. 
  The magic in an imbued sigil that has not been triggered 
  fades over time. The amount of time it takes to fade away 
  depends on the rank of the spell you expended to imbue it 
  with power, as shown on the following table.
  Spell Rank
  Duration
  Spell Rank
  Duration
  0
  1 minute
  6
  1 week
  1
  10 minutes
  7
  1 month
  2
  1 hour
  8
  1 year
  3
  4 hours
  9
  10 years
  4
  8 hours
  10
  100 years
  5
  24 hours
  
  31
  31
  Level 6 Wardscribe
  Characteristics Health +2
  Magic You learn one spell.
  Decipher If you spend at least 1 minute studying text written 
  in a language you cannot read, you can make an Intellect 
  challenge roll. On a success, you learn enough to get the 
  gist of what the writing says. Each use of this talent allows 
  you to examine up to 200 words of text.
  Learn Advanced Sigil When you would learn a sigil, you can 
  choose to learn an advanced sigil.
  Level 9 Master Wardscribe
  Characteristics Health +2, Power +1
  Magic You learn one spell.
  Hasty Sigil You have mastered the art of drawing sigils, such 
  that it takes you just 1 round to draw a sigil instead of 1 
  minute. 
  Learn Master Sigil When you would learn a sigil, you can 
  choose to learn a master sigil.
  Basic Sigils
  Every wardscribe starts out by learning at least 
  three of the four basic sigils, since they are the ones 
  available at levels 3 through 5 in this path.
   
  Alarum A loud ringing sounds from the sigil and continues 
  for the sigil’s duration. Creatures within 10 yards of the sigil 
  are deafened for as long as they remain there. The noise can 
  be heard from up to 1 mile away.
   
  Dazzling Radiance When this sigil is triggered, it glows 
  with intense light that lasts for the sigil’s duration. When the 
  light first shines, each sighted creature within 5 yards of the 
  sigil must get a success on an Agility challenge roll with 1 
  bane or become blinded for 1 round.
   
  Flames of Vengeance When this sigil is triggered, roaring 
  flames rush out from it to spread through a 5-yard-radius 
  sphere and then dissipate; the magic of the sigil is spent 
  immediately. The flames deal 3d6 damage to everything in 
  the area, igniting combustibles. A creature in the area can 
  make an Agility challenge roll and takes half the damage on 
  a success.
   
  Glyphic Protection Shimmering glyphs appear on and orbit 
  around the leading edge of a 5-yard-radius sphere centered 
  on the sigil for the sigil’s duration. The glyphs impose 1 bane 
  on attack rolls made by creatures outside the area against 
  targets inside it and grant 1 boon on challenge rolls made by 
  creatures inside the area to resist attacks from outside it.
  Advanced Sigils
  The four advanced sigils are more powerful than 
  their basic counterparts. They become available to a 
  wardscribe at level 6.
   
  Confusion and Discord A warbling pulse spreads through 
  a 5-yard-radius sphere centered on the sigil and then 
  dissipates. Each creature in the area must make a Will 
  challenge roll with 1 bane. On a failure, a creature becomes 
  dazed for 1 minute and gains 1 Insanity.
   
  Crushing Terror A howling noise spreads through a 5-yard-
  radius sphere centered on the sigil and then dissipates. 
  Each creature in the area must make a Will challenge roll 
  with 1 bane. On a failure, a creature gains 1d6 Insanity and, 
  as a result of gaining this Insanity, the creature becomes 
  frightened for a number of minutes equal to twice its Insanity 
  total. While frightened in this way, the creature must move 
  away from the sigil on each of its turns.
   
  Mental Compulsion A bright flash of golden light spreads 
  through a 5-yard-radius sphere centered on the sigil and then 
  dissipates. Each creature in the area must make an Intellect
  challenge roll with 1 bane. On a failure, a creature becomes 
  compelled for 1 minute and gains 1 Insanity.
   
  Waves of Lethargy A soft blue light spreads through 
  a 5-yard-radius sphere centered on the sigil and then 
  dissipates. Each creature in the area must make a Will 
  challenge roll with 1 bane. On a failure, a creature becomes 
  fatigued until it completes a rest, and while fatigued in this 
  way, the creature is slowed. On a success, the creature 
  becomes fatigued for 1 round.
  Master Sigils
  Master sigils are the pinnacle of a wardscribe’s 
  achievements. They become available at level 9.
   
  Crippling Pain Lurid red light spreads through a 5-yard-
  radius sphere centered on the sigil and then dissipates. 
  Each creature in the area must make a Will challenge roll 
  with 1 bane. On a failure, a creature gains 2d6 Insanity. 
  While frightened from gaining Insanity in this way, the 
  creature is also dazed.
   
  Gibbering Madness Mad laughter fills a 5-yard-radius sphere 
  centered on the sigil and then dissipates. Each creature in the 
  area must get a success on a Will challenge roll with 1 bane or 
  gain Insanity equal to its Will score. If a creature goes mad as a 
  result of gaining Insanity in this way, the creature rolls twice on 
  the Madness table and you choose the result.
   
  Sudden Death A wave of black energy spreads through 
  a 5-yard-radius sphere centered on the sigil and then 
  dissipates. Each creature in the area takes 7d6 damage.
   
  Swift Transit The air inside a 5-yard-radius sphere centered 
  on the sigil wavers for 1 minute. All creatures in the area 
  when the sigil is triggered or that enter it before the effect 
  ends are teleported to a single location of the GM’s choice 
  1d6 miles away.
  
  32
  Master Paths
  Master paths offer areas of specialization to help you 
  represent your character’s preferred tactics, methods, 
  and interests. 
  Cenobite
  Discovering the Soul tradition was but the first step on 
  the road to the enlightenment that all cenobites seek. 
  After spending their lives exploring the mysteries of 
  their inner selves and reclaiming memories from their 
  past lives, cenobites become more than what they 
  were born to, attaining a truly enlightened state that 
  enables them to overcome the limits of their bodies 
  and triumph over any challenge they might face.
  Level 7 Cenobite
  Attributes Increase three by 1
  Characteristics Health +3, Power +1, Speed +2
  Languages and Professions You can speak another language 
  or add a new profession.
  Magic You discover the Soul tradition, or you learn one Soul 
  spell.
  Countless Lives Memories of all the lives you have 
  experienced flood your mind. You make all challenge rolls 
  with 1 boon. 
  Purified Soul Reduce your Corruption total to 0 and remove 
  any marks of darkness you have gained. If you gain 
  Corruption, you can reduce the amount of Corruption 
  gained to 0, if you permanently reduce your Health by 1d6. 
  Level 10 Cenobite
  Characteristics Health +3, Speed +2
  Magic You learn one spell.
  Transcendent You cannot be blinded, charmed, compelled, 
  dazed, deafened, diseased, fatigued, frightened, 
  immobilized, impaired, poisoned, slowed, stunned, or 
  surprised. You never take damage from disease or poison. 
  Whenever you gain Insanity, you can use a triggered action 
  to make a Will challenge roll. On a success, you reduce the 
  amount of Insanity you gain by 1 (minimum 0).
  Fencer
  Adept with daggers, rapiers, and everything in 
  between, fencers pursue mastery in the art of 
  fighting with these swift weapons. Favoring speed 
  and precision over brute force, fencers can slip their 
  weapons through their enemies’ defenses to land 
  telling blows. While so armed, they can make deadly 
  counterstrikes.
  Level 7 Fencer
  Attributes Increase three by 1
  Characteristics Defense +1, Health +4
  Languages and Professions You can speak another language 
  or add a new profession.
  Swift Weapon Mastery When you attack with a swift weapon, 
  you make the attack roll with 1 boon and the attack deals 
  1d3 extra damage.
  Level 10 Fencer
  Characteristics Health +4
  Swift Riposte When a creature you can reach attacks you 
  and gets a failure on the attack roll, you can use a triggered 
  action to attack the creature with a swift weapon you are 
  wielding. You make the attack roll with 1 boon, and the 
  attack deals 1d6 extra damage.
  Halberdier
  Before the orc uprising, the emperor relied for 
  protection on an elite cadre of soldiers armed with 
  halberds. It is their distinctive fighting style that 
  other halberdiers emulate, one that exploits the long 
  weapon’s assets to great effect. Although most who 
  come to this path prefer halberds, the techniques can 
  apply to any kind of polearm or staff.
  Level 7 Halberdier
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another language 
  or add a new profession.
  Hafted Weapon Expertise When you attack with a polearm 
  or a staff, you make the attack roll with 1 boon.
  Haft Attack When you make an attack with a polearm or a 
  staff, you can use a triggered action to make an attack with 
  
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  33
  the other end of the weapon. You make the attack roll with 
  1 bane, and the attack deals 1d6 damage. 
  Hafted Defense If you are wielding a polearm, a staff, or 
  a similar hafted weapon when a creature you can reach 
  attacks you with a melee weapon, you can use a triggered 
  action to impose 1 bane on the attack roll. If the attack 
  results in a failure, you make your next attack against the 
  triggering creature with 1 boon.
  Level 10 Halberdier
  Characteristics Health +5
  Hafted Weapon Mastery You can use two triggered actions 
  per round, but at least one of those triggered actions must 
  be used for your Haft Attack or Hafted Defense talent.
  Invoker
  The invoker lays bare the secrets of Invocation magic, 
  learning how to command the daemons she binds with 
  great efficiency and effect. Having grown accustomed 
  to the mental trauma that comes from from invoking 
  daemons, the invoker can deepen her knowledge of the 
  tradition without fear of going mad. In time, invokers 
  can break all the rules for binding daemons, enabling 
  them to adapt to almost any situation.
  Level 7 Invoker
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another language 
  or add a new profession.
  Magic You discover the Invocation tradition, or you learn one 
  Invocation spell.
  Restorative Casting When you cast an Invocation spell of 
  rank 1 or higher, you heal damage equal to the spell’s rank.
  Steely Resolve You no longer gain Insanity from learning 
  Invocation spells. In addition, you make challenge rolls to 
  resist gaining Insanity with 1 boon.
  Level 10 Invoker
  Characteristics Health +2
  Magic You learn one spell.
  Dual Invocations You can be under the effects of two 
  Invocation spells at the same time. If you cast another 
  Invocation spell while you are already under the effects of 
  two, the oldest Invocation spell ends.
  Eschew Talisman You can ignore the requirements for all 
  Invocation spells you have learned.
  Legalist
  Students of the Order tradition find that the magic 
  affects their minds, causing them to become rigid and 
  inflexible. Continued study, however, can bring about 
  other changes of a beneficial nature. As the masters 
  of the tradition become steeped in its lore, they find 
  their bodies growing resistant to the ravages of time 
  and injury, as they transform into embodiments of 
  order. The greatest legalists, as they call themselves, 
  become fixtures in the world, eternal champions of 
  the natural order of things.
  Level 7 Legalist
  Attributes Increase three by 1
  Characteristics Health +3, Power +1
  Languages and Professions You can speak another language 
  or add a new profession.
  Magic You discover the Order tradition, or you learn one 
  Order spell.
  Ordered Body You never take damage from disease or poison, 
  and you cannot gain the diseased or poisoned afflictions.
  Restore Body You can use an action and expend a casting of 
  a rank 1 or higher Order spell to heal damage. You heal 1d6 
  damage per rank of the spell whose casting you expended.
  Level 10 Legalist
  Characteristics Health +3
  Magic You learn one spell.
  Eternal You stop aging, and you ignore any effect that would 
  age you. If you die, you continue to make fate rolls for 1 
  minute afterward. If you roll a 6, you return to life and heal 
  1 damage. 
  
  34
  Metallurgist
  The greatest users of Metal magic complete their 
  studies when they join the ranks of the metallurgists, 
  a society of master spellcasters. The magic they have 
  studied becomes part of them, suffusing them with 
  the strength of steel. Shiny gray skin and brittle hair 
  betray the true nature of metallurgists, evidence of the 
  effect their knowledge has had on them. 
  Level 7 Metallurgist
  Attributes Increase three by 1
  Characteristics Defense +1, Health +4, Power +1, Speed –2
  Languages and Professions You can speak another language 
  or add a new profession.
  Magic You discover the Metal tradition, or you learn one 
  Metal spell.
  Metallic Sheen Whenever you cast a Metal spell of rank 1 or 
  higher, you gain a bonus to Defense equal to the rank of 
  the spell whose casting you expended. The bonus lasts 
  until the end of the next round.
  Level 10 Metallurgist
  Characteristics Defense +1, Health +4, Speed –2
  Magic You learn one spell.
  Shatter Steel Whenever a creature attacks you with a 
  weapon made of metal and gets a success on its attack 
  roll, you roll a d6. On an even number, the weapon takes 
  damage equal to its Health and shatters. This talent does 
  not affect relics, enchanted objects, and weapons under 
  the effect of spells.
  Sleuth
  Superior observation skills are the domain of sleuths, 
  who can unravel any mystery and solve almost any 
  puzzle. Although many sleuths use their talents to 
  help maintain law and order, others are driven by 
  personal gain, becoming criminal masterminds adept 
  at staying one step ahead of their enemies.
  Level 7 Sleuth
  Attributes Increase three by 1
  Characteristics Perception +1, Health +3
  Languages and Professions You can speak another language 
  or add a new profession.
  Size Up You can use an action to assess one creature within 
  short range that you can see. You learn one score, trait, 
  special attack, special action, other ability, or some other 
  piece of information about the target. The GM chooses 
  what you discover.
  Uncanny Alertness You make all Perception rolls with 1 boon. 
  In addition, you cannot be surprised while you are not 
  unconscious. If you are already immune to the surprised 
  affliction, you instead increase the number of boons 
  granted by this talent to 2.
  Level 10 Sleuth
  Characteristics Perception +1, Health +3
  Heightened Instincts At the end of each round, you can make 
  a Perception challenge roll. On a success, you can use the 
  total of your roll in place of your Defense for the first attack 
  made against you during the next round. If no creature 
  attacks you by the end of the round, this effect ends. 
  Perfect Assessment When you enter a room in which you have 
  been before, you can make a Perception challenge roll. On 
  a success, you immediately notice any changes to the room 
  since you were last here, including the presence or absence 
  of hidden or invisible creatures or objects. The GM will tell 
  you any pertinent details that warrant your attention. 
  Tormentor
  True terrors on the battlefield, tormentors thrive 
  on filling their enemies with fear and loathing, 
  eroding their courage and sending them fleeing from 
  them. Most tormentors achieve their objective of 
  domination by making threats against those nearest 
  to them and by making their foes suffer before 
  dispatching them. Many festoon their bodies with 
  the skulls of fallen foes, daub their bodies with blood 
  and excrement, and do whatever else they see fit to 
  enhance their frightening appearance.
  Level 7 Tormentor
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another language 
  or add a new profession.
  Escalating Threat You can use an action, or a triggered 
  action on your turn, to make a Will attack roll with 1 boon 
  against the Will of one frightened creature within short 
  range that can see you. On a success, the creature gains 
  1 Insanity. 
  Frightening Assault When you make an attack roll against a 
  creature that can see you and the total of the roll is 20 or 
  higher and exceeds the target number by 5 or more, the 
  target becomes frightened for 1 minute.
  Level 10 Tormentor
  Characteristics Health +5
  Cull the Weak Against frightened targets, you make attack 
  rolls with 1 boon and your attacks deal 1d6 extra damage.
  Unshakable You cannot be frightened. If you are already 
  immune to the frightened affliction, you instead make 
  challenge rolls to resist the effects of the horrifying trait 
  with 2 boons.
  
  35
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  The magical field that envelops Urth manifests itself 
  in many ways. Those who learn to harness its power 
  might loose flames from their fingertips, twist the 
  minds of others to make them obedient slaves, or 
  draw from sullied sources to cast spells of dark magic. 
  Though all who come to magic draw their energy 
  from the same sources, the methods they use in 
  mastering the techniques come from the traditions 
  they discover. These traditions encompass a variety 
  of methodologies used to harness magical energy and 
  describe categories of effects commonly associated 
  with those techniques.
  New Traditions
  Shadow of the Demon Lord introduced thirty traditions 
  of magic, and supplements have presented several 
  others. But these aren’t the only traditions. The four 
  new traditions revealed in this chapter represent rare 
  areas of magical study and practice generally unknown 
  by anyone aside from their few isolated users. 
   Invocation magic calls forth daemons—echoes of 
  powerful individuals—and temporarily binds them to 
  the caster to impart unusual physical traits, allowing 
  individuals to become, if only briefly, something akin 
  to the legendary individual the daemon represents.
   The Metal tradition is an offshoot of the Earth 
  tradition that offers students the ability to shape 
  metals into useful forms, create metal objects, and 
  manipulate existing metal objects.
   The tradition of Order exists to counter Chaos 
  magic. Where the latter creates uncertainty 
  and unexpected effects, Order spells stabilize 
  reality, engineer certain outcomes, and turn the 
  unpredictable predictable.
   The Soul tradition taps into the magic that resides 
  in all souls, enabling students to transcend the limits 
  of their physical bodies by tapping into the divine (or 
  demonic) essence found in all living things.
  Aftereffect
  Some spells have an aftereffect, which is an effect 
  that takes place immediately after the spell ends, 
  regardless of how that occurs.
  Traditions by Attribute
  Intellect
  Will
  Invocation
  Metal
  Order
  Soul
  
  36
  Invocation
  The Invocation tradition, once deemed a lost art, has 
  resurfaced in recent days, unearthed by the efforts of 
  explorers and adventurers committed to fighting the 
  spread of the Demon Lord’s shadow and eradicating 
  its minions. Invocation magic fell out of favor long 
  ago, since few casters were willing to risk their sanity 
  by learning and casting spells from this tradition. 
  Too many had gone mad for others to dare pursue 
  it. Rather than destroy the knowledge of Invocation 
  magic, the mages of the Tower Arcane scattered the 
  talismans and hid the knowledge to keep the lore for 
  themselves and to control who could master its power. 
  Recent troubles have seen a slow return of this “lost” 
  tradition, and users have begun rediscovering the 
  patterns and creating new talismans.
   The paradox that faces casters of Invocation spells 
  stems from what those spells can accomplish and 
  the mental strain they impose. Invocation magic 
  calls forth a daemon by means of a specific pattern 
  and then merges that daemon with the caster’s mind 
  and body. That benefit is countered by the mental 
  trauma of the binding, which, combined with the 
  physical transformation that sometimes results, can 
  overwhelm the mind to the point of breaking.
   Daemons—not to be confused with the demons of 
  the Void—are simulacra of souls that belong or once 
  belonged to notable people or beings in the world. 
  Invoking a daemon has no effect on the creature the 
  daemon represents, nor does the magic grant any real 
  power over that creature. Once the magic that invoked 
  the daemon fades, the daemon returns to its talisman.
   The only way to discover Invocation magic is to 
  find at least one pattern associated with a daemon. A 
  pattern might appear on any surface, though most are 
  inscribed on bronze talismans of varying sizes. But 
  finding a pattern does not automatically mean that 
  the daemon it reflects can be bound. One must master 
  the pattern, a process as involved and as difficult as 
  learning a spell. Some patterns are more complex 
  than others and thus require greater Power to invoke 
  their mysteries. 
   There are untold numbers of patterns, each linked 
  to different daemons. Most casters of Invocation magic 
  keep their personal talismans close, wearing them on 
  chains around their necks so that when they need a 
  particular daemon, they have the pattern at hand.
   Invocation Talisman: To cast an Invocation spell, 
  you must have a talisman associated with it. When 
  you learn an Invocation spell, you also acquire the 
  spell’s associated talisman, having crafted the device 
  yourself. If you lose your talisman, you can make a 
  new one. A talisman for a rank 0 spell costs 5 ss in 
  special materials, and talismans for spells of a higher 
  rank cost 1 gc per rank of the spell.
   Growing Madness: Each time you learn an 
  Invocation spell, you gain 1 Insanity. You cannot 
  remove Insanity gained in this way. If your Insanity 
  total from learning spells ever equals your Will score, 
  you become permanently defenseless.
   One Invocation at a Time: If you cast an Invocation 
  spell while you’re under the effect of another Invocation 
  spell, the older Invocation effect ends immediately.
  INVESTITURE 
  INVOCATION UTILITY 0 
  OF THE BRUTE
  Requirement You must have a talisman of the Brute.
  Duration 1 minute
  You bind the daemon known as the Brute, causing you to 
  appear strange and misshapen. Until the spell ends, you have 
  a +4 bonus to Health. 
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1 Insanity.
  INVESTITURE OF 
  INVOCATION UTILITY 0 
  THE STALWART
  Requirement You must have a talisman of the Stalwart.
  Duration 1 minute
  You bind the daemon known as the Stalwart, causing knobby 
  growths to appear all over your body. Until the spell ends, 
  you have a +1 bonus to Defense. 
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1 Insanity.
  INVESTITURE OF 
  INVOCATION UTILITY 1 
  THE BETRAYER
  Requirement You must have a talisman of the Betrayer.
  Duration 1 minute
  You bind the daemon known as the Betrayer, causing 
  shadows to gather about your body. Until the spell ends, you 
  have the following benefits:
  •	 You gain the shadowsight trait, which lets you see in 
  areas obscured by shadows as if those areas are lit.
  •	 Magical shadows spread from a point in your space 
  out to a 5-yard radius. The shadows partially obscure 
  their area.
  •	 When the result of your attack roll is a failure, you can 
  turn the failure into a success. When you do so, you or 
  a member of your group that you choose takes 1d6 + 
  1 damage.
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1d3 Insanity.
  INVESTITURE OF 
  INVOCATION ATTACK 1 
  THE FIRE PRINCE
  Requirement You must have a talisman of the Fire Prince.
  Duration 1 minute
  You bind the daemon known as the Fire Prince, causing the 
  flesh on your face to disappear and a crown of fire to burn 
  above your head. When you cast the spell, fire rushes out 
  in a 2-yard radius centered on a point in your space. The 
  fire deals 1d6 damage to everything in the area other than 
  you. A creature in the area that gets a success on an Agility 
  challenge roll takes half the damage.
   
  Until the spell ends, you have the following benefits:
  •	 You take half damage from fire.
  •	 You can use an action to hurl a fiery bolt at one 
  creature or object within short range. Make an Intellect 
  attack roll against the target’s Agility. On a success, 
  the bolt hits and deals 1d6 + 2 damage.
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1d3 Insanity.
  
  37
  37
  INVESTITURE OF THE 
  INVOCATION ATTACK 1 
  RADIANT CHAMPION
  Requirement You must have a talisman of the Radiant Champion.
  Duration 1 minute
  You bind the daemon known as the Radiant Champion, 
  causing light to dapple your body and your weapons to shine. 
  When you bind the daemon, bright light erupts from a point 
  in your space out into a 5-yard radius. Each sighted creature 
  in the area must get a success on an Agility challenge roll, or 
  become impaired for 1 round.
   
  Until the spell ends, you have the following benefits:
  •	 You cause shadows and darkness within 5 yards of 
  you to become lit areas.
  •	 When you make an attack with a weapon, the 
  weapon’s light intensifies, causing the attack to deal 
  1d3 extra damage.
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1d3 Insanity.
  INVESTITURE OF 
  INVOCATION ATTACK 2 
  THE DECEIVER
  Requirement You must have a talisman of the Deceiver.
  Duration 1 minute
  You bind the daemon known as the Deceiver, causing you to 
  become weirdly tall and impossibly thin, and to move like a 
  spider. 
   
  Until the spell ends, you have the following benefits:
  •	 You make attack rolls in social situations with 3 boons. 
  In addition, when the total of the attack roll is 20 or 
  higher and exceeds the target number by 5 or more, 
  the target is also charmed for 1 minute.
  •	 At the end of the round, you can move each creature 
  you choose within 2 yards of you up to 2 yards in any 
  direction by luring them with your whispery words.
  •	 You can use an action to make an Intellect attack roll 
  against the Will of one creature within short range 
  that can see you. On a success, the target becomes 
  frightened for 1 minute.
   
  Aftereffect You must get a success on an Intellect 
  challenge roll or gain 1d6 Insanity.
  INVESTITURE OF 
  INVOCATION UTILITY 2 
  THE WARLORD
  Requirement You must have a talisman of the Warlord.
  Duration 1 minute
  You bind the daemon known as the Warlord, causing blood 
  to drip from your pores and stain your body. 
   
  Until the spell ends, you have the following benefits:
  •	 Each creature within 2 yards of you deals 1d6 extra 
  damage on weapon attacks.
  •	 You can use a triggered action on your turn to choose 
  one creature that can see and hear you within short 
  range. The target creature can use a triggered action 
  to make an attack with a weapon. That attack deals 
  1d6 extra damage.
   
  Aftereffect You must get a success on an Intellect 
  challenge roll or gain 1d6 Insanity.
  INVESTITURE OF 
  INVOCATION ATTACK 3 
  DESIRE IN FLESH
  Requirement You must have a talisman of Desire in Flesh.
  Duration 10 minutes
  You bind the daemon known as the Desire in Flesh, causing 
  other creatures to perceive you as a vision of beauty. When 
  you cast the spell, each creature within short range that 
  can see you must get a success on a Will challenge roll or 
  become charmed until the spell ends or until that creature 
  takes any damage.
   
  Until the spell ends, you have the following benefits:
  •	 You make attack rolls in social situations with 3 boons. 
  In addition, if the total of your roll is 20 or higher and 
  exceeds the target number by 5 or more, the target 
  also becomes charmed until the spell ends or the 
  target takes any damage.
  •	 When a creature would attack you with a weapon, you 
  can use a triggered action to make an Intellect attack 
  roll against the triggering creature’s Will. On a success, 
  the triggering creature becomes charmed for 1 round.
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1d6 + 1 Insanity.
  INVESTITURE OF 
  INVOCATION UTILITY 3 
  THE MOON MAIDEN
  Requirement You must have a talisman of the Moon Maiden.
  Duration 10 minutes
  You bind the daemon of the Moon Maiden, causing motes of 
  starlight to swirl around you. 
   
  Until the spell ends, you have the following benefits:
  •	 If a creature uses a spell to attack you or another 
  creature within short range of you, you can impose 
  1 bane on the attack roll or grant 1 boon on the 
  challenge roll to resist the spell.
  •	 When you cast an attack spell, you make the attack 
  roll with 1 boon and creatures make challenge rolls to 
  resist the spell with 1 bane.
  •	 When a creature attacks you with a weapon and gets 
  a failure on the attack roll, you can use a triggered 
  action to teleport to an open space you can see within 
  short range.
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1d6 + 1 Insanity.
  
  38
  INVESTITURE OF 
  INVOCATION ATTACK 4 
  THE HORNED ONE
  Requirement You must have a talisman of the Horned One.
  Duration 10 minutes
  You bind the daemon of the Horned One, causing you to 
  grow larger, horns to extend out from the sides of your head, 
  and fur to cover your legs. In addition, your feet become 
  hooves. When you bind the daemon, if there is a creature 
  within medium range, you immediately move until you can 
  reach it and make an Intellect attack roll with 3 boons against 
  its Defense. On a success, the target takes 5d6 damage, 
  moves 1d6 yards in a straight line away from you, and then 
  falls prone.
   
  Until the spell ends, you have the following benefits:
  •	 Your Size increases by 1, rounding up to the nearest 
  whole number.
  •	 You gain a +10 bonus to Health.
  •	 You can use an action to sweep your horns against 
  one creature you can reach. Make an Intellect attack 
  roll with 2 boons against the target’s Defense. On 
  a success, the horns strike the target and deal 2d6 
  damage. Then, you move the target up to 3 yards in a 
  direction you choose.
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 1d6 + 2 Insanity.
  INVESTITURE OF 
  INVOCATION UTILITY 5 
  THE WORLD MOTHER
  Requirement You must have a talisman of the World Mother.
  Duration 10 minutes
  You bind the daemon of the World Mother, causing you to 
  assume the appearance of a naked, heavyset woman with a 
  dozen breasts. When you cast the spell, a wave of healing 
  energy rushes out from you. Each living creature within 5 
  yards of you gains a +10 bonus to Health that lasts until the 
  spell ends. Furthermore, while a creature has this bonus, it 
  cannot be fatigued.
   
  Until the spell ends, you have the following benefits:
  •	 You have a +10 bonus to Health.
  •	 You can use an action on your turn to remove one of 
  the following afflictions from one creature you can 
  see within short range: blinded, charmed, compelled, 
  dazed, deafened, diseased, fatigued, frightened, 
  impaired, poisoned, or stunned.
  •	 At the end of each round, you can choose up to three 
  injured creatures within short range. Each target heals 
  damage equal to its healing rate.
  Aftereffect You must get a success on an Intellect challenge 
  roll or gain 2d6 Insanity.
  Metal
  The Metal tradition traces its origins back to the early 
  practitioners of Earth magic, when the spells were 
  considered an area of specialty within that ancient 
  tradition. Practiced by dwarfs, molekin, and gnomes, 
  Metal magic proved useful for quick fabrication of 
  metal objects and for bolstering defenses. When 
  would-be users of the magic realized that discovering 
  the tradition did not require bargaining with a genie 
  for the secret names of iron and other metals, Metal 
  began to be treated as a separate tradition, wholly 
  apart from the elemental traditions. 
   The use of Metal magic largely faded from the 
  world after the dwarfs suffered terrible losses at the 
  hands of subterranean monsters and the gnomes 
  abandoned the tradition in favor of advancing their 
  understanding of Earth magic. Only the molekin 
  preserved the secrets and have now, in a way, 
  reinstated the tradition with their emergence onto 
  the surface. 
   Students of Metal magic find that their growing 
  knowledge changes them. At first, they detect a 
  metallic tang in the air and sometimes taste it on 
  their tongues. More advanced users see their flesh 
  beginning to change, assuming the color of iron 
  or rust. Old legends claim that the true masters 
  surrendered their flesh and blood to gain deeper 
  understanding of their magic and became actual 
  creatures of solid iron, though, if these assertions are 
  true, no one has ever verified them.
  SHAPE METAL 
  METAL UTILITY 0
  Target One metal object you can reach and could hold with 
  both hands
  You touch the target, causing it to become like putty in 
  your hands for as long as you remain in physical contact 
  with it. You can cause the object to assume any shape you 
  choose by molding, twisting, or pinching off pieces. Any 
  piece of the target that is not in contact with you resumes 
  its normal hardness. 
  UNBREAKABLE 
  METAL UTILITY 0
  Target One object you can reach
  Duration 1 minute
  You touch the target. For the duration, the target’s Health is 
  doubled and the target takes half damage from weapons.
  BARBED HIDE 
  METAL UTILITY 1
  Duration 1 minute
  Steel barbs emerge from your skin until you are covered 
  completely in razor-sharp spikes. The barbs last for the 
  duration, after which time they recede into your flesh and 
  disappear. Until the spell ends, your unarmed attacks deal 1d6 
  extra damage. Furthermore, when you become grabbed by a 
  creature, that creature takes 1d6 damage.
  RUST 
  METAL UTILITY 1
  Duration 1 minute
  The skin on one of your hands reddens and flakes like rust 
  whenever you move it. The change lasts for the duration. 
  When you cast this spell and whenever you use an action 
  to do so before the spell ends, you can touch an object 
  made from iron that you can reach. You can also attempt 
  to touch an object made from iron that’s worn or carried by 
  a creature other than you, but you must get a success on a 
  Strength or Agility attack roll against the target’s Agility to 
  do so. When you touch such an object, it takes 2d6 damage 
  as rust spots bloom all over it. If the damage destroys the 
  object, it disintegrates.
  SHARPEN 
  METAL UTILITY 1
  Target One weapon you can reach that has an edge or point 
  that’s made of metal
  Duration 1 minute
  You touch the target and cause it to become supernaturally 
  sharp for the duration. Whenever a creature attacks with the 
  weapon, gets a 20 or higher on its attack roll, and exceeds 
  the target number by 5 or more, the target of the attack 
  takes 1d6 extra damage.
  FUSILLADE 
  METAL ATTACK 2
  Area A 5-yard cone originating from a point you can reach
  A barrage of iron needles flies from your outstretched hand, 
  dealing 2d6 + 1 damage to everything in the area. A creature 
  in the area can make an Agility challenge roll and takes 
  
  39
  39
  half the damage on a success. Faeries in the area make the 
  challenge roll with 1 bane and take 1d6 extra damage on a 
  success or a failure.
  STRENGTH OF STEEL 
  METAL UTILITY 2
  Target One creature you can reach
  Duration 1 minute
  You touch the target and imbue it with the strength of steel. 
  For the duration, the target gains a +1 bonus to Defense and 
  a +5 bonus to Health, and deals 1d6 extra damage with melee 
  weapon attacks. In addition, the target’s Speed drops to 2, 
  if it’s not lower than 2 already, and creatures attacking the 
  target gain 1 boon on their attack rolls.
  CAGE OF IRON 
  METAL ATTACK 3
  Area A cube of space, 3 yards on a side, resting on the 
  ground and originating from a point within short range
  Duration 1 hour (see effect)
  You form a cage of iron bars that appear around the leading 
  edge of the area and remain for the duration. The cage is 
  a Size 3 object that has Defense 5 and Health 60. If it is 
  destroyed, the spell ends immediately. The bars are spaced 
  wide enough to enable a Size 1/2 or smaller creature to pass 
  between them. The bars can be bent to create a wider gap 
  by someone who gets a success on a Strength challenge roll 
  with 3 banes. 
   
  Any creature in the area when you cast the spell can use 
  a triggered action to make an Agility challenge roll. On a 
  success, the creature leaps out of the area before the cage 
  forms, moving to an unoccupied space adjacent to the 
  area. If no unoccupied spaces are available, the creature 
  moves into an occupied space of the GM’s choice and then 
  falls prone.
  MAGNETIZE 
  METAL ATTACK 3
  Target One object made of metal you can see within 
  medium range, which can be worn or carried by a creature 
  other than you
  Duration 1 minute
  You create a powerful magnetic field centered on and 
  emanating from the object that persists for the duration. 
  Any Size 1/2 or smaller metal objects within 5 yards of the 
  target that are neither worn nor carried by a creature fly 
  unerringly toward the target, provided they have a straight 
  and unobstructed path to it. Such objects stick to the target 
  and cannot be removed unless a creature gets a success 
  on a Strength challenge roll with 2 banes, rolling once per 
  object. If the target is worn by a creature, the creature takes 1 
  damage for each object that strikes it. 
   
  The target, as well as any creature within 10 yards of the 
  target that is wearing metal armor or that is made of metal, 
  moves at half Speed. 
   
  Any creature within 10 yards of the target that attacks 
  with a melee weapon made of metal makes the attack roll 
  with 3 banes. 
   
  Finally, ranged attacks against the target using ammunition 
  made at least partly from metal automatically result in a 
  success. But the spell imposes 3 banes on attack rolls made 
  using ranged weapons with metal ammunition against 
  creatures and objects within 10 yards of the spell’s target.
  REPEL METAL 
  METAL UTILITY 4
  Area A 3-yard-radius sphere centered on a point within 
  long range
  You attempt to force all metal objects and creatures made 
  from metal out of the area, as described below.
   
  Creatures and Armor Any creature made from metal and 
  any creature wearing metal armor must make a Strength 
  challenge roll with 3 banes. On a failure, the creature moves 
  1d6 + 3 yards in a straight line away from the area’s origin 
  
  40
  point. For each yard it is prevented from moving in this way, 
  because it encounters a solid surface, the creature takes 1d6 
  damage from the impact. 
   
  Unsecured Objects Unsecured metal objects move 2d6 + 
  3 yards in a straight line away from the area’s origin point. 
  Any creature in an object’s path must get a success on an 
  Agility challenge roll or take 1d6 damage from the impact. 
  Secured metal objects, such as those held in one’s hands or 
  containers or are otherwise affixed to a solid surface, might 
  bend, warp, or twist away from the origin point, based on 
  their composition, at the GM’s discretion.
   
  Carried and Worn Metal Objects The spell might strip 
  carried and worn metal objects away from creatures in 
  the area. A creature holding such an item in its hand must 
  get a success on a Strength challenge roll with 3 banes 
  or the object flies away, as described under Unsecured 
  Objects, above. In addition, jewelry, coin purses, and metal 
  ammunition all tear away from their bearers, with the same 
  effects as described above.
  FLESH TO IRON 
  METAL UTILITY 5
  Duration 1 minute
  Your flesh turns gray and hardens to the consistency of iron, 
  though you can still move as if your body was made from 
  flesh. The transformation lasts for the duration. 
   
  Until the spell ends, you gain the following benefits and 
  drawbacks.
  •	 You gain a +3 bonus to Defense (maximum 25).
  •	 Your Speed becomes 4.
  •	 You make Strength and Agility attack rolls and 
  challenge rolls with 1 bane.
  •	 You take half damage from all sources.
  •	 You cannot be moved against your will.
  •	 Your unarmed attacks deal 2d6 extra damage.
  Order
  Order magic sprang from the laws imposed on reality 
  by the genies when they gave form to substance. 
  Order spells rid the world of randomness, thwart the 
  advance of Chaos, and prevent others from making 
  changes to their environments. Though Order is an 
  old tradition, it is one that had fallen into disuse ages 
  ago, but now the madness and uncertainty afflicting 
  the world has brought about a renewed interest in the 
  magic of this tradition. Savants of the Order tradition 
  tend to be stern, focused, and intolerant.
  IMPOSE PREDICTABILITY 
  ORDER UTILITY 0
  Target One creature you can reach
  Duration 1 minute
  You touch the target. Choose a number between 1 and 6. 
  Once per round for the duration, when the target rolls at least 
  one boon or bane, the spell replaces the number rolled with 
  the number you chose. 
  NEGATE CHAOS 
  ORDER UTILITY 0
  Target One creature within short range
  Duration 1 minute
  For the duration, whenever the target rolls a 20, it replaces 
  the number rolled with a 10. Or, if the target rolls a 10 on the 
  die, it instead replaces the number rolled with a 20.
  CONSISTENCY 
  ORDER UTILITY 1
  Area A 5-yard-radius sphere centered on a point you can 
  reach
  Duration 1 minute
  A thin, gray light permeates the area for the duration. The area 
  moves with you, remaining centered on a point you can reach. 
  When you cast this spell, choose a number between 1 and 6. 
  Until the spell ends, you can replace the number on any d6 
  rolled by a creature in the area with the number you chose. 
  ORDER’S SHIELD 
  ORDER UTILITY 1
  Target One creature you can reach
  Duration 1 minute
  You touch the target and surround it with a nimbus of pale 
  light that lasts for the duration. Until the spell ends, the light 
  imposes 2 banes on attack rolls made against the target. The 
  number of banes increases by 1 if the attack roll is made as 
  part of the casting of a spell, and by 1 more if the spell is a 
  Chaos spell.
  RATIONALITY 
  ORDER UTILITY 1
  Target One creature you can reach
  Duration 1 minute
  You touch the target and remove all the following afflictions 
  from it: charmed, compelled, dazed, frightened, and surprised. 
  If the target is suffering from the effects of madness, the 
  madness ends. Furthermore, if the target is subject to any 
  emotional trait gained from a talent or a trait, such as the 
  berserker’s Berserk talent, that effect ends as well. 
   
  Afterward, for the duration, the target feels no extreme 
  emotions such as anger, love, or hatred. The target is immune 
  to any effect that would bring about these emotional states. 
  IMMOBILITY 
  ORDER ATTACK 2
  Target One creature you can see within short range
  Make a Will attack roll against the target’s Will. If the target’s 
  Health is 15 or lower, you make the attack roll with 1 boon. 
  If the target’s Health is 25 or higher, you make the attack 
  roll with 1 bane. On a success, the target is immobilized for 
  1 minute. While immobilized in this way, the target is also 
  defenseless, but it takes half damage from all sources.
  CONFORMITY 
  ORDER ATTACK 2
  Area A 3-yard-radius sphere centered on a point in your space
  Duration Concentration, up to 1 minute
  A droning sound comes out of your mouth and lasts for the 
  duration. When you cast the spell and each time you use an 
  action to concentrate on it, you can designate one use of an 
  action, such as attack with a weapon, attack with a spell, or 
  help. Until the end of the round, each creature in the area 
  that can hear you makes any attack roll or challenge roll to 
  perform the stated action with 3 boons. Any such creature 
  that does something else on its turn makes the attack roll or 
  the challenge roll with 3 banes.
  EVEN THE SCALES 
  ORDER UTILITY 3
  Area A 3-yard radius sphere centered on a point in your space
  Duration 1 minute
  Strange glyphs fill the area and remain for the duration. The 
  area moves with you, staying centered on a point in your 
  space. Until the spell ends, whenever a creature in the area, 
  including you, takes damage, you can choose a different 
  creature in the area to take an equal amount of damage.
  STILLNESS 
  ORDER ATTACK 3
  Area A 5-yard-long cone originating from a point in your space
  You shout a command. Each creature in the area that can 
  hear you must get a success on a Will challenge roll or 
  become immobilized for 1 minute. While immobilized in this 
  way, a creature grants 1 boon on attack rolls against it and 
  makes Agility challenge rolls to resist attacks with 3 banes.
  DICTUM 
  ORDER ATTACK 4
  Target One creature within medium range that can hear you
  Describe one course of activity that can be accomplished 
  used an action. If the target understands what you say, make 
  a Will attack roll against the target’s Will. If the target’s 
  Health is 30 or lower, you get an automatic success. On a 
  success, for 1 minute, whenever the target would use an 
  action to perform the activity you described, it must make 
  
  41
  41
  a Will challenge roll with 2 banes. On a success, the target 
  performs the acuity, but makes any attack roll ro challenge 
  roll related to it with 1 bane. On a failure, the target gains 1d6 
  Insanity and the action is wasted.
  MANTLE OF LAW 
  ORDER UTILITY 5
  Duration 1 minute
  Bright glyphs appear in the air around you and remain for 
  the duration, moving with you to surround you. Until the 
  spell ends, you cannot gain Insanity, and you are immune 
  to the charmed, compelled, dazed, frightened, stunned, and 
  surprised afflictions. You are also immune to the effects of 
  Chaos spells. Finally, you impose 1 bane on attack rolls made 
  against you, and you make challenge rolls to resist attacks 
  with 1 boon.
  Soul
  Spells of the Soul tradition apprehend the power of 
  one’s inner self and use that power to transcend the 
  limits of the physical body. Since much of Soul magic 
  involves a caster’s harnessing of the energy from his or 
  her own soul, creatures that don’t have souls, such as 
  elementals, cannot discover this tradition. Faeries can, 
  however, since a faerie’s soul and body are one entity. 
   The cenobites living in the Monastery of the Third 
  Way, perched atop the icy mountains of the Ice Watch 
  Isles, discovered Soul magic shortly after founding 
  their settlement. Although the monks there instruct 
  students in a variety of techniques both martial and 
  magical, they pass on the secrets of Soul magic only 
  to an exceptional few who demonstrate the wisdom 
  to use the magic responsibly. Most students of this 
  tradition understand the dangers of manipulating 
  the soul. Any magic capable of harvesting power 
  from one’s soul can put that soul at risk—and the 
  destruction of a soul diminishes the world in an 
  irreparable way, because all the souls currently in 
  existence are all that will ever be. 
   Transcendent Mind: Each time you learn a Soul 
  spell, you increase the maximum amount of Insanity 
  you can gain by 1. For example, if you have a Will of 
  11 and you learn two spells from this tradition, your 
  maximum Insanity total is 13.
  OVERCOME AFFLICTION 
  SOUL UTILITY 0
  Make a Will challenge roll. On a success, you remove one 
  affliction affecting you. 
  Triggered When you would gain an affliction, you can use a 
  triggered action to cast this spell. Make a Will challenge roll 
  with 1 bane. On a success, you do not gain the affliction.
  RECALL PAST SUCCESS 
  SOUL UTILITY 0
  Duration 1 round
  The next time you make an attack roll or a challenge roll 
  before the spell ends, you make the roll with 2 boons.
  NEGATE HARM 
  SOUL UTILITY 1
  Duration 1 minute
  For the duration, whenever you take damage, you reduce the 
  amount of damage you would take by 1d3 (minimum 0).
  Triggered When you would take damage, you can use a 
  triggered action to cast this spell. You reduce the damage to 
  0, and the spell ends.
  OPEN THE THIRD EYE 
  SOUL UTILITY 1
  Duration 1 minute
  For the duration, your attack rolls ignore banes imposed by 
  obscurement or invisibility. In addition, you cannot become 
  blinded.
  STRIKE THE SOUL 
  SOUL ATTACK 1
  Target One creature you can reach
  When you cast this spell, you attack the target with an 
  unarmed strike. You make the attack roll with 3 boons, and 
  you can substitute Will for the attribute you would normally 
  use. On a success, the target takes 1d6 extra damage. If the 
  target is living, is made of flesh and blood, and has a soul, the 
  target also gains 1 Insanity and becomes impaired for 1 round.
  Attack Roll 20+ Increase the extra damage to 2d6.
  SHATTERING STRIKE 
  SOUL ATTACK 2
  Target One creature or object you can reach
  When you cast this spell, you attack the target with an 
  unarmed strike. You make the attack roll with 3 boons, and 
  you can substitute Will for the attribute you would normally 
  use. On a success, the target takes 2d6 extra damage. If the 
  target is a construct or an object, increase the extra damage 
  by 2d6.
  Attack Roll 20+ Increase the extra damage to 3d6.
  WALK THE SKY 
  SOUL UTILITY 2
  Duration 1 round
  For the duration, you can move by flying. At the end of each 
  round, you can use a triggered action to extend the duration 
  by 1 round (to a maximum duration of 1 minute).
  PHASE SHIFT 
  SOUL UTILITY 3
  Duration 1 minute
  For the duration, you take half damage from weapons, and 
  your attacks deal half damage. You can move through solid 
  objects and other creatures, and you ignore the effects of 
  moving through difficult terrain.
  VELOCITY 
  SOUL UTILITY 3
  Duration 1 minute
  When you cast this spell, you regain the ability to use an 
  action during the same turn. 
   
  For the duration, when you take a fast turn, you can move 
  up to your Speed and use an action at any point during your 
  movement. When you take a slow turn, you can move up to 
  twice your Speed and use an action at any point during your 
  movement. You can use two triggered actions per round, and 
  you impose 1 bane on attack rolls made against you.
  REND SOUL 
  SOUL ATTACK 4
  Target One creature or object you can reach
  When you cast this spell, you attack the target with an 
  unarmed strike. You make the attack roll with 3 boons, and 
  you can substitute Will for the attribute you would normally 
  use. On a success, the target takes 2d6 extra damage. If the 
  target is living, mortal, and made of flesh and blood, the 
  target also gains 2d6 Insanity and must get a success on a 
  Will challenge roll or become stunned for 1 minute.
  Attack Roll 20+ Increase the extra damage to 4d6.
  TRANSCENDENT RECOVERY 
  SOUL UTILITY 5
  You call upon the power of your soul to restore you to health 
  and vitality. You heal all damage, remove all afflictions, 
  remove any penalties to attributes and characteristics, and 
  reduce your Insanity total by 1d3.
  Aftereffect For 1 minute after the spell ends, you make attack 
  rolls and challenge rolls with 1 boon.
  
  42
  A
  Auspex ............................................................................................ 27
  B
  Barbed Hide ..................................................................................38
  Bold Explorers ..............................................................................20
  Bug People ..................................................................................... 16
  C
  Cage of Iron ...................................................................................39
  Caste System .................................................................................16
  Cenobite .........................................................................................32
  Children of the Moon ...................................................................5
  Conformity ...................................................................................40
  Consistency ..................................................................................40
  Cunning Merchants ...................................................................20
  D
  Daring Scoundrels .....................................................................20
  Daughters of the World Mother ................................................7
  Desperate Rebels .........................................................................21
  Devoted Servants .........................................................................21
  Dictum ...........................................................................................40
  Driven Peacemakers....................................................................21
  E
  Elementals ......................................................................................13
  Embattled Survivors ...................................................................22
  Even the Scales ............................................................................ 40
  Exalted Heroes .............................................................................22
  Expert Paths .................................................................................. 27
  F
  Famed Entertainers .....................................................................22
  Fencer .............................................................................................32
  Ferren ................................................................................................5
  Flesh to Iron .................................................................................40
  Fusillade .........................................................................................38
  G
  Gleaming Eyes and Feline Grace ..............................................5
  God Incarnate, The ......................................................................11
  Great Mother, The ........................................................................ 9
  H
  Hail the Storm Lord .....................................................................13
  Halberdier .....................................................................................32
  Hamadryad ...................................................................................... 7
  Hard-Bitten Mercenaries ........................................................... 23
  Heaven’s Children .........................................................................13
  I
  Immobility ....................................................................................40
  Impose Predictability.................................................................40
  Intrepid Adventurers ..................................................................23
  Investiture of Desire in Flesh ...................................................37
  Investiture of the Betrayer .........................................................36
  Investiture of the Brute ..............................................................36
  Investiture of the Deceiver ........................................................37
  Investiture of the Fire Prince ....................................................36
  Investiture of the Horned One .................................................38
  Investiture of the Moon Maiden .............................................37
  Investiture of the Radiant Champion ....................................37
  Investiture of the Stalwart .........................................................36
  Investiture of the Warlord .........................................................37
  Investiture of the World Mother .............................................38
  Invocation ......................................................................................36
  Invoker ............................................................................................33
  L
  Legalist ............................................................................................33
  Loyal Soldiers ...............................................................................23
  M
  Magnetize ......................................................................................39
  Mantle of Law ...............................................................................41
  Master Paths ..................................................................................32
  Metallurgist ...................................................................................34
  Molekin ........................................................................................... 9
  Murderous Gangsters ................................................................ 24
  Musk ................................................................................................16
  N
  Naga ..................................................................................................11
  Negate Chaos ...............................................................................40
  Negate Harm .................................................................................41
  Noble Entourage ......................................................................... 24
  
  43
  43
  O
  Oathsworn Avengers .................................................................. 24
  Occult Investigators ................................................................... 24
  Open the Third Eye ....................................................................41
  Order’s Shield ..............................................................................40
  Overcome Affliction ....................................................................41
  P
  People of the Woods .....................................................................7
  Phase Shift .....................................................................................41
  Q
  Queen Worship ............................................................................16
  R
  Rationality .................................................................................... 40
  Recall Past Success ...................................................................... 41
  Rend Soul ...................................................................................... 41
  Repel Metal ...................................................................................39
  Righteous Pilgrims ...................................................................... 25
  Rule of the Strong ..........................................................................9
  S
  Serpentine Humanoids...............................................................11
  Shape Metal ..................................................................................38
  Sharpen ..........................................................................................38
  Shattering Strike ..........................................................................41
  Sigils, Advanced ........................................................................... 31
  Confusion and Discord .......................................................................31
  Crushing Terror ....................................................................................31
  Mental Compulsion .............................................................................31
  Waves of Lethargy...............................................................................31
  Sigils, Basic .................................................................................... 31
  Alarum .....................................................................................................31
  Dazzling Radiance ...............................................................................31
  Flames of Vengeance ...........................................................................31
  Glyphic Protection ...............................................................................31
  Sigils, Master ................................................................................. 31
  Crippling Pain .......................................................................................31
  Gibbering Madness ..............................................................................31
  Sudden Death........................................................................................31
  Swift Transit ..........................................................................................31
  Silhouette .......................................................................................28
  Slaves to Darkness .......................................................................25
  Sleuth ..............................................................................................34
  Spells ...............................................................................................36
  Spoken in Whispers .................................................................... 13
  Stillness .........................................................................................40
  Story Complications ...................................................................18
  Engraved .................................................................................................18
  Hunted .....................................................................................................18
  Inbred .......................................................................................................18
  Trusted .....................................................................................................18
  Rivalry .....................................................................................................18
  Spellscarred ............................................................................................18
  Splintered ................................................................................................18
  Strength of Steel...........................................................................39
  Strike the Soul ..............................................................................41
  Students of Magic ........................................................................12
  Sworn Defenders .........................................................................25
  Sylph ............................................................................................... 13
  T
  Tormentor ......................................................................................34
  Traditions, New ............................................................................35
  Invocation ...............................................................................................36
  Metal  ...................................................................................................... 38
  Order .......................................................................................................40
  Soul  .........................................................................................................41
  Transcendent Recovery .............................................................41
  Trusted Agents .............................................................................25
  U
  Ugly Delvers ................................................................................... 9
  Unbreakable..................................................................................38
  V
  Velocity ...........................................................................................41
  W
  Walk the Sky .................................................................................41
  Wangateur .................................................................................... 29
  Wardscribe ................................................................................... 30
  Windy Aeries ................................................................................ 13
  Y
  Yerath ..............................................................................................16
  
  49
  49
  Tales of the  
  PIrate Isles
  Confront the Queen of Gold!
  
  Demon Lord’s Companion 2 is ©2017 Schwalb Entertainment, LLC. All rights reserved.
  Shadow of the Demon Lord, Demon Lord’s Companion 2, and Schwalb Entertainment,  
  and their associated logos are trademarks of Schwalb Entertainment, LLC.
  Schwalb EntErtainmEnt, llc
  PO Box #12548
  Murfreesboro, TN 37129
  info@schwalbentertainment.com
  www.schwalbentertainment.com
  SKU: SDL1732 
  $22.99
  The Fight Continues!
  The Demon Lord’s weapons are many, and its agents have spread across the world, sowing chaos and despair wherever 
  they go. As the world trembles before the dark one’s imminent arrival, new peoples join the struggle, coming forth 
  to lend aid to the beleaguered defenders. Demon Lord’s Companion 2 reveals new secrets about peoples, magic, and 
  development opportunities for characters and the groups to which they belong. Inside this book, you’ll find:
  •	
  Six new ancestries drawn from the forgotten corners of the world, including the thieving molekin, the 
  mercurial sylphs, and the serpentine nagas who protect the great Cosmic Egg.
  •	
  New themes for building group identities, which let you and your friends play as sworn defenders charged 
  with protecting the innocent, trusted agents in service to the Archmage, intrepid adventurers in search of 
  treasure, or one of many more options.
  •	
  Four expert paths that define new aspects of character development, which include  
  the divining auspex, who sees the future in her enemies’ movements, and the inscrutable  
  wardscribe, who specializes in building magical traps.
  •	
  Eight new master paths to reward the most successful characters, allowing  
  players to take on the roles of masters of Soul magic, Invocation magic,  
  sleuths, and other endeavors.
  •	
  Four new traditions that expand the role of magic—Invocation, Metal,  
  Order, and Soul—and a full suite of spells for each one.
  Demon Lord’s Companion 2 builds on the first  
  book of that name by providing a slew of new  
  options for exploring and fighting in a world in 
  its final days. With it, you can play tree people, 
  mortals who can turn into cats, wield the power 
  of Metal magic, and join others in their war 
  against the darkness. Do you have what it takes to 
  fight the Shadow? With this book, you will!
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Supplements/Demon Lord's Companion 2 v2.pdf