TEXT: Robert J. Schwalb
  
  Writing and Design: Robert J. Schwalb
  Editing: Jennifer Clarke Wilkes and Miranda Horner     Proofreading: Carlos Danger
  Art Direction and Graphic Design: Hal Mangold     Cover Design: Patrick Parker & Hal Mangold
  Logo Design: Elizabeth Fisher Peterson    
  Cover Illustrator: Svetoslav Petrov     Cartography: Andy Law
  Interior Illustrations: Ivan Dixon, Olga Drebas, Eric Lofgren, Ruben Ramos, Britt Martin,  
  Jack Kaiser, Biagio D'Allessandro, Mirco Paganessi, and Andrey Vasilchenko 
  Character Sheet Design: Dan Heinrich and Andrew Follet
  Alpha Team: Adam Doochin, Dan Heinrich, Matt Lively, Chris Nichols, Joseph Quarles,  
  Marc Quinn, Eric Samuels, Jason Streger, Bobby Turman, Nat Webb, Troy Yost
  Beta Team: Robert Adducci, Adam Barton, Nicholas Bobbie, Alan Brown, Jethro Barger, Pedro Barrenechea, Adam Barton,  
  Bill Benham, Jacob Battius Bates, Brian Borth, Eric Brinkley, Ben Buchanan, Tyler Carey, Tom Castelli, Don Cee, Dave Chalker,  
  David Christ, Jennifer Clark Wilkes, Monte Cook, Bruce R Cordell, Mark Craddock, Kristi Eubanks, Amanda Fuqua, Will Fuqua,  
  Scott Fitzgerald Gray, E Foley, Andrew Follett, Jim Haltom, Kevin Hamilton, C Thomas Hand, Keenan Harmon, Benjamin Harrett,  
  Ian Harris, Christopher Heim, Jared von Hindman, Ben Hofer, Miranda Horner, Cecil Howe, Fred Hurley, Tracy Hurley, Greg Jimison, 
  Don Johnson, Steve Kenson, Martin Knoff, Shad Kunkle, Glen Kyle, Jon Leitheusser, Angela LeNeave, Jerry LeNeave, Rucht Lilavivat, 
  Nicole Lindroos, Thom Little, James Lowder, T.S. Luikart, Elizabeth MacDougald, Hal Mangold, Anthony Mardis, Greg Marks,  
  Grant Martin, Forrest Melton, Molly “Stonewall” Mercier, Shawn Merwin, Kim Mohan, Scott Neese, Erik Nowak, Chris Pramas,  
  Mindy Quinn, Stephen Radney-Macfarland, Thomas Reid, Jeffrey Reimer, Chad Roberts, Heather Rose, Terrill Rowland, Daniel J. Ryan, 
  Thomas Reid, Evan Sass, Steven Saunders, Marc Schmalz, Steve Schultz, Landon Schurtz, Chris Sims, Skyler Smith, Stacee Smith,  
  Zach Smith, Chris Smythe, Jay Spight, Owen K. C. Stephens, Chris Stevens, John Stevens, William Straley, Don Thorpe,  
  Steven Townshend, Gabe Turman, Logan Turman, Kyle Turner, Ray Vallese, Dennis Vaughan, Marcus Walrath, Chris Ward,  
  Nat Webb, Kevin “Doc” Wilson, Steve Winter, Travis Woodall, Leslie Russell Yost
  Special Thanks: Adams Memorial Library, Backerkit, Baldman Games, Comic Book World, The Deep Comics and Games, Dicehead 
  Games, Excelsior!, Game Keep, Geek Media Expo, Frontline Games, The Game Cave, The Gamer’s Tavern Podcast, Gary Con, G*M*S 
  Magazine, Green Lake Games, Haste Podcast, Kickstarter, Linebaugh Public Library, Liquid Smoke, The Marble Hornets, Misdirected 
  Mark Podcast, MTAC, Orena Humphreys Public Library, Roll the Dice, Saxon Treasures, Stellar City Geeks, The RPGAcademy, Winter 
  Fantasy, and The Wyvern’s Tale. Also, big thanks to the people of Black Industries and Games Workshop, Green Ronin Publishing, 
  Monte Cook Games, Paizo Publishing, Paradigm Concepts, Wizards of the Coast, the members of BEDLAM!, all the fantastic backers 
  who made this project happen, the makers of Amstel Light, and the makers of Claritin-D.
  Shadow of the Demon Lord is ©2015 Schwalb Entertainment, LLC. All rights reserved.
  Shadow of the Demon Lord, Schwalb Entertainment, and their associated logos are trademarks of Schwalb Entertainment, LLC.
  Printed in China
  Schwalb EntErtainmEnt, llc
  PO Box #12548
  Murfreesboro, TN 37129
  info@schwalbentertainment.com     www.schwalbentertainment.com.com
  
  shadow of the demon lord
  Foreword ...................................3
  Preface .........................................4
  Introduction ..........................5
  Chapter 1:  
  Character Creation ........
  Ancestries ..................................9
  Human .......................................11
  Changeling ................................13
  Clockwork .................................15
  Dwarf ..........................................17
  Goblin........................................ 19
  Orc ...............................................21
  Professions ..............................23
  Using Professions ...................23
  Creating Professions..............25
  Starting Professions ...............25
  Starting Equipment ...............25
  Interesting Things..................26
  Roleplaying .............................27
  Roleplaying Questions .........27
  Your First Adventure .............28
  Building a Group ....................29
  Level Advancement ...............29
  Chapter 2:  
  PLaying the Game .......... 30
  Making Decisions ..................30
  Time ...........................................30
  Rolling Dice ..............................31
  Attributes ..................................32
  Characteristics ........................34
  Damage ....................................39
  Taking Damage .......................39
  Effects of Damage ..................39
  Healing Damage .................... 40
  Death ........................................ 40
  Afflictions ................................41
  The Environment...................42
  Objects ......................................42
  Range and Distance ..............43
  Obscurement ...........................43
  Roleplaying .............................43
  Making Decisions ..................43
  Fortune ......................................45
  Social Interaction ...................45
  Combat .................................... 46
  The Battlefield ........................46
  Awareness & Surprise ...........46
  Anatomy of a Round .............46
  Move ..........................................47
  Action ........................................48
  Making Attacks .......................50
  Chapter 3:  
  Novice paths ......................53
  Novice Training ......................53
  Magician ...................................55
  Priest ..........................................56
  Rogue ......................................... 57
  Warrior ......................................58
  Chapter 4:  
  Expert paths.......................59
  Expert Path Descriptions .....61
  Artificer ..................................... 61
  Assassin ....................................62
  Berserker ..................................63
  Cleric .........................................64
  Druid .........................................65
  Fighter .......................................66
  Oracle ........................................67
  Paladin.......................................68
  Ranger .......................................69
  Scout ..........................................70
  Sorcerer ......................................71
  Spellbinder ..............................72
  Thief ..........................................73
  Warlock ..................................... 74
  Witch ......................................... 75
  Wizard .......................................76
  Chapter 5:  
  Master paths ..................... 77
  Master Benefits ....................... 77
  Master Story Development . 77
  Master Paths ............................79
  Abjurer ......................................79
  Acrobat ......................................79
  Aeromancer .............................79
  Apocalyptist ............................ 80
  Arcanist .................................... 80
  Astromancer ........................... 80
  Avenger .................................... 80
  Bard ............................................ 81
  Beastmaster ............................. 81
  Blade ..........................................82
  Brute ..........................................82
  Cavalier .....................................82
  Champion ................................82
  Chaplain ...................................82
  Chronomancer........................83
  Conjurer ...................................83
  Conqueror ................................83
  Death Dealer ...........................84
  Defender ...................................84
  Dervish ......................................84
  Destroyer ..................................84
  Diplomat ..................................85
  Diviner ......................................85
  Dreadnaught ...........................85
  Duelist .......................................86
  Enchanter .................................86
  Engineer ...................................86
  Executioner .............................87
  Exorcist .....................................87
  Explorer ....................................87
  Geomancer ..............................88
  Gladiator ...................................88
  Gunslinger ...............................89
  Healer ........................................89
  Hexer .........................................89
  Hydromancer ..........................89
  Illusionist ................................. 90
  Infiltrator ................................. 90
  Inquisitor .................................. 91
  Jack-of-All-Trades ................... 91
  Mage Knight ............................ 91
  Magus ........................................92
  Marauder ..................................92
  Miracle Worker .......................92
  Myrmidon ................................93
  Necromancer ...........................93
  Poisoner ....................................93
  Pyromancer..............................94
  Runesmith ................................94
  Savant ........................................94
  Sentinel .....................................95
  Shapeshifter ............................95
  Sharpshooter ...........................95
  Stormbringer ...........................95
  Technomancer ........................96
  Templar .....................................96
  Tenebrist ...................................96
  Thaumaturge ..........................97
  Theurge .....................................97
  Transmuter ..............................97
  Traveler .....................................97
  Weapon Master ......................98
  Woodwose ................................98
  Zealot .........................................98
  Chapter 6: Equipment .......99
  Prices ..........................................99
  Availability ...............................99
  Carrying Limits.......................99
  Living Expenses ....................100
  Armor & Clothing ................100
  Weapons .................................102
  Adventuring Gear ................104
  Chapter 7: Magic ................110
  Traditions of Magic .............. 111
  Associated Attributes ............111
  Discovering Traditions .........111
  Spells ....................................... 111
  Learning Spells .......................111
  Casting a Spell ........................111
  Spell Description ..................112
  Traditions ...............................115
  Air ..............................................115
  Alteration ................................116
  Arcana ......................................117
  Battle .........................................118
  Celestial ...................................119
  Chaos .......................................120
  Conjuration  ...........................121
  Curse ........................................ 122
  Destruction .............................123
  Divination .............................. 124
  Earth .........................................125
  Enchantment ......................... 126
  Fire ............................................127
  Forbidden  .............................. 128
  Illusion ....................................130
  Life.............................................132
  Nature ...................................... 134
  Necromancy  ...........................135
  Primal ...................................... 136
  Protection ................................137
  Rune ......................................... 138
  Shadow ................................... 139
  Song .........................................140
  Storm ........................................141
  Technomancy ........................ 142
  Teleportation ......................... 143
  Theurgy...................................144
  Time ......................................... 145
  Transformation .....................146
  Water ....................................... 147
  Chapter 8:  
  A Land in Shadow .........149
  Overview ................................149
  The Basics ..............................149
  The Lands of Rûl ...................151
  Geography ...............................151
  Nations Of Rûl .......................153
  Other Lands ............................161
  Northern Reach.................... 163
  History ..................................... 163
  Geography and Climate ..... 165
  Major Settlements ...............168
  People and Cultures ............169
  Religion and Belief ...............171
  The Old Faith .........................171
  The New God .........................172
  Witchcraft................................172
  The Faerie Queen .................173
  Small Gods ..............................173
  Cosmology ..............................173
  Dimensional Pockets............173
  Hidden Kingdoms .................173
  The Underworld ...................173
  Hell ............................................173
  The Void ..................................174
  The Demon Lord ..................174
  Chapter 9:  
  Running the Game .......175
  The Game Master's Job ........175
  Game Mastery Basics .......... 176
  Deciding  
  What Happens ..................177
  Styles of Horror .................... 179
  Running Adventures ............181
  Creating Adventures ........... 182
  Objective ................................. 182
  Starting Point......................... 182
  Scenes ...................................... 182
  Conclusion .............................184
  Plot Structure ........................184
  Adventures by Level ............ 185
  Between Adventures ...........186
  Campaigns .............................186
  Campaign Objective ............186
  Three-Act Structure ............186
  Exploration & Travel .......... 187
  Using Perception .................. 187
  Travel ....................................... 187
  Combat ...................................189
  Combat Difficulty ................189
  Battlefields .............................190
  Rounds, Turns,  
  and Actions ........................191
  Improvised Activities ...........191
  Ending the Combat ............. 192
  Player Characters ................. 193
  Character Creation .............. 193
  Character Exits ..................... 193
  Character Death ................... 193
  Secondary Characters ......... 194
  Shadow of the Demon Lord 195
  Game Master's Toolbox .....200
  Corruption ............................200
  Deprivation ...........................200
  Disease ...................................200
  Exposure .................................201
  Fire ...........................................201
  Insanity ...................................201
  Suffocation ............................ 202
  Traps ....................................... 202
  Rewards ..................................205
  2
  
  shadow of the demon lord
  You had to know it was coming. Look back at Exemplars of Evil® (’08). Revealed early is the dark side.
   Rob did a bunch of stuff with Green Ronin Publishing(2003-08), and then hooked up with Wizards of the Coast for 
  4e & 5e, and with Monte Cook for two top hits. So after all that coolness, what does he do? Goes off and starts his own 
  company... with this book in mind. Sometimes that results in a day job. And then there are people like Monte and Rob.
   I designed an edition once (now generically called “Classic”), but that was 30 years ago. Things have changed a bit. We’ve 
  learned a lot about designing games, and even more about explaining them. Yet despite the difference in eras, this book 
  and mine (the RC, a compilation my 4 boxed sets) have a lot in common. The mutual checklist:
  Complete in one book  •   easy to learn  •   with classic fantasy tropes  •   character depth with lots of options and futures
  a quick start adventure  •   the local World  •   customization: How to make this Yours.
   But there we went our separate ways. I had a specific task, but Rob is unrestrained. ::shudder:: So first add a wrenching 
  Horror/Weird component and some Steampunk. Expand with a huge variety of light and dark character options, paths, 
  consequences... firm guidelines for story and pacing... but none of it taken too far. Quickly digestible, not exhaustive 
  subsystems for everything.
   For me, one of the best features is that the story takes 11 adventures to complete. I have to be pragmatic; time is limited 
  for my gaming group—and yours. This we can handle.
   And we’ll have a blast along the way. Probably do it again if we can, using different characters and events. In this 
  dark apocalyptic world, maybe we can overcome the odds and delay or prevent catastrophe. But we won’t be coddled. 
  Characters are going to die horribly, because the Demon Lord is coming.
   I finish with something personal to me, and it was a delight to see it echoed by Rob. For decades, at hundreds of 
  convention games with newfound friends, I’ve encouraged this style: You are on the players’ side. You’re part of the gaming 
  group. Communicate, participate, don’t dictate. The dice and plot may bring horror and death, but together as a group we 
  can all enjoy the journey.
  - Frank
  Frank Mentzer wrote the D&D® game Classic edition of 1983-86, the first to be globally distributed and the best-seller of them all. 
  Level Increase ........................205
  Treasure ................................. 206
  Connections ..........................207
  Enchanted Objects ..............207
  Relics ........................................211
  Chapter 10: bestiary ........213
  Creature Descriptions ........ 216
  Amphisbaena ........................ 216
  Animal .....................................217
  Animated Corpse ................. 218
  Barghest .................................. 218
  Barrow Wight ........................ 219
  Basilisk .................................... 219
  Bear .......................................... 219
  Beastman ............................... 220
  Bloody Bones......................... 221
  Boggart .................................... 221
  Bone Machine .......................222
  Boneguard ..............................222
  Broodling ................................222
  Burrowing Centipede .........223
  Catoblepas .............................223
  Chainbound ..........................224
  Changeling .............................224
  Clockwork ..............................225
  Cockatrice ..............................225
  Construct ................................225
  Demon ....................................226
  Dire Wolf ................................229
  Dragon ....................................229
  Drake .......................................230
  Dread Mother .......................230
  Dryad ........................................231
  Dwarf ........................................231
  Elf ..............................................231
  Emerald Darter .....................232
  Fungal Hulk ...........................232
  Fury ..........................................232
  Genie .......................................233
  Ghastly Chorus .....................235
  Ghoul .......................................235
  Giant ........................................236
  Goblin......................................236
  Golem ......................................236
  Gorgon ....................................237
  Grave Thrall ...........................237
  Great Cat.................................238
  Gremlin ...................................238
  Griffon .....................................238
  Hag ...........................................238
  Halfling ...................................239
  Harpy ...................................... 240
  Harvester ............................... 240
  Hell Swine .............................. 241
  Hobgoblin .............................. 241
  Hood ........................................242
  Horse .......................................242
  Jack-o'-Lantern ......................242
  Killing Mist ............................243
  Large Spider ..........................243
  Lash Crawler .........................244
  Leshy ........................................244
  Living Tar ...............................244
  Lizardman ..............................245
  Lurk ..........................................245
  Manes ......................................246
  Manticore ...............................246
  Monster ...................................246
  Muttering Maw .....................247
  Nisse .........................................248
  Oculus .....................................248
  Ogre .........................................249
  Ooze .........................................249
  Orc ............................................250
  Phantom .................................250
  Poltergeist ...............................250
  Promethean ............................251
  Redcap.....................................252
  Reen .........................................252
  Rot Maiden ............................253
  Shadow ...................................253
  Shadow Weaver ....................254
  Shrieking Eel .........................254
  Skinchanger ...........................254
  Spriggan .................................. 255
  Stone Worm ........................... 255
  Stranglevine ...........................256
  Tomb Scarab Swarm ...........256
  Troglodyte ..............................256
  Troll .......................................... 257
  Vampire ................................... 257
  Vampire Bat ...........................258
  Void Larva ..............................258
  Warhorse ................................258
  Wraith......................................258
  Zombie ....................................259
  Characters .............................259
  Customizing Creatures .......262
  Character Templates ...........265
  Creatures by Difficulty .......267
  Index ..........................................268
  Character Sheet ............... 272
  3
  Table of Contents/Foreword
  
  shadow of the demon lord
  About a billion years ago, I got my hands on a copy 
  of Warhammer Fantasy Roleplay®. D&D® had been 
  my game—at least until it was decided there was too 
  much Satan in its pages for me to play and keep my 
  soul intact, and so I was forced to find other games 
  to scratch my roleplaying itch. The Old World of 
  Warhammer proved a far darker and scarier place 
  than anything D&D had to offer, and thus it had 
  me entranced. It was a world of grim and perilous 
  adventure, mud, madness, and blood oozing from 
  its pages. The game held many frightening secrets, 
  revealed hordes of daemons clamoring to tear the 
  world apart, and presented an assortment of monsters 
  both familiar and strange. Warhammer taught me 
  many lessons about fantasy, lessons that cultivated an 
  enduring appetite for dark, grim, and nasty adventure. 
   For the first game from my fledgling roleplaying game 
  company, I could have done anything: a dark future of 
  fast cars and the psychopaths who drive them, colonists stranded on a distant planet, self-aware microbes living inside an 
  unhealthy human body. Fantasy has always been my first, true love and it’s the well I go to first when playing and writing 
  for tabletop roleplaying games. You’d think the itch for designing fantasy fun would have been properly scratched after 
  spending the better part of three years on the fifth edition D&D design team, but it wasn’t, as this book proves.
   You see, D&D was never mine, nor was it owned by anyone else on the team. D&D is a game far bigger than the 
  folks who have had the privilege to work on it. We labored in the shadows of giants, those gods of game design who 
  had come before and provided us all with endless hours of adventure. As custodians of this game, our task was to 
  produce something worthy of being included in the pantheon of editions and that would capture the best and brightest 
  moments of all. To further complicate matters, we worked in the open, soliciting feedback from the keen-eyed and 
  enthusiastic playtesters who would curb some of our more radical ambitions while embracing others. The result, as I’m 
  sure you’ve seen, was a resounding success and people have come back to D&D in droves.
   I discovered, after my time on D&D came to a close, I wanted something to call my own, a tabletop roleplaying 
  game freed from canon and born from my imagination, shaped by my tastes and interests, all to produce a tabletop 
  experience that matches those I have witnessed at game stores, at conventions, and at my gaming table and the tables of 
  my friends. To feed this hunger, I began design on what would become Shadow of the Demon Lord, subjected the design 
  to rigorous testing, designed and redesigned, clarified, scrubbed, cleaned, and more to arrive at this product that you 
  now see before you.
   Shadow of the Demon Lord is a distillation of everything I crave from fantasy games, presented in a tight and tidy 
  package. It gives you the tools to tell horror stories set in fantasy worlds teetering on the edge of annihilation. It reveals 
  horrible, terrifying things creeping under the cover of night. It presents magic that is both weird and powerful. And it 
  gives you the tools to create flawed protagonists who might just have a chance to make a difference in the world before 
  it’s too late.
   It has been a long and winding road to reach this point. There have been wonderful surprises and terrifying setbacks. 
  I’ve put this game in its various incarnations in front of gaming tables from Seattle, Washington to Lake Geneva, 
  Wisconsin, from Nashville, Tennessee to Indianapolis, Indiana. Along the way, I’ve met so many wonderful people, 
  bright, funny, imaginative, and just as weird as me. These were the friends, new and old, who made the Kickstarter 
  campaign a success and turned these words into a finished product. So before I go, thank you all. Thank you for your 
  support in the campaign, your encouragement by email or by post, and for giving your time and imagination to playing 
  this little game of mine.
   
  —Robert J. Schwalb 
  July 2015
  4
  
  shadow of the demon lord
  The Demon Lord wears many masks. It is the One Foretold, 
  the Destroyer of Worlds, the Hunger, the Shuddering One, 
  the One Who Whispers, the Shadow in the Void, the Dark 
  Between the Stars, and the Unspeakable One. Its will alone 
  snuffs out the stars and its shadow ends realities.
   Shadow of the Demon Lord is a roleplaying game set in a 
  fantasy world’s last days. Reality frays as time and space 
  unravel, weakening the laws governing what’s possible and 
  what isn’t. As a result of this deterioration, threats from 
  beyond the universe intrude, vile demons spawned in the 
  endless Void, hungering for the utter destruction of all 
  things. Where they tumble free into the mortal lands, they 
  bring death and doom to all. 
   These are dark times foretold by the oracles and 
  prophets, shouted by preachers on their pulpits, and 
  whispered on the hot winds swirling out from the gates of 
  Hell. All the unrest, suffering, doom, and decline spread 
  from the Demon Lord’s shadow that creeps across the 
  mortal world. It corrupts whatever it touches, twisting it to 
  evil ends, fomenting madness, and quickening the doom 
  this being demands. The resulting chaos has seen horrors 
  long forgotten to rise up from their tombs to roam the 
  lands as they once did. Armies muster over the most minor 
  slights, bringing war, famine, plague, and death across the 
  civilized lands.
   As bad as things are, all is not yet lost. Exceptional men 
  and women have a chance to delay or possibly avert the 
  looming disaster. They come from all backgrounds. They 
  are hard-bitten mercenaries, power-hungry sorcerers, and 
  priests of inscrutable gods. They are the people living in 
  the bowels of the earth and the cities’ slums. They rise from 
  the fighting pits, emerge from the academies, and venture 
  from the farms and fields that sustain the great cities. These 
  peoples, from all across the lands, come together in the 
  world’s hour of need to be its champions, its defenders, 
  and, perhaps, its saviors.
  Playing the Game
  Shadow of the Demon Lord is a game of cooperative 
  storytelling. You need a few friends to play, as many as you 
  want, but you’ll need at least two others to form the group. 
  One of you becomes the Game Master and the rest act as 
  players. Together, you and your friends tell a story of your 
  creation focusing on the characters you create and play. 
  The Game Master
  The Game Master (GM) acts as narrator and rules arbiter. 
  The GM decides what obstacles must be overcome, creates 
  the plots, keeps the story moving forward, and, above 
  5
  
  shadow of the demon lord
  Introduction
  all, decides what happens, what doesn’t, and what might 
  happen with a bit of luck.
   The GM decides what the player characters (PCs) 
  face, fight, and must overcome to reach their objectives. 
  The Game Master controls the monsters the PCs battle, 
  decides what traps lie in wait, concocts the villains’ 
  diabolical schemes, and decides all the other challenges 
  the characters face. All this might suggest that the GM is 
  opposed to the characters, but this is not the case. The GM 
  is not an adversary to be overcome but a partner in the 
  telling of good stories, and acts as the players’ advocate 
  within the parameters set by the game rules.
  The Players
  Everyone else in the group is a player. As a player, you 
  interact with the game using a character. Your GM can 
  provide you with a character or ask you to make a character 
  using the rules in this book. In either case, you control your 
  character and make all decisions about how your character 
  acts, reacts, and behaves in the game. You assume the 
  character’s persona during game play and make decisions 
  based on your character’s personality.
  The Game
  You play the game by talking to each other. The GM 
  presents situations and players describe how their 
  characters react to those situations. The players tell the GM 
  where their characters go and what they attempt to do, and 
  the GM tells them what happens next. The GM interprets 
  described activities using common sense, considering the 
  implications of how those actions affect the story, or, when 
  all else fails, by turning to the rules. 
  The Story
  The game focuses on a group of characters that come 
  together to achieve common objectives. They assemble by 
  accident or by intent. One group might have begun as a 
  band of pilgrims determined to lay eyes on the site of the 
  New God’s ascension. Another might come from the ranks 
  of an acting troupe, the various characters coming together 
  to survive an attack by wild beastmen. 
  Another still might be made from 
  childhood friends, soldiers serving in 
  the same military unit, or thralls in 
  service to a common master.
   What the group does once it forms 
  depends on the reasons for staying 
  together. A band of adventurers could 
  seek fame and fortune, venturing into 
  dangerous places to wrest treasures from 
  monsters. A mercenary company can 
  safeguard a land, investigate threats, 
  go on combat missions, and root 
  out traitors and spies embedded 
  in their ranks. Groups working 
  for a patron undertake missions on their master’s behalf, 
  such as traveling to distant lands to recover a vital relic or 
  an ancient tome containing the only copy of a powerful 
  incantation, or to sabotage cultists using magic for 
  unspeakable ends.
  Moral Ambiguity
  Neither the player characters nor the people they meet 
  in the game neatly fit into the categories of good or evil. 
  Most are somewhere between the two. One person might 
  be kind and generous despite having murdered several 
  people. A cruel and vicious tyrant could be nice to animals. 
  Characters are complex. The “good guys” have fatal flaws 
  and the “bad guys” have redeeming qualities or, at least, a 
  reason for their villainous behavior.
  The End Is Near
  In Shadow of the Demon Lord, the characters live in the 
  land’s last days, on the frontiers of an Empire tumbling 
  into ruin, all brought about by vile cultists in service to an 
  insane and monstrous being eager to claw its way from the 
  Void and plunder the world and all of creation for souls. 
  Here, death stalks the land. One can hear the gibbering 
  and hooting cries of the insane as an unholy chorus in 
  the darkest hours of the night. Rapacious dragons wing 
  overhead, soaring through the skies, while devils, twisted 
  faerie, scuttle out from the depths of Hell to tempt mortals 
  to darkness. All these threats and more lie in wait for the 
  unwary and incautious.
  Danger Everywhere
  The world is dangerous. The game has no expectations 
  about player character survival. The overly bold and the 
  reckless meet swift and sudden ends. The characters 
  might not win every fight, and not every battle is winnable. 
  Sometimes the best solution is to run away. Shadow of the 
  Demon Lord can be a harsh and unforgiving game, one in 
  which death can come at any time for the characters.
  The Rules
  Shadow of the Demon Lord uses rules 
  to supplement the storytelling. 
  The rules describe what’s possible 
  and what’s not. They also tell you 
  how to resolve situations when you’re not sure 
  if the activity happens or doesn’t, such as when 
  you attack a monster with a weapon or a spell. 
  But, as helpful as the rules can be, they exist to 
  supplement play. They provide you with solutions 
  to challenges that come up in the story.
  The Dice
  You need at least one set of dice to play 
  Shadow of the Demon Lord. A set includes at 
  6
  I
  
  shadow of the demon lord
  Introduction
  least one die with 20 sides (d20) and at least 
  three dice with 6 sides (d6). Physical dice 
  are best and are available at most hobby 
  and game shops. You can also use one 
  of the many dice-rolling apps available 
  for phones and tablets.
  Dice Expressions
  The rules use a shorthand 
  expression for all other dice rolls. 
  The shorthand is “xdy.” The “x” is 
  a number that tells you how many 
  dice to roll. The “d” stands for die or 
  dice. The “y” is a number that tells you 
  what kind of dice to roll. This number is 
  6 or 20.
   So if you see “2d6,” roll two 6-sided dice 
  and add them together. If you see “1d6 + 2,” 
  you roll a d6 and add 2 to the number.
  1d3
  When the rules instruct you to roll a d3, you roll a d6 and 
  treat rolls of 1 or 2 as if you had rolled a 1, rolls of 3 or 4 as if 
  you had rolled a 2, and rolls of 5 or 6 as if you had rolled a 3.
  Round Down
  Whenever you end up with a fraction, such as from halving 
  damage, always round down to the next lowest whole 
  number.
  Other Stuff You'll Need
  In addition to this book and dice, you need something 
  to write with, something to write on, and a copy of the 
  character sheet. You can copy the one in the back of the 
  book or print one off from schwalbentertainment.com.
  Example of Play
  The characters played by Heather, Jay, Larry, Leslie, and 
  Troy together form a group working for a powerful wizard 
  named Astronicus. The wizard sent them to investigate the 
  troubles plaguing the tiny town of Thorpe. There, a demon 
  named the Quivering Prince has slipped into the world and 
  has been corrupting the locals, compelling them to turn 
  against one another in an orgy of violence. Last session, the 
  group discovered the existence of a powerful incantation 
  capable of forcing this demon back into the Void. Only one 
  copy of the incantation remains—and it is inside the Tome 
  of the Nailed Tongue, which they believe is interred inside 
  the Tomb of the Deceiver. The group has just found the 
  tomb and Troy’s character, Garrison, pushed open the door 
  to the tomb’s antechamber.
  Dan (as GM): The door makes a terrible racket as you open 
  it into the antechamber’s darkness. Light from outside 
  reveals a broken and cracked stone floor littered with 
  pottery shards and broken bones. It’s too 
  dark to see any farther into the room. 
  What do you do?
  Jay (as Gunter, a dwarf warrior): I 
  have darksight. Do I see anything 
  else?
  Dan: You see the room is about 
  8-yards square. Fat pillars line the 
  walls to either side, each carved to 
  look like there’s a serpent coiled 
  around it. Two high-backed chairs 
  flank a set of double doors directly 
  across from you. Heaped in each 
  chair is a pile of entrails, glistening 
  and fresh.
  Leslie (as Mara, a human rogue): Well 
  I can’t see anything. I light my lantern.
  Dan: OK. Sounds like a good idea. What about the 
  rest of you?
  Larry (as Cecil, a goblin priest): Hmm. I’d like to inspect 
  the floor to see if there are any traps, tracks, or anything, 
  really.
  Heather (as Rene, a clockwork magician): And I will cast 
  arcane sight to see if there’s any magic here.
  Dan: Gotcha. What about you two? 
  Jay: I draw my warhammer and ready my shield. I don’t like 
  the look of those entrails.
  Dan: Troy?
  Troy (as Garrison, a human warrior): I draw my longbow 
  and nock an arrow.
  Dan: Great. OK. Leslie, you light your lantern and light 
  fills the chamber. You can see that painted on the walls 
  between the pillars are images of demons eating people. 
  It’s nasty stuff.
    Larry, give me a Perception challenge roll.
  Larry: Will do. (Rolls a d20). I got a 12. My Perception 
  modifier is a +2, so that’s 14.
  Dan: Fantastic. You examine the floor and you see a thin 
  wire stretched across the entrance at about ankle height. 
  You might have missed it if it hadn’t been for all the dust.
    Heather, your eyes roll back in your head as the spell 
  takes effect. You perceive a flickering aura around the 
  chairs, specifically on the guts.
  Heather: Hmm. I know stuff about magic since I have the 
  academic (magic) profession. Do I know anything about 
  that aura?
  Dan: You’re pretty sure it’s Forbidden magic. The dark and 
  nasty stuff.
  Heather: Probably demonic. Be careful, guys.
  Larry: So, Mara, can you do anything about this trap?
  7
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  shadow of the demon lord
  Introduction
  Leslie: Sorry. I’m not that kind of rogue. We can step over 
  the tripwire, though, right?
  Dan: Yep.
  Jay: Enough talk. I enter the room. Oh, and I step over the 
  tripwire. 
  Dan: OK. What about the rest of you?
  Troy: I’ll cover the dwarf.
  Heather: I’ll go in.
  Leslie: I’ll stay with Garrison.
  Larry: I’m going to move alongside the tripwire to one of 
  those columns.
  Dan: Got it. Gunter, you step into the room, over the 
  tripwire, but when you do, the entrails begin to quiver 
  and gather themselves up until they take humanoid 
  forms. Ghostly green light flickers around the greasy 
  organs and you see dung sliding through the meat. They 
  lurch toward you! They’re horrifying, so I need everyone 
  to make Will challenge rolls.
  (Each player rolls a d20.)
  Jay: 12
  Leslie: 8
  Heather: 10
  Larry: 15
  Troy: I got a 20!
  Dan: You all succeeded except Leslie. Sad face. Seeing this 
  is too much for you. Gain 1 Insanity, and you become 
  frightened for a number of rounds equal to your Insanity 
  total.
  Leslie: I’m already crazy. That’s 4 points. Crap! Who wants 
  to run?
  Heather: Suck it up, you.
  Dan: Who wants to take a fast turn?
  Jay: I do. Am I close enough to attack?
  Dan: Sure. Make an attack roll against the target’s Defense.
  Jay: OK. (He rolls a d20). I got a 14 on d20 plus my Strength 
  modifier of +3 puts me at 17. Take that, chum monster!
  Dan: That’s more than enough to succeed. How much 
  damage?
  Jay: Let me roll. (He rolls 2d6.) I did 8 damage.
  Dan: A solid hit! Anyone else? No? OK. The walking 
  entrails are going to take their turns. Jay, they both throw 
  ropes of their bodies at you. One gets a 17 and the other a 
  13. Succeed?
  Jay: Damn! Yeah, the first one got me.
  Dan: Take 5 damage as the slippery entrails wrap around 
  your body and tighten with an iron grip.  That’s it for me. 
  Anyone else want to take a turn?
  Heather: I’ll take a slow turn. I’m going to move into 
  position and cast unerring darts. I’m sending all seven at 
  the last bag of guts. Each one deals 1 damage so that’s 7 
  damage total. 
  Dan: The darts rip through the soft tissue, causing blood and 
  feces to go everywhere. It’s still up though. Anyone else? 
  Leslie: Screw this. I pull my pistol and shoot the guts in the 
  face.
  Dan: Make an attack roll . . .
   . . . And the game continues.
  Using This Book
  How you use this book depends on whether you are a 
  player or the GM.
  Players
  Unless the Game Master provides you with characters, you 
  need a character to play the game. Start with chapter 1 and 
  follow the instructions to make your character.
   When you have finished your character, familiarize 
  yourself with Chapter 2. That chapter contains all the 
  game’s rules. You might keep this chapter handy while you 
  play so you can refer to the rules when you need them.
   As your group’s level increases, you will use other parts of 
  the book.
  Game Master
  If you intend to be the Game Master, start by making a 
  character, using the rules in Chapter 1. Being familiar with 
  the process makes it easier for you to help others make 
  their characters. When you have a handle on creating 
  characters, move on to Chapter 2 for a look at the rules and 
  chapter 9 for guidance on how to be a Game Master and to 
  create adventures. You don’t have to have perfect knowledge 
  of how the game works, but familiarity helps you when 
  it comes time to run the game. You can find pre-designed 
  adventures on schwalbentertainment.com.
  8
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  shadow of the demon lord
  You need a character to play Shadow of the Demon Lord. 
  A character is the persona you adopt when you play the 
  game, the individual you pretend to be in the troubled 
  world of the Demon Lord. The Game Master can provide 
  you with a character or you can create one using the rules 
  in this chapter.
   When you create a character, you make all the decisions 
  about what your character looks like, how your character 
  thinks and behaves, and how your character fits into the 
  game’s setting. These decisions set the stage for the story 
  to come and help you portray the character in a consistent 
  manner.
  Ancestries
  The first thing you do to create your character is to pick 
  your ancestry. Ancestries tell you something about your 
  homeland, culture, religious inclination, and appearance. 
  As well, they indicate areas in which your character excels 
  and where your character might be wanting.
   The following ancestries are among the most common to 
  the lands of the Northern Reach. Other ancestries might be 
  available at your GM’s discretion.
  •  Humans are a diverse people encompassing numerous 
  civilizations, cultures, and ethnicities. They are the 
  dominant people in the world. Humans excel in any path 
  they choose.
  •  Changelings conceal their hideous forms behind 
  identities stolen from other creatures so they can move 
  more freely through the lands. Changelings make 
  exceptional magicians and rogues.
  •  Clockworks are people created by binding souls stolen 
  from the Underworld to mechanical bodies. Clockworks 
  have many different forms, and their origins determine 
  the paths they will walk.
  •  Dwarfs are an elder race cursed by the gods for their vanity 
  and doomed to toil and dig in the earth for the treasures 
  they covet. Dwarfs make powerful warriors and priests.
  •  Goblins are exiles from the realms of faerie, forced to live 
  among humanity or on the edges of human lands. They 
  are a filthy, grubby people of low character and malicious 
  disposition. Goblins do well as rogues and magicians.
  •  Orcs were made from dark magic to be the ultimate 
  slave soldiers in the Empire’s armies. Brutish, strong, 
  and violent, they exceeded expectations and helped 
  their masters conquer the continent. They have recently 
  thrown off their shackles and taken their destiny into 
  their own hands. Bred for battle, orcs make strong 
  warriors and deadly rogues.
  9
  
  shadow of the demon lord
  Character Creation
  Ancestry Benefits
  Ancestries provide you with story cues that guide how you 
  might play your character and tell you your character’s 
  starting traits.
  Ancestry Story
  In each ancestry, you will find suggestions about how those 
  people fit into the game, their behavioral tendencies, and 
  how they interact with others. These story elements offer 
  generalizations to help you understand the ancestry and 
  to give you ideas about how to play the character, but they 
  are only suggestions. Just because most orcs are violent 
  and temperamental doesn’t mean you can’t play an orc 
  who is compassionate, kind, and noble. Similarly, your 
  goblin might reject the filth and squalor in which these 
  exiles seem so comfortable. Instead, your goblin could be 
  quite fastidious about personal hygiene. So while the story 
  suggestions provide you with a ready-to-play character 
  concept, feel free to expand, alter, or abandon them to play 
  the character you want to play. 
  Ancestry Traits
  Statistics are the numbers that describe your character’s 
  capabilities. Just record the information in the spaces 
  provided on your character sheet. The mechanics include 
  all of the following.
  Attributes
  Four attributes describe your character’s fundamental 
  capabilities. They are Strength, Agility, Intellect, and Will. 
  For each attribute, you have a score and a modifier. For 
  information on what attributes mean and how you use 
  scores and modifiers, see Chapter 2.
  Scores
  A score is a number ranging from 1 to 20. Average people 
  have a score of 10. Record the starting scores from your 
  ancestry in the spaces provided.
  •  Adjusting Scores: You can increase one score by 1 
  by decreasing another score by 1. You can make this 
  adjustment only once.
  •  Increasing Scores: Your scores increase as your group’s 
  level increases.
  Modifier
  Your score determines your modifier. It is equal to the 
  score minus 10. So if you have a 12 Strength, your Strength 
  modifier is +2. Note the modifiers for each attribute in the 
  spaces provided.
  Characteristics
  In addition to attributes, your character has several 
  characteristics that include Defense, Health, healing 
  rate, Perception, Size, Speed, Power, Damage, Insanity, 
  and Corruption. Your ancestry tells you the numbers you 
  assign to each. Information about using characteristics is in 
  Chapter 2.
  Languages of the Northern Reach
  The following languages are used throughout the lands of 
  the Northern Reach.
  • Common Tongue: The dominant language in the ruined 
  lands of the Empire, merchants cobbled Common Tongue 
  (or just Common) from local languages to facilitate trade. 
  It uses its own alphabet.
  • Dark Speech: A guttural language filled with hard 
  consonants, Dark Speech originated centuries ago in 
  Gog, the accursed kingdom that spread across the lands 
  of Rûl and was cast down and destroyed by the Empire’s 
  founders. Although some scholars deem the language 
  dead, beastmen, cultists, and anyone seeking forbidden 
  knowledge learn and use the language.
  • Dwarfish: The language of the dwarfs has a harsh sound, 
  precise lexicon, and long, compound words. It uses a runic 
  alphabet.
  • Elvish: The language used by the elves and other faerie 
  has a soft and musical sound, perfectly suited for singing 
  and reciting poetry. Elvish uses its own script, its characters 
  flowing into one another.
  • High Archaic: The language of scholarship and magic, few 
  people use High Archaic in conversation. It uses the same 
  alphabet with the Common Tongue.
  • Trollish: The language of the trolls is as ugly as Elvish is 
  beautiful. It belongs almost exclusively to trolls and giants, 
  and it sounds like a mixture of grunts and barks. It uses a 
  runic alphabet similar to Dwarfish.
  • Secret Language: Many organizations use secret languages 
  to communicate. Druids, assassins, thieves, and even 
  rangers use such languages.
  • Dead Languages: Many languages fall out of common 
  usage. The GM can introduce additional languages that 
  have lost common speakers and whose words can now be 
  found among the most ancient beings and in writings from 
  older civilizations.
  Character Sheet
  A character sheet, like the one found at the end of this book, 
  has places for you to record all the important mechanics for 
  your character. Feel free to photocopy the sheet or print one 
  off. Or, if you prefer, just write down the information on paper.
  10
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  shadow of the demon lord
  Character Creation
  Languages and Professions
  Your ancestry tells you the languages you can speak 
  as well as any you know how to read and write. See 
  the Languages of the Northern Reach sidebar for 
  descriptions. In addition, your ancestry might grant you 
  an additional profession. Professions are described after 
  ancestries in this chapter.
  Talents
  Record any talents gained from your ancestry on your 
  character sheet, noting what they do.
  Level 4 Benefits
  You gain the level 4 benefits when your group reaches level 4.
  Ancestry Tables
  Your ancestry presents several tables you can use to 
  randomly determine your character’s background, 
  appearance, personality, and other story elements. You 
  can roll dice to randomly determine these elements, 
  choose them, or come up with something else instead. 
  When looking at each entry on the tables, bear in mind 
  that the descriptions are relative to your ancestry, so your 
  character could be short for a goblin or might be an orc 
  who repels other orcs in terms of appearance.
  Human
  Determination, resourcefulness, and sheer numbers helped 
  humanity rise from its humble, primitive origins to become 
  the most widespread and numerous people in the world. 
  Few places have escaped human expansion, and settlements 
  exist in mountains and swamps, desolate wastes and verdant 
  plains. Human civilization has defined the last thousand 
  years of history and continues even as the shadow falls.
  • Many Variations: Humans comprise many different ethnic 
  groups. Skin tones can range from almost black to albino 
  white, or green, blue, orange, pink, or something else. Some 
  humans have patterned skin, stripes, thick body hair, or no 
  hair at all. Humans also have many different shapes and 
  sizes. They range from 3 to 7 feet tall and weigh from 50 to 
  500 pounds or more. Most humans live about seventy years.
  • Strength in Numbers: Community plays a strong role 
  in human civilization. People are stronger when they 
  work together than when they work alone. The resulting 
  tribalism has been a source of strength and a great asset 
  in human expansion, but it has also been a source of 
  conflict that erupts into violence between rival groups.
  • Diverse Natures: Noble or crude, virtuous or wicked, 
  courageous or craven, greedy or selfless—most humans fall 
  somewhere between these extremes and behave in a way 
  that looks after their interests and those of their loved ones.
  11
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  shadow of the demon lord
  Character Creation
  • Religious Inclinations: Few humans question the 
  gods’ existence, and many find their life’s meaning in 
  worshiping one or more gods. In the Northern Reach, 
  humans might belong to the Cult of the New God, follow 
  the tenets of the Old Faith, or practice witchcraft. See 
  Chapter 8 for details on religions.
  • Common Names: Aengus, Agnes, Aine, Alice, Anselm, 
  Beatrice, Breandan, Caitlin, Charles, Cormac, Ella, 
  Fiona, Geoffrey, Giselle, Henry, Hugh, Joan, John, Kane, 
  Kiera, Manfred, Margery, Oriel, Richard, Robert, Roisin, 
  Rordan, Rosalind, Saraid, Seamus, Walter, and Yvonne.
  Creating A Human
  Starting Attribute Scores Strength 10, Agility 10, Intellect 
  10, Will 10. Choose one attribute and increase it by 1.
  Perception equals your Intellect score
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health, round down
  Size 1/2 or 1, Speed 10, Power 0
  Damage 0, Insanity 0, Corruption 0
  Languages and Professions You speak the Common 
  Tongue, and you can either speak one additional 
  language or add a random profession.
  Level 4 Expert Human
  Characteristics Health +5
  You either learn one spell or gain Determined.
  Determined When you roll a 1 on the die from a boon, you 
  can reroll the die and choose to use the new number.
  Human Background
  d20
  Background
  1
  You died and returned to life. You start the game 
  with 1d6 Insanity.
  2
  You were briefly possessed by a demon. You start 
  the game with 1 Corruption.
  3
  You spent 1d6 years as a prisoner in a dungeon.
  4
  You murdered someone in cold blood. You start 
  the game with 1 Corruption.
  5
  You caught and recovered from a terrible disease.
  6
  You belonged to a strange cult and saw many 
  strange things. You start the game with 1 Insanity.
  7
  The faerie held you prisoner for 1d20 years.
  8
  You lost a loved one and their loss haunts you still.
  9
  You lost a finger, a few teeth, or an ear, or you 
  gained a scar.
  10
  You earned a living working in your profession.
  11
  You fell in love and the relationship ended well or is 
  ongoing.
  12
  You have a spouse and 1d6 -2 children (minimum 0).
  13
  You traveled extensively. You speak one additional 
  language.
  14
  You received an education. You know how to read 
  the Common Tongue.
  15
  You saved your town from terrible monsters.
  16
  You foiled a plot to kill someone important or you 
  brought a killer to justice.
  17
  You performed a great deed and are a hero to the 
  people in your hometown.
  d20
  Background
  18
  You found an old treasure map.
  19
  Someone important and powerful owes you a 
  favor.
  20
  You came into money and start the game with  
  2d6 cp.
  Human Personality
  3d6
  Personality
  3
  You are cruel, wicked, and self-serving. You enjoy 
  making others suffer.
  4
  You are erratic and unpredictable. You have a 
  hard time keeping your word and tend toward 
  capricious behavior.
  5–6
  Might makes right. Obedience to authority is the 
  highest ideal.
  7–8
  You look after yourself first and foremost. You’re 
  not above double-crossing friends.
  9–12
  You put your interests and those of your friends 
  above all else.
  13–14
  You help others because it’s the right thing to do.
  15–16
  You try to do what you think is right, even if it 
  breaks laws and social conventions.
  17
  Your honor and duty guide everything you do.
  18
  You are committed to good and noble causes, 
  and you never stray from your beliefs even if your 
  refusal would cost you your life.
  Human Religion
  3d6
  Religion
  3
  You belong to a cult dedicated to a dark power.
  4
  You belong to a heretical sect.
  5–6
  You were raised in the teachings of witchcraft.
  7–10
  You follow the tenets of the Old Faith.
  11–15
  You belong to the Cult of the New God.
  16–18
  You have no religion.
  Human Age
  3d6
  Age
  3
  You are a child, 11 years old or younger.
  4–7
  You are an adolescent, 12 to 17 years old.
  8–12
  You are a young adult, 18 to 35 years old.
  13–15
  You are a middle-aged adult, 36 to 55 years old.
  16–17
  You are an older adult, 56 to 75 years old.
  18
  You are a venerable adult, 76 years or older.
  Human Build
  3d6
  Build
  3
  You are short and thin.
  4
  You are short and heavy.
  5–6
  You are short.
  7–8
  You are slender.
  9–12
  You are average in height and weight.
  13–14
  You are a bit overweight.
  15–16
  You are tall.
  17
  You are tall and thin.
  18
  You are very tall and heavy.
  12
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  shadow of the demon lord
  Character Creation
  Human Appearance
  3d6
  Appearance
  3
  You are hideous. You look like a monster. Children 
  cry when they encounter you, the weak of heart 
  faint when they see you, and one person vomited 
  after getting a good look at your face.
  4
  You are ugly, and people find your visage unpleasant 
  thanks to a scar, wen, beetling brows, boils, piles, a 
  wandering or weeping eye, or something else of a 
  similar magnitude.
  5–6
  Most consider you homely: not quite ugly, but a bit 
  worse than plain.
  7–8
  You are plain and uninteresting to look upon. People 
  notice you, but your appearance fails to make an 
  impression.
  9–12
  You are perfectly average in appearance. You look 
  like everyone else.
  13–14
  You have a physical quality that makes you 
  attractive to others. You might have pretty eyes, 
  lips, hair, shape, or something else.
  15–16
  You have several attractive physical qualities that 
  make you quite comely.
  17
  You are one of the great beauties in the land, 
  an individual of almost unsurpassed form and 
  appearance. People notice you. 
  18
  You put beautiful people to shame. You are so 
  striking, heads turn to follow you wherever you go. 
  People become infatuated with you, stumbling over 
  their words and feeling flustered when you show 
  them attention. There’s a fine line between love and 
  hate. Should you spurn the attentions of people you 
  enamor, their affection might sour to resentment 
  and even hatred.
  Changeling
  Faerie create changelings to conceal the absence of children 
  they steal. They construct a changeling from natural 
  materials and use magic to give it the appearance of the 
  missing child. The magic often fades after a few weeks, but 
  sometimes it lingers and lets the changeling grow up to 
  become a real person.
  •  Many Masks: Changelings can use their magical natures 
  to adopt the forms of anyone they see. They assume 
  different forms to conceal their true natures, forms most 
  deem hideous and unsettling. When stripped of their 
  disguises, changelings look like humanoids formed from 
  dirt, sticks, and rocks, with glowing green eyes set in 
  otherwise featureless faces. Changelings in their natural 
  forms stand 5 feet tall and weigh 90 pounds.
  •  Changeable Identities: Constantly changing identities 
  has a deleterious effect on changeling personalities. Most 
  mimic the attitudes and outlooks of the people around 
  them, having no particular views themselves or, if they 
  have them, burying them so deep they cannot remember 
  who they started out being or what they 
  hope to become.
  • Common Names: When not using the 
  names of the people they impersonate, 
  changelings use nicknames such as 
  Coy, Jester, Mirth, Rook, Shadow, 
  Slick, or Sly.
  Creating A Changeling
  Starting Attribute Scores Strength 9, Agility 10, 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, round down
  Size 1, Speed 10, Power 0
  Damage 0, Insanity 0, Corruption 0
  Languages and Professions You speak the Common Tongue.
  Immune damage from disease; charmed, diseased
  Iron Vulnerability You are impaired while in contact with iron.
  Shadowsight You see into areas obscured by shadows as if 
  those areas were lit.
  Steal Identity You can use an action to alter your 
  appearance to match that of a target living creature 
  you can see within short range. The target must be Size 
  1 or 1/2 and have a humanoid shape of flesh and blood. 
  Your body changes so you look like the target, though 
  your clothing and possessions remain unchanged. The 
  effect lasts until you use this talent again. If you become 
  incapacitated or touch an object made from iron, you 
  immediately revert to your normal appearance.
  Level 4 Expert Changeling
  Characteristics Health +4
  You either learn one spell or gain Doppelganger’s Advantage.
  Doppelganger’s Advantage You can use a triggered 
  action on your turn to use Steal Identity. As well, when 
  you steal a creature’s identity, your attack rolls against 
  that creature are made with 1 boon while you have that 
  creature’s appearance.
  Changeling True Age
  3d6
  Age
  3
  You are a child, 8 years old or younger.
  4–7
  You are an adolescent, 9 to 14 years old.
  8–12
  You are a young adult, 15 to 25 years old.
  13–15
  You are a middle-aged adult, 26 to 40 years old.
  16–17
  You are an older adult, 41 to 60 years old.
  18
  You are a venerable adult, 61 years or older.
  Changeling Apparent Gender
  d6
  Starting Form
  1–3
  You appear to be male.
  4–6
  You appear to be female.
  Changeling Apparent Ancestry
  3d6
  Starting Form
  3–4
  You appear to be a goblin. Go to the Goblin ancestry 
  entry to determine your age, build, and appearance.
  5–7
  You appear to be a dwarf. Go to the Dwarf ancestry 
  entry to determine your age, build, and appearance.
  8–15
  You appear to be a human. Go to the Human ancestry 
  entry to determine your age, build, and appearance.
  16–17
  You appear to be an orc. Go to the Orc ancestry entry 
  to determine your age, build, and appearance.
  18
  The GM determines your ancestry, age, build, and 
  appearance.
  13
  1
  
  shadow of the demon lord
  Character Creation
  Changeling Background
  d20
  Background
  1
  You only recently discovered your true nature, and 
  you are having a difficult time adjusting to your 
  new reality. You start the game with 1 Insanity.
  2
  You have no idea that you’re a changeling. You 
  think you are a member of the ancestry whose form 
  you adopted. Add an extra random profession. Until 
  you become incapacitated or touch iron for the first 
  time, you cannot use Steal Identity.
  3
  You were enslaved by a hag and forced to perform 
  unspeakable acts as she commanded you. You 
  start the game with 1 Corruption.
  4
  You murdered the person whose identity you stole 
  so you could take over that person’s life. You start 
  the game with 1 Corruption.
  5
  When your “parents” learned what you were, they 
  cast you out from your home and you were forced 
  to make your own way in the world.
  6
  You ran away from home when you learned what 
  you were and lived among the faerie for many years.
  7
  You have earned the enmity of a witch hunter. This 
  foe hunts you and will try to kill you if he or she 
  ever finds you.
  8
  Fearful townsfolk drove you out of your 
  hometown. You have grown to hate them and plot 
  revenge.
  9
  The first time you stole someone’s identity, you 
  also stole a few of that person’s memories.
  10
  You earned a living working in your profession.
  11
  You fell in love, and your lover is not aware of your 
  true identity.
  12
  After being exiled from your hometown, a druid or 
  witch took you in and cared for you. You always 
  have a home with this character.
  13
  You worked as an informant for the Inquisition.
  14
  You received an education. You know how to read 
  the Common Tongue.
  15
  You learned a terrible secret while masquerading 
  as someone else. Work out the nature of that 
  secret with your Game Master.
  16
  Your parents raised you even though they knew 
  what you were. Their love and encouragement 
  gave you the stability you needed to grow into a 
  mature personality.
  17
  The elf who made you recently found you and 
  befriended you. You can call in one favor from that 
  elf by speaking into a shell he or she gave you. The 
  extent of the favor’s power is subject to the GM’s 
  discretion.
  18
  You adopted the form of someone famous, 
  powerful, and important.
  19
  You have ties to a criminal organization after being 
  recruited for your magical gifts.
  20
  You came into a quantity of money and start the 
  game with 2d6 cp.
  Changeling Quirk
  d20
  Quirk
  1
  You always speak in the third person.
  2
  Your eyes glow green in the dark.
  3
  Animals become nervous around you.
  4
  You can adopt only male forms or only female forms.
  14
  1
  
  shadow of the demon lord
  Character Creation
  d20
  Quirk
  5
  You are wild and impulsive.
  6
  You can always revert to the first form you adopted.
  7
  The scent of iron sickens you.
  8
  You have terrible nightmares.
  9
  You sometimes hear voices.
  10
  You tend to lose small, inconsequential things.
  11
  One night each year, you lose your Steal Identity 
  talent.
  12
  You can only assume the appearance of dead people.
  13
  You speak in whispers.
  14
  You give off an odd, earthy smell.
  15
  You can never keep your clothes clean.
  16
  You cannot get drunk.
  17
  You must always speak the truth as you know it.
  18
  You find meat repulsive.
  19
  You laugh at inappropriate times.
  20
  Forms you adopt have no hair or fingernails.
  Changeling Personality
  3d6
  Personality
  3
  You steal the forms of others so you can do what 
  you want without facing repercussions. You don’t 
  care about how this affects other people.
  4–5
  You enjoy taking on forms that let you work mischief.
  6
  You adopt forms that give you power over others. 
  Power ensures your safety.
  7–10
  You take on other forms for profit, usually to gain 
  access to places normally forbidden to you.
  11–13
  You are careful about the forms you take. You try to 
  stay out of trouble and keep your secrets safe.
  14
  You strive to do the right thing and use your 
  disguises to help other people, as well as to protect 
  yourself from your enemies.
  15–16
  Your nature is a gift and you use it to do what you 
  think is right, even if it means upsetting others 
  along the way.
  17
  You tend to stick to one form as long as possible; you 
  crave stability and would do anything to be “normal.”
  18
  You use your talents to help others, to make the 
  world a better place, and to right wrongs.
  Clockwork
  Clockworks are mechanical people made from metal 
  plating, gears, wires, bits of spring, and cogs to which is 
  bound a soul plucked from the Underworld. The magic 
  binding the soul tethers it to the clockwork but allows it to 
  manipulate the body only while its internal mechanisms 
  are moving. All clockworks have keys somewhere on their 
  body and while wound up, they move, think, and act 
  like creatures. Should the key wind down, a clockwork 
  becomes dormant—an insensate object.
  • Common Names: Typically, clockworks use names given 
  to them by their creators. These can be nicknames or 
  strings of letters and numbers. Clockworks might choose 
  names they find interesting or use names dredged up 
  from their souls’ memories.
  Creating A Clockwork
  Starting Attribute Scores Strength 9, Agility 8, Intellect 9, 
  Will 9
  Perception equals your Intellect score
  Defense 13
  Health equals your Strength score
  Healing Rate equals one-quarter your Health, round down
  Size 1, Speed 8, Power 0
  Damage 0, Insanity 0, Corruption 0
  Languages and Professions You speak the Common 
  Tongue.
  Immune damage from disease and poison; asleep, 
  diseased, fatigued, poisoned
  Key You have a key somewhere on your body that you 
  cannot reach. When the key is cranked and turning, 
  you count as a creature. When it stops, you become 
  an object. Your key stops turning when you become 
  incapacitated. It also stops turning at the end of any 
  round in which you got a total of 0 or lower on an 
  attack roll or challenge roll.
   
   
  While you are an object, you cannot use actions, 
  move, talk, or perceive your surroundings. Any creature 
  that can reach you can use an action to wind up 
  your key. If you are not incapacitated, you become a 
  creature once more. If you are incapacitated, roll a d6. 
  On a 3 or lower, there is no effect. On a 4 or higher, you 
  heal 1 damage and become a creature at the end of the 
  round.
   
   
  Although you are an object while you are 
  incapacitated, you are still subject to the rules for 
  incapacitated creatures.
  Mechanical Body You do not eat, drink, or breathe. 
  You do not age and you cannot be transformed into 
  an undead creature. Your mechanical body makes it 
  impossible for you to swim, so you sink to the bottom 
  when you are submerged in liquid.
  Repairing Damage While a creature, you heal damage as 
  any other creature. If you are an object, a creature can 
  use an action to start repairing you with a tool kit. The 
  creature must work for at least 4 hours. At the end of 
  this time, it makes an Intellect challenge roll with 1 bane. 
  On a success, you heal damage equal to your healing 
  rate.
  Level 4 Expert Clockwork
  Characteristics Health +5
  You either learn one spell or gain Grind the Gears.
  Grind the Gears You can increase the number of actions 
  you can use on your turn by one. When you finish your 
  turn, roll a d6. If you roll an odd number, you become an 
  object at the end of the round.
  Clockwork Age
  3d6
  Age
  3–8
  You are new, 5 years or younger.
  9–12
  You are experienced, 6 to 10 years old.
  13–15
  You are old, 11 to 50 years old.
  16–17
  You are very old, 51 to 150 years old.
  18
  You are ancient, more than 150 years old.
  15
  1
  
  shadow of the demon lord
  Character Creation
  Clockwork Purpose
  d20
  Purpose
  1–4
  You were built for war. Increase your Strength or 
  Agility by 2.
  5–8
  You were built to work. Increase your Strength by 2.
  9–12
  You were built to use magic. Increase your Intellect 
  or Will by 2.
  13–16
  You were built to gather intelligence about or 
  assassinate targets. Increase your Agility or 
  Intellect by 2.
  17–20
  You were built for an inexplicable purpose. Increase 
  one attribute of your choice by 2.
  Clockwork Form
  3d6
  Form
  3
  You are a small winged clockwork. Reduce your 
  Health by 5 and your Size to 1/2. You can fly, but 
  you must land at the end of your movement or fall. 
  You are 3 feet tall and weigh 50 pounds.
  4–5
  You are a small spider-like clockwork with functional 
  hands. Reduce your Size to 1/2. You ignore the 
  effects of difficult terrain when you climb. You are 3 
  feet tall and weigh 50 pounds.
  6–9
  You are a small humanoid clockwork. Reduce your 
  Size to 1/2. You are 4 feet tall and weigh 75 pounds.
  10–15
  You are a humanoid clockwork. You are 6 feet tall 
  and weigh 300 pounds.
  16–17
  You are a large humanoid clockwork. Increase your 
  Size to 2, but reduce your Speed and your Defense by 
  2. You are 10 feet tall and weigh 750 pounds.
  18
  You are a large clockwork with the lower body of a 
  horse. Increase your Size to 2 and your Speed by 2. 
  However, reduce your Defense by 3. You are 6 feet 
  long, 6 feet tall, and weigh 750 pounds.
  Clockwork Appearance
  3d6
  Appearance
  3
  You have a strange and unsettling appearance.
  4
  You appear crude and ill-formed.
  5–6
  You appear battered, broken, and in poor repair.
  7–8
  You have no facial features or distinguishing markings.
  9–12
  You have a mere suggestion of facial features.
  13–14
  You appear well made and in good working condition.
  15–16
  You have a stylized and ornate body.
  17
  You have an ornate body festooned with etchings 
  and ornamental jewels.
  18
  You have an exquisite body festooned with 
  elaborate etchings and ornamental jewels, and 
  trimmed in precious metals. If dismantled, your 
  body parts are worth 1d6 gc.
  Clockwork Background
  d20
  Background
  1
  Your soul came from Hell. Start the game with 1d3 
  Corruption.
  2
  Your soul was plucked from the Underworld before 
  it could forget its former life. Start the game with 1d6 
  Insanity and add an extra profession.
  3
  You spent 1d20 years in a dormant state.
  16
  1
  
  shadow of the demon lord
  Character Creation
  d20
  Background
  4
  Your maker treated you poorly. You escaped and 
  fear your maker will find you.
  5
  Fire, plague, or monsters destroyed your home and 
  you are the sole survivor.
  6
  You were stolen from the workshop where you were 
  made and lived as a slave for 1d6 years.
  7
  Goblins captured you and almost took you apart 
  for scrap materials. You have replaced your missing 
  components with bits of wood, old weapons, and 
  other rubbish.
  8
  You were left to find your own way in the world 
  when your maker died.
  9
  You fell off a boat and spent 2 years walking to shore.
  10
  You worked to fulfill your purpose for 1d6 years.
  11
  Choose a member of the group. That character 
  found you and turned your key. You owe that 
  character a debt.
  12
  You were one of 1d6 other clockworks made at the 
  same time. You hope to find them one day.
  13
  You were made to be a translator. You can speak 
  one additional language.
  14
  You were made to be a scribe. You know how to 
  read and write the Common Tongue.
  15
  Your maker set you free to find your destiny.
  16
  You can’t remember your past. You don’t know 
  where you came from or how you came to be where 
  you are.
  17
  You built a lasting monument in your community.
  18
  You found a cryptic message inside your body. You 
  have not yet deciphered its meaning.
  19
  You have a sword grafted to one of your arms.
  20
  You came into money and start the game with 2d6 cp.
  Clockwork Personality
  3d6
  Personality
  3
  You hate living things and take pleasure in pulling 
  them apart.
  4
  You are terrified of becoming dormant.
  5–7
  Your body gives you power and strength. You use it 
  to enforce your will on others. 
  8
  You didn’t ask for this existence, but you make the 
  most of it while you have it.
  9–13
  You search for meaning in a world in which you have 
  no place.
  14
  You were made to serve. You commit your 
  existence to aiding others.
  15
  You don’t know how you fit into this world, but you 
  will spend your life trying to find out.
  16–17
  You obey the instructions of anyone you deem to be 
  an authority.
  18
  Your maker gave you three commandments and you 
  must obey them.
  Dwarf
  Dwarfs live under the mountains in elaborate 
  subterranean cities. From them, they launch expeditions 
  deep into the earth to pry gold and silver from the 
  unyielding rock. They hoard their treasures in great vaults 
  and eye other peoples with distrust, suspecting them all 
  of coveting their wealth. The dwarfs have few friends and 
  gain little aid when the forces of darkness overrun their 
  strongholds to lay claim to their vaults. Thus many dwarfs 
  wander the lands, homeless, friendless, searching for a 
  new place to call their own.
  • The Beard’s the Thing: Dwarfs have thick, stout bodies, 
  limbs corded with muscle, and bellies bulging from their 
  fondness for alcohol and food. All dwarfs, male and 
  female, wear elaborate facial hair, braiding it in their 
  clan designs, decorating it with silver or gold rings, or 
  greasing it up into unusual shapes. Other dwarfs have 
  fanciful mustaches or thick muttonchops that hang past 
  their waists.
  • Short but Dense: Dwarfs stand between 3 and 4 feet tall, 
  and they can weigh up to 250 pounds. They have the 
  human range of coloration, though they tend to be grimy 
  and wrinkly from their work in the mines and forges.
  • Dour and Suspicious: Gruff, critical, and suspicious, 
  dwarfs make few friends outside their own kind. They 
  covet treasure but temper their greed with the certainty 
  their ancestors are always watching. Thus, dwarfs 
  conduct themselves with honor to avoid bringing shame 
  to their clans.
  • Common Names: Anise, Brunhild, Doogan, Erika, Franz, 
  Grete, Guntur, Heida, Helmut, Ilse, Martok, Oda, and Ragnar.
  Creating A Dwarf
  Starting Attribute Scores Strength 10, Agility 9, Intellect 
  10, Will 10
  Perception equals your Intellect score + 1
  Defense equals your Agility score
  Health equals your Strength score + 4
  Healing Rate equals one-quarter your Health, round down
  Size 1/2, Speed 8, Power 0
  Damage 0, Insanity 0, Corruption 0
  Languages and Professions You speak the Common 
  Tongue, and you speak, read, and write Dwarfish.
  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.
  Hated Creature Choose a creature from the Hatred table. 
  Your hatred grants 1 boon on attack rolls made against 
  creatures you hate.
  Robust Constitution You take half damage from poison. 
  You make challenge rolls with 1 boon to avoid or remove 
  the poisoned affliction.
  Level 4 Expert Dwarf
  Characteristics Health +6
  You either learn one spell or gain Shake it Off.
  Shake it Off: You can use an action to heal damage equal 
  to your healing rate and remove one of the following 
  afflictions: fatigued, impaired, or poisoned. Once you 
  use this talent, you cannot use it again until after you 
  complete a rest.
  17
  1
  
  shadow of the demon lord
  Character Creation
  Dwarf Age
  3d6
  Age
  3
  You are a child, 20 years old or younger.
  4–7
  You are an adolescent, 20 to 30 years old.
  8–12
  You are a young adult, 31 to 50 years old.
  13–15
  You are a middle-aged adult, 51 to 100 years old.
  16–17
  You are an older adult, 101 to 150 years old.
  18
  You are a venerable adult, 151 years or older.
  Dwarf Build
  3d6
  Build
  3
  You are short and scrawny.
  4–6
  You are short and fat.
  7–8
  You stand a bit shorter than other dwarfs.
  9–12
  You are average in height and build.
  13–15
  You have a magnificent belly.
  16–17
  You are tall.
  18
  You are tall and heavy.
  Dwarf Appearance
  3d6
  Appearance
  3–4
  You have a monstrous appearance, likely due to 
  hard living and several near misses. Your face is 
  a mass of scar tissue, probably missing an ear, an 
  eye, or your nose. You also display some unusual 
  habit, such as pounding nails into your skull or 
  greasing your body with troll fat.
  3d6
  Appearance
  5–6
  You have several interesting features that work 
  together to make you one ugly brute. Filth from 
  digging in the dirt, mites infesting your hair, skin 
  lashed with healing scars, and a rich aroma of 
  vomit—all these contribute to your distinctive 
  style.
  7–8
  You look like a typical dwarf, being hairy, portly, 
  and grubby.
  9–11
  You take a bit better care of yourself and keep 
  your facial hair well groomed.
  12–15
  You take pride in your appearance. You stay 
  clean, oil your facial hair, and perhaps braid it or 
  tie it with metal rings.
  16–18
  You are quite fetching for a dwarf. You have regal 
  features, good bearing, and a deep voice. Like 
  other dwarfs, you take pride in your appearance.
  Dwarf Hatred
  d20
  Hated Creature
  1–2
  Ogres
  3–4
  Troglodytes
  5–6
  Beastmen
  7–8
  Orcs
  9–10
  Goblins
  11–12
  Elves
  13–14
  Trolls
  15–16
  Giants
  17–18
  Dragons
  19–20
  Demons
  18
  1
  
  shadow of the demon lord
  Character Creation
  Dwarf Background
  d20
  Background
  1
  You sold your soul to a devil to gain wealth. The 
  devil betrayed you and left you penniless. You start 
  the game with 1 Corruption.
  2
  Your ancestors appeared to you in a vision and sent 
  you to recover a fabled relic.
  3
  You accidentally killed someone close to you.
  4
  You stole gold from a rival clan and the theft 
  shames you.
  5
  You fought against the creatures you hate and lost.
  6
  You brought shame to yourself and your clan. You 
  live as an exile, searching for redemption, even if 
  that redemption comes with a glorious death.
  7
  You were taken prisoner by the creatures you hate. 
  You lived as a slave for 2d6 years.
  8
  The creatures you hate overran your home and 
  wiped out your clan.
  9
  You survived a cave-in and get a bit nervous when 
  underground.
  10
  You earned a living working in your profession.
  11
  You are a sworn servant of the Dwarf King.
  12
  You are a gifted artisan. Add artisan (any one) to 
  your list of professions.
  13
  You traveled extensively. You speak one additional 
  language.
  14
  You inherited a battleaxe or a warhammer from an 
  ancestor.
  15
  You discovered a vein of gold under your mountain 
  home.
  16
  You hunted down and helped kill a creature you hate.
  17
  You performed a great deed, and you are a hero to 
  your clan.
  18
  You have a key to an ancient treasure vault lost to 
  the dwarfs long ago.
  19
  You are the rightful heir to a stronghold overrun by 
  the enemies of your people.
  20
  You came into money and start the game with 2d6 cp.
  Dwarf Personality
  3d6
  Personality
  3
  Your hatred is a living thing. It drives you, gives you 
  strength, and helps you triumph over your enemies.
  4
  You seek a glorious death killing your enemies.
  5–6
  You love gold more than anything. You love the way 
  it feels, the sound it makes, and the taste of it.
  7–8
  You believe other people covet your wealth. It is 
  your duty to protect what is yours—at any cost.
  9–12
  Your honor is your life. You would never do anything 
  to bring shame to your people.
  13–14
  You surrender to the will of your ancestors, the 
  customs of your people, and the good of all.
  15–16
  You believe your people must rise above their greed 
  and suspicion. In these dark times, you must band 
  together to overcome the doom that awaits you all.
  17
  You don’t trust or like non-dwarfs, but they have 
  their uses.
  18
  You have little use for the customs of your people. 
  It’s time to move past the dusty caves and seek out 
  fortunes elsewhere.
  Goblin
  The Faerie Queen exiled the goblins long ago, for a crime 
  only she remembers. As part of their exile, she stripped 
  them of their immortality and doomed them to live 
  out their days in the mortal world. Goblins have since 
  infiltrated human societies, making their homes in rubbish 
  heaps and sewers where, to everyone’s surprise, they seem 
  quite happy doing the jobs no one else is at all interested in 
  performing. Picking through trash for choice treasures or 
  trawling the fetid waters oozing through the subterranean 
  tunnels for a bit of gold or a dropped coin is all goblins 
  need to keep from making trouble for their neighbors.
  •  Bizarre and Varied Appearance: All goblins are short 
  by human standards, but their height is the only thing 
  they have in common. No two goblins look alike. They 
  all have unusual physical characteristics that make them 
  distinct from one another, such as pig snouts in place 
  of noses, fangs, horns, a profusion of seemingly mobile 
  warts, and other less savory manifestations of their 
  physical corruption.
  •  Weird Habits: Many goblins have weird habits. Some 
  keep their nail clippings and excretions in small bottles 
  and jars to prevent witches from stealing their names. 
  Others knock on wood when they need a bit of luck, keep 
  odd bits of rubbish as good luck charms, or can never 
  bathe in fear of losing their vital essence.
  •  Common Names: Goblins love crude humor and it 
  shows in such names as Blix, Blunder, Bubo, Cough, 
  Drips, Hack, Pecker, Phlegm, Poop, Pox, Puke, Sludge, 
  Snot, and Vomit.
  Creating A Goblin
  Starting Attribute Scores Strength 8, Agility 12, 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, round down
  Size 1/2, Speed 10, Power 0
  Damage 0, Insanity 0, Corruption 0
  Languages and Professions You speak the Common 
  Tongue and Elvish.
  Immune damage from disease; charmed, diseased
  Iron Vulnerability You are impaired while you are in 
  contact with iron.
  Shadowsight You see in areas obscured by shadows as if 
  those areas were lit.
  Sneaky When you roll to become hidden or move silently, 
  you make the Agility challenge roll with 1 boon.
  Level 4 Expert Goblin
  Characteristics Health +4
  You learn one spell or gain Cunning Escape.
  Spring Away When a creature you can see gets a failure 
  on an attack roll against your Defense or Agility, you can 
  use a triggered action to retreat.
  19
  1
  
  shadow of the demon lord
  Character Creation
  Goblin Distinctive Appearance
  d20
  Distinctive Appearance
  1
  You have a long, pointed nose.
  2
  You have bright green or orange skin.
  3
  You have the head of a dog.
  4
  You have a reptilian appearance with small horns 
  sprouting from the top of your head.
  5
  You have a wide, leering grin.
  6
  You have a pig’s snout in place of a nose.
  7
  You have long, slender fingers.
  8
  You have a tooth growing out from your forehead.
  9
  You have a tail.
  10
  Fur grows thickly on your arms and legs.
  11
  You are completely hairless.
  12
  You have all the warts.
  13
  A large cyst grows on your back.
  14
  You have an abnormally long and pointed chin.
  15
  A single horn grows out from the side of your head.
  16
  You have one eye.
  17
  You have 1d6 extra fingers, placed on your body 
  wherever you wish.
  18
  You have enormous ears.
  19
  You have stubby little legs.
  20
  Make something up!
  Goblin Age
  3d6
  Age
  3
  You are a child, 6 years old or younger.
  4–7
  You are an adolescent, 7 to 10 years old.
  8–12
  You are a young adult, 11 to 25 years old.
  13–15
  You are a middle-aged adult, 26 to 50 years old.
  16–17
  You are an older adult, 51 to 75 years old.
  18
  You are a venerable adult, 76 years or older.
  Goblin Build
  3d6
  Build
  3
  You are short and spindly.
  4
  You are short and round.
  5–6
  You are short.
  7–8
  You are wiry.
  9–12
  You fall within the normal height and weight 
  ranges for goblins.
  13–14
  You are pudgy.
  15–16
  You are tall.
  17
  You are tall and lanky.
  18
  You are very tall and heavy.
  20
  1
  
  shadow of the demon lord
  Character Creation
  Goblin Odd Habit
  d20
  Habit
  1
  You save all your secretions in small bottles and 
  give them as gifts to people you like.
  2
  You never bathe.
  3
  You punctuate your sentences by spitting.
  4
  You have tremendous flatulence, yet you seem 
  never to notice when you break wind.
  5
  You eat only candy.
  6
  You collect the genitals from creatures you kill 
  and wear them as jewelry.
  7
  You lick things to claim them as your own.
  8
  You dress in fancy clothes.
  9
  You refuse to wear shoes.
  10
  You keep cockroaches as pets.
  11
  You always inspect your bowel movements, 
  spreading the mess around with your fingers.
  12
  You keep a bit of iron on your person at all times.
  13
  You speak in a singsong voice.
  14
  You eat a bit of flesh from any living thing you kill.
  15
  You cry a lot.
  16
  You tell filthy jokes at inappropriate times.
  17
  You wear a child’s costume and refuse to take it off.
  18
  You keep a large collection of spoons.
  19
  You like to hide.
  20
  Make something up!
  Goblin Background
  d20
  Background
  1
  You spent the last 1d6 years in a drunken stupor. 
  You’re not proud.
  2
  The Goblin King turned you into a toad. You 
  escaped that fate after you convinced an elf maiden 
  to kiss you. When she did and screamed, you killed 
  her. You start the game with 1 Corruption.
  3
  You accidentally got your entire tribe killed.
  4
  You were orphaned and raised by giant rats.
  5
  You accidentally released a demon into the world.
  6
  You spent two days believing you were a fearsome 
  dog. You start the game with 1 Insanity.
  7
  A hag made you her love slave for 1d6 years.
  8
  Dwarfs almost wiped out your tribe. You are one of 
  1d6 survivors.
  9
  You nearly drowned when the sewers flooded.
  10
  You earned a living working in your profession.
  11
  Choose a character. He or she saved your life and 
  you now owe that character a debt.
  12
  You are an unrepentant criminal. Add a random 
  criminal profession to your list of professions.
  13
  You traveled extensively. You speak one additional 
  language.
  14
  You stole a knife from a dashing knight.
  15
  You snuck into Alfheim and stole a lock of hair from 
  the Faerie Queen.
  16
  You killed and ate 100 diseased rats.
  17
  You were a henchman to a powerful wizard.
  18
  You found a signet ring in a sewer.
  d20
  Background
  19
  You are the seventeenth son or daughter of the 
  Goblin King.
  20
  You came into money and start the game with 2d6 cp.
  Goblin Personality 
  3d6
  Personality
  3
  You are a bully and enjoy tormenting things that 
  are weaker than you.
  4
  You like violence, especially when it’s random and 
  senseless.
  5–6
  You try to rise above the filth and squalor of your 
  people to do good in the world.
  7–8
  You love playing tricks on other people and find 
  their pain hilarious!
  9–12
  You look out for yourself. To hell with everyone else!
  13–14
  You’re just trying to stay alive!
  15–16
  Your people didn’t deserve exile, but exile you got. 
  You believe you will make places for yourselves 
  and prove to those stinking elves they were wrong.
  17
  You live to serve the strong and mighty.
  18
  You hope to redeem your people in the eyes of 
  the Faerie Queen.
  Orc
  Long believed to be the perfect soldiers, the orcs have thrown 
  off slavery’s shackles and risen up against their imperial 
  masters in a war that threatens to drown the Empire in blood.
  •  Fearsome and Powerful: Mighty, threatening figures, 
  orcs tower over humans. Most have thick, coarse hair 
  covering their bodies. Some shave their body hair into 
  lewd or grotesque patterns to accentuate their fearsome 
  look. Blotchy skin, bone white to nearly black, blistered 
  and scarred from flaws in the magic that made them gives 
  them a ghastly appearance aided in part by their brutish, 
  exaggerated features. Most orcs have short pug noses and 
  wide mouths filled with sharp teeth and a tusk or two. 
  Orcs stand 6 to 8 feet tall and weigh 200 to 600 pounds.
  •  Created to Kill: Dark wizards in service to the Empire 
  created the orcs from jotun prisoners brought from the 
  icy south to face the judgment of the Alabaster Throne. 
  Using vile magic, the wizards stripped away everything 
  from the giant-blooded warriors until they were little 
  more than wild animals. The Empire used these new 
  soldiers in the wars of conquest that would secure its 
  hegemony for a thousand years.
  •  Slave Revolt: After centuries of slavery, the orcs turned 
  against their masters. Rumors claim the Orc King, 
  Drudge, strangled the emperor and seized the throne. 
  Others whisper that the orcs have made unholy pacts 
  with the Adversary and even now march against the 
  other provinces. Whether true or not, the rumors have 
  done their work and orcs all across the Empire have 
  abandoned their posts or slaughtered their masters.
  •  Common Names: Bastard, Bunion, Dredface, Grubthumb, 
  Hate, Killer, Mung, Pliers, Pung, Stenchfist, and Wossname.
  21
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  shadow of the demon lord
  Character Creation
  Creating A Orc
  Starting Attribute Scores Strength 11, Agility 10, Intellect 9, 
  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, round down
  Size 1, Speed 12, Power 0
  Damage 0, Insanity 0, Corruption 1
  Languages and Professions You speak the Common 
  Tongue and Dark Speech.
  Shadowsight You see in areas obscured by shadows as if 
  those areas were lit.
  Level 4 Expert Orc
  Characteristics Health +6
  You learn one spell or gain Rising Fury.
  Rising Fury When you take damage, you make your next 
  attack roll before the end of the next round with 1 boon.
  Orc Age
  3d6
  Age
  3
  You are a child, 8 years old or younger.
  4–7
  You are an adolescent, 8 to 12 years old.
  8–12
  You are a young adult, 13 to 18 years old.
  13–15
  You are a middle-aged adult, 19 to 26 years old.
  16–17
  You are an older adult, 27 to 32 years old.
  18
  You are a venerable adult, 33 years or older.
  Orc Build
  3d6
  Build
  3
  You are short and wiry.
  4
  You are short and muscular.
  5–6
  You are short.
  7–8
  You are thin.
  9–12
  You have an average height and weight.
  13–14
  You are corpulent.
  15–16
  You are tall.
  17
  You are tall and gaunt.
  18
  You are a giant among orcs.
  Orc Appearance
  3d6
  Appearance
  3–5
  You are grotesque. Your face is a mass of scar 
  tissue. Thick scars crisscross your body, held 
  together with crude, leather stitching. Swathes of 
  open sores weep streams of pus, and you reek of 
  excrement, blood, and rot.
  6–8
  You are monstrous, with thick, brutish features, 
  weird growths sprouting from your skin, and nasty 
  scars that cut jagged lines across your thick hide.
  9–12
  You are ugly. You have thick tusks jutting from your 
  broad jaw, a sloping forehead, and tiny eyes set 
  deep in your skull.
  13–15
  You are an orc of typical appearance, dirty and 
  unkempt.
  22
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  shadow of the demon lord
  Character Creation
  3d6
  Appearance
  16–17
  Your features are somewhat less brutish, though 
  you might have odd skin coloration, extra fur, and 
  thick features.
  18
  You stand out from other orcs. Your body is 
  remarkably free from the scars and injuries that maim 
  your fellows, and you are in pretty good health.
  Orc Background
  d20
  Background
  1
  You butchered helpless people. You start the game 
  with 2 Corruption.
  2
  You were briefly possessed by a demon. You start 
  the game with 1 Corruption.
  3
  You spent 1d6 years in the fighting pit, testing your skills 
  against other orcs for the amusement of the crowds.
  4
  You stayed loyal to the Empire and fought against 
  other orcs. You were branded as a traitor and cast out.
  5
  You caught the rot and lost your nose and ears.
  6
  You were chained to the oars in a slave ship for 1d6 
  years.
  7
  You were made a eunuch and stood guard over the 
  emperor’s concubines.
  8
  You have scar tissue over half your body from 
  when you were caught in the blast of a spell.
  9
  You escaped your slavery and have lived in the 
  wilderness ever since.
  10
  You earned a living working in your profession.
  11
  You fell in love with a human and were spurned for 
  your affections.
  12
  You sired or gave birth to 3d6 children. Roll 3d6 
  again and subtract that total from your total 
  number of children to find out how many are still 
  alive (minimum 0).
  13
  You traveled extensively. You speak one additional 
  language.
  14
  You received an education. You know how to read 
  the Common Tongue.
  15
  You fought bravely for the Emperor and were 
  awarded a medal for your courage.
  16
  You saved an important noble from an 
  assassination attempt.
  17
  A human broke your chains and freed you to find 
  your fortunes in the world.
  18
  You took a sword from the corpse of a warrior you 
  killed.
  19
  The Gods of Blood and Iron visit you in your 
  dreams. You start the game with 1 Insanity.
  20
  You came into money and start the game with 2d6 cp.
  Orc Personality
  3d6
  Personality
  3
  You fight to liberate your people from slavery.
  4
  Orcs are more than the killers the emperor made 
  them to be. They are people, with hearts and 
  souls, dreams and ambitions. You believe you 
  must rise above the savagery and find your place.
  5–6
  The world is going to Hell. You say, let it.
  7–8
  You take care of yourself, take what you want, 
  and do what you want.
  9–12
  Kill!
  3d6
  Personality
  13–14
  You never question orders. You always do as 
  you’re commanded.
  15–16
  You want revenge and you’ll kill anyone that gets 
  in your way.
  17
  You believe you were made for a reason. Without 
  your chains, you have no purpose.
  18
  You believe your people have committed great 
  acts of evil in the Empire’s name. You strive to 
  right the wrongs.
  Professions
  Professions are occupations, pursuits, and areas of knowledge, 
  broadly conceived to give you all the room you need to define 
  your character in concert with the other descriptive elements 
  gained during character creation. Thus, it’s up to you to decide 
  what your character did within the profession, how your 
  character gained it, and what it means in the context of other 
  information you learned about your character.
  Languages
  You can trade out a profession to learn to speak another 
  language or gain the ability to read a language you already 
  know how to speak.
  Using Professions
  Professions describe what your character knows how to 
  do and how your character fits into the setting. They act as 
  cues to help you decide how your character acts, what your 
  character can do, and what things your character knows. 
  The Game Master will sometimes look to your professions to 
  judge whether an activity you describe results in a success or 
  failure. A profession could grant a success or it might grant 1 
  or more boons to your roll if the outcome isn’t clear.
  Profession Types
  d6
  Profession
  1
  Academic. You are a scholar. You can read and write 
  in one language you know how to speak. Roll a d20 
  and consult the “Academic Professions” table to 
  determine your area of scholarship. You can recall 
  information related to your area of scholarship.
  2
  Common. You work in a trade. Roll a d20 and 
  consult the “Common Professions” table to 
  determine your trade. You can recall information 
  related to your trade and, if your trade involves 
  manufacturing, you know how to produce goods 
  related to your trade from raw materials.
  3
  Criminal. You engage in illegal or illicit activities. Roll 
  a d20 and consult the “Criminal Professions” table to 
  determine your profession.
  4
  Martial. You joined the army, law enforcement, or 
  the local militia. Roll a d20 and consult the “Martial 
  Professions” table to determine your profession.
  5
  Religious. You belong to a religious institution. Roll a 
  d20 and consult the “Religious Professions” table to 
  determine your profession.
  6
  Wilderness. You live beyond civilization’s bounds. 
  Roll a d20 and consult the “Wilderness Professions” 
  table to determine your profession.
  23
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  shadow of the demon lord
  Character Creation
  Common Professions
  d20
  Profession
  1
  Animal trainer
  2
  Apothecary or healer
  3
  Artisan. Choose a manufacturing trade. Examples 
  include baker, blacksmith, bookbinder, brewer, 
  carpenter, chandler, cobbler, dyer, glassblower, jeweler, 
  leatherworker, mason, potter, printer, and tailor.
  4
  Artist. Choose a medium. Examples include painter, 
  poet, sculptor, and writer. If you choose poet or writer, 
  you can read and write one language you know.
  5
  Boatman or ferryman
  6
  Butcher
  7
  Cook
  8
  Drover or herder
  9
  Entertainer. Choose a style. Examples include 
  actor, athlete, comedian, courtesan, dancer, orator, 
  puppeteer, singer, and storyteller.
  10
  Farmer
  11
  Fisher or whaler
  12
  Groom
  13
  Laborer. Choose a labor. Examples include chimneysweep, 
  gravedigger, porter, stevedore, and street-sweeper.
  14
  Merchant. Choose a good. Options include arms, 
  grains, livestock, slaves, spices, and textiles.
  15
  Miner
  16
  Musician. Choose an instrument. Examples include 
  percussion, string, and wind.
  17
  Sailor
  18
  Servant or valet
  19
  Shopkeeper
  20
  Teamster
  Academic Professions
  d20
  Area of Scholarship
  d20
  Area of Scholarship
  1
  Architecture
  11
  Magic
  2
  Astrology
  12
  Medicine
  3
  Engineering
  13
  Navigation
  4
  Etiquette & customs
  14
  Occult
  5
  Folklore
  15
  Philosophy
  6
  Geography
  16
  Politics
  7
  Heraldry
  17
  Nature
  8
  History
  18
  Religion
  9
  Law
  19
  Science
  10
  Literature
  20
  War
  Criminal Professions
  d20
  Profession
  d20
  Profession
  1
  Agitator
  11
  Informant
  2
  Beggar
  12
  Murderer
  3
  Burglar
  13
  Pickpocket
  4
  Carouser or rake
  14
  Pirate
  5
  Charlatan or  
  confidence artist
  15
  Prostitute
  6
  Cultist
  16
  Rebel or terrorist
  7
  Fence
  17
  Saboteur
  8
  Forger
  18
  Spy
  9
  Gambler
  19
  Thug
  10
  Grave robber
  20
  Urchin
  Martial Professions
  d20
  Profession
  d20
  Profession
  1
  Constable
  9–10
  Militia member
  2
  Detective
  11–12
  Patroller
  3–4
  Guard
  13–15
  Peasant conscript
  5
  Jailer
  16
  Slave
  6
  Officer
  17–18
  Soldier
  7
  Marine
  19
  Squire
  8
  Mercenary
  20
  Torturer
  Wilderness Professions
  d20
  Profession
  d20
  Profession
  1
  Bandit, brigand,  
  or highway robber
  12
  Poacher or rustler
  2
  Barbarian
  13
  Prospector
  3
  Exile
  14
  Outlaw
  4
  Gatherer
  15–16
  Refugee
  5–6
  Guide
  17
  Spelunker
  7
  Hermit
  18
  Tracker
  8–9
  Hunter
  19
  Trapper
  10
  Nomad or  
  vagabond
  20
  Woodcutter
  11
  Pioneer
  24
  1
  
  shadow of the demon lord
  Character Creation
  Creating Professions
  Since a profession can be anything that involves a lifestyle 
  or occupation, you can substitute other professions for 
  the ones listed here. Rather than become a comedian, 
  for example, you could be a clown or a mime. You can 
  substitute stevedore for laborer or pastry chef for cook. 
  Before making a substitution, talk to your GM to make sure 
  it is appropriate for the game.
  Starting Professions
  You begin with two professions. You can choose any profession 
  you like or let the dice decide. In the latter case, roll a d6 and 
  consult the Profession Types table, following the instructions.
  Starting 
  Equipment
  You start with equipment based on your character’s wealth. 
  To determine your wealth, roll and total 3d6, then consult 
  the Wealth table. Keeping your professions and ancestry in 
  mind, come up with a story for how your character came by 
  this lifestyle.
   Your starting wealth tells you the equipment you have 
  when the adventure begins. For details on equipment, see 
  Chapter 6.
  Destitute
  You have a club or sling with 20 stones, rags, and a pouch 
  containing 1d6 bits.
  Poor
  You have a staff or club or sling with 20 stones, patched 
  basic clothing, a sack, bread, a waterskin, a tinderbox, a 
  candle, and a pouch containing 2d6 bits.
  Religious Professions
  d20
  Profession
  1–2
  Devotee. You are a strong believer and follower of your faith’s tenets. You can read and write one language you 
  know.
  3–4
  Evangelist. You travel from place to place, preaching your faith to any who will listen and rely on the charity of 
  believers. You can read and write one language you know.
  5
  Flagellant. You cloak yourself in deprivation to bring you closer to your gods. You might scourge yourself, deprive 
  yourself of food and drink, or find other, creative ways to make yourself suffer.
  6
  Heretic. You hold religious beliefs deemed dangerous and heretical by the leaders of your faith.
  7–8
  Initiate of the Old Faith. You have been initiated into the Old Faith.
  9–10
  Minister. You are a religious leader in your community. You know how to read and write one language you know.
  11–12
  Acolyte of the New God. You study to become a priest in the Cult of the New God. You know how to read and write 
  one language you know.
  13
  Inquisitor’s Henchman. You serve an inquisitor or witch hunter.
  14–16
  Pilgrim. You travel to sites deemed holy to members of your religion.
  17–18
  Street Preacher. You preach on street corners, beseeching people to seek redemption as the end is near.
  19–20
  Temple Ward. You were raised in a temple. You were likely an orphan and brought up by the clergy.
  Getting By
  You have a dagger, a staff or club or sling with 20 stones, 
  basic clothing, a backpack, a week of rations, a waterskin, a 
  tinderbox, 1d3 torches, and a pouch containing 1d6 cp.
  Comfortable
  You have a dagger, a staff or club or sling with 20 stones, 
  fine clothing, a backpack, a cloak, a week of rations, a 
  waterskin, a coil of rope, a tinderbox, 2 torches, a healing 
  potion, and a pouch containing 2d6 cp. You also have a 
  small shield; an incantation of a rank 0 spell of the GM’s 
  choice written on a scroll; or a healer’s kit, tool kit, or 
  writing kit.
  Wealthy
  You have a dagger, courtier’s clothing, a cloak, a backpack, 
  a week of rations, a waterskin, a coil of rope, a tinderbox, 
  a lantern, 2 flasks of oil a, healing potion, and a pouch 
  Wealth
  3d6
  Lifestyle
  3–4
  Destitute. You are penniless and live on the 
  streets.
  5–8
  Poor. You live in squalid conditions and you’re 
  never sure where you’re going to get your next 
  meal.
  9–13
  Getting By. You earn enough to meet all your 
  expenses.
  14–16
  Comfortable. You live well and make enough that 
  you can save a little.
  17
  Wealthy. You live very well. You have nice clothes 
  and fine accommodations, and you have probably 
  not gone without for a long time.
  18
  Rich. You want for nothing. You likely come from 
  a noble family, and you have servants and an 
  estate, castle, or house in the best part of town. 
  Your fortunes earn you many friends and many 
  enemies.
  25
  1
  
  shadow of the demon lord
  Character Creation
  containing 1d6 ss. You also have a shield; an incantation of 
  a rank 0 spell of the GM’s choice written on a scroll; or a 
  healer’s kit, tool kit, or writing kit.
  Rich
  You have a dagger, noble’s clothing, a cloak, a week 
  of rations, a waterskin, a healing potion, and a pouch 
  containing 2d6 ss. You also have a personal servant, a guard, 
  and three horses with saddles.
  Interesting Things
  Your character begins the game with one interesting thing. 
  An interesting thing could be an unusual item, a character 
  trait, an heirloom inherited from a mysterious ancestor, or 
  something that makes your character unique.
   To determine your interesting thing, roll a d6 to see 
  which Interesting Thing table you use. Then roll a d20 and 
  consult the appropriate table.
   Things Table 2
  d20
  Interesting Thing
  1
  A flute or set of panpipes, or other musical instrument.
  2
  A reliquary containing a small bone.
  3
  A tiny idol of a demon carved from green stone.
  4
  A token from an admirer or lover.
  5
  A pet mouse, squirrel, or rabbit.
  6
  A monocle or pair of heavy goggles.
  7
  A silver necklace with a medallion.
  8
  A snuffbox filled with snuff.
  9
  A gleaming dragon’s scale.
  10
  A fist-sized egg covered in blue spots.
  11
  Unrequited love.
  12
  A black iron cauldron filled with bones.
  13
  A box of 1d20 iron nails.
  14
  A vial of sweet perfume or a bottle of rotgut.
  15
  A feather made from bronze.
  16
  An iron coin with a scratch on one side or a steel coin 
  with a dragon’s head on either side.
  17
  A box containing 1d6 + 1 brushes.
  18
  A bloodstained doll.
  19
  A silver engagement ring worth 1 ss.
  20
  A brush, comb, or umbrella.
  Interesting Things Table 3
  d20
  Interesting Thing
  1
  A bar of soap or a towel.
  2
  One hundred feet of twine wrapped up in a ball.
  3
  A tiny portrait, a lock of hair, or some other favor from 
  someone who loves you.
  4
  A small keg of beer.
  5
  A brace of conies or pack filled with pots and pans.
  6
  An arrow or bolt with a silvered head.
  7
  Half a treasure map, a map of a foreign land, or a large, 
  blue map covered with circles with weird bits of writing 
  between them.
  8
  A weapon of the GM’s choice.
  9
  A light or heavy shield with an unusual heraldic device.
  10
  A fancy set of clothes bearing a curious stain.
  11
  A personal servant.
  12
  A silver holy symbol or a fine religious icon.
  13
  A bag of 2d6 rocks, acorns, severed heads, or yummy 
  mushrooms.
  14
  A music box that plays a sad, sad song when opened.
  15
  A bag of 100 marbles.
  16
  A glass jar filled with saliva, a sack filled with rotting 
  chicken parts, or an unseemly scar.
  17
  A small bag containing 3d6 teeth, a necklace of 1d6 ears, 
  or a 1d6 severed heads tied together by their hair.
  18
  A newborn baby that might or might not be yours.
  19
  A box of six fine white candles.
  20
  A small dog with a tendency toward viciousness.
  Interesting Thing Tables
  d6
  Table
  d6
  Table
  1
  Table 1
  4
  Table 4
  2
  Table 2
  5
  Table 5
  3
  Table 3
  6
  Table 6
  Interesting Things Table 1
  d20
  Interesting Thing
  1
  A tiny metal box with no opening that makes a faint 
  ticking noise.
  2
  A skull made from clear crystal.
  3
  A glass ball filled with water in which swims a tiny living 
  goldfish.
  4
  A curious odor, a pungent stench, or a skin condition 
  that never quite heals.
  5
  A bottle filled with a maiden’s tears.
  6
  A flower that never withers.
  7
  A small magnet or silver mirror.
  8
  An invitation to a party or a masquerade mask.
  9
  A monogrammed handkerchief that always stays clean.
  10
  A folding knife that always stays sharp.
  11
  A pair of dancing shoes.
  12
  A tiny inert mechanical spider.
  13
  A shrunken head.
  14
  A glass eye or a bezoar.
  15
  A book written in an unknown language or a book 
  containing things you never wanted to know.
  16
  A deck of fortune-teller’s cards.
  17
  A pair of loaded dice.
  18
  Six small cakes that can nourish the person who eats 
  one until the next day at dawn.
  19
  A phylactery that holds a scrap of paper on which is 
  written a single word.
  20
  A reputation for being a badass.
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  shadow of the demon lord
  Character Creation
  Interesting Things Table 4
  d20
  Interesting Thing
  1
  A glass jar holding a beetle covered in glowing spots 
  (sheds light as a candle).
  2
  A pair of boots that grants you 1 boon for rolls to sneak 
  or a gray cloak that grants you 1 boon for rolls to hide.
  3
  A glass jar containing a strange organ suspended in alcohol.
  4
  A tiny glass cage.
  5
  A box containing 1d6 bottles of ink, each a different color.
  6
  A tiny inert mechanical owl.
  7
  A length of rope, 20 yards long, that cannot be cut.
  8
  A badge from a mercenary company.
  9
  A box of cigars or a pipe and pouch of tobacco.
  10
  A medallion depicting a hideous woman’s face.
  11
  A spiked collar, skin clamps, and a scourge.
  12
  A ten-pound bag of flour.
  13
  A bronze plate with a name scratched on its face.
  14
  A crystal bottle containing fluid that emits light in a 
  2-yard radius when the stopper is removed.
  15
  A small box holding six sticks of chalk.
  16
  A letter of introduction from a powerful and influential 
  person.
  17
  A mirror fragment that shows a strange location on its 
  reflective surface.
  18
  A small golden cage containing a living faerie that 
  cannot talk.
  19
  A bottle labeled “Eye of Newt.”
  20
  A bag of beans.
  Interesting Things Table 5
  d20
  Interesting Thing
  1
  A jar of grease or a bottle of glue.
  2
  A glass globe filled with swirling mist.
  3
  A cloak with 2d20 pockets hidden in the lining.
  4
  A pair of spectacles that sometimes let you see through 
  up to 1 inch of solid rock.
  5
  A small blue box that’s bigger on the inside (twice 
  normal capacity).
  6
  A small steel ball.
  7
  A petrified hand that twitches in the light of a full moon.
  8
  The true name of a very minor devil.
  9
  An animated mouse skeleton.
  10
  A weapon of the GM’s choice that always emits light in a 
  1-yard radius.
  11
  A pouch that holds 1d6 + 1 pinches of dust that, when 
  sprinkled over stone, causes up to a 1-yard cube of 
  material to become soft clay.
  12
  A jar of paint that refills itself once each day at dawn.
  13
  A tiny metal ball that when released floats 1 inch above 
  any solid surface.
  14
  A pouch holding 1d6 + 1 pinches of diamond dust.
  15
  A brain in a jar.
  16
  A bag filled with curiously fleshy rods.
  17
  A mace made from purple metal with a name etched on 
  the haft.
  18
  A giant piece of charcoal that radiates menace.
  19
  A piece of amber containing a human-faced fly.
  20
  A lifetime of regrets.
  Interesting Things Table 6
  d20
  Interesting Thing
  1
  A reputation for being a skilled lover.
  2
  A mummified halfling.
  3
  A set of clothing that can change appearance once each 
  day at dusk.
  4
  A can of beets.
  5
  A stalker who follows you but flees when you approach.
  6
  A shameful past.
  7
  A recurring and disturbing dream.
  8
  A trunk filled with body parts.
  9
  A wagon or cart pulled by a sad donkey.
  10
  Three small white mice that whisper strange things to 
  you while you sleep.
  11
  A tremor, a facial tic, or an irritating laugh.
  12
  A thermometer.
  13
  A collapsible pole, 3 yards long.
  14
  A shadow you cast that never quite matches your 
  movements.
  15
  Fear and loathing.
  16
  A fondness for the bottle.
  17
  A thin shirt of mail that counts as light armor and can be 
  worn under normal clothing (functions as mail and is not 
  cumulative with other armor).
  18
  A bizarre fetish.
  19
  A demanding spouse.
  20
  A terrible secret that you dare not reveal.
  Roleplaying
  Your character occupies a place in the imaginary world. 
  He or she is a person with hopes and dreams, fears and 
  biases, a history and a future, all of which inform his or 
  her personality. It is up to you to decide how you portray 
  this character in the game, but whatever you decide, you 
  should play the character in a manner consistent with the 
  decisions you made during creation.
   To help play your character in a consistent manner, come 
  up with a couple of positive traits and at least one negative 
  trait, noting them somewhere on your character sheet. 
  You can roll on the Personality Traits table if you need 
  inspiration.
  Roleplaying 
  Questions
  By answering the following roleplaying questions as if you 
  were your character, you can get a sense of how your character 
  thinks and behaves, and what your character believes.
  Relationships
  How do other people make you feel? Do you like being the 
  center of attention? Do you make friends easily? When it 
  comes to you, is there such a thing as a stranger? Or do you 
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  shadow of the demon lord
  Character Creation
  feel uncomfortable in large groups? Do you prefer to keep 
  to yourself or a close circle of friends? 
   What sorts of people do you enjoy most? Do you like 
  other outgoing people, or do you prefer quiet, more insular 
  types? What kinds of people do you avoid? Who are your 
  friends? Who are your enemies?
  Values
  Name one thing you value most. Then name one thing you 
  could lose. The things you value or don’t value could be ideals 
  such as love, honor, or charity, connections to other people such 
  as friends and family members, or physical things—a prized 
  weapon, an heirloom, or a token of love. Thinking about the 
  thing you value most, what makes it important to you? To what 
  lengths would you go to secure it, keep it, or attain it?
   For the thing you value least...Why is it not important to 
  you? How easily would you surrender it? 
  Fear and Loathing
  Everyone fears something. What do you fear? The source of 
  your fear could be a situation. You might fear being alone 
  or being powerless. It could also be a physical thing such as 
  spiders, snakes, or demons. Why does this fear have power 
  over you? How do you control your fear when you confront it?
   What do you hate? The source of your fear could be 
  the same thing you hate, especially if the fear is a constant 
  concern. Like fears, hatreds can apply to big concepts such 
  as tyranny, slavery, injustice, and suffering. Or it might be a 
  person or organization. Think about a reason for why you 
  hate the thing you do. Has it affected you directly? Have you 
  suffered from it? Or does the hatred reflect one of your ideals?
  Love and Desire
  Just as everyone has their fears, they also have their desires. 
  A desire can be anything you wish. It might be a state of 
  being, a relationship, an object, or an experience. You 
  might desire love, peace, or security. You might crave a 
  relationship with another character. Or, you could seek out 
  a fabled relic or victory over your enemies.
   Also, what do you love? You can love your family, 
  friends, a lover, a companion animal, an object that holds 
  importance to you, or even your nation. Consider the 
  reasons for your love. Do they arise from an obligation or a 
  duty, or something deeper and more mysterious?
  Secrets
  You have at least one secret. What is the one thing your 
  character knows and knows alone? Then, come up 
  with a secret known only to you and maybe one or two 
  others. Share your secret with the Game Master, as this 
  information could be important to a future adventure.
  Achievements
  Did you do something notable? How do you feel about it? 
  Do you share it with others or do you keep it do yourself?
  Authority
  Do you prefer to be in charge? Do you like making 
  decisions or are you content to let others decide? Deciding 
  how you feel about authority will affect how your character 
  fits into the group.
  Obligations & Responsibility
  Do you follow through on your promises? Do you complete 
  tasks that come to you as soon as you can or are you given 
  to delay and procrastination? Do you feel guilty when you 
  don’t live up to your obligations?
  Good and Evil
  Is the world sharply divided into good and evil? Or is it all 
  just shades of gray? Where do you fall? Do you help others, 
  act without considering your needs, or give of yourself 
  all that you can? Or do you fulfill your own needs first, 
  exploiting others when necessary to advance your position?
  Your First Adventure
  Once you finish creating a character, you are ready to play 
  through a starting adventure. You play this adventure 
  with a group of friends, one of whom is the Game Master. 
  Playing through a starting adventure has many benefits.
  Learn the Rules
  The adventure gives you a chance to learn how the game 
  plays, such as how to resolve fights, social interaction, 
  and moving, without having to worry about too many 
  exceptions gained from playing a character in higher-level 
  Personality Traits
  d20
  Positive
  Negative
  1
  Benevolent
  Aloof
  2
  Cheerful
  Arrogant
  3
  Courageous
  Conceited
  4
  Dependable
  Craven
  5
  Determined
  Deceitful
  6
  Dutiful
  Impulsive
  7
  Empathetic
  Lazy
  8
  Fair
  Malicious
  9
  Forgiving
  Obnoxious
  10
  Generous
  Rude
  11
  Gracious
  Quarrelsome
  12
  Helpful
  Sarcastic
  13
  Honest
  Self-centered
  14
  Honorable
  Slovenly
  15
  Humble
  Stingy
  16
  Idealistic
  Sullen
  17
  Imaginative
  Surly
  18
  Kind
  Thoughtless
  19
  Noble
  Unfriendly
  20
  Orderly
  Vulgar
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  Character Creation
  groups. By the adventure’s conclusion, you should have a 
  good understanding of how the basic rules work.
  Decisions and Outcomes
  While playing the game, keep track of what your character 
  does and how your character behaves. What you do during 
  your first adventure should inform the choices you make after 
  your group forms and gains a level. So if you spend a lot of time 
  fighting, sneaking around, casting spells from incantations you 
  find, or do something else noteworthy, jot it down.
  Building a Group
  The first adventure operates as the origin story for the 
  characters played by you and your friends. Your character 
  might know one or more other characters that will join the 
  group, or you might be strangers. Regardless, this adventure 
  explores the conflicts, challenges, and revelations that will 
  connect your characters for the remainder of the game.  Here 
  are some things you should do during your first adventure.
  Cooperation
  Learning how to work together is crucial for your group to 
  survive the perils that lie in wait. Look for ways to help other 
  players in the game to create stronger connections. As you 
  play, note the relationships you make with other characters. 
  You befriend some or come into conflict with others. These 
  relationships will become important once the group forms. 
  Avoid Conflict
  Starting characters are fragile and have few resources. Since 
  a hit or two can knock you out or even kill you, you should be 
  cautious about fighting and consider it only as a last resort.
  Find Gear
  Your starting equipment is unlikely to carry you far. You 
  will need better armor, weapons, and supplies if you would 
  continue playing. You can upgrade your gear by taking on 
  jobs for pay, looting bodies, and robbing your enemies.
  Achieve Your Objective
  Every adventure you play has an objective, a goal or quest 
  that drives the story. Sometimes the GM will tell you and 
  other times you have to find out the nature of your objective 
  through play. Achieving your objective brings the story to 
  its conclusion, so keep working toward it as you play.
  Level Advancement
  After you complete your first adventure, your group gains 
  a level. As shown on the Advancement table, at level 1 you 
  choose a novice path from the ones described in Chapter 
  3. This can be any path you like, but it’s best to choose one 
  that reflects what happened in your first adventure. If, for 
  example, you spent that adventure fighting, warrior or 
  priest would be good choices. If you cast an incantation, 
  you might choose magician or priest.
   As you continue playing the game, your group’s level 
  increases whenever the Game Master tells you. Typically, 
  your group’s level increases when you and your friends 
  accomplish major story objectives. Each time your level 
  increases, check the table to find out how the increase 
  benefits your character. 
  Advancement
  Level
  Instructions
  1
  Choose a novice path from the ones presented in 
  Chapter 3 and gain the benefits from that path for 
  this level.
  2
  You gain the benefits from your novice path for this 
  level.
  3
  Choose an expert path from the ones presented in 
  Chapter 4 and gain the benefits from that path for 
  this level.
  4
  Gain the benefits from your ancestry for this level.
  5
  Gain the benefits from your novice path for this 
  level.
  6
  Gain the benefits from your expert path for this 
  level.
  7
  Choose a master path from the ones presented in 
  Chapter 5 and gain the benefits from that path for 
  this level.
  8
  Gain the benefits from your novice path for this 
  level.
  9
  Gain the benefits from your expert path for this 
  level.
  10
  Gain the benefits from your master path for this 
  level.
  Starting at Higher Levels
  You can start the game at a higher level if you join an 
  existing group or if the Game Master decides to set the 
  group level higher than 0. You create a starting character as 
  normal, but when you finish, go to the Advancement table 
  and follow the instructions for each level until you reach 
  the group’s level.
  Equipment at Higher Levels
  Characters at higher levels have more resources than do 
  those at lower levels. For each level, add 2d6 ss to your 
  purse. You can spend these coins to purchase better 
  weapons, armor, and additional equipment from the items 
  described in Chapter 6.
   In addition, each time you choose a path, at level 1, 3, 
  and 7, you gain another random interesting thing from 
  the Interesting Things tables presented under starting 
  equipment.
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  shadow of the demon lord
  This chapter tells everything you need to know to play 
  Shadow of the Demon Lord. The rules cover the basics of 
  how your character and other creatures do things in the 
  game. Both the characters you play and the creatures you 
  encounter might possess special abilities that alter how 
  the normal rules work. Such exceptions always trump the 
  general rules described here.
   As you play, you should always use common sense 
  about the real world as your guide for what’s possible and 
  what isn’t. Supernatural phenomena, magic, and other 
  strangeness can defy what we deem laws of reality, bending 
  or even breaking them. Aside from such miraculous events, 
  characters can do just about anything people do in the real 
  world: climb, start a campfire, walk, balance on a narrow 
  surface, talk, use their senses, and so on. Most times, you 
  don’t need rules for these things. You tell the Game Master 
  (GM) what your character does and the game moves 
  forward.
   For simplicity’s sake, these rules use “you” to describe 
  your character’s actions in the game.
  Making Decisions
  Simple, ordinary actions are assumed to happen. For 
  example, you tell the GM you spend the evening drinking 
  at a bar. Unless something interesting interferes with that 
  activity, it happens as you stated and the story continues.
   If you try to do something that is impossible, the GM tells 
  you that the activity doesn’t happen and what (if anything) 
  results from the effort. For example, trying to walk through 
  a solid wall simply fails without the use of magic or some 
  extraordinary ability; the GM tells you that you bounce off 
  the wall and don’t make it through it to the other side.
   Sometimes, an action you describe prompts the GM 
  to make a judgment about whether or not the action 
  is possible. The rules help to make the decision, often 
  requiring the roll of dice to decide the outcome.
  Time
  Precise timekeeping is rarely necessary during play. If you’re 
  not in a hurry, it doesn’t matter how long it takes you to make 
  purchases in a marketplace or reach a town on the frontier. 
  The GM decides how much time passes. A month-long 
  ocean voyage might be summarized with a few minutes of 
  description, or you might play through a tense negotiation in 
  real time.
   There are occasions where time is important. When 
  an ogre lumbers out from a cave and attacks, when you 
  spring a trap and have to run away from the wall of water 
  30
  
  shadow of the demon lord
  it releases, or when you’re chasing a psychopathic killer 
  through tangled city streets, you need to know when 
  it’s your turn to act. In such cases, the GM can switch to 
  rounds, segments of time that are 10 seconds long. See 
  Combat later in this chapter for a more detailed look at 
  how rounds work.
  Rolling Dice
  As noted in the introduction, the game uses two kinds of 
  dice: a twenty-sided die and a six-sided die (the ordinary 
  cube die found in many games).
   You roll a twenty-sided die (a d20) whenever you attempt 
  an activity whose outcome is uncertain. The die roll 
  determines whether the attempt is a success or a failure.
   You roll one or more six-sided dice (d6) for a number 
  of effects. The most common situation is determining the 
  damage dealt by an attack. For example, a fire blast spell’s 
  effect requires you to roll three six-sided dice (expressed 
  as “3d6”) for damage. Sometimes you add or subtract 
  modifiers to such rolls; for example, “1d6 + 2” means you 
  roll 1 six-sided die and then add 2 to the roll to get the total. 
  Boons and banes might require you to adjust a d20 roll by 
  adding or subtracting a d6 roll.
   As well, sometimes the rules indicate you should roll a 
  d3, a die with 3 sides. To roll a d3, just roll a d6 and count 1 
  and 2 as if you had rolled a 1, 3 and 4 as if you had rolled a 2, 
  and 5 and 6 as if you had rolled a 3.
  Rolling a d20
  You roll a d20 to determine an activity’s outcome, by 
  making an attack roll or a challenge roll. Whenever you 
  roll a d20, follow these steps.
  • Roll the Die: Note the number you rolled.
  • Apply Modifiers: Add or subtract any modifiers from 
  character attributes or characteristics to the number 
  you rolled. The rules or the GM determine what modifier 
  you use, depending on the task you attempt.
  • Apply Other Adjustments: Add or subtract any other 
  adjustments to the die roll, such as a bonus or penalty, or 
  a boon or bane.
  • Determine the Result: Compare the final total to the 
  target number for the roll. If the total equals or is greater 
  than the target number, the result is a success. If the total 
  is less than the target number, the result is a failure.
  Attack Rolls
  You make an attack roll when you attempt to influence or 
  harm another creature or an object. Examples of attack rolls 
  include swinging a weapon to strike an enemy combatant, 
  casting a spell to overwhelm a creature’s mind, or using a 
  mace to smash a statue. See Combat for more information.
  • Modifier: Attack rolls with a melee weapon, such as 
  a battleaxe or a sword, normally add your Strength 
  modifier. When you make an attack with a ranged 
  weapon, such as a pistol or a crossbow, you normally add 
  your Agility modifier to the attack roll. Special kinds of 
  attack rolls might use a different attribute modifier. Some 
  kinds of spells require you to make an attack roll; the 
  spell’s description tells you what modifier to use when 
  making it.
  • Target Number: The target number for an attack roll is 
  usually a creature’s Defense score for weapon attacks, or 
  an attribute score for other kinds of attacks.
  • Success: In general, a success deals damage to the target, 
  imposes an affliction, or forces the target to move or 
  behave in some way. For example, if you use a weapon to 
  attack a creature and get a success, you roll the weapon’s 
  damage dice. The creature takes damage equal to the 
  total of the damage roll.
  • Failure: The target avoids the attack: You miss with your 
  weapon, your shot goes wide of its mark, or the spell fails 
  to harm or take hold on the target.
  Attack Roll Example
  Stacee’s character, Anise, looses an arrow from her bow at a 
  bear. She’s attacking with a ranged weapon, so she adds her 
  Agility modifier to the attack roll. Stacee rolls a d20 and gets 
  a 4. She adds her Agility modifier (+3) to the number on the 
  die for a total of 7. The bear’s Defense is 14, so the result of 
  the attack roll is a failure and the arrow misses.
  Challenge Rolls
  You make a challenge roll when you attempt an activity 
  that is not directly opposed by another creature and the 
  outcome is not certain. Sometimes an action that would 
  ordinarily be simple becomes more challenging when under 
  stress or when time is limited. Examples of challenge rolls 
  include climbing, swimming, picking locks, listening for faint 
  sounds, reducing the damage you would take from being 
  caught in a fireball spell, leaping back from a sprung pit trap, 
  or clinging to your sanity in the face of something horrific.
  • Modifier: The type of modifier depends on the action 
  you attempt. For example, you make a Strength challenge 
  roll to smash down a door, applying your Strength 
  modifier. If you listen at a door, you make a Perception 
  challenge roll and use your Perception modifier. If you 
  want to leap out of the path of arcane lightning, you make 
  an Agility challenge roll and use your Agility modifier.
  • Target Number: The target number for challenge rolls is 
  always 10.
  • Success: The activity happens as described.
  • Failure: The activity does not happen, or you don’t get the 
  desired outcome. If you attempt the same activity again 
  under identical circumstances, it automatically results in 
  a failure. For example, if you attempt to scale a sheer cliff 
  wall unassisted and get a failure, you cannot, under the 
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  shadow of the demon lord
  PLaying the Game
  same circumstances, climb that wall. To get up to the top, 
  you have to change the circumstance in some way. You 
  might toss up a grappling hook and rope, find a ladder, 
  hammer spikes into the surface, or put on climbing claws.
    As another example, say you attempt to use lock picks 
  to open a locked door. If you have plenty of time and you 
  aren’t under any stress, you can eventually open the lock 
  without having to make a roll. However, if you are under 
  pressure, you might have to make the challenge roll. 
  If you get a failure, you can’t try again to open the lock 
  under those circumstances, though you can do so once 
  time is no longer an issue.
  Challenge Roll Example 1
  Joe’s character, Helmut, tries to kick down a locked door. The 
  GM decides Joe must make a Strength challenge roll. Joe 
  rolls a d20 and gets a 9. He adds his Strength modifier (+2) 
  to the number on the die, for a total of 11, which is a success 
  since Joe needed a 10. Helmut kicks down the door.
  Challenge Roll Example 2
  A vile pyromancer hurls a blast of fire from his fingertips, 
  catching Heather’s character, Jasper, in the area. Everything 
  in the spell’s area takes damage from the flames, but 
  creatures can attempt Agility challenge rolls to take only 
  half the damage. Heather rolls a d20 and gets a 9. She adds 
  her Agility modifier (+1) to the number on the die for a total 
  of 10. Since the total is 10 or higher, she gets a success and 
  takes only half the damage.
  Bonuses and Penalties
  Many situations in play can confer a bonus or a penalty on 
  a d20 roll, representing an advantage or a disadvantage.
   A bonus is always a positive number (+), which you 
  add to the roll; a penalty is always a negative number 
  (−), which you subtract. A single die roll might have 
  bonuses and penalties from different sources. These are 
  cumulative, so you need to total them up and add them to 
  the total of your roll.
  Boons and Banes
  Circumstances can make d20 rolls easier or harder. Positive 
  circumstances grant one or more boons, while negative 
  circumstances impose one or more banes.
  Boons
  Boons improve your d20 die rolls. One or more boons 
  might apply to a given roll. For each boon, you roll a d6 and 
  then add the highest number rolled on all the boon dice to 
  d20 roll. For example, if you make a d20 roll with 3 boons, 
  you would roll 3d6. Say you get 1, 4, and 6 on those dice. 
  The 6 is the highest number, so you add 6 to your d20 roll.
  Banes
  Banes hinder your d20 die rolls. One or more banes might 
  apply to a given roll. For each bane, you roll a d6 and then 
  subtract the highest number on all the bane dice from your 
  d20 roll. For example, if you make a d20 roll with 4 banes, 
  you would roll 4d6. Say you get 1, 3, 5, and 5 on those dice. 
  Since 5 is the highest number, you would subtract 5 from 
  your d20 roll.
  Combining Boons and Banes
  Boons and banes cancel each other out, one for one. If 2 
  boons and 1 bane apply to a particular d20 roll, you make 
  the roll with 1 boon (1 bane cancels 1 boon). Similarly, if 
  2 boons and 4 banes apply to the roll, you would end up 
  making the roll with 2 banes (2 boons cancel 2 banes).
  Attributes
  Attributes describe a creature’s basic capabilities in the 
  game. Most creatures have four attributes: Strength, 
  Agility, Intellect, and Will. Each attribute has two 
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  shadow of the demon lord
  Playing the Game
  numbers: a score and a modifier. Together, these numbers 
  reflect a creature’s natural talent and formal training when 
  attempting to do things in the game.
  •  Score: An attribute’s score ranges from 1 to 20. Player 
  characters usually have starting scores from 8 to 13.
  •  Modifier: An attribute’s modifier equals its score − 10. 
  You apply this number to d20 rolls when you use the 
  attribute.
  Using Attributes
  Here are some guidelines about how you commonly use 
  your character’s attributes in the game. Each attribute is 
  associated with one or more characteristics, described later.
  Attribute & Characteristic  
  Associations
  Attribute
  Characteristic
  Strength
  Health
  Agility
  Defense
  Intellect
  Perception
  Will
  Insanity
  Strength
  Strength describes brawn, constitution, physical power, and 
  durability.
  •  Score: Your Strength score is the target number for any 
  attack that would directly harm your body.
  •  Health: This measures your ability to withstand damage. 
  Your starting Health equals your Strength score and 
  might be adjusted by ancestry (see Chapter 1). If your 
  Strength score increases, your Health increases by the 
  same amount.
  •  Attack Rolls: You make a Strength attack roll when you 
  attack with a melee weapon or use brute force to shove, 
  grab, or knock down another creature.
  •  Challenge Rolls: You make a Strength challenge roll 
  when you attempt an athletic activity, such as climbing, 
  running long distances, or swimming. You also make 
  Strength challenge rolls to resist the effects of poison, 
  disease, and similar harmful substances or situations.
  •  Lifting Weights: Your Strength score determines how 
  much weight you can normally lift, as shown on the 
  Lifting Weights by Strength table. The “Normal” 
  column lists how much you can reliably lift over your 
  head without having to make a challenge roll. The 
  “Success” column lists the maximum weight you can lift 
  by getting a success on a Strength challenge roll.
  •  Size: Larger creatures can lift greater weights, while 
  smaller creatures can’t lift as much. Multiply a 
  creature’s lifting weight for its Strength by its Size (see 
  Characteristics) to determine how much it can lift. For 
  example, a Size 2 creature with Strength 10 can reliably 
  lift 200 pounds, or 400 pounds with a success on a 
  Strength challenge roll.
  •  Dragging and Shoving: A creature can drag up to 
  about 5 times the weight it can normally lift. Using an 
  action (see Combat), a creature can drag or shove such 
  an object up to 2 yards across a reasonably flat surface, 
  1 yard up a sloped surface, or 3 yards down a sloped 
  surface.
  Agility
  Agility describes quickness, poise, and reflexes.
  •  Score: Your Agility score is the target number for any 
  kind of attack that needs only to touch you or that would 
  trap you.
  •  Defense: Your Defense score is the target number for 
  enemy attack rolls using weapons. It equals your Agility 
  score when you are not wearing armor or using a shield.
  •  Attack Rolls: You make Agility attack rolls when you 
  attack with ranged weapons or with melee weapons that 
  have the finesse property (see Combat).
  •  Challenge Rolls: You make Agility challenge rolls when 
  you attempt physical activities that involve quickness 
  and dexterity, such as jumping, leaping, escaping 
  bonds, or squeezing through a tight space. You also 
  make Agility challenge rolls to reduce damage from 
  being caught in an explosion or to avoid sudden danger, 
  such as a sprung trap.
  Lifting Weights by Strength
  Strength
  Normal
  Success
  1
  1 lb.
  2 lb.
  2
  2 lb.
  4 lb.
  3
  5 lb.
  10 lb.
  4
  10 lb.
  20 lb.
  5
  20 lb.
  40 lb.
  6
  30 lb.
  60 lb.
  7
  40 lb.
  80 lb.
  8
  50 lb.
  100 lb.
  9
  75 lb.
  150 lb.
  10
  100 lb.
  200 lb.
  11
  150 lb.
  300 lb.
  12
  200 lb.
  400 lb.
  13
  250 lb.
  500 lb.
  14
  350 lb.
  700 lb.
  15
  500 lb.
  1,000 lb.
  16
  1,000 lb.
  2,000 lb.
  17
  2,000 lb.
  4,000 lb.
  18
  4,000 lb.
  8,000 lb.
  19
  8,000 lb.
  16,000 lb.
  20
  16,000 lb.
  32,000 lb.
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  Intellect
  Intellect describes cunning, wit, memory, and education.
  •  Score: Your Intellect score is the target number for any 
  kind of attack that would deceive or confuse your mind, 
  thoughts, and senses.
  •  Perception: You use Perception to notice and interact 
  with your surroundings. Your base Perception score 
  normally equals your Intellect score, but your ancestry 
  can adjust this score.
  •  Attack Rolls: You make Intellect attack rolls when you 
  cast certain spells or when you try to deceive another 
  creature.
  •  Challenge Rolls: You make Intellect challenge rolls 
  when you try to recall obscure information, use logic 
  to solve a problem, or attempt any other activity that 
  requires knowledge or education. You also make 
  Intellect challenge rolls to resist effects that would 
  weaken or harm your mind, deceive your senses, or 
  confound or confuse you.
  Will
  Will describes courage, discipline, and sense of self.
  •  Score: Your Will score is the target number for any attack 
  that would force you to act against your will, such as 
  being charmed, compelled, or frightened.
  •  Insanity: Terrifying or unnatural experiences can drive 
  characters insane. Your Will score is the maximum 
  amount of Insanity you can gain before you go mad.
  •  Attack Rolls: You make Will attack rolls when you cast 
  certain spells or try to persuade or intimidate another 
  creature.
  •  Challenge Rolls: You make Will challenge rolls when 
  you use determination to overcome a challenge. You 
  also make Will challenge rolls to resist effects that 
  would determine or restrict actions or to avoid gaining 
  Insanity.
  Characteristics
  Creatures have characteristics that describe 
  other traits. Some characteristics (Health, 
  Defense, Perception, and Insanity) are 
  associated with attributes.
  Health
  Health describes the maximum 
  damage a creature or object 
  can take. It represents a 
  combination of durability, 
  stamina, luck, and the ability 
  to turn a lethal injury 
  into a minor one.
   Your starting Health is equal to your Strength score, 
  though your ancestry might adjust it; if your Strength 
  score changes, your Health changes by the same amount. 
  Powerful creatures can have very high Health.
   For most creatures and objects, Health is a constant. 
  Magic and other special situations can grant bonuses or 
  penalties to Health, representing improved or weakened 
  vitality and durability. Usually, such bonuses or penalties 
  are temporary.
   Advancing in level permanently increases your Health.
   If a creature’s Health decreases to 0 for any reason, it dies.
  Injured
  You are injured while your damage equals or exceeds one-
  half your Health. Being injured doesn’t normally change 
  your capabilities, though some effects, talents, and traits 
  can interact with this state.
  Healing Rate
  All creatures can recover from damage, given enough time. 
  A creature’s healing rate is how much damage it heals after 
  it completes a rest or when targeted by an effect that heals 
  damage. A creature’s healing rate equals one-quarter its 
  Health (minimum 1). If the creature’s Health increases, its 
  healing rate also increases.
  Defense
  Defense represents the protection a creature or object has 
  against attacks made with weapons.
  • Score: Unless your ancestry states otherwise, while 
  unarmored, your Defense equals your Agility score. 
  Wearing armor and wielding a shield increase or replace 
  this number.
    Objects typically have Defense 5.
  Maximum Defense
  A creature’s Defense cannot exceed 25, even if weapons, 
  armor, and other effects would increase it beyond that 
  number.
  Perception
  Perception works just like an attribute. It has both a score 
  and a modifier. A high Perception indicates sharp senses, 
  while a lower number indicates a creature has poor vision 
  or hearing, or its senses are otherwise limited.
  • Score: Your base Perception score equals your 
  Intellect score. Your ancestry can increase 
  this number. Other creatures might also have 
  increased Perception scores based on their nature. 
  A creature’s Perception score cannot exceed 25.
  • Challenge Rolls: You make Perception challenge 
  rolls when you try to listen for sounds, notice 
  a detail in your environment, or recognize an 
  illusion for what it is.
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  Insanity
  Characters risk madness when they encounter 
  the strange, the unsettling, or the awful. 
  Being affected by dark magic, encountering 
  horrifying demons released from the Void, 
  and witnessing acts of sudden, brutal violence 
  can stress or even shatter the mind. Insanity 
  measures this stress.
  Insanity Total
  Most characters begin with Insanity 0. You cannot 
  gain more Insanity than your Will score.
  Gaining Insanity
  Certain situations cause you to gain Insanity, as 
  directed by the rules or at the GM’s discretion. 
  Whenever you gain Insanity, you become 
  frightened for a number of rounds equal to your 
  new Insanity total. If you are already frightened, you 
  instead become stunned for the duration.
   When your Insanity total reaches your Will score, 
  you instead go mad.
  Going Mad
  When you go mad, remove the frightened affliction 
  gained from Insanity and roll a d20, then consult the 
  Madness table to determine what happens to you. Most 
  forms of madness are temporary. Once the madness ends, 
  reduce your Insanity total by 1d6 + your Will modifier 
  (minimum 1).
  Madness
  d20
  Madness
  1
  Death. Your heart stops and you die.
  2
  Catatonia. You fall prone and become defenseless. At the end of each hour, roll a d6. A roll of 4 or higher ends the 
  madness.
  3
  Self-Mutilation. You must use an action on your next turn to tear your eyes from your sockets unless you are 
  prevented from doing so. You become blinded until your ruined eyes can be magically repaired. The madness ends 
  at the end of the next minute.
  4–5 
  Stricken. You become stunned. At the end of each minute, roll a d6. A roll of 5 or higher ends the madness.
  6–7
  Sickened. You become violently sick, vomiting and defecating uncontrollably until the madness ends. While sickened, you 
  are dazed. At the end of each round, roll a d6. A roll of 5 or higher ends the madness.
  8–9 
  Hallucinations. You believe vermin infest your body. Until the madness ends, you must use an action to cut or claw 
  yourself unless you are prevented from doing so. Each time you use this action, you take 1 damage. At the end of each 
  round, roll a d6. A roll of 5 or higher ends the madness.
  10–11 
  Violence. Hate overwhelms you. Until the madness ends, you must take a fast turn each round and use an action to 
  attack the creature nearest to you, regardless of whether it is a friend or a foe. At the end of each round, roll a d6. A 
  roll of 5 or higher ends the madness.
  12–13 
  Panic. You become frightened until the madness ends. While frightened this way, you must use an action to rush 
  away from the source of the madness. At the end of each round, roll a d6. A roll of 5 or higher ends the madness.
  14–15
  Confusion. You become dazed until the madness ends. At the end of each round, roll a d6. A roll of 5 or higher ends 
  the madness.
  16–17
  Rage. Until the madness ends, you make attack rolls using weapons with 1 boon, and your attacks with melee 
  weapons deal 1d6 extra damage. At the end of each round, roll a d6. A roll of 4 or higher ends the madness.
  18–19
  Resolute. You make all attack rolls and challenge rolls with 1 boon until the end of the next round, at which point the 
  madness ends.
  20
  Revelation. Reduce your Insanity total by 1d6. You permanently make all Will challenge rolls to resist gaining Insanity 
  with 1 boon.
  35
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  Quirks
  You can remove Insanity by gaining quirks. A quirk is a 
  compulsive behavior, a phobia, or another condition that 
  permanently affects your character. You can gain a quirk at 
  any time, though once you do so you cannot gain another 
  quirk until after you complete a rest. The GM chooses a 
  quirk that is appropriate for the most recent source of your 
  insanity, and you then reduce your Insanity total by 1d6 + 
  your Will modifier (minimum 1).
  Corruption
  Evil leaves a stain on the mortal soul that can be removed 
  only by the devils haunting Hell’s depths. These warped 
  faerie feed on the darkness that burdens immortal 
  essence. Most people believe evil actions have spiritual 
  consequences, though many don’t care.
   Player characters have Corruption scores to reflect the 
  evil they commit. The more corrupt a character becomes, 
  the greater the taint of evil on his or her soul, until it is 
  consigned to Hell.
  Starting Corruption
  Most characters begin with Corruption 0.
  Gaining Corruption
  Your Corruption score might increase during the game, 
  usually as a result of performing an act of great evil, as 
  determined by the GM or the rules. Examples include:
  • Murder.
  • Harming an innocent by spreading a disease, poisoning a 
  well, or being reckless with magic.
  • Stealing for personal gain.
  • Learning spells from dark traditions such as Forbidden 
  or Necromancy.
  • Using certain relics.
   As your Corruption score increases, you suffer increasingly 
  unpleasant effects.
   In addition, whenever you gain Corruption, roll a d20. If 
  the number rolled is less than your new Corruption score, 
  roll a d20 again and consult the Mark of Darkness table. If 
  you would gain a mark of darkness you already have, you 
  instead gain 2d6 Insanity.
  Atonement
  Corruption, once gained, is hard to lose without the tender 
  attentions of the devils that feed on it. Powerful magic can 
  cleanse a soul that is only lightly stained, though such 
  magic is rare and hard to come by. Repentant mortals can 
  erase some or even all Corruption by committing their 
  lives to good works, making amends for past misdeeds, and 
  conducting themselves selflessly and with charity, virtue, 
  and compassion for others.
  Corruption Effects
  Corruption Score
  Effect
  0–3
  No effect.
  4–6
  You make attack rolls to interact with 
  other creatures in social settings with 1 
  bane. As well, animals become hostile 
  around you and children might cry.
  7–8
  You take a -1 penalty on d6 rolls 
  to decide your fate while you are 
  incapacitated (see Damage). In 
  addition, you exhibit a physical sign of 
  Corruption, such as a sore that never 
  heals, weird marks on the skin, loss of 
  fingernails, or some other cosmetic 
  change.
  9 or more
  You die if you become incapacitated 
  and you cannot be restored to life—
  your soul is trapped in Hell.
  Mark of Darkness
  d20 Roll
  Mark of Darkness
  1
  You never cast a reflection in mirrors.
  2
  You have a rattling cough and sometimes 
  expel bloody maggots in a fit of coughing.
  3
  Your shadow appears enormous and 
  monstrous, never quite matching your 
  movements.
  4
  You can eat only rotting, spoiled food; you 
  vomit up anything else within minutes.
  5
  Holy symbols burn your skin, dealing 1 damage 
  per round of contact.
  6
  The inverted names of the Gods of the Old 
  Faith appear just under the surface of your 
  skin in a band around your left arm.
  7
  A pair of horns grows from your forehead.
  8
  A weeping red eye appears in the palm of each 
  of your hands.
  9
  When you speak, a faint cry accompanies your 
  words, as if from a soul in pain.
  10
  You weep blood.
  11
  You develop a nasty wound in your side that 
  oozes stinking black sludge whenever you 
  become angry. This wound never heals.
  12
  You grow a sixth finger on each hand and a 
  sixth toe on each foot.
  13
  Your nose rots away, leaving a dark crater in 
  your face that leaks bloody mucus.
  14
  Your eyes become pools of darkness; in the 
  dark, they glow with an evil red light.
  15
  Animals are always hostile to you and attack 
  you when you come within 6 yards of them.
  16
  Your reproductive organs shrivel and fall off or 
  out of your body.
  17
  You grow a second row of teeth in your mouth 
  and a new row of teeth in an unexpected 
  place.
  18
  A silver pentagram appears in the center of 
  your forehead.
  19
  Your skin bloats and becomes feverish to the 
  touch. When you perspire, you give off a foul, 
  sweetish musk.
  20
  Once each week, a child within 1 mile of you 
  sickens and dies.
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  Playing the Game
  Power
  Power describes a creature’s ability to harness and direct 
  magical power. A creature’s Power score determines the 
  highest rank spell it can learn and how often it can cast 
  the spells it knows. Magic is described in more detail in 
  Chapter 7.
   Most creatures have Power 0. Player characters can 
  increase their Power based on the paths they choose.
  Size
  Size is a number that describes roughly how big a creature 
  is relative to an average-sized human. A human is typically 
  Size 1. A Size 1/2 creature is half as big as an average human, 
  while a Size 2 creature is twice as big as an average human.
  Space
  The space a creature occupies is important in combat and 
  special situations (such as squeezing through a narrow 
  opening). A creature is considered to occupy a horizontal, 
  square space roughly equal to its Size on each side. Thus, 
  a Size 1 creature occupies a 1-yard square, while a Size 3 
  creature occupies a 3-yard square. (It isn’t literally filling 
  the whole space, but it is moving around in and otherwise 
  controlling that area.)
   A creature’s Size does not account for its height, which 
  varies from creature to creature.
  Reach
  Larger creatures can reach farther than smaller ones, 
  letting them attack or interact with things at a distance. A 
  creature’s reach equals its Size rounded up to the nearest 
  whole number. For example, a Size 1 or smaller creature 
  can make an attack with a battleaxe against a target, 
  or open a closed door, within 1 yard of it, while a Size 2 
  creature can do so within 2 yards of it.
  Speed
  Speed is a number that tells you how quickly a creature 
  moves. On its turn in combat, a creature can move up to 
  its Speed in yards. Outside of combat, creatures can travel 
  longer distances over time.
  Distance Traveled
  Sometimes you might need to know how far a creature can 
  move during a period of time. The Movement by Pace table 
  tells you how far a creature travels depending on its pace 
  (cautious, walk, jog, or run). The table assumes a Speed of 10, 
  which is typical for humans and similar creatures.
  Faster and Slower Creatures
  For every point of Speed beyond 10, increase the distance 
  moved by 10 percent. For example, an orc’s base Speed is 12, 
  so an orc character can walk 72 yards in 1 minute.
    For every point of Speed below 10, decrease the distance 
  moved by 10 percent. For example, a dwarf has a base Speed 
  of 8, so a dwarf character can jog 96 yards in 1 minute.
  •  Cautious: At this pace, you move quietly and watchfully. 
  While moving at a cautious pace, you make all 
  Perception rolls with 1 boon.
  •  Walk: You move at a steady pace. You can typically walk 
  for 8 hours without difficulty. Walking for longer is 
  considered a force march.
  •  Jog: You move at a quick pace. Each hour spent jogging 
  counts as 2 hours of walking. You make all Perception 
  rolls with 1 bane while moving at this pace.
  •  Run: You sprint, moving as fast as you can. Each hour 
  of running counts as 4 hours of walking. You make all 
  Perception rolls with 2 banes while moving at this pace. 
  It’s typically not possible to run for 8 consecutive hours 
  without taking periods of rest.
  Movement by Pace
  —Pace—
  Time
  Cautious
  Walk
  Jog
  Run
  Minute
  30 yards
  60 yards
  120 yards
  240 yards
  Hour
  1 mile
  3 miles
  4 miles
  8 miles
  Day
  8 miles
  16 miles
  32 miles
  —
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  •  Force March: If you travel more than the equivalent of 
  8 hours without taking a break for 1 hour or longer, you 
  risk exhaustion. At the end of each additional hour of 
  travel (regardless of pace), make a Strength challenge 
  roll. This roll is made with 1 bane if you are jogging or 
  with 2 banes if you are running. On a failure, you take 1d6 
  damage and become fatigued until you complete a rest. 
  See Healing Damage for more about resting.
  Difficult Terrain
  Some forms of terrain are hard to traverse. Rubble, debris, 
  steep slopes, stairs, underbrush, and the like can all slow 
  down movement and are considered difficult terrain. A 
  creature moves across an area of difficult terrain at half the 
  normal rate. Moving across 4 yards of difficult terrain is the 
  same as moving across 8 yards of normal terrain.
   If an area contains several kinds of difficult terrain, 
  their effects are cumulative. For example, moving through 
  thick underbrush on a steep hillside would halve your 
  rate of travel twice: traveling 2 yards through it would be 
  equivalent to moving over 8 yards of normal terrain.
   You can always move at least 1 yard, regardless of difficult 
  terrain, provided your Speed is at least 1.
  Narrow Spaces
  A creature can freely move through any opening wide 
  enough to accommodate its Size or larger.
   A creature can move at half the normal rate through an 
  opening as narrow as half as wide as its space, but no smaller. 
  For example, a Size 1 creature can squeeze through a tunnel 
  that’s half a yard wide, but not through a foot-wide opening. 
  If the narrow space includes difficult terrain, the effects are 
  cumulative as described under Difficult Terrain.
   The GM might rule that a space is too low to move through 
  regardless of its width, depending on the creature’s height.
  Being Moved
  Creatures can be moved, willingly or not, by other 
  creatures’ actions or by effects. The source of the movement 
  specifies the distance and direction moved, and the creature 
  immediately moves as directed. Difficult terrain still affects 
  this movement; if a creature pushes you 2 yards across 
  rubble, you would move only 1 yard.
  Moving into Peril
  If being moved would put a creature into peril, such as over 
  the edge of a cliff or into a wall of flames, the creature makes 
  an Agility challenge roll. On a success, the creature falls prone 
  just before it enters peril—at the cliff’s edge, for example—
  and then stops moving from the effect that moved it.
  Movement through Creatures
  A creature cannot move through a space occupied by another 
  creature (friend or foe) without squeezing, unless the other 
  creature is very small or very large. Any creature can move 
  freely through the space of a Size 1/4 creature or of a creature 
  whose Size is 2 or more larger than its own. For example, a 
  Size 1 creature could move through a space occupied by a Size 
  1/4 creature or by a Size 3 or larger creature.
   Creatures can also move freely through the spaces of 
  prone creatures.
  Special Forms of Movement
  Usually a creature moves by walking, running, or slithering 
  across the ground. Creatures can also use some or all of the 
  following special forms of movement, which is described 
  under Move in the Combat section of this chapter.
   Common sense should always prevail when deciding what 
  forms of movement a creature might attempt. Elephants 
  and horses don’t climb well at all, and oozes tend to be poor 
  jumpers. The GM can rule that certain kinds of movement 
  aren’t possible for creatures based on their nature and anatomy.
  Falling
  When you fall a distance of more than 5 yards, you take 
  damage from landing. Use the Falling Damage table to 
  determine the amount of damage, based on the surface on 
  which you land.
  Falling Damage
  —Damage by Surface—
  Distance in Yards
  Solid
  Liquid
  4 or less
  —
  —
  5–9
  2d6
  1d6
  10–14
  4d6
  2d6
  15–19
  6d6
  3d6
  20–24
  8d6
  4d6
  25–29
  10d6
  5d6
  30–34
  12d6
  6d6
  35–39
  14d6
  7d6
  40–44
  16d6
  8d6
  45–49
  18d6
  9d6
  50 or more
  20d6
  10d6
  Land Prone
  If you take damage from landing after a fall, you fall prone.
  Falling onto Other Creatures & Objects
  If you land on another creature or an object other than the 
  ground, both you and the creature or object on which you 
  fell take the half the damage from landing after the fall.
  Movement Effects
  When an effect, such as from a trait or a spell, talks about 
  moving, the default movement pace, unless otherwise 
  indicated in the effect’s text, is walking on the ground.
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  Damage
  All kinds of harmful effects can deal damage to creatures 
  and objects. A weapon slices into unprotected flesh, 
  a fearsome trap springs, or a nasty spell sprays acid. 
  Harmful environmental effects, falls, and other unexpected 
  situations can also deal damage.
   Damage is a number that describes injuries and 
  exhaustion. The amount of damage dealt can be a flat 
  number, the sum of one or more d6s, or a roll of one or 
  more d6s plus a number.
  Damage Source
  Damage can come from many different sources. Weapons, 
  flames created by a fireball spell, or poison from a snake’s 
  venomous bite all deal damage. Some creatures have 
  immunities, resistances, or vulnerabilities to certain sources 
  of damage, taking no damage, half damage, or double the 
  damage. Typically, the damage source is made clear by the 
  name of the effect or spell name—damage from a lightning 
  bolt is lightning. If the damage is not clear in the spell name, 
  the GM decides the source based on the damaging effect.
  Taking Damage
  When a creature or object takes damage, add the amount of 
  damage dealt to the creature’s or object’s damage total.
   When a creature or object takes half damage, divide the 
  total damage by 2 and round down to the nearest whole 
  number. You halve damage only once, regardless of how 
  many times you are instructed to halve it.
  Rolling Damage
  You roll damage once per attack. If a single attack or effect 
  deals damage to more than one target, you apply the 
  amount of damage to each one.
  Extra Damage
  Many situations might cause an attack to deal extra 
  damage. Any extra damage applies only if the attack 
  normally deals damage. Extra damage granted by different 
  sources is cumulative.
  Effects of Damage
  A creature or object suffers no ill effects from taking 
  damage until its damage total equals its Health. If a 
  creature’s damage total equals its Health, the creature 
  becomes incapacitated (see below). If an object’s damage 
  total equals its Health, it is destroyed.
   The damage total can never exceed the Health of the 
  creature or object; any excess damage is ignored.
  Instant Death
  A creature dies if it takes an amount of damage equal to its 
  Health from a single source such as an attack or landing 
  after a fall.
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  Incapacitated
  A creature becomes incapacitated when its damage total 
  equals its Health score. Upon becoming incapacitated, the 
  creature falls prone. A creature remains incapacitated until 
  its damage total no longer equals its Health. If the creature 
  takes any damage while incapacitated, it dies.
   Creatures other than player characters that become 
  incapacitated either die or fall unconscious for 1d3 hours, as 
  the GM decides.
   Player characters, however, become disabled and make 
  fate rolls to determine what happens to them.
  Disabled
  Disabled characters are defenseless.
  Fate Roll
  At the end of each round you are disabled, roll a d6. On a 1, you 
  start dying. On a 6, you heal 1 damage and become impaired 
  for 1 minute. A roll of any other number has no effect.
   If after 3 consecutive rounds you are still disabled, you 
  become unconscious for 1d3 hours and stop making the 
  fate roll. At the end of this time, you heal 1 damage and 
  become impaired for 1 minute.
  Dying
  Dying characters are unconscious.
  Fate Roll
  At the end of each round you are dying, roll a d6. On a 1, 
  you die. On a 6, you become disabled. A roll of any other 
  number has no effect.
  Healing Damage
  Creatures heal damage by resting or from equipment, 
  certain talents, and healing magic. When a creature heals 
  damage, it reduces its damage total by the amount healed.
  Resting
  You can benefit from a rest once per 24 hours. A rest is 
  a period of inactivity that lasts about 8 hours. During 
  this time, you can sleep, meditate, read, eat and drink, or 
  perform other non-strenuous tasks. When you complete 
  the rest, you heal damage equal to your healing rate. You 
  can extend the period of rest to a full 24 hours. At the end 
  of this time, you heal damage equal to twice your healing 
  rate instead.
   If something interrupts the rest for more than 1 minute, 
  the time spent resting is wasted and you must start the rest 
  over from the beginning to gain any benefit from it.
  Death
  When a creature dies, it becomes an object. Dead creatures 
  cannot be restored to life by healing damage.
   When mortal creatures die, their souls wriggle free from 
  their corpses, hang around for a bit, and then move off to 
  whatever awaits them in the afterlife. Most sink into the 
  Underworld, where they remain until their memories and 
  identities fade. Souls tainted by Corruption descend into 
  Hell instead.
   Immortal creatures do not have souls. Their essence is 
  bound to their physical bodies so that when they die, their 
  essence becomes dormant inside them, rotting away with 
  their flesh. If the body is returned to life, the essence is also 
  restored.
  Returning from Death
  Powerful magic allows dead creatures to live again. 
  When a dead creature returns to life in its original body, 
  it has all the attribute and characteristic scores—except 
  damage as noted in the effect that restores the creature 
  to life—it had at the time of death. It also gains 1d6 
  Insanity. If this would drive the creature mad, it instead 
  lingers in a permanent vegetative state, trapped in its 
  body until it dies. While in this state, the creature is 
  unconscious.
  Starting a New Character
  If you die and you’re not restored to life, your next 
  character begins with a healing potion as compensation for 
  the cruel twist of fate that abbreviated your last character’s 
  career.
  Reincarnation
  The time it takes for a mortal soul to return to the world depends on several factors. A strong personality, a long life, and a powerful 
  will can cause a soul to linger in the Underworld for years or even decades. Corrupted souls take even longer to return from Hell, 
  since the devils take their time flensing the souls condemned to their care. Wherever the soul winds up, its time in the afterlife is 
  spent slowly losing its previous mortal identity. Memories and personality fade until the soul is reduced to its purest form, a clean 
  slate on which a new life can be written.
   Although most mortals have no recollection of their previous lives, a few experiences might linger in the soul: memories, 
  relationships, and feelings of great profundity. Mortals can experience flashbacks to previous lives when they encounter a similar 
  circumstance—a whiff of perfume, the visage of a terrifying monster, or the place where they previously died. The Game Master 
  decides the extent of the memories regained, and you decide how those memories affect your character.
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  Afflictions
  Afflictions describe a variety of harmful effects that alter or 
  limit what creatures can normally do. The effect that imposes 
  the affliction tells you how long it lasts and what can be done 
  to remove it. If it doesn’t specify, the affliction is permanent.
  Asleep
  A sleeping creature is prone and unconscious. Another 
  creature that can reach it can use an action to wake it 
  up. Unless otherwise noted, taking damage removes this 
  affliction.
  Blinded
  A blinded creature cannot see. It treats everything else 
  as totally obscured (see Obscurement). Other creatures 
  make attack rolls with 1 boon against a blinded creature’s 
  Defense or Agility. Perception challenge rolls that rely on 
  sight automatically result in a failure. Finally, the blinded 
  creature’s Speed becomes 2 unless its normal Speed is 
  lower.
  Charmed
  A charmed creature sees the source of the affliction as 
  a trusted friend and ally. The charmed creature cannot 
  choose the creature that bestowed the affliction as the 
  target of its attacks.
  Compelled
  A compelled creature cannot use actions or move. Instead, 
  during each fast turn (see Combat), the creature that 
  bestowed the affliction can force the compelled creature 
  to move up to its Speed or to use an action. The creature 
  that bestowed the affliction makes all decisions on the 
  compelled creature’s behalf.
  Dazed
  A dazed creature cannot use actions.
  Deafened
  A deafened creature cannot hear. Perception challenge rolls 
  made to listen automatically result in failure.
  Defenseless
  A defenseless creature cannot defend itself. Its Defense 
  is 5, it cannot use actions, and its challenge rolls using 
  attributes result in failure. The creature can still perceive its 
  surroundings, however, and can make Perception challenge 
  rolls as normal.
  Diseased
  A diseased creature makes all attack rolls and challenge 
  rolls with 1 bane.
  Fatigued
  A fatigued creature makes all attack rolls and challenge 
  rolls with 1 bane.
  Frightened
  A frightened creature makes all attack rolls and challenge 
  rolls with 1 bane. As well, frightened creatures cannot take 
  fast turns (see Combat).
  Grabbed
  The effects of the affliction depend on the creature’s Size. If 
  the grabbed creature’s Size is equal to or less than that of the 
  creature grabbing it, the grabbed creature cannot move away 
  from the creature that grabbed it until it removes the affliction.
   If the grabbed creature’s Size is larger than that of the 
  creature grabbing it, whenever the grabbed creature 
  moves, the creature grabbing it can choose to move with 
  it (by clinging to the grabbed creature’s body) or end the 
  grab. (See Grab for more information on how to grab, and 
  Escape for how to escape a grab.)
  Immobilized
  An immobilized creature has Speed 0 and cannot benefit 
  from bonuses to Speed. Other creatures make all attack 
  rolls against the immobilized creature with 1 boon.
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  Impaired
  An impaired creature makes all attack rolls and challenge 
  rolls with 1 bane.
  Poisoned
  A poisoned creature makes all attack rolls and challenge 
  rolls with 1 bane.
  Prone
  A prone creature lies on the ground. Other creatures can 
  move through its space. While prone, the creature can 
  move only by crawling or use its move to stand up. The 
  prone creature makes Strength and Agility rolls with 1 bane. 
  Creatures that can reach the prone creature make all attack 
  rolls against it with 1 boon, while creatures that cannot 
  reach it make attack rolls against its Defense with 1 bane.
  Slowed
  A slowed creature can take only a slow turn (see Combat), its 
  Speed is halved, and it cannot benefit from increases to Speed.
  Stunned
  A stunned creature cannot move or use actions. The 
  creature automatically gets failures on all challenge rolls it 
  would make. Other creatures make all attack rolls against 
  the stunned creature with 1 boon.
  Surprised
  A surprised creature cannot use actions, cannot move, and 
  automatically gets a failure on all challenge rolls it would 
  make.
  Unconscious
  An unconscious creature is unable to act, move, or perceive 
  its surroundings. The creature’s Defense is 5. It cannot use 
  actions or move, and all its challenge rolls result in failure.
  Multiple Afflictions
  If you gain an affliction you already have, there is usually 
  no additional effect, but you must remove each instance of 
  the affliction to end its effect on you. For example, if you are 
  poisoned from a snake’s venomous bite and then become 
  poisoned from a spider’s venomous bite, you remain poisoned 
  until you remove both instances of the poisoned affliction.
  The 
  Environment
  Game play occurs in an imaginary environment, filled with 
  creatures, obstacles, and dangers both seen and unseen.
  Objects
  Objects are inanimate things such as doors, curtains, 
  statues, staircases, and even dead characters. Objects can be 
  damaged and destroyed.
  Attributes
  Objects have Strength 0 and Agility 0. They do not have 
  Intellect or Will scores and are thus immune to attack 
  rolls against those attributes and to effects that allow 
  challenge rolls using those attributes. Objects are immune 
  to afflictions.
  • Perception: Objects do not usually have Perception.
  • Defense: Objects typically have Defense 5.
  • Size: Objects have Size just as creatures do.
  • Speed: Objects incapable of moving under their own 
  power have Speed 0.
  Health and Damage
  An object’s Health depends on its Size and composition, 
  and its base Health equals 10 times its Size. Objects made 
  from fragile materials have half the base Health, while 
  objects made from stone or metal multiply their base 
  Health by 2 or more.
   An object takes damage just as a creature does. Damage 
  shows in the object as cracks, scorch marks, and the like. 
  When its damage total equals its Health, the object is 
  destroyed or rendered useless. Some objects are resistant or 
  immune to some sources of damage based on their Size or 
  composition. For example, a galleon is immune to damage 
  from a dagger, and a sword is not likely to be harmed by 
  cold or ice.
  Carried and Worn Objects
  Carried and worn objects are usually not at risk of taking 
  damage from attacks unless those objects are specifically 
  targeted.
  Breaking Objects
  Rather than dealing damage to chop up or smash an object, 
  you might just use brute force to break it. Examples include 
  kicking down a door, putting your fist through a pane of 
  glass, or bursting rope bonds.
   When you attempt to break an object, make a Strength 
  challenge roll. For each point of Size the object is larger 
  than you, you make the roll with 1 bane. Depending on 
  Sentient Objects
  Sentient objects, such as animated beings, are effectively 
  creatures and are subject to the rules governing creatures. 
  Such objects might have Intellect and Will scores, the 
  Perception characteristic, and other capabilities.
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  the object’s composition, additional banes or boons might 
  apply to the roll, at the GM’s discretion.
  Range and Distance
  A few broad categories describe the range of weapons and 
  spells for the purpose of choosing targets and centering 
  area effects.
   You: You are the target or the effect originates from you 
  or a point within your space.
  •  Reach: The target or the point from which the effect 
  originates must be within your reach, and you must be 
  able to touch it. If you attempt to touch an unwilling 
  creature, you must make a Strength or Agility attack roll 
  against the target’s Agility. On a success, you touch the 
  target.
  •  Short: The target or the point from which the effect 
  originates must be within 5 yards of you.
  •  Medium: The target or the point from which the effect 
  originates must be within 20 yards of you.
  •  Long: The target or the point from which the effect 
  originates must be within 100 yards of you.
  •  Extreme: The target or the point from which the effect 
  originates must be within 500 yards of you.
  •  Sight: You must be able to see the target or the point 
  from which the effect originates.
  Obscurement
  Poor lighting, precipitation, and fog reduce visibility. An 
  area, and creatures and objects within it, can be partially, 
  heavily, or totally obscured.
  • Partially Obscured: Rain, light snow, fog, and shadows 
  all partially obscure an area. Everything in a partially 
  obscured area is visible, but observers cannot make out 
  fine detail.
    Any roll involving sight by a creature looking into a 
  partially obscured area is made with 1 bane.
  • Heavily Obscured: Heavy rain, snow, and thick fog all 
  heavily obscure an area. Everything in such areas is 
  faintly visible.
    Any roll involving sight by a creature looking into a 
  heavily obscured area is made with 2 banes.
  • Totally Obscured: Creatures and objects in totally 
  obscured areas cannot be seen, because they are in 
  darkness or blinding conditions, such as a white-out in a 
  blizzard.
   A creature in an area that is totally obscured is blinded.
  Illumination
  The game uses three levels of illumination.
  • Lit: The sun, moon, torches, candles, and other forms of 
  illumination cause areas to become lit. A sighted creature 
  can see everything in a lit area that’s within its field of 
  view and is not hidden. Darkness becomes shadows 
  within a distance of a light source equal to twice the 
  light’s radius.
  • Shadows: Shadows form the border between light 
  and darkness. Indirect illumination, faint glows, and 
  moonlight create areas of shadow. An area of shadows is 
  partially obscured.
  • Darkness: This is the total absence of light. An area of 
  darkness is totally obscured.
  Invisibility
  An invisible creature or object cannot be seen by other 
  creatures using normal senses. It is considered to be 
  totally obscured and can thus hide anywhere. An invisible 
  creature makes attack rolls with 1 boon against the Defense 
  or Agility of a target creature that cannot see it.
   An invisible creature still makes noise, leaves footprints, 
  and displaces liquids. Clouds of dust and smoke can also 
  reveal such creatures. In such conditions, the invisible 
  creature is treated as heavily obscured.
  Roleplaying
  Roleplaying covers all the decisions that the Game Master 
  and players make about the creatures and characters they 
  control. These decisions might be as simple as stating 
  what a character says or does, or choosing a target for an 
  attack. In other cases, a player might let background details, 
  personality, and other past events in the game dictate what 
  his or her character does.
   People have different comfort levels when it comes to 
  roleplaying. Some like to immerse themselves in the game, 
  speaking as their characters or representing them with 
  painted miniatures. Others are less invested and describe 
  what their characters do and say. There’s no “proper” way 
  to roleplay; if everyone is having a good time, you’re doing it 
  right.
  Making Decisions
  Although you can do (or at least attempt to do) whatever 
  you like in the game, you can more easily imagine what’s 
  happening and make better decisions based on your 
  character’s details and the story in which you play. You can 
  draw inspiration for decision-making from many different 
  sources, a few of which are described here.
  Background
  You determine your character’s background when you 
  create your character. A background describes the kinds 
  of experiences your character had before his or her story 
  begins, which can guide your portrayal. For example, 
  a character who started out as a peasant might be 
  superstitious, skeptical, or nervous around magic.
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  Personality
  Your character should have a distinctive personality. 
  Keeping that personality in mind can help you decide how 
  he or she would behave in a given situation, though it’s okay 
  to act against personality from time to time. For example, 
  a character described as “often serious” might not find the 
  pranks of a gremlin all that funny.
  Connections
  You interact with the other players, as well as their 
  characters, while you play the game. You might be friends 
  or strangers in real life, but in the game you should try 
  to adopt the relationship between the characters instead. 
  Even if you’re best friends with another player, your 
  characters could despise each other. You might have 
  just met another player, but your characters are lifelong 
  friends.
   When roleplaying character connections, respect the 
  other players’ comfort levels. If your character has an 
  amorous relationship with another player’s character, 
  express it only as far as that player wants to go along. 
  Likewise, if your character hates another character, you 
  risk ruining the play experience by actively working against 
  that character unless the other player is willing to play out 
  this relationship. Before play, everyone should discuss their 
  characters’ connections with each other to find the best 
  ways to portray the relationships.
  Optional:  
  Character Bonds
  The characters making up your group have relationships 
  to one another. Your character might be friendly to some 
  members and antagonistic to others. Identifying how 
  your character feels about the other members of your 
  group gives you cues for how to play your character when 
  interacting with your companions.
   When your character joins the group, you can choose 
  two other characters in the group. You can have a positive 
  bond with one and a negative bond with the other. You 
  have a neutral bond toward everyone else in the group. 
  You can share your connections with other players or keep 
  them secret as you choose. You must, however, reveal your 
  connections to the Game Master.
  Positive
  A positive bond reflects feelings of admiration, friendship, 
  trust, and, possibly, love. When you roll a 1 on a boon 
  gained from the character you chose for your positive bond, 
  you can reroll the boon. You use the new number even if it 
  is another 1.
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  Negative
  A negative bond indicates your character has strong 
  feelings of antipathy, jealousy, disdain, and distrust. When 
  you roll a 6 on a boon you gained from the character you 
  chose for your negative bond, reroll the boon. You use the 
  new number even if it is another 6.
  Neutral
  A neutral bond indicates no strong feelings one way or the 
  other. You can be friendly toward a character with whom 
  you have a neutral bond or you can argue and bicker. 
  Whether you lean toward that character in a positive or 
  negative direction, your opinion about that character is not 
  strong enough to alter your interactions with the character.
  Changing Bonds
  Whenever your group’s level increases, you can change your 
  bonds. Any change in bond should reflect developments in the 
  story. For example, you might have a negative bond toward a 
  character, but your bond could change to neutral or positive 
  if that character took a serious risk to help you. Similarly, a 
  positive bond can become neutral or negative if the character 
  betrays you, embarrasses you, or spurns your attentions.
  Story Development
  The imaginary world of the game is wide open for you 
  to explore, but you and the other players are working 
  together to tell a particular story and fulfill its objective. 
  Your roleplaying decisions should generally serve to move 
  the story along. It’s perfectly fine to abandon the larger 
  story temporarily when you need to, but not when doing so 
  frustrates the efforts of other players who are working toward 
  the goal. Even if your character has negative connections to 
  some or most members of your group, you are still united by 
  a common purpose.
  Fortune
  The Game Master awards Fortune for exceptional 
  roleplaying, if you have a good idea and share it with the 
  group, if your character pulls off a remarkable stunt, or if 
  you do something else that makes the game more fun to 
  play. Once you gain Fortune, expending it represents a dash 
  of good luck when you need it.
   While you have Fortune, you can expend it in one of the 
  following ways:
  • When the result of a d20 roll is a failure, you can expend 
  Fortune to turn the failure into a success.
  • When another player rolls a d20, you can expend 
  Fortune to grant 2 boons to the roll.
  • When any player (including you) rolls a d6, you can 
  expend Fortune to replace the number on the die with a 6.
   Once you expend it, you do not have Fortune until the 
  GM awards it to you again. 
  Social Interaction
  Social interaction is usually handled through roleplaying. 
  When you want to talk to another character, you speak as 
  your character or describe what your character says. The 
  GM and other players do the same.
  Social Conflict
  The GM can call for an attack roll when you attempt 
  to alter another creature’s behavior or belief through 
  conversation in social settings. These rolls do not usually 
  occur in combat unless the GM says otherwise. Intellect 
  and Will are the attributes you use most in social situations. 
  You make the attack roll against the attribute that best 
  describes how the creature would resist your influence.
   Usually, when interacting with a creature, it needs to 
  be able to understand you. If you don’t have a common 
  language, the GM can let you make a roll if you try to 
  communicate a basic idea, possibly with 1 or more banes.
   When you make an attack roll in a social situation and the 
  total of your roll is 0 or lower, your attempt has the opposite 
  of the desired outcome. A creature you hope to befriend 
  becomes hostile to you, a creature you try to persuade 
  becomes intractable, and a creature you would intimidate 
  laughs off your threats. Further attempts to interact with the 
  creature in this way might result in failure, or the botched 
  roll could impose 1 or more banes as the GM decides.
  • Befriend: You try to improve how another regards you, 
  foster goodwill, or give comfort to someone experiencing 
  emotional distress. To befriend a creature, make a Will attack 
  roll against its Will. On a success, the creature becomes 
  friendly toward you. You might make further social rolls 
  against that creature with 1 boon, at the GM’s discretion.
  • Deceive: You attempt to pass a falsehood off as the 
  truth, make the implausible seem plausible, or bluff. To 
  deceive a creature, make an Intellect attack roll against 
  its Intellect. On a success, the creature believes your 
  deception until it’s shown to be false.
  • Intimidate: You use threats, physical pain, or body 
  language to menace another creature and force its 
  cooperation. Make a Will (or Strength if you are inflicting 
  pain) attack roll against the creature’s Will. On a success, 
  the creature behaves in the desired manner.
  • Persuade: You try to convince a creature to take a risk, 
  reveal a secret, or do something against its nature, such 
  as accept a bribe. Make a Will attack roll against the 
  creature’s Will. On a success, you persuade the creature 
  to do as you wish.
  • Taunt: You try to infuriate a creature and incite it to 
  violence. Make an Intellect attack roll against the 
  creature’s Will. On a success, the creature becomes angry 
  with you and at anyone or anything you chose when you 
  made the attempt. The creature acts in a manner the 
  GM deems appropriate based on the taunt. An affected 
  creature might attack, yell, or just become hostile.
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  Combat
  Combat occurs when one or more creatures attack another 
  creature or group of creatures. Since the stakes are at their 
  highest in combat, time in the game slows down to make 
  sure everyone participating has a chance to contribute to 
  the outcome.
  The Battlefield
  Before combat begins, the GM sets up the scene and tells 
  you the important details about the battlefield: the area 
  where the combat will take place. The GM might sketch out 
  the battlefield on paper or a wet-erase surface, use a map, 
  or just describe it.
   Exact positions are more important for some groups than 
  others, but everyone should at least have an idea about where 
  their characters are when the combat starts. The GM might 
  decide where everyone is, based on what was happening 
  when hostilities broke out, or ask the players. Some groups use 
  miniatures, tokens, or coins to keep track of positions, while 
  others let the whole thing unfold in their imagination.
  Awareness & Surprise
  Most times, the creatures being attacked are aware of 
  their attackers. If creatures on one side were hidden from 
  the other, appear out of nowhere, or catch the other side 
  sleeping or otherwise engaged, there’s a chance for surprise.
   When the GM decides surprise is possible, everyone 
  on the side that could be surprised makes a Perception 
  challenge roll. On a failure, the creature becomes surprised 
  until the end of the first round.
  Anatomy of a Round
  Combat is resolved in 10-second units of time, called 
  rounds. A round has three parts: fast turns, slow turns, and 
  the end of the round.
   During each round, players who want to take a turn 
  (fast or slow) do so in that part of the round, in any order 
  they choose. Once a player finishes his or her turn, he or 
  she cannot take another turn until after the end of that 
  round. If players cannot decide who goes first, the GM 
  might decide or have each conflicting player roll a d6, 
  with priority going to the player that rolled the highest 
  number.
   Once all the players have finished taking their turns 
  during a part of the round, creatures under the GM’s 
  control can take turns in that part, in any order. Once a 
  creature finishes its turn, it cannot take another turn until 
  after the end of that round.
  Fast Turns
  A creature that takes a fast turn can either use an action or 
  move up to its Speed. It cannot do both.
  Slow Turns
  A creature that takes a slow turn can use both an action 
  and move up to its Speed. It can use an action at any point 
  during the move.
  End of the Round
  The end of the round marks the transition from one round to 
  the next. Certain effects are resolved at the end of the round. 
  As with other parts of the round, the players resolve any 
  effects they created or that affect them first. Then the GM 
  resolves end-of-round effects for creatures and effects he or 
  she controls.
   When an effect specifies that it lasts for 1 round, it lasts 
  for 1 full round, which means it lasts until the end of the 
  next round.
   Combat ends when all creatures on one side surrender, 
  flee, or lie dead. Otherwise, a new round begins and 
  combat continues.
  First Round
  Before the first round begins, resolve any effects that were 
  already ongoing and that you would normally check for at 
  the end of a round. Then combat proceeds as normal.
  Example of a Round
  Shawn (playing a human warrior), Angela (a human 
  rogue), Jerry (a human magician), and David (a human 
  priest) form a group. Their characters are exploring an old 
  ruin. Four giant rats emerge from the shadows to attack. No 
  one is surprised, and combat begins.
  Turn Tokens
  You can use a two-sided turn token such as a coin, poker chip, or card to keep track which phase of the round you are in. One side 
  represents fast turns and is face up at the start of the round; the other represents slow turns. Once everyone who wishes to has 
  taken a fast turn, the GM takes any fast turns and flips over the token. Any remaining players and GM-controlled creatures do the 
  same during slow turns. After resolving any effects at the end of the round, the GM flips the token back to the fast turn side.
   You may find it works better if every player also has a token. When they take their turn, they lay down their token in front of 
  them on the side indicating fast or slow based on when they took their turn.
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  Fast Turns
  The players choose whether to act first. Jerry decides to take 
  a fast turn and uses an action to attack a rat with a spell, 
  killing it.
   Shawn takes a fast turn, using an action to attack by 
  charging one of the rats. As noted in the Charge description 
  later in this chapter, Shawn can move and attack, albeit 
  with 1 bane on the attack roll.
   Angela and David wait for slow turns.
   Now that all the players who chose to act have done so, 
  the GM can take fast turns with one or more of the rats. The 
  rat that Shawn charged uses an action to attack Shawn’s 
  character. The rest of the rats wait for slow turns.
  Slow Turns
  Again, the players act first. Since Angela and David have 
  not yet taken their turns, they do so now. Angela moves up 
  to the rat Shawn is fighting and then attacks it with her 
  small sword. David moves up to the same rat and attacks it 
  with his battleaxe. The rat dies.
   Now the last two rats take their turns to move up and 
  attack Angela and David. Unfortunately, David’s character 
  takes enough damage to become incapacitated and disabled.
  End of the Round
  David has to make a fate roll (rolling a d6) to see what happens 
  to his character. He rolls a 3. His character remains disabled.
   No other effects check for the end of the round, so a new 
  round begins.
  Move
  When you take your turn, you can move up to your Speed in 
  yards. On a fast turn, you can move or use an action, but not 
  both. On a slow turn, you can move in addition to using an 
  action, which you can do at any point during your movement.
   During your move, you can use any special forms of 
  movement normally available to you such as balancing, 
  climbing, swimming, riding, and so on. Rules for these 
  special forms of movement are described below.
  Balance
  You balance when you move across treacherous terrain, 
  such as ice or a narrow surface. Such surfaces also count 
  as difficult terrain. When you move onto a treacherous 
  surface, you must make an Agility challenge roll (the 
  nature of the surface might impose 1 or more banes). On 
  a failure, you stop moving on that turn. If the total of 
  your roll is 0 or less, you land prone or could fall from a 
  precarious perch.
  Climb
  You climb when you ascend, descend, or move across a 
  vertical surface using a rope, ladder, or handholds. The 
  surface also counts as difficult terrain.
   The GM might call for a Strength challenge roll to see 
  if you can climb a surface that has few handholds or that’s 
  coated in grease or otherwise slick, or if you try to climb 
  while distracted or rushed. Challenging climbs can impose 
  1 or more banes on the roll. If the result of the roll is a 
  failure, you stop moving on that turn. If the total of your 
  roll is 0 or less, you fall.
  Crawl
  Prone creatures can move only by crawling. You crawl 
  at half your cautious pace, which is further reduced by 
  difficult terrain or narrow spaces to a minimum of Speed 1.
  • Drop Prone: You can voluntarily drop to the ground. You 
  can drop prone in combat without using your movement.
  • Stand Up: You can stand up from prone using an action 
  or as your move in combat.
  Fly
  If you can fly, you can move as far as your Speed allows in 
  any direction, remaining in the air for as long as you wish. 
  You fall to the ground if you would be knocked prone, your 
  Speed drops to 0, or you are prevented from using actions.
   The GM might call for a Strength challenge roll to see if 
  you can stay airborne in turbulent conditions. On a failure, 
  you fall.
  Jump
  You jump to move to a surface below you or to reach 
  something above you. You also jump whenever you attempt 
  to move over an obstacle without climbing or walking.
  •  Jump Up or Down: When jumping down, you land 
  safely if the surface is less than 5 yards below you. If you 
  try to jump down beyond this distance, you instead fall.
    You can jump up a number of feet equal to half your 
  Agility modifier (minimum 1 foot), or your full Agility 
  modifier if you moved at least 2 yards before making the 
  jump. If you try to jump higher, the GM can call for an 
  Agility challenge roll.
    You can jump as part of your move in combat. Deduct 
  the number of vertical yards you jump from the total 
  distance you can move on your turn. You land prone 
  or fall if your reach your movement limit before you 
  complete the jump.
  •  Jump Across: You can jump horizontally a number of 
  yards equal to 2 + your Agility modifier (minimum 1 
  yard). If you moved at least 2 yards before making the 
  jump, increase the distance by 2 yards. If you try to jump 
  farther, the GM can call for an Agility challenge roll.
    You can jump as part of your move in combat. Deduct 
  the number of horizontal yards you jump from the total 
  distance you can move on your turn. You land prone if 
  you reach your movement limit before you complete the 
  jump. You might fall if you were attempting to cross an 
  open space such as a pit.
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  shadow of the demon lord
  PLaying the Game
  Ride
  You are riding while you are seated on a mount.
  • Mounts: A mount is any creature larger than you and 
  willing to bear you as a rider.
  • Mounting and Dismounting: You use your move to 
  mount or dismount a creature within your reach.
  • Shared Space: You and your mount share the same 
  space. Any effect that originates from you originates in 
  your space rather than your mount’s space, however.
  • Separate Creatures: Although you share a space, you 
  and the mount are separate creatures.
  • Actions: You and your mount take turns together and 
  share a single action. If you use an action to attack, you 
  or your mount makes the attack. You can choose to have 
  you and your mount attack in the same action, but you 
  each make the attack roll with 2 banes. You and your 
  mount can attack at the same time only once during each 
  round, regardless of how many attacks you can make.
    If you cannot use actions, the mount uses an action in 
  a manner appropriate to its nature. If the mount cannot 
  use actions, you act independently from the mount.
  • Speed: You use your mount’s Speed in place of your own.
  • Free Attacks: If your mount’s movement would trigger a 
  free attack (see Combat), the attacking creature chooses 
  whether to attack you or the mount.
  • Falling Prone: If an attack or an effect knocks you prone 
  while you are riding, you fall from the mount and land 
  prone in a space within 1 yard of it. The space you land in 
  is opposite from the direction of the source of the attack 
  or effect.
    If your mount falls prone, you are both prone in the 
  same space. You must also make an Agility challenge roll. 
  On a failure, you take damage equal to 1d6 + the mount’s 
  Size, and you become immobilized and cannot stand 
  up until the mount stands up or is moved off you. You 
  can use an action while you are immobilized to make 
  a Strength or an Agility challenge roll, with 1 bane for 
  each Size the mount is larger than you. On a success, you 
  are no longer immobilized in this way and can stand up 
  normally.
  Sneak
  You attempt to move without making a sound when you 
  sneak. To do so, you must get a success on an Agility 
  challenge roll. On a failure, nearby creatures can hear you. 
  If the total of your roll is 0 or less, you make a great deal of 
  noise.
   Boons or banes can apply to the Agility roll based on the 
  surface you move across. It’s harder to sneak across gravel 
  or broken glass, which would impose 1 or more banes on 
  your roll. If there’s a lot of ambient noise in the area—such 
  as in a factory humming with activity—1 or more boons 
  could apply to the roll.
  Swim
  While moving, you can swim through liquids. Swimming 
  counts as moving across difficult terrain.
   The GM can call for a Strength challenge roll to see if 
  you can swim through treacherous waters. On a failure, 
  you make no progress. If the total of your roll is 0 or less, 
  you sink. (See Armor and Clothing in Chapter 6 for more 
  information about swimming while in armor, and see the 
  clockwork entry in Chapter 1.)
  Teleport
  Magic can let you move instantly from one spot to another. 
  When you teleport, you disappear from the space you 
  occupy and immediately reappear in the space of your 
  destination. This movement ignores any obstacles and 
  difficult terrain between you and your destination.
  Action
  You may use one action during a round to perform an 
  activity. Common activities include the following:
  Attack  •  Cast a Utility Spell  •  Concentrate 
  Defend  •  End an Effect  •  Find  •  Help 
  Hide  •  Prepare Reload  •  Retreat  •  Rush 
  Stabilize  •  Use an Item
  Attack
  You use a weapon, an attack spell, or something else to 
  harm or hinder another creature or an object. See Making 
  Attacks for how to resolve this activity.
  Cast a Utility Spell
  You cast a utility spell (one that doesn’t count as an attack) 
  and resolve its effects. See Chapter 7 for details about 
  casting spells.
  Concentrate
  Some spell effects and talents require you to concentrate 
  to keep them going. If you concentrate on an effect, the 
  effect continues until the end of the next round, up to the 
  maximum amount of time allowed by the spell.
  Breaking Concentration
  If you take damage or gain Insanity while you concentrate, 
  you must make a Will challenge roll. On a failure, you stop 
  concentrating and the effect ends immediately.
  Defend
  When you defend, until the end of the round, all attack 
  rolls are made against you with 1 bane and you make all 
  challenge rolls to resist attacks with 1 boon. These benefits 
  end if you are prevented from using actions, such as when 
  you become dazed, stunned, or unconscious.
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  shadow of the demon lord
  Playing the Game
  End an Effect
  Choose one effect you created with a spell you cast or a 
  talent you used. The effect ends.
  Find
  You attempt to locate a hidden creature or object. Make a 
  Perception challenge roll to search for a hidden object or 
  make a Perception attack roll against the Agility of a hidden 
  creature. On a success, the creature or object is no longer 
  hidden from you and any other creature with whom you 
  share your knowledge.
  Help
  Choose one creature within 5 yards of you that can see you 
  and understand what you say. Make an Intellect challenge 
  roll. On a success, the target makes its next attack roll or 
  challenge roll before the end of the round with 1 boon.
  Hide
  You can attempt to hide when you are not being observed 
  and when you are at least heavily obscured or have three-
  quarters cover or better from an object (see Cover).
   Make an Agility challenge roll. On a success, you become 
  hidden. You remain hidden until the conditions that let 
  you hide no longer apply or you do something that would 
  reveal your position (such as shouting, making an attack, 
  or casting a spell). For example, if you are in darkness, 
  you would no longer be hidden if the area becomes lit. 
  Similarly, if you are hidden behind a wall, you would no 
  longer be hidden if someone moves to a position where the 
  wall no longer covers you.
   While hidden, other creatures cannot perceive you. 
  Generally, this means a creature cannot choose you as a 
  target for its attack, though you are still subject to area 
  affects. A creature can guess at your location, making the 
  attack roll with 3 banes. Even with a success, the attack hits 
  you only if the guess was correct.
   Also, while hidden, you make all attack rolls with 1 boon 
  against the Defense or Agility of targets from which you are 
  hidden.
  Prepare
  You prepare to undertake an activity when a specified event 
  occurs. Choose one activity you would normally use an 
  action to perform, such as attack or retreat. Then, describe 
  what event has to occur for you to undertake it. This is the 
  trigger.
   If the triggering event occurs before the end of the round, 
  you can use a triggered action to perform the activity. You 
  make any attack roll or challenge roll required by the 
  activity with 1 boon. Otherwise, nothing happens.
   For example, Bobby takes a fast turn and uses an action 
  to prepare an attack against the first enemy that moves 
  into his reach. When a hostile warg moves up to attack his 
  character, Bobby uses his triggered action to attack it with 
  his sword, making the attack roll with 1 boon.
  Reload
  Choose a weapon you can reach that has the reload 
  property (such as a crossbow). If you have a piece of 
  ammunition the weapon uses, you reload the weapon.
  Retreat
  You move up to half your Speed. This movement does not 
  trigger free attacks.
  Rush
  You move up to twice your Speed.
  Stabilize
  Choose one incapacitated creature within your reach. Make 
  an Intellect challenge roll, with 1 bane if the creature is 
  dying. On a success, the target heals 1 damage.
  Use an Item
  You interact with an item you are holding or wearing, or 
  with an object you can reach. Examples include picking 
  a lock, retrieving an object from a pouch or backpack, or 
  lighting a torch.
  Triggered Actions
  In addition to using actions, most creatures can use one 
  triggered action each round. Creatures use triggered actions 
  to react to the specific events that trigger their use, hence 
  the name. 
   Almost all creatures may use triggered actions to make 
  a free attack, which is described in the following section. 
  Creatures can also use triggered actions to perform other 
  activities from talents and spells.
  The Trigger
  Any activity that involves the use of a triggered action also 
  specifies the condition under which the character can use 
  it. The condition, called the trigger, could be broad, such 
  as “on your turn,” or narrow, such as “when a creature 
  willingly moves out of your reach.” Provided you meet 
  the conditions for using the triggered action, you may do 
  so, provided you have not already used a triggered action 
  during the round.
  Other Activities
  You can try to do something that’s not described here. You 
  are limited only by your imagination. When you attempt 
  something that lies outside the rules, the GM decides if the 
  activity is possible and how long it takes.
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  shadow of the demon lord
  PLaying the Game
   When you use a triggered action, you perform the 
  indicated activity immediately, even if doing so would 
  interrupt another creature’s turn.
  Free Attack
  When a creature in your reach willingly moves out of your 
  reach, you can use a triggered action to make an attack 
  against that creature using a melee weapon you are wielding.
  Trigger Example
  Jennifer has an opportunity to use a free attack during the 
  fast turn, but because she knows she wants to use Reveal 
  Weakness (a scout talent) as her triggered action during the 
  slow turn, she chooses not to make the free attack.
  Minor Activities
  Some activities are so minor that you can just do them on 
  your turn without using an action, triggered action, or move. 
  Examples include dropping an item or picking one up, 
  drawing or stowing a weapon, and opening or closing a door.
   As a general rule, you can perform one minor activity 
  during a fast turn, or two during a slow turn. You might do 
  more if you don’t move or use an action on your turn, or if 
  your GM says you can do more.
  Melee Attack Options
  When you make an attack with a melee weapon, you can 
  choose one of the following options. You must make the 
  choice before you make the attack roll.
  • Driving Attack: You make the attack roll with 1 bane. On a 
  success, you and the target move a number of yards equal 
  to your Strength modifier in the same direction.
  • Guarded Attack: You make the attack roll with 1 bane, 
  but the next creature to make an attack roll against your 
  Defense before the end of the round does so with 1 bane.
  • Lunging Attack: You can increase your reach by 1 yard, but 
  you make the attack roll with 1 bane.
  • Shifting Attack: You make the attack roll with 1 bane. On a 
  success, your movement does not trigger free attacks from 
  the target until the end of the round.
  • Unbalancing Attack: You make the attack roll with 1 bane. 
  On a success, if the target is your Size or smaller, it must 
  make an Agility challenge roll. On a failure, the target falls 
  prone.
  Making Attacks
  You make an attack whenever you would harm or hinder a 
  creature or damage an object. Typically, you determine the 
  outcome of an attack by making an attack roll. There are 
  several kinds of attacks.
  Attack with  
  a Melee Weapon
  You attack with a melee weapon you are wielding by 
  swinging or throwing it at your target.
  Choose a Target
  Choose one target creature or object. The target must be 
  within your reach or, if you’re using a weapon with the 
  thrown property (such as a javelin), within range of the 
  weapon.
  Make the Attack Roll
  Make an attack roll against the target’s Defense. Typically, 
  you use Strength for attack rolls with melee weapons. 
  Weapons with the finesse property (such as a dagger) let 
  you use Agility instead of Strength for the attack roll. See 
  Melee Attack Options for more choices.
  Resolve the Attack
  On a success, the attack hits and you roll the weapon’s 
  damage die, which you can find in Chapter 6. The target 
  takes damage equal to the total of the damage roll.
   On a failure, the attack misses.
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  shadow of the demon lord
  Playing the Game
  Attack with  
  a Ranged Weapon
  You make an attack with a ranged weapon you are wielding 
  by firing its ammunition at your target.
  Choose a Target
  Choose one target creature or object no farther away than 
  twice your weapon’s range. (See Distant Shot for attacking 
  outside your weapon’s standard range.)
  Make the Attack Roll
  You make the attack roll against the target’s Defense. 
  Typically, you use Agility for attack rolls using ranged 
  weapons. See Ranged Attack Options for more choices.
  Resolve the Attack
  On a success, the attack hits and you roll the weapon’s 
  damage die, which you can find in Chapter 6. The target 
  takes damage equal to the total of the roll.
   On a failure, the attack misses.
  Cover
  Terrain and objects on the battlefield can provide 
  protection against attacks with ranged weapons or spells 
  that target things at a distance.
  Half Covered
  If an object between you and the attacker covers at least 
  half your body, ranged attack rolls against you are made 
  with 1 bane.
  Three-Quarters Covered
  If an object between you and the attacker covers at least 
  three-quarters of your body, ranged attack rolls against you 
  are made with 2 banes.
  Totally Covered
  You cannot be chosen as a target for any attack or effect.
  Attack with Two Weapons
  If you are wielding a weapon in each hand, and neither 
  of them is cumbersome (see Chapter 6), you can use an 
  action to attack with them at the same time. You can use 
  them either to attack one target or to attack two different 
  targets.
   If you attack one target, you attack with the weapon in 
  your main hand, making the attack roll with 2 banes. On a 
  success, you deal normal damage from that weapon plus 
  extra damage from the weapon in your off hand.
   If you attack two targets, you attack with the weapon 
  in your main hand against one target and then attack the 
  other with the weapon in your off hand. You make both 
  attack rolls with 3 banes.
   In either case, if you attack with a shield, it loses the 
  defensive property (see Chapter 6) until the end of the 
  round.
  Attack with an Item
  You can make an attack with a harmful item that is not a 
  weapon, such as a bomb or a flask of acid or oil. The rules 
  for using such items describe how to resolve those attacks. 
  For rules covering attacks with improvised weapons, see 
  Chapter 6.
  Attack with a Spell
  You cast an attack spell. Chapter 7 has further details about 
  casting spells.
  Attack an Attribute
  You can make attacks with your attributes against other 
  creatures’ attributes or characteristics to perform stunts 
  and maneuvers.
  Disarm
  Choose one target creature within your reach that’s holding 
  an object. Make a Strength or Agility attack roll against 
  the higher of the target’s Strength or Agility. If you are 
  unarmed, you make this roll with 2 banes. On a success, the 
  target drops one object it is holding of your choice.
  Distract
  Choose one target creature within short range of you 
  that can see you. Make an Intellect attack roll against the 
  target’s Intellect. On a success, the target makes its next 
  attack roll or challenge roll before the end of the round 
  with 2 banes.
  Ranged Attack Options
  When you make an attack with a ranged weapon, you can 
  choose one of the following options.
  • Called Shot: You attack a specific location on the target’s 
  body. You can use this option only if the target has a 
  physical body. Make the attack roll with 2 banes. On a 
  success, the attack has an additional effect as determined 
  by the GM. Attacking a creature’s eyes might impose 1 bane 
  on all rolls the target makes that rely on sight, for example.
  • Distant Shot: You can attack a target that is beyond your 
  weapon’s range, but no more than twice the weapon’s 
  range. You make the attack roll with 1 bane.
  • Staggering Shot: You make the attack roll with 2 banes. 
  On a success, a target that is your Size or smaller must 
  make an Agility challenge roll. On a failure, the target falls 
  prone.
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  PLaying the Game
  Escape
  You can use this action if you are grabbed. Make a 
  Strength or Agility attack roll against the Strength of 
  the creature that has grabbed you. A success removes 
  the grabbed affliction and lets you move up to half your 
  Speed. This movement does not trigger free attacks from 
  the creature that had grabbed you. (See Grabbed for 
  information on the effects of being grabbed, and Grab for 
  how to grab.)
  Feint
  Choose one target creature within short range of you that 
  can see you. Make an Agility attack roll against the target’s 
  Perception. On a success, you make the next attack roll 
  against the target’s Defense or Agility before the end of the 
  next round with 2 boons. Alternatively, your movement 
  does not trigger free attacks from the target for 1 round.
  Grab
  You must have at least one hand free to grab, and you 
  cannot be grabbing another creature. Choose one target 
  creature within your reach that has a physical body (not a 
  spirit, for example) and make a Strength or Agility attack 
  roll against the target’s Agility. If you choose a creature you 
  are already grabbing, you automatically get a success.
   On a success, the target becomes grabbed until the end 
  of the next round. If you are prevented from using actions 
  (such as because you are dazed, stunned, or unconscious), 
  the grabbed affliction ends. The grabbed affliction also 
  ends if you move or are moved to a position where you can 
  no longer reach the grabbed target. (See Grabbed for more 
  information on the effects of being grabbed, and Escape for 
  how to escape a grab.)
  Knock Down
  Choose one target creature within your reach. Make a 
  Strength attack roll against the target’s Agility. If the target 
  is larger than you, you make this roll with 1 bane for each 1 
  Size it is larger. You make this roll with 1 boon if the target is 
  smaller than you. On a success, the target falls prone.
  Pull
  Choose one target creature of your Size or smaller that you 
  are grabbing. Make a Strength attack roll against the target’s 
  Strength. On a success, you move up to half your Speed 
  and the grabbed creature moves with you so that it remains 
  within your reach.
  Shove
  Choose one target creature within your reach. Make a 
  Strength attack roll against the target’s Strength. If the 
  target is larger than you, you make this roll with 1 bane 
  for each 1 Size it is larger. You make this roll with 1 boon if 
  the target is smaller than you. On a success, you move the 
  target 1 yard away from you, plus a number of yards equal 
  to your Strength modifier (minimum total distance 1 yard).
  Charge
  When you use an action to charge, you make attack 
  rolls and challenge rolls with 1 bane until the end of the 
  round. Move up to your Speed. At any point during your 
  movement, make one attack with a melee weapon or with 
  an attribute to knock down or shove a creature.
  Attacking Worn  
  or Carried Objects
  You can attack an object that another creature wears or carries. 
  You make the attack roll with 2 banes. The GM might decide 
  that certain objects are immune or resistant to some forms of 
  attack. An arrow isn’t going to break a sword, for example.
  Situational Banes  
  to Attack Rolls
  One or more banes might apply to your attack rolls, based on 
  the circumstances under which you make the attack. These 
  are in addition to any banes or boons included in the attack. 
  The following table summarizes the most common situations.
  Situational Banes
  Target is . . .
  Effect
  Half covered
  1 bane
  Three-quarters covered
  2 banes
  Totally covered
  Automatic failure
  Partially obscured
  1 bane
  Heavily obscured
  2 banes
  Totally obscured
  3 banes*
  Weather, terrain
  1 or more banes
  *You must guess the target’s location (see Hide).
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  shadow of the demon lord
  Upon completing the starting adventure, your group 
  assembles and advances to level 1. Everyone in the group 
  chooses a novice path from the four presented in this 
  chapter. Novice paths describe the roads one might walk to 
  attain one’s destiny. You can choose any path you like, but 
  make sure you keep in mind what happened during the 
  starting adventure. Those events and how you reacted to 
  them should guide your choice.
  Novice Training
  The novice paths include tables showing possible training 
  or circumstances that led you to the path you choose. 
  You can pick one that matches or complements what 
  your character has done so far or you can determine your 
  training randomly by rolling a die. If none match your 
  character, you can always make something up.
  Novice Benefits
  The group’s level determines the benefits you get from your 
  path. As the level increases, you gain additional benefits as 
  directed in the Advancement table.
  • Attributes: When you increase your attribute, you 
  increase your score, which also increases your modifier.
  Chapter 3:
  Novice Paths
  • Characteristics: Increase your characteristics by the 
  listed amounts.
  • Languages and Professions: Your path might grant 
  you one or more languages, literacy in one or more 
  languages, or another profession. See Chapter 1 for 
  languages and professions.
  • Magic: Your path might let you discover traditions 
  and learn spells. When you discover a tradition, you 
  automatically learn one of the rank 0 spells from that 
  tradition. If your path instructs you to learn a spell, you 
  choose the spell you learn from a tradition you have 
  discovered. The spell’s rank must be equal to or less than 
  your Power.
  • Talents: Your path might also grant you one or more 
  talents. Some talents let you do things others cannot 
  normally do. Others let you perform activities with 
  greater precision or to greater effect. 
  Optional: Group Identity
  Now that your group has come together, what do you do 
  next? The events of your first adventure can provide you 
  with an answer, or you might have to come up with a reason 
  to stick together. Talk with the other players and Game 
  Master to come up with an identity for your group that will 
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  shadow of the demon lord
  Novice Paths
  describe what you do together normally. Alternatively, one 
  of you rolls a d6 and consults the Group Identity table.
  Adventuring Party
  In these uncertain times, with war looming on the horizon 
  and hideous monsters spilling out from the wilderness, 
  opportunities abound for those with unique talents. 
  As thrill-seekers, treasure-hunters, or problem-solvers, 
  adventure has a habit of finding you whether you look 
  for it or not. Your group likely explores the wilderness of 
  the Northern Reach, scouring ancient ruins for valuables 
  and trinkets from forgotten times. You could protect 
  villages from monstrous threats and undertake missions in 
  exchange for rewards.
  Fate
  Circumstance created your group. You probably come from 
  different backgrounds, professions, and ancestries. If it 
  weren’t for chance, your paths might never have crossed. 
  Under what circumstances did the members of your group 
  meet? Fate often works in a destructive, violent manner. 
  You might have been shipwrecked on an island, have lived 
  together as slaves, been pressganged to serve on the same 
  ship, or were the sole survivors of a terrible calamity. What 
  keeps you together?
  Home Town
  Everyone in your group comes from the same place. You 
  could be blood relatives of each other, in which case you 
  have the same ancestry, or lived in the same village, town, 
  or neighborhood. A common homeland suggests you have 
  probably known each other for a long time. Think about how 
  you met and what relationships you have with each other.
   Often, homeland groups form as a result of some 
  adversity. You might have formed in response to a great 
  peril, a drought, a disease, or an attack from raiders and 
  killers. You could be refugees looking for a place where 
  you can settle or flee a terrible threat. If you share the 
  same ancestry, you might work together to reclaim a stolen 
  birthright, lift a curse afflicting your family, or avenge a 
  wronged ancestor.
  Occupation
  Everyone in your group works in the same trade, similar 
  trades, or related trades. You might be artisans in the 
  same town, a troupe of traveling entertainers, or members 
  of the same military outfit. Your work unites you, and 
  your experience in your trade helps you each overcome 
  differences of background. Do you still work in your trade 
  or have you left it behind? Are there rival groups? If so, who 
  are they and what is your relationship to those groups.
  Organization
  Everyone in the group belongs to the same organization. 
  You might be members of a mercenary company, agents 
  of the Inquisition, servants of the House of Healing, or 
  criminals with ties to the Thieves’ Guild or the Black 
  Hand assassins. The organization explains how you came 
  together, but why do you stay together? Do you keep ties to 
  the organization or did you leave it? If you left, under what 
  circumstances did you leave? Do you still have contacts 
  with the organization or are you considered traitors?
  Patron
  A powerful patron formed your group for a specific purpose. 
  Patrons could include the Archmage, the Grand Druid, the 
  Faerie Queen, the Dark Lady, the Mistress of the Black Hand, 
  or someone else the GM creates. Your employer provides 
  the cement that holds your group together and sends you on 
  missions that furthers his or her own agenda.
   The GM will come up with a suitable patron, but it’s up 
  to your group to decide why you were chosen. How do you 
  see your patron? Do you serve against your will? If so, why? 
  Or, are you loyal to your patron, proud to serve in any way 
  you can? How did your patron win your loyalty?
  Novice Paths
  Path
  Description
  Magician
  Unrestricted access to traditions and robust 
  access to spells lets magicians wield magic with 
  unrivaled ability. Focus on attaining magical 
  power demands much sacrifice and thus 
  magicians tend to be more fragile than other 
  characters. You need a high Intellect or Will to 
  excel as a magician.
  Priest
  Unwavering faith and constant devotion to a god 
  or religion grants priests the power to produce 
  miracles through prayer. Hardier than magicians, 
  priests bring the light of their beliefs into the 
  Demon Lord’s darkness, fighting against the 
  horrors that would unravel the world. A high 
  Strength and Will help you excel as a priest.
  Rogue
  A path suited to the cunning and quick, rogues use 
  underhanded tactics to achieve their objectives. 
  They are tricksters and scoundrels, adventurers and 
  ne’er-do-wells, possessing an arsenal of tricks to 
  help them overcome almost any obstacle. Rogues 
  develop talents that reflect their techniques, either 
  becoming dangerous killers, dabblers in magic, or 
  charlatans skilled at manipulating others. If you 
  have a high Agility or Intellect, you will do well as a 
  rogue.
  Warrior
  Trained in the use of weapons and armor, warriors 
  depend on toughness and combat skills to keep 
  them alive. Warriors use a variety of techniques, 
  from picking off their targets from a distance with 
  pistol or longbow or crashing headlong into their 
  enemies’ midst, hacking and slashing as they go. 
  Whatever method they use, warriors are the best 
  at fighting. You need a high Strength or Agility to 
  excel as a warrior.
  Group Identity
  d6
  Origin
  1
  You formed an adventuring party.
  2
  Fate keeps you together.
  3
  You protected your hometown.
  4
  You share an occupation.
  5
  You are members of an organization.
  6
  You work for the same patron.
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  Novice Paths
  Magician Training
  d6
  Training
  1
  You discovered magic from a book or scroll. 
  2
  You were the seventh son of a seventh son, 
  were born under a strange star, or have the 
  blood of a magical ancestor flowing through 
  your veins.
  3
  A witch or wizard took you on as an apprentice 
  and taught you the rudiments of magic in 
  exchange for a period of service.
  4
  You studied at one of the great institutions of 
  magic, perhaps in one of the Nine Cities or at the 
  Tower Arcane that drifts in the sky above Caecras, 
  the Empire’s capital city.
  5
  You made a pact with an otherworldly being. You 
  offered your soul, a gift, or service in exchange for 
  magical knowledge.
  6
  You suffered a magical mishap, such as drinking 
  a strange potion or becoming exposed to the 
  Demon Lord’s Shadow. The mishap awakened the 
  power lurking inside you.
  Magician
  Magicians strive to reach the heights of magical power. 
  If they follow this journey to its end, choosing paths to 
  complement what they have learned, they join the most 
  powerful users of magic in the world.
   Hopeful magicians must first discover a tradition of magic 
  to begin learning spells. Discovery can be accidental, resulting 
  from being affected by a spell, stumbling into an area steeped 
  in magical energy, or finding its power within. Discovery can 
  also be taught. Ancient institutions of magic, wizards, witches, 
  and others reveal traditions to promising students.
   Upon discovering a tradition, the magician learns the 
  most basic spells from it. All this prepares magicians for the 
  process of learning greater and more powerful spells.
   Since magicians freely choose their traditions, they 
  display a range of capabilities. Some favor destructive 
  magic, learning spells that let them harness 
  elemental forces of wind, rain, fire, and 
  earth. Others prefer subtler magic, 
  favoring charms to manipulate the minds 
  of others or illusions to deceive and 
  conceal. Magicians can 
  also be conjurers, 
  loosing monsters 
  to fight on 
  their behalf, or 
  engineers, creating 
  servants and machines 
  from spare parts they pick 
  up along the way.
   The possibilities magic offers 
  also present many perils. More than 
  one magician has succumbed to dark 
  magic’s temptations, dabbling into the 
  arts of Forbidden, Necromancy, or 
  worse traditions. Such magic almost 
  always corrupts the magician, but 
  those seeking its power rarely care.
  Level 1 Magician
  Attributes Increase two by 1
  Characteristics Health +2, Power +1
  Languages and Professions You read 
  all the languages you know how 
  to speak. In addition, you add one 
  academic area of knowledge of 
  your choice.
  Magic You make four choices, 
  discovering one tradition or 
  learning one spell for each.
  Cantrip Whenever you 
  discover a tradition, 
  you learn an 
  extra rank 0 
  spell from that 
  tradition.
  Sense Magic You 
  learn the sense magic 
  spell, which is described below.
  SENSE MAGIC 
  MAGICIAN UTILITY 0
  Area A sphere with a 5-yard radius centered on a point 
  within your space
  You know if there are any ongoing magical effects in the area 
  and from what points they originate. 
  Level 2 Magician
  Characteristics Health +2
  Magic You make two choices, discovering one tradition or 
  learning one spell for each.
  Spell Recovery You can use an action to heal damage equal 
  to your healing rate and regain one casting you expended 
  of a spell you learned. Once you use this talent, you 
  cannot use it again until after you complete a rest.
  Level 5 Expert Magician
  Characteristics Health +2, Power +1
  Magic You discover a tradition or 
  learn one spell.
  Counterspell When a creature you 
  can see attacks you with a spell, you 
  can use a triggered action to counter 
  it. The triggering creature makes the 
  attack roll with 1 bane and you make 
  the challenge roll to resist it with 1 
  boon.
  Level 8 Master 
   Magician
  Health +2
  Magic You discover a tradition or learn one spell.
  Improved Spell Recovery When you use 
  Spell Recovery, you regain two castings 
  instead of one.
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  Novice Paths
  Priest
  Priests derive magical power from pledging service to a 
  supernatural being. Service to such entities gives priests 
  purpose in the world and causes for which they might fight. 
  Faith in their patrons gives them the ability to work magic, 
  which they perform through rite and prayer.
   Discovering a tradition is a religious experience for 
  priests. They encounter the presence of a god during 
  their travels, feel some holy presence enter them while 
  studying a religious text, or have a dream where they are 
  chosen to become divine servants. The initial experience 
  sets these individuals on the priest’s path and gives them 
  the power they need to further the interests of their 
  immortal patrons.
   Religion stands at the center of priests’ identities. It 
  shapes their behavior, gives them purpose, and reveals their 
  traditions. Priests committed to the New God 
  use different kinds of magic from those who 
  follow the teachings of the Old Faith. For 
  more information on religions common to 
  the Northern Reach, see Chapter 8.
  Level 1 Priest
  Attributes Increase two by 1
  Characteristics Health +4, Power +1
  Languages and Professions You 
  either read one language you 
  can speak or add a language to 
  the list of languages you can 
  speak. Also, add one religious 
  profession.
  Magic You discover one tradition 
  associated with your religion, 
  as shown on the Religious 
  Traditions table. Then make 
  two choices, discovering one 
  tradition associated with 
  your religion or learning 
  one spell for each.
  Shared Recovery You can 
  use an action to heal 
  damage equal to your 
  healing rate. Then, choose 
  one creature other 
  than you that 
  is within short 
  range. The 
  target also 
  heals damage 
  equal to its 
  healing rate. 
  Once you use 
  this talent, you 
  cannot use it 
  again until after 
  you complete a 
  rest.
  Level 2 Priest
  Characteristics Health +4
  Magic Make two choices. For each, discover a new 
  tradition associated with your religion or learn 
  one spell.
  Prayer When a creature within short range of 
  you makes an attack roll or challenge roll, you 
  can use a triggered action to grant 1 boon on 
  the triggering roll.
  Level 5 Expert Priest
  Characteristics Health +4, Power +1
  Magic Learn one spell from your traditions.
  Divine Strike When you use Prayer to 
  grant a creature 1 boon on an attack roll, 
  the creature’s attacks with weapons deal 
  1d6 extra damage.
  Level 8 Master Priest
  Characteristics Health +4
  Magic Learn one spell from your traditions.
  Inspiring Prayer When you use Prayer on a 
  creature other than yourself, you make attack rolls 
  and challenge rolls with 1 boon for 1 round.
  Improved Shared Recovery You can use Shared 
  Recovery twice.
  Priest Training
  d6
  Training
  1
  You were called to represent your patron deity in 
  the world.
  2
  A druid or witch initiated you into your faith.
  3
  You studied the sacred writings, learned the 
  sacred ceremonies, and were ordained a priest in 
  a religious institution.
  4
  Your religious convictions rewarded you with 
  power from the deities you follow.
  5
  You have a covenant with your deity after 
  experiencing a strange dream or weird encounter 
  in the wilderness.
  6
  A supernatural presence entered your body and 
  works through you to perform miracles.
  Religious Traditions
  Religion
  Associated Traditions
  Cult of the New God
  Celestial, Life, Theurgy
  Dwarfen Ancestors
  Battle, Earth, Life
  Old Faith
  Life, Nature, Primal
  Witchcraft
  Curse, Enchantment, Life
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  Novice Paths
  Rogue
  Rogues always have a trick up their sleeves. Using a 
  combination of luck and skill, rogues can usually find 
  solutions to their problems. Their talents come from their 
  ingenuity, cunning, training, and, of course, good fortune, 
  all of which makes them adaptable to any situation.
   Although many rogues come from criminal backgrounds, 
  not all rogues are criminals. Rogues include anyone 
  who benefits from trickery and can fit into every aspect 
  of society. While some work as pickpockets in crowded 
  marketplaces and bandits preying on caravans, others act 
  as detectives solving crimes, forward observers gathering 
  information for their allies, or spies ferreting out dark plots.
  Level 1 Rogue
  Attributes Increase two by 1
  Characteristics Health +3
  Languages and Professions You either add one 
  language to the list of languages you can speak 
  or add one common, criminal, or wilderness 
  profession.
  Nimble Recovery You can use an action to 
  heal damage equal to your healing rate and 
  then move up to half your Speed without 
  triggering free attacks. Once you use this 
  talent, you cannot use it again until after you 
  complete a rest.
  Trickery Once per round, you can make an 
  attack roll or challenge roll with 1 boon. 
  If you attack with 1 boon from this 
  talent, your attack deals 1d6 extra 
  damage.
  Level 2 Rogue
  Characteristics Health +3
  Exploit Opportunity Once per round, 
  when the total of your attack roll is 
  20 or higher and exceeds the target 
  number by at least 5, you can take 
  another turn at any point before the 
  end of the round.
  Roguery Talent Choose a roguery talent 
  from the ones described below.
  Level 5 Expert Rogue
  Characteristics Health +3
  Dirty Tricks Your attacks deal 1d6 extra 
  damage when you make an attack roll 
  with 1 boon.
  Rogue Cunning You can use 
  Trickery twice per round.
  Level 8  
  Master Rogue
  Characteristics Health +3
  Roguery Talent Choose 
  a roguery talent from 
  the ones described 
  below.
  Roguery Talents
  Backstab Once per round, when you attack with a basic 
  or swift weapon and you made the attack roll with at 
  least 1 boon, the attack deals 1d6 extra damage. If you 
  choose this talent a second time, the extra damage 
  increases to 2d6.
  Magic Increase your Power by 1 and discover one 
  tradition. Then, make two choices: discover one 
  tradition or learn one spell for each. If you 
  choose this talent a second time, increase 
  your Power by 1 and discover a new 
  tradition or learn one spell.
  Skirmish You can use an action to move 
  up to half your Speed. This movement 
  does not trigger free attacks. During 
  the move, you can make an attack. You 
  make the attack roll with 1 bane, but 
  the attack deals 1d6 extra damage. 
  If you choose this talent a second 
  time, you can move up to your Speed 
  instead of half your Speed.
  Subterfuge You can use an action to 
  make an Intellect attack roll against the 
  Intellect of one creature within short range 
  that can hear you and understand what 
  you say. On a success, the target becomes 
  charmed for 1 round or until it you attack it. 
  On a failure, the target becomes immune to 
  your Subterfuge until it completes a rest. If 
  you choose this talent a second time, you 
  make the attack roll with 1 boon and can 
  affect a creature that doesn’t understand 
  what you say.
  Threats You can use an action or a 
  triggered action on your turn to make an 
  Intellect attack roll against the Will of one 
  target creature within short range of you 
  that can hear and see you. On a success, the 
  target becomes frightened for 1 round. On a 
  failure, the target becomes immune to your Threats 
  until it completes a rest. If you choose this talent 
  again, your weapon attacks deal 1d6 extra damage to 
  targets frightened this way.
  Rogue Training
  d6
  Training
  1
  You techniques helped you survive in a city’s 
  mean streets or on the frontiers of civilization.
  2
  You joined a thieves’ guild or assassins’ guild and 
  learned your techniques from the guild masters.
  3
  You were an investigator or member of the watch, 
  developing your talent to combat criminals.
  4
  You learned your techniques to help you become 
  a better criminal.
  5
  You trained with a group of scouts, bandits, or 
  rebels living in the wilderness.
  6
  You always had a gift for subterfuge and your 
  training just refined the talents you had all along.
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  Novice Paths
  Warrior
  Extensive training with weapons and studying numerous 
  fighting styles teach warriors how to fight and survive on 
  the battlefield. Their skills depend on being physically 
  fit, quick and nimble, or a combination of both. Upon 
  completing their training, warriors can pick up and fight 
  with almost any weapon, striking with greater precision 
  and greater force than anyone else.
   Although all warriors know how to fight, they distinguish 
  themselves by the weapons they wield. Some favor archery 
  and put their focus on ranged weapons. Others fight with 
  swords and axes, using their might to overcome their foes. 
  Others still favor swift weapons, slipping rapier or saber 
  strikes through their enemies’ defenses.
   Warriors come from all backgrounds. They are howling 
  barbarians tumbling out from the depth of the wilderness, 
  veteran soldiers marching in the Empire’s armies, 
  hard-bitten mercenaries, mystics who transform 
  their bodies into weapons, or anyone else who 
  knows how to win battles through superior 
  skill at arms.
  Level 1 Warrior
  Attributes Increase two by 1
  Characteristics Health +5
  Languages and Professions You add 
  one common, martial, or wilderness 
  profession.
  Catch Your Breath You can use an action 
  or a triggered action on your turn to heal 
  damage equal to your healing rate. 
  Once you use this talent, you 
  cannot use it again until after 
  you complete a rest.
  Weapon Training When 
  attacking with a 
  weapon, you make the 
  attack roll with 1 boon.
  Level 2  
  Warrior
  Characteristics Health +5
  Combat Prowess Your 
  attacks with weapons 
  deal 1d6 extra damage.
  Forceful Strike When the 
  total of your attack roll is 20 
  or higher and exceeds the target 
  number by at least 5, the attack deals 
  1d6 extra damage.
  Level 5 Expert Warrior
  Characteristics Defense +1, Health +5
  Combat Expertise When you use an action 
  to attack with a weapon, you either 
  deal 1d6 extra damage with that attack 
  or make another attack against a 
  different target at any point before the 
  end of your turn.
  Level 8 Master  
  Warrior
  Characteristics Health +5
  Grit You can use Catch Your Breath 
  twice between each rest.
  Combat Mastery When you use an 
  action to attack with a weapon, you 
  either deal 1d6 extra damage with 
  that attack or make another attack 
  against a different target at any point 
  before the end of your turn. This talent is 
  cumulative with Combat Expertise. You 
  must choose a different target for each 
  attack you make.
  Warrior Training
  d6
  Training
  1
  You fought in the pits and arenas of your 
  homeland. Each contest honed your talent until 
  you became an experienced warrior.
  2
  You spent time in service to a knight as a squire. 
  You learned how to fight, ride, care for your 
  gear, and conduct yourself in a proper and noble 
  manner.
  3
  You were a soldier, a member of the militia, or 
  part of the watch. You learned basic combat 
  techniques and discovered you had a talent for 
  fighting.
  4
  You lived on civilization’s edges. The hardships 
  you endured and dangers you faced taught you 
  how to survive.
  5
  You learned to fight while living on the streets. 
  You might have been a thug, taking what you 
  wanted by brute force, an enforcer for a crime 
  family, or a bodyguard for someone important.
  6
  You learned the fighting techniques from a master 
  warrior. You might have studied at a monastery or 
  sought out a teacher in a far-flung land.
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  shadow of the demon lord
  When your group’s level reaches 3, everyone in it chooses an 
  expert path. The paths described in this chapter represent the 
  most common paths taken by people living in the Northern 
  Reach. Others may be available at the GM’s discretion.
   Expert paths are arranged in four broad groupings that 
  evoke the four novice paths. Each one describes a route you 
  can take to grow your power and ability. Although your novice 
  path might suggest an expert path, such as priests choosing 
  paths of faith, you can freely choose any path you like 
  provided the choice makes sense in the context of the story.
  Expert Story Development
  The expert path you choose ties your character to the 
  story and world. Each path includes a table that offers 
  suggested story elements you add to your character’s story 
  to explain how you started on the path and how the choice 
  might affect your character’s personality, appearance, 
  and behavior. You can choose any option that fits your 
  character, roll a die for a random element, or make 
  something up that fits your character concept.
  Expert Benefits
  As with your ancestry and your novice path, your expert 
  path grants benefits based on your group’s current level. 
  Chapter 4:
  Expert Paths
  Follow the instructions in the path description and record 
  any talents you gain on your character sheet when you 
  choose your expert path. When your group’s level reaches 6 
  and 9, you gain additional benefits from your expert path.
  Choose an Objective
  Player characters have objectives—goals that impel them to 
  further their training, to take risks, and to explore the world. 
  An objective can be something nebulous or specific, noble or 
  selfish, good or evil. If you have been playing your character for 
  a while, you should have a sense of what drives your character 
  based on what has happened in the game so far. Come up with 
  something your character wants or hopes to achieve and make 
  a note of it somewhere on your character sheet.
   If you don’t yet know what your character wants, or if 
  you are creating a new character to join a new or existing 
  group at a higher level, you can use the following table for 
  inspiration. You can choose an objective or roll a d20 to for a 
  random character objective.
  Achieving Your Objective
  Your objective should be your primary goal throughout 
  your time as an expert character, and what you do and the 
  decisions you make should bring you closer to achieving it. 
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  Expert paths
  To make this happen, tell the Game Master what you hope 
  to accomplish and explain the reasons why you chose your 
  objective. The more detail you offer, the easier it will be for 
  the GM to introduce story elements into the adventures 
  that make it possible for you to accomplish your goal.
   Although your objective motivates your character, you 
  remain a member of a group made up of other characters 
  with objectives of their own. You and other characters 
  might share the same goals or pursue different ones. You 
  can rely on help from other characters in the group toward 
  achieving your goal, and you should devote time and effort 
  toward helping your friends achieve theirs. So if you all 
  have different objectives, your adventures might result in 
  achieving one or more of them. Or, if you all share the same 
  objective, you might spend several adventures working 
  toward that purpose.
  Choosing a  
  Second Expert Path
  When your group level reaches 7, you can choose a second 
  expert path in lieu of choosing a master path. Doing so lets 
  you develop a second area of expertise. You might have 
  chosen fighter but find your character’s religious experiences 
  incline you to become a cleric. Or you might have trained 
  as a spellbinder and decide to further develop your combat 
  skills by becoming a ranger. If you decide to choose a second 
  expert path, it can be any you have not previously chosen.
  Talents
  If your second path grants a talent you already have, choose 
  one of the following options.
  • Increase one attribute of your choice by 1 and add one 
  profession to your list of professions.
  • Discover a tradition.
  • Learn one spell.
  Second Path Benefits
  You gain the following benefits at the indicated levels.
  • At Level 7: You gain the level 3 benefits from your second 
  expert path.
  • At Level 9: You gain the level 9 benefits from one of your 
  expert paths.
  • At Level 10: You gain the level 6 benefits from your 
  second expert path.
  Paths of Faith
  Path
  Description
  Cleric
  Clerics use the symbols of their faith to drive 
  back and destroy their gods’ enemies.
  Druid
  Devotees of the Old Faith, druids discover the 
  mysteries of their secret society to protect the 
  land and its inhabitants.
  Oracle
  Supernatural entities enter oracles’ bodies to 
  grant them strength, wisdom, and clues about 
  the future.
  Paladin
  Paladins use their faith to protect the innocent 
  and triumph over darkness.
  Paths of Power
  Path
  Description
  Artificer
  Artificers create magical trinkets and servants.
  Sorcerer
  Sorcerers harness incredible amounts of 
  magical energy at great risk to themselves.
  Witch
  Witches wield the power of old magic, learned 
  from the Fair Folk long ago.
  Wizard
  Academicians of magic, wizards keep the lore 
  in great tomes called grimoires.
  Paths of Trickery
  Path
  Description
  Assassin
  Assassins study the art of murder.
  Scout
  Skilled in stealth and observation, scouts 
  gather information for their allies.
  Thief
  Thieves develop useful skills to help them 
  carry out their criminal designs.
  Warlock
  Stealers of magic, warlocks learn how to 
  snatch spells from other casters’ minds.
  Paths of War
  Path
  Description
  Berserker
  In battle, berserkers unleash their fury to 
  become wild, killing machines.
  Fighter
  Fighters train to become experts at a 
  particular fighting style.
  Ranger
  Expert hunters, rangers know how to find, 
  track, and destroy their prey.
  Spellbinder
  Spellbinders imbue their weapons with magic 
  to enhance their combat abilities.
  Character Objectives
  d20
  I want . . . 
  1
  . . . to make someone suffer.
  2
  . . . revenge for a wrong done to my loved ones or me.
  3
  . . . to find a new homeland or reclaim an old one.
  4
  . . . treasure!
  5
  . . . a castle, tower, ship, or some other property.
  6
  . . . to bring a criminal to justice.
  7
  . . . to explore a new land.
  8
  . . . to destroy a terrible evil.
  9
  . . . to be remembered after I have left this world.
  10
  . . . to clear my name of a crime I did or didn’t commit.
  11
  . . . to make the lands and people safe.
  12
  . . . political, magical, or military power.
  13
  . . . to solve a mystery important to me.
  14
  . . . to find a specific relic.
  15
  . . . to crush my enemies and see them driven before me.
  16
  . . . to make a friend from an enemy.
  17
  . . . slay a dragon or another dangerous creature.
  18
  . . . to win the heart of someone I love.
  19
  . . . to do something good in the world.
  20
  . . . to prove to everyone I am, in fact, a badass.
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  Expert Paths
  Expert Path 
  Descriptions
  The expert paths are presented in alphabetical order.
  Artificer
  Artificers push against the boundaries of magical research 
  by merging science and magic into something new. Most 
  artificers begin their careers as magicians or engineers, though 
  anyone with a penchant for making mechanical wonders 
  might pursue this path. Artificers learn to use their magic to 
  piece together bits of gear to create useful devices, from armor 
  to weapons, bombs to simple tools. Eventually, they can imbue 
  spells in these devices to create even more powerful gear.
  Artificer Story Development
  d6
  Story Development
  1
  You turned to magic to help you build the arms 
  and armor you and your companions need to fight 
  your enemies.
  2
  You gained admittance to the Artificers’ Guild in 
  the Free City of Lij and completed your training to 
  become an artificer.
  3
  You stole a bag of spare parts from an artificer 
  and discovered you had a talent for putting the 
  pieces together to make useful devices.
  4
  You found a complex magical and mechanical 
  device. After extensive study, you began 
  experimenting with making devices of your own.
  5
  You joined a heretical cult devoted to the Cog 
  God, a mechanical deity sometimes worshiped by 
  clockworks.
  6
  You discovered the artificer’s methods quite 
  by accident. You were pursuing another line of 
  experimentation when the tools you were using 
  suddenly and inexplicably assembled themselves 
  into a new and useful form.
  Level 3 Artificer
  Attributes Increase two by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can either speak another 
  language or add one academic area of knowledge.
  Magic You discover a tradition or learn one spell.
  Artificer’s Bag You have a bag filled with spare parts you use 
  to create equipment you need. You measure the number 
  of parts in gold crowns, though the parts are worthless to 
  anyone other than you or another artificer. The gc value of 
  these spare parts is equal to twice your group level.
   
   
  You can use an action to begin assembling parts from 
  your bag into a suit of armor, a weapon, ammunition, or an 
  engineering item by spending parts  from the bag with a 
  value equal to the item’s price. It takes 1 minute to create 
  the object, during which time you must concentrate and 
  use a tool kit. At the end of this time, you have a finished 
  piece of equipment that remains until you complete a rest, 
  at which point it collapses into spare parts once more.
   
   
  When you complete a rest, you replenish the parts in your 
  Artificer’s Bag, up to your normal maximum value in gc.
   
   
  If you lose your Artificer’s Bag, you can create a 
  replacement. It costs a number of gold crowns equal to 
  your group’s level. You can have only one Artificer’s Bag 
  at a time.
  Level 6 Artificer
  Characteristics Health +2
  Magic You discover a tradition or learn one spell.
  Store Spell You can use an action to touch one object you 
  created from your Artificer’s Bag. If you concentrate for 
  1 minute, during which time you must maintain contact 
  with the target, you can expend the casting of a spell 
  and imbue the casting of that spell into the object. The 
  casting remains in the object until you complete a rest or 
  until it is expended. Any creature holding the object can 
  use an action to expend the casting from the object and 
  cast the spell, regardless of the creature’s Power.
  Level 9 Master Artificer
  Characteristics Health +2, Power +1
  Magic You discover a tradition or learn one spell.
  Mechanical Servants You can use an action to create one 
  or more small constructs using materials contained in 
  your Artificer’s Bag. For each 1 gc in materials you spend, 
  a compelled small construct appears in an open space 
  within short range of you. You can grant the flier trait to 
  any number of constructs by spending 1 extra gc from 
  the bag for each construct you would make fly. The 
  constructs remain until destroyed or until you complete 
  a rest. At the end of this time, the mechanical servants 
  collapse into parts.
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  Expert paths
  Assassin
  Assassins specialize in the art of murder. They learn the 
  best ways to speed their victims to the grave, whether using 
  a strangling cord, poison in a cup, or a knife slid between 
  the ribs. Assassins avoid fair fights, preferring to skulk in 
  the shadows, where they can watch for the perfect time to 
  strike. They might spend weeks or even months gathering 
  information about their victims, learning all they can to 
  overcome their defenses and to attack when their targets 
  are least prepared.
   Most assassins take contracts to eliminate specific targets. 
  Assassins can be freelancers or members of a secret society 
  of professional killers, such as the Black Hand. For them, 
  killing is nothing more than upholding their end of a 
  business transaction. Of course, others come to this path for 
  a variety of reasons. Some are simply cold-blooded killers, 
  spies, or even skilled snipers. A few belong to death cults 
  who see each kill as a prayer offered to the sinister power 
  they serve.
  Level 3 Assassin
  Attributes Increase two by 1
  Characteristics Perception +1, Health +3
  Languages and Professions You can speak another 
  language or you add a common or criminal profession.
  Assassinate When a surprised creature or a creature from 
  which you are hidden takes damage from your attack, 
  it must make a Strength challenge roll. On a failure, it 
  takes damage equal to its Health.
  Disguise Expertise If you have a disguise kit, you can 
  use an action to expend a use from the 
  kit to don a disguise.
  Quick Reflexes You can use a 
  triggered action on your 
  turn to hide or retreat.
  Level 6 Assassin
  Characteristics Health +3
  Manufacture Poison You can use an action and an 
  alchemist’s kit to create a dose of poison. You must 
  spend at least 1 minute concentrating, during 
  which time you use the kit and special 
  ingredients worth 5 cp. At the end of this 
  time, you create one dose of poison (see 
  Chapter 6). The poison retains potency 
  until you complete a rest.
  Level 9 Master Assassin
  Characteristics Health +3
  Killer’s Eye You can use an action on your 
  turn to choose one creature within long 
  range from which you are hidden. Make 
  a Perception challenge roll. On a success, 
  you know where best to attack the target 
  for 1 minute. Until the effect ends, when you 
  attack the target, you make your attack roll 
  with 1 boon and the attack deals 2d6 extra 
  damage.
  Assassin Story Development
  d6
  Story Development
  1
  You joined a heretical death cult and were taught 
  each kill is a prayer to your dark god.
  2
  You are a professional killer. You take contracts to 
  eliminate specific individuals. You might limit your 
  targets to the guilty, the evil, or the corrupt. Or 
  you might kill anyone if the price is right.
  3
  Your murderous talents come from your 
  unwillingness to fight fair. You win at any cost, 
  even if it means striking from the shadows or 
  staining a cup with poison.
  4
  You joined the Black Hand, a murderous 
  organization based in Azûl, the City of Death. 
  There, you learned a variety of techniques for 
  killing quietly and discreetly.
  5
  You delved into the art of murder to further your 
  ambitions, whether you seek to eliminate rivals, 
  gain forbidden power, gain access to a dark 
  patron, or advance your station.
  6
  You underwent special training to carry out 
  discreet missions of murder and mayhem for your 
  patron. You are tasked with eliminating political 
  adversaries, critics, and others who take a stand 
  against your employer.
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  Expert Paths
  Berserker
  For berserkers, anger is more than just an emotion; it is 
  a living thing that paces and rattles the bars of the cage 
  created by self-control. Should their control falter, should 
  their restraint waver, the anger breaks free and transforms 
  them into savage killers who find it hard to discern between 
  friend and foe, see no consequences from the rise and fall 
  of their weapons, and exult in the carnage they create.
   Many berserkers hail from the untamed lands far beyond 
  civilization’s bounds. These barbarians reject the stink and 
  decadence of the cities for the hard life in the wilderness, 
  where strength and courage are the highest ideals. Others 
  discover their rage after one too many hardships in battle, 
  from dabbling in dark forces, or from a dire curse that 
  dooms them to a violent end.
  Berserker Story Development
  d6
  Story Development
  1
  There’s a demon inside you. It might have 
  entered your body as a result of some miscast 
  spell, research into occult subjects, or from an 
  encounter with a demonic force. When you 
  go berserk, the demon takes control and you 
  manifest blasphemous runes on your flesh.
  2
  Too much pain and too much death finally took 
  their toll, and you snapped. Now, when you fight, 
  you feel your control slipping away as all the 
  anger and all the rage comes to a boil inside you.
  3
  Your god, the spirit of one of your ancestors, or 
  the spirit of an animal sometimes takes control 
  of your body and causes you to go berserk. You 
  have no memory of what happens while you are 
  berserk.
  4
  You have always had a temper, but you have 
  begun to lose control. When you fly off the 
  handle, you froth at the mouth and all you can see 
  is red.
  5
  You were cursed by a faerie, a witch, or 
  something else in response to some wrong you 
  did. Now, when you fight, the curse turns you 
  into a ferocious killing machine, brutal and almost 
  unstoppable.
  6
  You seek a glorious death to earn your place at 
  the table of the gods in the afterlife. In battle, 
  you become ferocious and wild, a deadly killer 
  exulting in killing.
  Level 3 Berserker
  Attributes Increase two by 1
  Characteristics Health +6
  Berserk When you take damage and you are not fatigued, 
  you can choose to go berserk. You remain berserk for 1 
  minute or until you become unconscious. When the effect 
  ends, you become fatigued for 1 minute and you must 
  make a Will challenge roll. On a failure, you gain 1 Insanity.
   
   
  While you are berserk, you have the following benefits 
  and drawbacks:
  • You gain a +10 bonus to Health.
  • You cannot become charmed, compelled, or 
  frightened.
  • You make attack rolls with 1 bane.
  • Your attacks with weapons deal 1d6 extra damage.
  • You must use an action each round to attack, using 
  charge if necessary.
  Fury Unleashed When you go mad, you go berserk even if 
  you are fatigued. While you’re berserk, the Game Master 
  controls your character and decides when you take a 
  turn and what you do on your turn each round. At the 
  end of each round while you’re berserk, the GM rolls a 
  d6. On a 5 or higher, the madness ends (see Chapter 2 
  for rules about what happens when your madness ends) 
  and you regain control of your character. If you were 
  fatigued when you went berserk, you take 1d6 damage 
  when the madness ends.
  Iron Hide While you are not wearing medium or heavy 
  armor, you have a +1 bonus to Defense.
  Level 6 Berserker
  Characteristics Health +6
  Ferocious Wrath While berserk, you have a +2 bonus 
  to Speed. In addition, when you attack a frightened 
  creature, you make the attack roll with 1 boon.
  Frightful Wrath When you go berserk, each creature within 
  short range that is not a member of your group must get 
  a success on a Will challenge roll or become frightened 
  for 1 round.
  Level 9 Master Berserker
  Characteristics Health +6
  Reckless Strike When you attack with a melee weapon, 
  you can make the attack roll with 2 banes to deal 2d6 
  extra damage on a success.
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  Expert paths
  Cleric
  Clerics champion the gods’ interests in the mortal world, 
  and through them mortals speak to the divine. Clerics wear 
  or wield their deities’ symbols to represent their service and 
  to channel magic from their immortal patrons into their 
  spells. Although some believe the quality of the symbol 
  matters, such that symbols made from silver are somehow 
  superior to those carved from wood, it is ever the faith of 
  the bearer and not the material that is important.
   Of all the religions in the Empire and beyond, the Cult 
  of the New God is most likely to produce clerics. Among 
  members of the religion, clerics are leaders of the faith, 
  keepers of the ancient scriptures, and preachers of the 
  prophet’s teachings. These clerics can be more militant 
  than other priests, donning armor and carrying swords, 
  shields, and other weapons of war. They also attach 
  parchment scrolls to their armor that bear sacred writings 
  and prayers to keep themselves safe in the eternal fight 
  against the darkness of the Demon Lord.
   Other religions produce clerics too. Among the orcs, 
  for example, clerics speak with the voice of Grimnir 
  One-Eye, the hoary god of the giant-blooded jotun from 
  whom the orcs were made. Only the Old Faith has yet to 
  produce clerics since 
  the followers of 
  that ancient 
  religion walk 
  a different 
  path.
  Cleric Story Development
  d6
  Story Development
  1
  You found your faith after recovering a lost or 
  stolen relic important to your new religion. The 
  righteous road you have chosen grants talents 
  useful for serving your god or gods.
  2
  You have suffered at the hands of undead. You 
  might have witnessed a loved one animated by 
  a necromancer, been victimized by a vampire, or 
  lost your home to a zombie herd. You now serve 
  your god by eradicating the undead plague from 
  your lands.
  3
  You pledged your life to serving the cause of your 
  religion. You are a holy warrior, a champion of 
  your faith, and crusader against the enemies of 
  your religion.
  4
  You joined the Inquisition to root out the 
  corruption in the ranks of your own religion. You 
  work to expose heretics and to cast down the 
  demon-sworn.
  5
  You forged a pact with a higher power and now 
  act as the deity’s agent in the mortal world.
  6
  You witnessed the horror wrought by demons 
  firsthand. You or someone you loved might have 
  been possessed or you could have survived an 
  attack from a demon. You swore to fight the 
  Demon Lord’s corruption and send its minions 
  screaming back to the eternal darkness from 
  which they were spawned.
  Level 3 Cleric
  Attributes Increase two by 1
  Characteristics Health +4, Power +1
  Languages and Professions You can speak another 
  language, add an academic area of knowledge, or add a 
  religious profession.
  Magic You discover one tradition associated with your 
  religion, as shown on the Religious Traditions table in 
  Chapter 3, or you learn one spell.
  Conviction You make Will challenge rolls with 1 boon 
  when you roll to resist the effects of the frightening and 
  horrifying traits (see Chapter 10).
  Icon of Faith Choose one tradition that you have already 
  discovered and is associated with your religion. When 
  you cast an attack spell from that tradition while you’re 
  wielding or wearing a holy symbol, you make the attack 
  roll with 1 boon and creatures rolling to resist the attack 
  make their challenge rolls with 1 bane.
  Level 6 Cleric
  Characteristics Health +4
  Magic You learn one spell.
  Empowered Symbol When you cast a spell from the 
  tradition you chose for Icon of Faith that deals damage 
  or heals damage, the spell deals or heals 1d6 extra 
  damage.
  Level 9 Master Cleric
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Divine Power The benefits from Icon of Faith apply to any 
  attack spell you cast from a tradition associated with 
  your religion.
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  Expert Paths
  Druid
  The druids belong to the Old Faith, one of the oldest 
  religions in the Empire. With origins going back all the way 
  to the first people to inhabit the lands, it is a religion whose 
  roots are secret, created to honor dark, often violent gods, 
  and steeped in strange practices. Druids count themselves 
  friend to any who live in the wild or along its borders, 
  but they guard the secrets of their religion, revealing its 
  mysteries only to those who have undergone the rites that 
  open the way to their enigmatic society.
   Many druids use Nature and Primal magic, though 
  some learn magic from elemental traditions or traditions 
  associated with the faerie, such as Enchantment and 
  Illusion. Although druids venerate all the old gods, a few 
  align themselves with one or two in particular. The Horned 
  King, the Maiden in the Moon, and the Queen of Summer 
  are all common patrons.
   Above all, druids see themselves as guardians of 
  the natural world. They protect the uncut woods, the 
  unspoiled wilds, and the places far beyond civilization’s 
  grasp. They work alongside settlers and pioneers to help 
  them withstand the rigors of the frontier while instilling in 
  them respect for the land and its resources. Druids protect 
  specific sites, marking them with standing stones, or travel 
  the world, lending a hand to those in need.
  Druid Story Development
  d6
  Story Development
  1
  You were brought up in the Old Faith and lived 
  on the edge of the wilderness for many years, 
  tending your flocks, hunting for game, or farming 
  the land. Your commitment to nature earned you 
  a place among the druids.
  2
  You spent time as an initiate of the Old Faith, 
  learning the old ways and customs of your people. 
  You underwent the rite of passage and were 
  ordained a protector of the land.
  3
  You befriended one of the faerie, who taught you 
  the old ways and customs.
  4
  For years, you felt a connection to the land, a 
  bond that has endured your entire life. You sought 
  out the druids to learn how you can nurture the 
  land and protect it.
  5
  Beastmen spilled into your lands, burning and 
  killing as they went. You saw the destruction 
  wrought by their hands and vowed to the old 
  gods you would have your vengeance.
  6
  You belonged to a small cult that venerates one 
  of the ancient gods, such as the Queen of Summer 
  or Old Man Winter. You became a druid to better 
  serve your god.
  Level 3 Druid
  Attributes Increase two by 1
  Characteristics Health +4, Power +1
  Languages and Professions You can speak another 
  language or add a religious or wilderness profession.
  Magic You discover the Life, Nature, or Primal tradition, or 
  you learn one spell from those traditions.
  Druid Mysteries You learned the ancient druidic mysteries 
  as part of your initiation. You can do all of the following:
  • Identify any animal and plant you see.
  • Know if water and food you can see are safe to 
  consume.
  • Accurately predict the weather up to 24 hours in 
  advance provided you are outside and can see the sky.
  • Move at full Speed across difficult terrain created by 
  natural terrain features.
  • Leave tracks when moving across natural terrain only 
  when you choose.
  Level 6 Druid
  Characteristics Health +4
  Magic You learn one spell.
  Tree Walker Once per round while you are moving, you 
  can move into a space occupied by a living tree and 
  immediately exit from a space occupied by a tree within 
  medium range of the tree whose space you entered. You 
  can choose to exit from the tree you entered, moving 
  into an open space.
  Level 9 Master Druid
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Resist Elements You are never at risk of becoming 
  fatigued from exposure. You take half damage from cold, 
  lightning, thunder, and fire.
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  Expert paths
  Fighter
  From hard-bitten mercenaries to keen-eyed archers, valiant 
  knights to dashing musketeers, anyone who relies on skill 
  at arms can be a fighter. Although they can and do use a 
  variety of weapons, most fighters favor certain weapons 
  or combinations of weapons. Fighters wield longbows, 
  swords and shields, a pair of daggers, and even rifles, but 
  focusing on a single weapon or style helps them develop 
  unique talents to help them overcome their enemies on the 
  battlefield.
  Level 3 Fighter
  Attributes Increase two by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a profession.
  Fighter Talent Choose a fighter talent from the ones 
  described below.
  Level 6 Fighter
  Characteristics Health +5
  Durable Your healing rate equals your Health divided by 3.
  Level 9 Master Fighter
  Characteristics Health +5
  Weapon Mastery When you make an attack roll and the 
  number rolled is 9 or less, you can reroll the die. You 
  must use the second number even if it is 9 or less.
  Fighter Talents
  Defense Expertise Increase your Defense by 1.
  Fight with Anything When you attack with a weapon or 
  an improvised weapon, replace the damage die for the 
  attack with 1d6 if it is lower than 1d6.
   
   
  In addition, when you attack with a weapon or an 
  improvised weapon, you make the attack roll with 1 
  boon.
  Powerful Attack When you attack with a heavy weapon, 
  you can make the attack roll with 1 bane to deal 1d6 
  extra damage on a success.
  Precise Attack When you attack with a swift weapon, you 
  can make a precise attack. Make the attack roll against 
  the target’s Agility instead of its Defense.
  Shield Bash When you get a success on an attack with a 
  shield, the next time you attack the target of the attack 
  before the end of the next round, you make the attack 
  roll with 2 boons.
  Swift Reload You can use a triggered action on your turn 
  to reload a weapon that has the reload property. If you 
  attack with that weapon during the same turn, you make 
  the attack roll with 1 bane.
  Swift Shot When you attack with a ranged weapon that 
  does not have the reload property, you can use a 
  triggered action to attack with the same weapon. You 
  make the second attack roll with 2 banes.
  Fight with Two Weapons When you attack with two 
  weapons, you make the attack roll with 1 boon.
  Fighter Story Development
  d6
  Story Development
  1
  You turned from road you had been walking 
  to become a fighter. You might have set aside 
  magic, thievery, or even your faith to become an 
  expert at using weapons.
  2
  You are a veteran of many combats, and 
  becoming a fighter is an evolution of your existing 
  skills.
  3
  After a few near defeats, you sought to improve 
  your combat skills so you can survive the greater 
  challenges ahead.
  4
  You sought out a master to refine your fighting 
  skills, help you develop your existing skills, and 
  discover new ones.
  5
  You lost your faith—in your god, your nation, or 
  yourself. Now you seek a new path free from old 
  obligations so you can carve your destiny from 
  the future.
  6
  You want to be the best in battle. Throwing 
  yourself into fighter training improves your 
  combat skills and hones your existing techniques.
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  shadow of the demon lord
  Expert Paths
  Oracle
  Oracles develop a special connection with supernatural 
  beings, learning to invite them into their bodies to gain a 
  measure of their power and wisdom. These beings might be 
  gods, as many oracles believe, or they might be spirits, the 
  souls of the dead, or something else. Regardless of the true 
  origins of these beings, each possession strains the mind, 
  eroding the oracle’s sanity and mental defenses over time.
   When in the throes of their possession, oracles manifest 
  physical signs of the being within their bodies. The 
  manifestations depend on the entity. Divine possession 
  can cause holy writing to appear on the body or a tongue 
  of fire to burn above the head. More sinister beings cause 
  shadows to dance, horns to grow from the oracle’s head, or 
  a foul stench to fill the air. No matter the form these signs 
  take, they indicate something ancient and powerful resides 
  within the host body for a time.
  Oracle Story Development
  d6
  Story Development
  1
  You angered a supernatural power and caused it 
  to haunt you. You experience strange dreams and 
  exhibit strange behaviors, since the possessing 
  entity never truly leaves you.
  2
  The entity that possesses you is a spirit that has 
  escaped the Underworld or Hell and now shares 
  your body. When you use your oracle talents, the 
  spirit takes over your body.
  3
  Your magical research and experimentation let 
  another entity into your body. This entity might 
  be a demon, devil, faerie, or something else.
  4
  You have a strong connection to a god, a bond 
  that allows the deity to fill you with holy power.
  5
  You believe you are a mortal vessel for the gods. 
  They possess you to take a direct hand in the 
  world. You feel it is a great honor to have been 
  chosen and strive in all things to be worthy of the 
  gifts you have been given.
  6
  A near-death experience opened your body 
  to supernatural entities. You believe (or hope) 
  these entities are the gods, but the things you 
  sometimes say when possessed by these beings 
  have made you question your beliefs.
  Level 3 Oracle
  Attributes Increase two by 1
  Characteristics Health +3, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover one tradition associated with your 
  religion, as shown on the Religious Traditions table in 
  Chapter 3, or you learn one spell.
  Divine Ecstasy You can use an action to enter a state 
  of divine ecstasy that lasts for 1 minute. You gain the 
  following benefits for the duration:
  • You gain a +10 bonus to Health.
  • You cannot become charmed, compelled, or frightened.
  • You cannot gain Insanity.
  • You make Intellect, Will, and Perception attack rolls 
  and challenge rolls with 1 boon.
   
   
  When this effect ends, you must get a success on a 
  Will challenge roll or gain 1 Insanity.
   
   
  You can use this talent a number of times equal to 
  your Power. You replenish your uses when you complete 
  a rest.
  Level 6 Oracle
  Characteristics Health +3
  Magic You learn one spell.
  Commune with the Gods When you use Divine Ecstasy, 
  you can choose to go into a trance. If you concentrate 
  until the effect ends, you can ask the supernatural 
  presence up to three questions that can be answered 
  with a yes, no, or maybe. You then make a Will challenge 
  roll with 1 bane. On a success, the GM must answer you 
  truthfully. On a failure, you gain 1 Insanity.
  Level 9 Master Oracle
  Characteristics Health +3, Power +1
  Magic You learn one spell.
  Avatar While under the effects of Divine Ecstasy, you gain 
  the following additional benefits:
  • You gain a +1 bonus to Defense.
  • You make Strength and Agility attack rolls and challenge 
  rolls with 1 boon.
  • Your attacks deal 1d6 extra damage.
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  shadow of the demon lord
  Expert paths
  Paladin
  Holy warriors possessed of great courage and 
  determination, paladins take the fight to the darkness, 
  waging war eternal against the forces of evil and unrest 
  that threaten the underpinnings of reality. Most paladins 
  are called to serve by their faith, feeling impelled to take 
  up weapons and armor to lead the charge against demons 
  and foul monsters. Others do so out of a sense of obligation, 
  concern, or need for vengeance against those who have 
  brought nothing but ruin and suffering to the world.
   Any religion can produce paladins. Paladins associated 
  with the cult of the New God work as temple guardians, 
  crusaders, witch hunters, or even inquisitors. Those with 
  ties to the Old Faith eschew the trappings of heavy armor 
  and use Nature and Primal magic to give 
  them strength and power.
  Level 3 Paladin
  Attributes Increase two by 1
  Characteristics Health +4, Power +1
  Magic You discover one tradition 
  associated with your religion, 
  as shown on the Religious 
  Traditions table in Chapter 3, 
  or you learn one spell.
  Divine Smite When you get a 
  success on an attack with a 
  weapon, you can expend a 
  casting of a spell. The attack 
  deals 1d6 extra damage per 
  rank of the spell whose casting 
  you expended (minimum 1d6 
  extra damage). If the target 
  is a demon, devil, faerie, spirit, 
  or undead, increase the extra 
  damage by 1d6.
  Faith Healing You can use an action to touch one 
  living creature you can reach and expend a casting of 
  a spell to do one of the following:
  • The target heals damage equal to half its healing rate.
  • You remove a diseased affliction from the target.
  • You remove a poisoned affliction from the target.
  Level 6 Paladin
  Characteristics Health +4
  Magic You learn one spell.
  Divine Vigor You cannot become diseased or poisoned. 
  You never take damage from disease or poison.
  Sense Enemies You can use an action or a triggered 
  action on your turn to find your foes. For 1 minute, 
  no creature within medium range can hide from you 
  and your attack rolls against creatures within medium 
  range ignore the effects of obscurement. You can use 
  this talent a number of times equal to your Power. You 
  replenish your uses when you complete a rest.
  Level 9 Master Paladin
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Holy Radiance You can use an action or a triggered action 
  on your turn to cause light to shine from a point within 
  your space out to a number of yards equal to twice 
  your Power. The light moves with you and lasts for 1 
  minute. Until the effect ends, you and members of your 
  group in the area of light cannot be frightened and make 
  challenge rolls with 1 boon to resist attacks. As well, 
  demons, devils, faerie, spirits, and undead in the area of 
  light are impaired while in the area of light.
    
  You can use this talent a number of times equal 
  to your Power. You replenish your uses when you 
  complete a rest.
  Paladin Story Development
  d6
  Story Development
  1
  Your research into ancient and forbidden texts 
  revealed unspeakable truths about the coming 
  apocalypse. You set aside your other goals to 
  take up a weapon and fight against the shadow 
  spreading across the world.
  2
  You were called to carry the fight to the enemies 
  of your faith. You set out to destroy demons, 
  devils, undead, and other creatures that mislead 
  and corrupt.
  3
  You swore sacred oaths to complete a quest 
  important to your faith. You might seek a relic, 
  a holy site, or an individual who will play an 
  important part in the future.
  4
  You vowed to fight tyrants and lift the chains of 
  oppression that weigh down innocents.
  5
  You experienced significant loss at the hands of 
  evil. You crave vengeance and nothing will stop 
  you from getting it.
  6
  You are a noble warrior of unwavering faith and 
  conviction. You defend the innocent, perform acts 
  of charity, heal the sick, and tend the injured.
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  shadow of the demon lord
  Expert Paths
  Ranger
  Rangers prowl the lands beyond civilization’s bounds, always 
  moving, never lingering in one place for long. Consummate 
  survivors, rangers know how to get along in the wild, where 
  to find water, what foods to forage, and how to hunt and trap 
  their prey. Rangers can be lone wolves, rejecting the comforts 
  and decadence of the cities, or driven protectors, ranging 
  far and wide to contain the horrors spilling out from lands 
  stained by the darkness from the Void.
   Many rangers see themselves as the first line of defense 
  against the monsters at large in the wilderness. They feel 
  driven to venture into the most dangerous places and scour 
  the lands for signs of rampaging beastmen, dim-witted 
  giants, and the other monstrosities that wreak havoc on the 
  towns and villages on the borderlands.
   Other rangers choose their life to escape painful pasts, 
  preferring exile to the constant reminders of their failures 
  and tragedies. Their choice of home places them in the 
  path of the same dangers and forces them to develop the 
  talents to help them combat the various threats haunting 
  the unclaimed forests and hills.
   Although many rangers spend their lives helping and 
  protecting others, it is for them a thankless effort. Bandits 
  and cultists have made people on the frontiers guarded and 
  suspicious. Rather than see rangers as allies, most consider 
  them vagabonds, wanderers, or brigands up to no good.
  Ranger Story Development
  d6
  Story Development
  1
  You developed your talents hunting for rare 
  ingredients for use with your magic or to sell to 
  interested buyers.
  2
  Sickened by the excess and decadence of your 
  homeland, you left behind your old life to make 
  your own way in the wilderness.
  3
  As a devotee of the Old Faith, you use your 
  talents to protect the land from despoilers and 
  destroyers.
  4
  You are a skilled hunter and use your talents to 
  track down and destroy the strange monsters 
  birthed in places stained by darkness.
  5
  You are a seasoned traveler, having blazed trails 
  across the wilderness. You guide travelers to their 
  destinations and keep them safe from harm.
  6
  The enemies of civilization lurk outside its bounds, 
  and you have chosen to protect your homeland 
  by taking the fight directly to your enemies.
  Level 3 Ranger
  Attributes Increase two by 1
  Characteristics Health +8
  Languages and Professions You add tracker to your 
  professions. If you have this profession already, you can 
  speak another language or add a wilderness profession 
  you don’t already have.
  Alertness You make all Perception rolls with 1 boon. In 
  addition, you cannot be surprised while you are not 
  unconscious.
  Hunt Prey You can use an action or a triggered action on 
  your turn to choose one creature you can see. The target 
  becomes your prey until you use this talent again, you 
  become unconscious, or you complete a rest. When you 
  roll to attack, find, or track the creature you designated 
  as your prey, you make the attack roll or challenge roll 
  with 1 boon.
  Level 6 Ranger
  Characteristics Perception +1, Health +4
  Expert Guide You always know in which direction lies north 
  and you can always retrace your steps. In addition, when 
  traveling overland, everyone in your group that has a 
  Speed lower than yours moves at your Speed.
  Expert Tracker Whenever you find tracks, you can make 
  an Intellect challenge roll. On a success, you learn one 
  true thing about the creature or creatures that made the 
  tracks. On a failure, you discover no useful information 
  from the tracks.
  Level 9 Master Ranger
  Characteristics Health +4
  Master Hunter Creatures you designated as your prey with 
  your Hunt Prey talent cannot hide from you and take 1d6 
  extra damage from your attacks.
  Relentless Pursuit When a creature moves that you 
  designated as your prey with your Hunt Prey talent, 
  you can use a triggered action to move up to half your 
  Speed.
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  Expert paths
  Scout
  Scouts possess a number of talents to help them sneak 
  ahead, gather crucial information, and slip away without 
  risk of being detected. In groups, they shoulder the burden 
  of ranging ahead alone, moving from shadow to shadow, 
  hardly making a sound, as they venture into unknown 
  dangers to find out what lies in wait. As dangerous as their 
  methods can be, scouts rely on their keen senses and good 
  instincts to anticipate trouble before it comes calling. 
  Should they find themselves in a tough spot, they can 
  usually slip away to get help in dealing with the danger 
  they uncovered.
   Skills, cunning, and luck enable scouts to do what they 
  do and thus many scouts begin their training as rogues. 
  The tricks and talents they gain as rogues serve them well 
  when slipping off to chart a course ahead. Many warriors 
  find the scout’s path appealing since it lets them diversify 
  their talents beyond trading blows on the battlefield, and 
  they have the toughness to take a few hits if the situation 
  goes wrong. Priests of the Old Faith might follow this path 
  because the talents are useful for protecting their territory 
  and monitoring its borders for enemy movement.
  Scout Story Development
  d6
  Story Development
  1
  You developed your talents running from 
  someone or something. You are a fugitive from 
  justice and might have drawn the attention of 
  witch hunters or bounty hunters.
  2
  You learned to be a scout working as a spy. You 
  might have spied for your government or acted as 
  an agent for a private employer.
  3
  You roamed the borderlands between the mortal 
  world and the hidden kingdoms of the faerie. You 
  became quite good at watching without being 
  seen.
  4
  You spent time fighting a guerrilla war against 
  the beastmen spilling into your homeland. You 
  gathered information about their movements, set 
  traps, and sprang ambushes against them.
  5
  You blazed the trail for your companions, taking 
  point and shouldering the risks to help them avoid 
  trouble and ready themselves when trouble was 
  unavoidable.
  6
  A lone wolf by nature, you work best when you 
  are by yourself. You developed your talents 
  to help you stay out of danger by detecting 
  approaching enemies and giving them the slip 
  before they discovered you
  .
  Level 3 Scout
  Attributes Increase two by 1
  Characteristics Perception +1, Health +3, Speed +2
  Languages and Professions You can speak another 
  language or add a wilderness profession.
  Alertness You make all Perception rolls with 1 boon. In 
  addition, you cannot be surprised while you are not 
  unconscious.
  Forward Observer When you make a challenge roll 
  to hide or sneak and you are more than short range 
  from other members of your group, you make the roll 
  with 1 boon.
  Quick Reflexes You can use a triggered action on your 
  turn to hide or retreat.
  Trackless When you move across solid ground, you leave 
  tracks only if you choose to.
  Level 6 Scout
  Characteristics Health +3
  Reveal Weakness You can use an action or a triggered 
  action on your turn to choose one target creature within 
  your reach. For 1 round, each member of your group that 
  attacks the target makes the attack roll with 1 boon.
  Level 9 Master Scout
  Characteristics Health +3
  Low Blow When the target of your Reveal Weakness talent 
  takes damage, you can use a triggered action to attack 
  the target.
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  Expert Paths
  Sorcerer
  Sorcerers learn the methods of sorcery, a dangerous 
  spellcasting technique that amplifies the effects of spells 
  by seizing greater amounts of magical energy from the 
  environment. Sorcery reliably enhances the spells it 
  modifies, but the residual energy lingers in the caster, 
  controlled by sheer force of will. Should the sorcerer’s 
  control slip, all the pent-up energy rushes free in a 
  destructive burst.
   Sorcery has been around since the dawn of the Empire, 
  with the first sorcerers serving as little better than living 
  artillery. The havoc their magic loosed eventually saw the 
  Empire abandon the practice. Though efforts have been 
  made to stamp it out, sorcery remains very much a part of 
  the world.
  Sorcerer Story Development
  d6
  Story Development
  1
  You were born with sorcerous gifts. Choosing this 
  path likely marks the awakening of your potential 
  power and reflects your lack of control over 
  magic.
  2
  Craving even greater power, you use sorcery to 
  supplement your magical abilities. Your ambition 
  tempts you to use it more and more, often to 
  disastrous effect.
  3
  You found an enchanted object that imbued in 
  you the ability to use sorcery and cast spells. 
  The object might be with you still or you might 
  have lost it along the way. In either case, you still 
  benefit from its effect on you.
  4
  A mishap with a spell you cast revealed sorcery to 
  you. You could see the currents of magical energy 
  flowing around you and learned to seize them to 
  empower your spells.
  5
  You were exposed to raw, uncontrolled magic 
  that either awakened the ability within you or 
  distorted your existing ability in a way you never 
  imagined.
  6
  You discovered sorcery through your magical 
  research. The temptation to enhance your power 
  was too great for you to ignore.
  Level 3 Sorcerer
  Attributes Increase two by 1
  Characteristics Health +2, Power +1
  Magic You discover a tradition or learn one spell.
  Sorcery When you cast an attack spell, you can 
  use this talent to make the attack roll with 1 
  boon and impose 1 bane on the challenge rolls 
  of creatures attempting to resist the spell. After 
  you resolve the spell’s effect, you gain 1 strain. 
  The strain remains until you complete a rest.
  Sorcerous Strain At the end of each round during 
  which you gained 1 or more strain, you must 
  make a Will challenge roll. You make the roll 
  with a number of banes equal to your strain. 
  On a failure, energy explodes out from a point 
  within your reach out to a number of yards 
  equal to your strain total. Everything in the area 
  other than you takes 1d6 damage per point of 
  your Power. Creatures in the area that get a 
  success on an Agility challenge roll take half the 
  damage. Your strain then drops to 0.
  Level 6 Sorcerer
  Characteristics Health +2
  Magic You discover a tradition or learn one spell.
  Greater Sorcery When you cast a spell, you can use this 
  talent to enhance its effects. Gain 1 strain and apply one 
  of the following to the spell:
  • If the spell requires you to make an attack roll, you 
  make it with 2 boons.
  • Creatures making challenge rolls to resist the spell 
  make their rolls with 2 banes.
  • Increase the range of the effect from reach to short, 
  short to medium, medium to long, or long to extreme.
  • You double the size of the spell’s area.
  • If the spell deals damage, it deals 2d6 extra damage.
  • If the spell heals damage, it heals 2d6 extra damage.
  Level 9 Master Sorcerer
  Characteristics Health +2, Power +1
  Magic You discover a tradition or learn one spell.
  Sorcerous Blast While you have 1 or more strain, you can 
  use an action to release a blast of sorcerous energy at 
  one creature or object within medium range of you. 
  Reduce your strain by 1 and make an Intellect or Will 
  attack roll against the target’s Agility. On a success, the 
  blast hits and the target takes 2d6 damage.
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  Expert paths
  Spellbinder
  Spellbinders learn to bind magical energy into their 
  weapons to enhance their attacks. The heart of their talents 
  is learning the spellbound weapon spell, which lets them 
  imbue magic into a weapon. The spell not only makes 
  their attacks more accurate, but it also lets spellbinders 
  call their weapons to hand from a great distance and repair 
  them when they are broken. As their power grows, they can 
  channel more energy into their weapons to limn them with 
  eldritch power.
   The magic the spellbinders use originated with the 
  faerie. Unable to bear the touch of iron and confronted by 
  foes wearing steel and iron armor, the faerie created spells 
  to imbue weapons of bone, wood, and bronze with power 
  that would let them pierce their enemies’ defenses. Since 
  then, the magic has survived and spread across the Empire, 
  its students most commonly becoming guardians who 
  protect the institutions of magical learning or those who 
  dabble in magic to enhance their combat skills.
  Spellbinder Story Development
  d6
  Story Development
  1
  You stole a weapon affected by the spellbound 
  weapon spell and held it long enough to figure out 
  how the spell works.
  2
  You bargained with a wizard or a witch for 
  the secret of spellbinding, and from that spell 
  you learned others to enhance your fighting 
  techniques.
  3
  Threads of magical energy from the spells you 
  cast imbued your weapon with power, revealing 
  to you how to cast spellbound weapon.
  4
  You serve or served a powerful spellcaster and 
  from your patron learned the techniques of this 
  path.
  5
  The gods bestowed knowledge of the spell on you 
  to further your work in their name.
  6
  Your natural talent for working magic revealed 
  itself in your ability to enhance your weapons.
  Level 3 Spellbinder
  Attributes Increase two by 1
  Characteristics Health +3, Power +1
  Magic You discover a tradition or learn one spell.
  Spellbound Weapon You learn the spellbound weapon 
  spell, which is described below.
  SPELLBOUND WEAPON 
  SPELLBINDER UTILITY 0
  Target One weapon you can reach
  Duration 4 hours
  You imbue the target with magical energy that lasts for the 
  duration. When you attack with the target weapon, you make 
  the attack roll with 1 boon.
   
  The target functions as your implement (see Chapter 7).
   
  You can use an action to teleport the target to your hand 
  provided the target is within 1 mile of you.
   
  You can use an action to touch the target and remove all 
  damage from it, even if it was destroyed, provided you have 
  at least a fragment of it.
  Level 6 Spellbinder
  Characteristics Health +3
  Magic You discover a tradition or learn one spell.
  Invest Power You can use an action or a triggered action 
  on your turn to invest greater power into the target of 
  your spellbound weapon spell. Expend the casting of a 
  rank 1 or higher spell. For 1 minute, eldritch flames dance 
  across the weapon, lighting the area within 10 yards of it. 
  Until the effect ends, your attacks with the weapon deal 
  1d6 extra damage.
  Level 9 Master Spellbinder
  Characteristics Health +3, Power +1
  Magic You discover a tradition or learn one spell.
  Magic Weapon When you attack with a weapon under the 
  effects of your spellbound weapon spell, you make the 
  attack roll with 1 boon and your attack deals 1d6 extra 
  damage.
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  Expert Paths
  Thief
  Thieves live by taking things that don’t belong to them. 
  They have the skills they need to do so without being 
  caught in the act. They palm objects, lift items from people 
  they brush up against, thwart locks, foil traps, and discover 
  ways into places ordinarily forbidden to them. Although 
  many thieves steal for selfish reasons or because they feel 
  the need to do so, others develop the techniques to explore 
  tombs, scour ruins for lost relics, or hunt down other 
  thieves and bring them to justice.
  Thief Story Development
  d6
  Story Development
  1
  You are a stealer of rare antiquities, specifically 
  items of religious import. Your thefts ensure items 
  of power rest in the right hands.
  2
  You joined a guild of thieves operating in a large 
  city. You paid your dues and, in exchange, get a 
  place to live, receive training, and gain a sanctuary 
  from the law.
  3
  You spent time in prison and learned basic 
  thievery from the person with whom you shared 
  a cell.
  4
  You never forgot the skills you had to learn to 
  survive your childhood, and you find they have 
  useful applications beyond lining your pockets 
  with stolen coin.
  5
  Your skills with prestidigitation masked your 
  criminal interests. You might have genuine 
  magical training or are just skilled at legerdemain.
  6
  Your background in burglary pointed you toward 
  this path, and the skills you learn reflect your 
  growing expertise in your trade.
  Level 3 Thief
  Attributes Increase two by 1
  Characteristics Perception +1, Health +3
  Languages and Professions You can speak another 
  language or add a criminal profession.
  Quick Reflexes You can use a triggered action on your turn 
  to hide or retreat.
  Thievery Talents Choose two thievery talents from the 
  ones described below.
  Level 6 Thief
  Characteristics Perception +1, Health +3
  Dodge You can use an action or a triggered action on 
  your turn to choose one creature you can see within 
  short range. Until the end of the round, the target makes 
  attack rolls against you with 1 bane and you make 
  challenge rolls to resist its attacks with 1 boon.
  Thievery Talent Choose one thievery talent from the ones 
  described below.
  Level 9 Master Thief
  Characteristics Health +3
  Opportunist When a creature within your reach takes 
  damage from an attack, you can use a triggered action 
  to attack that creature.
  Thievery Talent Choose one thievery talent from the ones 
  described below.
  Thievery Talents
  Escape Artist When you are grabbed, you can use a 
  triggered action to escape.
   
   
  When rope bindings or manacles restrain you, you can 
  use an action to attempt to escape the bonds. You must 
  concentrate for 1 minute. At the end of this time, make 
  an Agility challenge roll. On a success, you escape the 
  bonds. On a failure, you are bound tight and you remain 
  bound until freed.
  Hide in Shadows You can attempt to hide when you are 
  at least partially obscured by shadows, even if you are 
  being observed.
  Keen Senses You make all Perception rolls with 1 boon.
  Move Silently You make challenge rolls to sneak with 2 
  boons.
  Open Locks If you have lock picks, you can use an action 
  to open one lock you can reach. If the GM calls for a 
  challenge roll, you make it with 1 boon.
  Pick Pockets You can use a triggered action to steal an 
  item you can hold in one hand from a creature within 
  your reach without the creature’s knowledge.
  Scale Walls You ignore the effects of difficult terrain when 
  climbing, and you make challenge rolls to climb with 1 
  boon.
  Trap Sense When you search for traps or would resist a 
  trap’s effects, you make the challenge roll with 1 boon.
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  Expert paths
  Warlock
  Warlocks steal magic they use rather than learn it. All 
  warlocks have some ability to cast spells, but they are often 
  self-taught and are little better than dabblers. They steal 
  spells to make up for any shortfalls in their training and to 
  foil the efforts of those seeking retribution for their thefts.
   Although any with some magical training can become 
  warlocks, most who choose this path do so because they 
  came by their knowledge through illicit means. Bargaining 
  with faerie for magical knowledge, learning spells from 
  stolen grimoires or discovering the talent after reading 
  aloud an incantation creates an appetite for more. This 
  appetite drives warlocks to acquire their spells by the only 
  means they can.
   The methods warlocks use earn them enmity from 
  magicians and priests alike. Most warlocks live out their 
  days looking over their shoulder, never knowing when an 
  old adversary is coming to settle an old score. To stay one 
  step ahead of their enemies, warlocks use their magic 
  to conceal themselves from spells and 
  other forms of magic that would 
  reveal their locations.
  Warlock Story Development
  d6
  Story Development
  1
  You bargained away your soul to a devil in exchange 
  for magical power. You have reached the limits of 
  your bargain and now steal spells from others.
  2
  A queer statue discovered during your adventures 
  whispered dark secrets to you while you slept. From 
  these secrets, you learned how to steal magic from 
  others.
  3
  Kicked out of an institution of magic, you learned 
  enough to steal spells from the minds of others.
  4
  You made an enemy of a powerful spellcaster, and 
  you learned the warlock’s techniques to protect 
  yourself.
  5
  You have felt the sting of one spell too many and 
  set out to find a way to protect yourself from magic. 
  Stealing spells and sending them back at their 
  casters will teach your enemies to use their magic 
  more wisely.
  6
  You crave magical power but lack the training to 
  pursue it. You’ve learned enough to lift spells from 
  others and gain their magic for yourself.
  Level 3 Warlock
  Attributes Increase two by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak 
  another language or add a criminal profession.
  Magic You discover a tradition or learn one spell.
  Steal Spell When a creature within medium range 
  casts a spell, you can use a triggered action to 
  make an Intellect attack roll against the triggering 
  creature’s Intellect. On a success, the spell has no 
  effect. If your Power is high enough to cast the spell, 
  you gain one casting of the spell that was cast. You 
  retain this casting until you expend it to cast the spell 
  or until you complete a rest, at which point it fades from 
  your mind. Once you use this talent, you cannot use it 
  again until after you complete a rest.
  Vanish When you take damage, you can use a triggered 
  action to become invisible for 1 round or until you attack. 
  If you have a casting of a spell from Steal Spell, you can 
  expend it to become invisible for 1 minute instead.
  Level 6 Warlock
  Characteristics Health +2
  Magic You discover a tradition or learn one spell.
  Elude Divination You cannot be perceived by 
  Divination spells.
  Expert Spell Thief You can use Steal Spell twice.
  Level 9 Master Warlock
  Characteristics Health +2, Power +1
  Magic You discover a tradition or learn one 
  spell.
  Spell Thief Mastery You can use Steal Spell 
  three times. You always steal the spell and can 
  cast it regardless of your Power.
  Vanishing Escape When you use Vanish, you can 
  also teleport to an open space within short range.
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  Expert Paths
  Witch
  Witchcraft is as old as humanity. With roots in faerie magic, 
  witchcraft represents the first attempts to understand and 
  tame the magic in the world. Early practitioners blended 
  their efforts to control magic with religious belief, and that 
  mingling remains with its practitioners today.
   Witches command great magical power but do so 
  through the religious customs and ceremonies handed 
  down through the centuries. Witches who began their 
  training as priests see their art as an expression of their 
  faith, while those who began as magicians often take a 
  more scholarly approach to their religious practices.
   Witches adopt a peculiar style of dress. Men and women 
  both favor dark garments of homespun, cloaks, sturdy 
  boots for walking, and tall, pointed hats.
  Witch Story Development
  d6
  Story Development
  1
  You fell in love with a witch and learned from your 
  lover the fundamentals of witchcraft.
  2
  Your mother or father was a witch and you grew up 
  learning witchcraft. You have decided to keep the 
  customs of your forebears and follow in their steps.
  3
  Having showed promise to a witch, you were invited 
  to join a coven and learned from them the secrets of 
  their religion.
  4
  Witchcraft gives you the power to aid others, to 
  guide them, and to help them avoid making foolish 
  decisions.
  5
  You stole a Book of Shadows , a book filled with the 
  lore of Witchcraft, from an evil witch and divined 
  from the bloodstained, curse-scrawled pages the 
  secrets of the craft.
  6
  Resentment and bitterness turned you to the dark 
  side of witchcraft. You learn curses, Forbidden spells, 
  and other vile magic to make your enemies suffer.
  Level 3 Witch
  Attributes Increase two by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language, add an academic area of knowledge, or add a 
  common or wilderness profession.
  Magic You discover a tradition or learn one spell.
  Guidance When a creature that can hear you and 
  understand what you say would make a challenge roll, 
  you can use a triggered action to offer that creature 
  guidance. The creature makes the roll with 2 boons.
  Witch Fire You learn the witch fire spell, which is described 
  below.
  WITCH FIRE 
  WITCH ATTACK 1
  Target You
  Duration Concentration, up to 1 minute
  For the duration, you become invisible and a ball of green fire 
  appears centered on a point you can reach. When the effect 
  ends, you teleport to an open space of your choice within 1 
  yard of the fiery ball.
   
  When you cast this spell, and again each time you use an 
  action to concentrate on it, you can move the fiery ball up to 
  10 yards and attack one creature within 1 yard of it. Make an 
  Intellect or Will attack roll against the target’s Agility. On a 
  success, the target takes 2d6 damage.
   
  Attack Roll 20+ The target takes 1d6 extra damage.
  Level 6 Witch
  Characteristics Health +2
  Magic You discover a new tradition or learn one spell.
  Flying Broom You can use an action to touch a broom 
  and expend a casting of a spell. You imbue the broom 
  with magic that remains for a number of hours equal 
  to your Power plus the rank of the spell whose casting 
  you expended. Until the effect ends, while you sit on the 
  handle, you can move by flying. You can carry one or 
  more passengers whose total Size cannot exceed 1.
  Level 9 Master Witch
  Characteristics Health +2, Power +1
  Magic You discover a new tradition or learn one spell.
  Lasting Bond You can use an action to forge a bond with 
  one creature within short range that can see and hear 
  you. If the target is willing, you become connected until 
  you die, the target dies, or you use this talent again.
   
   
  Until the effect ends, you and the target make all 
  Perception rolls with 1 boon while you are within medium 
  range of each other. Whenever you or the target heals 
  damage, the other heals half the damage provided you 
  are within medium range of each other.
   
   
  Finally, you can use an action to cause an image of 
  the target to appear on a reflective surface you can see 
  within short range and remain there for as long as you 
  concentrate. The image reveals the target and the area 
  within short range of it.
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  Expert paths
  Wizard
  Of all the magic-users in the world, wizards take the most 
  scholarly approach to understanding and mastering its 
  power. No form of magic is out of bounds for their research, 
  and for this reason wizards encompass some of the greatest 
  heroes and darkest villains the world has ever known. 
  Wizards believe that magic is neither good nor evil. It is the 
  intent of its wielder and the effects that are desired that can 
  make magic dangerous.
   The path wizards walk is long and demanding. They 
  spend hours in study, poring over dusty manuscripts and 
  scouring pages for new insights into how spells work, all 
  to increase their understanding of the power they wield. 
  Magicians are the most likely to become wizards, since they 
  receive the necessary training to learn a range of spells. 
  Scholarly priests might become wizards, especially if they 
  find their faith has begun to flag.
  Wizard Story Development
  d6
  Story Development
  1
  You began your training in a religious setting. You 
  might have been apprenticed to a witch or an 
  acolyte in a temple dedicated to the New God. You 
  discovered early on that there was more to magic 
  than your faith claimed and that knowledge created 
  in you an appetite for more.
  2
  Your academic approach to magical knowledge 
  made it easy for you to expand your studies and 
  learn new spells.
  3
  You have a keen mind and an innate understanding 
  of how magic works. You might come late to 
  studying spells, but your quick wits and natural 
  talent make learning spells easy.
  4
  Becoming a wizard was always your plan. It 
  embodies your commitment to mastering and 
  understanding magic in its many forms.
  5
  Magic is just another area in which you can gain 
  expertise. Having studied other subjects, you turn to 
  magic to gain an understanding of how it works.
  6
  You were invited to join the wizards of the Tower 
  Arcane, a fabulous institution of magic that floats 
  above the Empire’s capital city. As a member of 
  the organization, you cover yourself completely in 
  clothes in one color you choose other than white. 
  White is reserved for the Archmage.
  Level 3 Wizard
  Attributes Increase two by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add one academic area of knowledge.
  Magic You discover a tradition or learn one spell.
  Grimoire You gain a tome filled with magical lore. Choose 
  three spells from any tradition and record them in the 
  grimoire. The spells must be of a rank you can cast. If 
  learning these spells would cause you to gain Corruption, 
  you gain Corruption as if you had learned them.
   
  If you are holding your grimoire, you can expend the 
  casting of a spell you have learned to cast a spell contained 
  in the grimoire that is of the same rank or lower.
   
  Whenever you learn a spell that you already have 
  written in your grimoire, you can also add a new spell of 
  the same rank or lower to the spells contained in your 
  grimoire. The spell you add must be of a rank you can 
  cast but can be from any tradition.
  Level 6 Wizard
  Characteristics Health +2
  Magic You discover a tradition or learn one spell.
  Spell Expertise Increase the number of castings of your 
  rank 0 and rank 1 spells by one.
  Level 9 Master Wizard
  Characteristics Health +2, Power +1
  Magic You discover a tradition or learn one spell.
  Spell Mastery You master the art of casting spells. You 
  have 6 spell points. When you cast a spell, you can spend 
  spell points equal to 1 + the spell’s rank to cast the spell 
  without expending a casting of it or to cast a spell for 
  which you have no castings remaining. You regain spent 
  spell points when you complete a rest.
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  When your group reaches level 7, each member selects a 
  master path from the options presented in this chapter or 
  chooses a second expert path. Chapter 4 explains what 
  happens when you choose a second expert path.
   The paths presented here are organized into two broad 
  groups to help you navigate the choices. Paths of magic 
  let you master a tradition of magic or a method of casting, 
  while paths of skill let you improve existing abilities or 
  make available new ones.
  Master Benefits
  As with other paths, your master path grants benefits 
  at certain levels. When you choose your master path, 
  you gain the level 7 benefits from the path. As with 
  your previous paths, follow the instructions in the path 
  description to add talents and spells, and make other 
  adjustments as directed. You gain additional benefits 
  when your group reaches level 10.
  Master Story 
  Development
  Master paths describe areas in which you can become 
  specialized. With them, you might master a tradition of 
  Chapter 5:
  Master Paths
  magic, a fighting style, or a specific activity. Typically, you 
  make your choice based on a technique or capability you 
  already have. If you’re a ranger, for example, you could 
  improve your wilderness survival skills by becoming an 
  explorer. Then again, choosing a master path can reflect 
  developments in earlier adventures, hidden talents, or 
  efforts to diversify your options. Rather than become an 
  explorer, your ranger might become a beastmaster to 
  forge a bond with an animal you befriended or develop 
  a specific fighting style by becoming a death dealer or 
  dervish.
   You can choose whatever path you like, but you should 
  always make your choice based on what has happened so 
  far. When you find an option that fits, think about how 
  your character might have taken his or her first step onto 
  that path based on what has happened so far. If you need 
  help, check out the Master Story Development table, 
  which applies to all paths. Choose an option or roll a die to 
  determine it randomly.
  Choose a Quest
  By the time you are ready to choose your master path, you 
  have already completed several adventures and completed 
  your major objective. As you near the heights of your 
  power, you set for yourself one last goal—a quest that will 
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  secure your place in history. Your quest can be a personal 
  accomplishment you hope to achieve or something you 
  share with one or more of your companions. You can come 
  up with a quest of your own or choose one of the quests on 
  the Sample Quests table that fit your character’s story.
  Paths of Magic
  Path
  Mastery
  Abjurer
  Protection spells
  Aeromancer
  Air spells
  Apocalyptist
  Forbidden spells
  Arcanist
  Arcana spells
  Astromancer
  Celestial spells
  Bard
  Song spells
  Beastmaster
  Primal spells
  Chronomancer
  Time spells
  Conjurer
  Conjuration spells
  Destroyer
  Destruction spells
  Diviner
  Divination spells
  Enchanter
  Enchantment spells
  Geomancer
  Earth spells
  Healer
  Life spells
  Hexer
  Curse spells
  Hydromancer
  Water spells
  Illusionist
  Illusion spells
  Mage Knight
  Battle spells
  Magus
  Implements
  Necromancer
  Necromancy spells
  Pyromancer
  Fire spells
  Runesmith
  Rune spells
  Savant
  Magic
  Shapeshifter
  Transformation spells
  Stormbringer
  Storm spells
  Technomancer
  Technomancy spells
  Tenebrist
  Shadow spells
  Thaumaturge
  Chaos spells
  Theurge
  Theurgy spells
  Transmuter
  Alteration spells
  Traveler
  Teleportation spells
  Woodwose
  Nature spells
  Master Story Development
  d6
  Story Development
  1
  You discovered an enchanted object, incantation, 
  or relic that led the way toward your mastery.
  2
  You sought out and received special training from 
  an existing master.
  3
  The talents you gain were always within you. Your 
  struggles have revealed the way to reach your 
  potential.
  4
  Experience was your teacher, and your master path 
  is an evolution of your existing talents.
  5
  One of your companions or your patron urged you 
  to pursue the path.
  6
  A mishap, tragedy, or some other negative event 
  changed your course and led you to a different 
  path than you expected.
  Paths of Skill
  Path
  Mastery
  Acrobat
  Movement and maneuverability
  Avenger
  Getting revenge
  Blade
  Knife-fighting
  Brute
  Strength and toughness
  Cavalier
  Mounted combat
  Champion
  Fighting for causes
  Chaplain
  Spiritual leadership
  Conqueror
  Tactics
  Death Dealer
  Heavy weapons
  Defender
  Protecting others
  Dervish
  Fighting with two weapons
  Diplomat
  Negotiation and persuasion
  Dreadnaught
  Heavy armor
  Duelist
  Dueling
  Engineer
  Creating mechanical servants
  Executioner
  Murder
  Exorcist
  Casting out malevolent entities
  Explorer
  Survival
  Gladiator
  Dirty fighting
  Gunslinger
  Pistols and rifles
  Infiltrator
  Spying
  Inquisitor
  Exposing weakness and corruption
  Jack-of-All-Trades
  None
  Marauder
  Creating carnage
  Miracle Worker
  Performing miracles
  Myrmidon
  Fighting with shields
  Poisoner
  Using poison
  Sentinel
  Perception
  Sharpshooter
  Bows and crossbows
  Templar
  Making and protecting holy sites
  Weapon Master
  Fighting with a weapon
  Zealot
  Insanity
  Sample Quests
  d6
  Sample Quests
  1
  Defeat a major enemy
  2
  Find or destroy a relic
  3
  Found a temple or monastery, or build or conquer 
  a stronghold
  4
  Found or take over an organization
  5
  Gain a title of nobility
  6
  Raise an army
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  Completing Your Quest
  Your character’s quest shapes the stories you tell while 
  your character remains in his or her master path. For 
  this reason, you should discuss your choice with your 
  Game Master. Other characters in your group have 
  their own quests, so you likely are working toward 
  completing multiple quests at the same time.
  Master Paths
  The master paths are presented in alphabetical order.
  Abjurer
  Abjurers strive to master Protection magic. 
  Such a focus on defensive spells might result 
  from deep-seated paranoia or bitterness over a 
  previous violation. Most who become abjurers 
  are naturally suspicious and discover their deeper 
  understanding of the tradition breeds in them 
  even greater distrust. Many abjurers go to great 
  lengths to protect themselves. They might conceal 
  their appearances, erase their histories, adopt 
  different personas, or simply keep to themselves.
  Level 7 Abjurer
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Protection tradition or learn one 
  Protection spell.
  Guarded Casting When you cast a Protection spell, you 
  gain a bonus to your Defense equal to 1 + the rank of the 
  spell for 1 minute or until you use this talent again.
  Level 10 Abjurer
  Characteristics Health +2
  Magic You learn one spell.
  Warded Creatures make attack rolls against you with 1 bane 
  and you make challenge rolls with 1 boon to resist attacks.
  Acrobat
  Acrobats include all manner of adventuresome types, 
  from cat burglars to performers who delight crowds with 
  rolls, tumbles, and other acrobatic stunts. Acrobats train 
  to master their movements, build speed, and outmaneuver 
  their opponents. The results of all their practice is the 
  ability to move unfettered, whether scrambling up a wall, 
  somersaulting over an enemy’s head, or moving like water 
  across the most difficult terrain.
  Level 7 Acrobat
  Attributes Increase three by 1
  Characteristics Health +3, Speed +2
  Languages and Professions You can speak another 
  language or add a profession.
  Acrobatics You gain all of the following benefits:
  • You can move through spaces occupied by other 
  creatures.
  • You move at full Speed across all forms of difficult 
  terrain, even when climbing or swimming.
  • Provided your Speed is greater than 0, you can stand 
  up without using your move.
  • When you take damage from landing after a fall, you 
  can use a triggered action to make an Agility challenge 
  roll. On a success, you reduce the damage from the fall 
  by the total of your roll. If you reduce the damage to 
  0, you land on your feet.
  Level 10 Acrobat
  Characteristics Health +3
  Mobility When you take a fast turn, you can use an action 
  and move. Your movement, on any turn, never triggers 
  free attacks.
  Aeromancer
  Aeromancers strengthen the bond they forge with wind 
  genies to coax even greater power from the beings. A 
  consequence of their increased connection is in the 
  restlessness in the air around them. Their clothes and hair 
  are never still. A breeze always stirs the dust around them, 
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  scattering unsecured papers and causing unprotect flames 
  to flicker and dance.
  Level 7 Aeromancer
  Attributes Increase three by 1
  Characteristics Health +2, Speed +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Air tradition or learn one Air spell.
  Air Walk Whenever you cast an Air spell, after resolving its 
  effect you can fly a number of yards equal to 1 + the rank 
  of the spell. You land safely at the end of this movement.
  Level 10 Aeromancer
  Characteristics Health +2
  Magic You learn one spell.
  Flight You can fly.
  Apocalyptist
  The power Forbidden magic offers lures many students of 
  magic to their dooms. Apocalyptists delve deep into the 
  dark tradition, heedless of the steep price to their bodies 
  and souls. No good can come from Forbidden magic, 
  so nearly all apocalyptists are figures of staggering evil, 
  dedicated to advancing vile causes in the world. They revel 
  in the horrors their corruption creates.
  Level 7 Apocalyptist
  Attributes Increase three by 1
  Characteristics Health +2, Corruption +1, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Forbidden tradition or learn one 
  Forbidden spell.
  Fearsome Casting When you cast a Forbidden spell, 
  choose one target creature within short range that 
  can see you. The target must get a success on a Will 
  challenge roll or become frightened for a number of 
  rounds equal to your Power.
  Level 10 Apocalyptist
  Characteristics Health +2, Corruption +1
  Magic You learn one spell.
  Hasten the Apocalypse When you cast a Forbidden 
  spell, you can use a triggered action to loose a wave of 
  sickening green light from a point you can reach out to a 
  number of yards equal to 1 + the rank of the spell you cast. 
  The ground in the area becomes difficult terrain, and Size 
  1/2 and smaller objects that are neither worn nor carried 
  take damage equal to their Health. Each creature in the 
  area other than you must get a success on a Strength 
  challenge roll or take 1d6 damage and fall prone.
  Arcanist
  The Arcana tradition is favored by scholars of magic. 
  Arcanists delve more deeply into its secrets to gain greater 
  command over its power and improve the effects of the 
  spells they cast. Like wizards, arcanists tend to be learned 
  and scholarly.
  Level 7 Arcanist
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Arcana tradition or learn one 
  Arcana spell.
  Arcana Mastery You can use an action to expend the 
  casting of any Arcana spell you know to cast a different 
  spell of the same rank or lower that you have learned 
  without expending a casting of that spell, even if you 
  have no castings remaining.
  Level 10 Arcanist
  Characteristics Health +2
  Magic You learn one spell.
  Reclaim Arcana When you expend a casting of an Arcana 
  spell, roll a d6. On a 6, you regain the casting of that spell.
  Swift Arcana You can use a triggered action on your turn 
  to cast an Arcana spell you have learned.
  Astromancer
  Astromancers study and master the magic of the celestial 
  realm, calling upon the light of the sun, moon, and stars 
  to obey their commands. They display their unequaled 
  power when they cast Celestial spells, shining like 
  beacons.
  Level 7 Astromancer
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Celestial tradition or learn one 
  Celestial spell.
  Inner Radiance When you cast a Celestial spell, you can 
  use a triggered action to emit light from a point within 
  your space out to a number of yards equal to your 
  Power. The light moves with you, remaining centered on 
  that point, and lasts for 1 minute or until you cast another 
  Celestial spell.
  Intense Light Your Celestial attack spells deal 1d6 extra damage.
  Level 10 Astromancer
  Characteristics Health +2
  Magic You learn one spell.
  Blinding Corona When you use your Inner Radiance talent, 
  each creature within 1 yard of you must get a success on 
  a Strength challenge roll or become blinded until the end 
  of the round.
  Power of the Sun Whenever you cast an attack spell from 
  the Celestial tradition, you make the attack roll with 1 
  boon and creatures make challenge rolls to resist the 
  spell with 1 bane.
  Avenger
  Avengers fight injustice wherever they may find it in the 
  world. They derive power from the oaths they swear, 
  using it to push past their limitations and exact vengeance 
  against wrongdoers.
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  Level 7 Avenger
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a profession.
  Vow of Vengeance When a creature you can see deals 
  damage to you or another creature, you can use a 
  triggered action to swear a vow of vengeance against 
  the triggering creature. The target becomes marked for 
  1 minute, until it becomes incapacitated, or you become 
  unconscious. Until the effect ends, you cannot use this 
  talent again, but you have all of the following benefits:
  • You make attack rolls against targets you have marked 
  with 1 boon.
  • Targets you have marked are frightened while within 
  your reach.
  • If a target you marked moves away from you, you 
  can use a triggered action to move up to your Speed 
  toward the target.
  Level 10 Avenger
  Characteristics Health +5
  Avenger’s Wrath Your attacks deal 1d6 extra damage to 
  targets you have marked with your Vow of Vengeance.
  Bard
  Bards have great skill as performers, but they are no 
  mere minstrels. Mastering Song magic gives them many 
  advantages when interacting with others. They can draw 
  from the songs and poems they learn to gain clues about 
  the world around them, and weave magic into their music 
  to manipulate their audiences, whether to inspire them or 
  demoralize them. Bards are highly sought the world over 
  for their skills and expertise, and find welcome almost 
  anywhere they go.
  Level 7 Bard
  Attributes Increase three by 1
  Characteristics Health +3, Power +1
  Languages and Professions You can speak another 
  language and add the entertainer or musician profession.
  Magic You discover the Song tradition or learn one Song 
  spell.
  Esoteric Knowledge You know a bit about everything. You 
  make Intellect challenge rolls to recall useful information 
  with 1 boon.
  Level 10 Bard
  Characteristics Health +3
  Magic You learn one spell.
  Disarming Charm When a creature becomes charmed from 
  a spell you cast, you can also make the creature impaired 
  until that charmed affliction is removed.
  Swift Song You can use a triggered action on your turn to 
  cast a Song spell you have learned.
  Beastmaster
  Beastmasters master the secrets of Primal magic to forge 
  bonds with animals they charm. Their magic makes their 
  animal companions more powerful and enhances their 
  own bestial transformations.
  Level 7 Beastmaster
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a wilderness profession.
  Magic You discover the Primal tradition or learn one Primal 
  spell.
  Primal Beast When you cast the beast within spell, the 
  bonus to Speed increases by 2, and the extra damage 
  from your attacks with unarmed strikes and natural 
  weapons increases by 1d6.
  Primal Bond You forge a bond with animals charmed by 
  your befriend animal spell. You gain all of the following 
  benefits:
  • When you would be targeted by a spell, you can 
  extend the spell’s effect to one animal you have 
  charmed that is within medium range.
  • While you are within medium range of an animal 
  charmed by you, you and the animal make all 
  Perception rolls with 1 boon.
  • While you are within 1 mile of an animal charmed 
  by you, you can communicate with that animal 
  telepathically even if you do not have languages in 
  common.
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  Level 10 Beastmaster
  Characteristics Health +2
  Magic You learn one spell.
  Primal Power Animals charmed by you make attack rolls 
  and challenge rolls with 1 boon. In addition, their attacks 
  deal 1d6 extra damage.
  Blade
  Blades are master knife-fighters. Quick and precise 
  strikes pierce their enemies’ defenses and deliver painful, 
  bleeding wounds. Many blades have criminal backgrounds, 
  developing their techniques after long use of these 
  concealable weapons.
  Level 7 Blade
  Attributes Increase three by 1
  Characteristics Health +4
  Languages and Professions You can speak another 
  language or add a profession.
  Bleed Your attacks with daggers, knives, and similar 
  off-hand weapons can leave bleeding wounds. When 
  the total of your attack roll is 20 or higher with such a 
  weapon and exceeds the target number by at least 5, 
  the target suffers a bleeding wound that lasts until the 
  target heals damage or until a creature uses an action to 
  stanch the wound, thus removing it. While suffering from 
  the wound, the target is fatigued and takes 1d6 extra 
  damage at the end of each round.
  Level 10 Blade
  Characteristics Health +4
  Swift Blade You can use a triggered action on your turn to 
  attack with a dagger or knife.
  Brute
  Brutes become strong and tough through countless hours 
  spent building muscle and vitality. They can shrug off 
  injuries that would drop lesser creatures.
  Level 7 Brute
  Attributes Increase three by 1
  Characteristics Health +8
  Brawn You make Strength attack rolls and challenge rolls 
  with 1 boon.
  Level 10 Brute
  Characteristics Health +8
  Mighty Thews You add your Strength modifier to the 
  damage rolls of attacks you make using basic, military, 
  and heavy weapons.
  Cavalier
  Cavaliers exploit every advantage they can from fighting from 
  the back of their steeds. Although many cavaliers are knights 
  of the realm, they also include horse barbarians, raiders, and 
  anyone else who would fight from the back of a beast. 
  Level 7 Cavalier
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another language 
  or add a common, military, or wilderness profession.
  Combat Riding While mounted on a creature, you make 
  attack rolls with 1 boon against targets that are smaller 
  than your mount.
  Level 10 Cavalier
  Characteristics Health +5
  Devastating Charge Attacks you make as part of a charge 
  deal 1d6 extra damage, or 2d6 extra damage if you are 
  mounted.
  Master Rider Your mount gains a +2 bonus to Defense and 
  Speed.
  Champion
  Champions learn combat techniques to help them fight for 
  causes important to them. Champions defend other people, 
  ideals, or nations.
  Level 7 Champion
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a profession.
  Battle Stance You can use an action or a triggered action 
  on your turn to enter a battle stance and remain in that 
  stance until you move or become unconscious. While 
  in the stance, you make attack rolls with 1 boon and 
  creatures attacking you make attack rolls with 1 bane.
  Level 10 Champion
  Characteristics Health +5
  Champion’s Resolve When you would become 
  incapacitated, you can use a triggered action to make a 
  Strength challenge roll. On a success, you heal damage 
  equal to your healing rate and, for 1 round, your weapon 
  attacks deal 1d6 extra damage. 
  Chaplain
  Chaplains provide spiritual guidance to their allies in 
  battle. Many come from the ranks of priests, though some 
  find religion late in their careers, abandoning their paths 
  to become religious leaders. Chaplains typically carry holy 
  books chained to their belts and wear symbols of their faith 
  on their shields.
  Level 7 Chaplain
  Attributes Increase three by 1
  Characteristics Health +4
  Languages and Professions You can speak another 
  language or add a military or religious profession.
  Battle Chant You can use an action or a triggered action 
  on your turn to chant for 1 round. Each round, on your 
  turn, you can use a triggered action to extend the effect 
  for another round. The effect ends immediately if you are 
  prevented from speaking.
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  Until the effect ends, you and each member of your 
  group within short range that can hear you make attack 
  rolls with 1 boon and cannot be charmed or frightened.
   
   
  You can use this talent three times. You regain 
  expended uses when you complete a rest.
  Level 10 Chaplain
  Characteristics Health +4
  Emboldening Chant The weapon attacks of creatures 
  benefiting from your Battle Chant deal 1d6 extra damage.
  Succor You can use an action to touch one creature and 
  expend a use of your Battle Chant talent. If the target is 
  incapacitated, it heals 1 damage. If you concentrate for 1 
  minute, during which time you speak to the creature and 
  tend to its injuries, the target instead heals damage equal 
  to its healing rate.
  Chronomancer
  Chronomancers delve into the secrets of Time magic to 
  master it. As a result, they learn advanced techniques for 
  manipulating time’s passage and can anticipate the future 
  in all they do. 
  Level 7 Chronomancer
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Time tradition or learn one Time 
  spell.
  Quickening When you cast a Time spell, you can move a 
  number of yards equal to your Power. This movement 
  does not trigger free attacks.
  Level 10 Chronomancer
  Characteristics Health +2
  Magic You learn one spell.
  Precognition When you cast a Time spell, you can use a 
  triggered action to see a few seconds into the future, 
  gaining an insight. You retain the insight until you 
  expend it or you complete a rest. Whenever you get a 
  failure on an attack roll or challenge roll, you can expend 
  an insight to repeat the roll. You may use either total.
  Conjurer
  Conjuration magic produces objects and creatures from 
  nothing. Conjurers learn special techniques to let them 
  create more powerful and frightening monsters to do 
  their bidding. Although conjurers decide what forms 
  their monsters take, many prefer common themes. Their 
  monsters might have tentacles, display feathers, steam the 
  air, or have bizarre anatomical structures.
  Level 7 Conjurer
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Conjuration tradition or learn one 
  Conjuration spell.
  Conjure Tiny Monster When you cast a rank 0 Conjuration 
  spell, you can conjure a tiny monster in an open space 
  within short range instead of using the spell’s normal 
  effect. The conjured creature remains for 1 minute or 
  until it becomes incapacitated.
  Frightening Monsters You can grant monsters created by 
  Conjuration spells the frightening trait.
  Level 10 Conjurer
  Characteristics Health +2
  Magic You learn one spell.
  Powerful Monsters The monsters you create with your 
  Conjuration spells make attack rolls with 1 boon and 
  their attacks deal 1d6 extra damage. Also, your conjured 
  monsters last for a number of minutes equal to your Power.
  Conqueror
  Conquerors take charge in battle. Extensive experience 
  in leading soldiers gives them the tactical expertise to 
  maneuver allies to where they can be most effective. While 
  certainly able to hold their own in a fight, conquerors tend 
  to hang back, assess, and direct as needed, giving their 
  companions an edge against their enemies.
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  Level 7 Conqueror
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a military profession.
  Attack Command You can use an action on your turn to 
  choose one creature within short range. If the target 
  can hear you and understand you, it can use a triggered 
  action to attack. The target makes its attack roll with 1 
  boon.
  Direct the Troops You can use an action or a triggered 
  action to choose one creature within short range. If the 
  target can hear you and understand you, it moves up to 
  half its Speed.
  Level 10 Conqueror
  Characteristics Health +5
  Battlefield Leadership When you get a success on an 
  attack roll, you can choose one creature within short 
  range. Before the end of the round, the target makes its 
  next attack roll with 1 boon.
   
   
  In addition, creatures deal 1d6 extra damage with 
  attacks granted by your Attack Command talent.
  Death Dealer
  Death dealers favor heavy, cumbersome weapons for 
  the carnage they can create. Whether hefting a weighty 
  warhammer or sweeping with a greatsword, their swings 
  and strikes send limbs flying as they carve a bloody swath 
  through their enemies. The great strength required to 
  wield these weapons typically means death dealers come 
  from martial backgrounds, likely beginning their careers as 
  warriors or battle-focused priests.
  Level 7 Death Dealer
  Attributes Increase three by 1
  Characteristics Health +6
  Brutal Swing When you incapacitate a creature with an 
  attack using a heavy weapon, you can use a triggered 
  action to attack with the same weapon at any point 
  before the end of your turn.
  Level 10 Death Dealer
  Characteristics Health +6
  Make Mountains of the Dead You can use an action to 
  sweep your heavy weapon around you in a lethal arc. 
  Choose any number of target creatures within 1 yard of 
  you. A target with Health 20 or less takes damage equal 
  to its Health.
  Defender
  Defenders develop combat skills to protect the people 
  around them and to withstand the attacks they take 
  on their companions’ behalf. Once drawn into a fight, 
  defenders take positions in the front to lock down their 
  opponents. Since they take the greatest risks, defenders 
  prefer heavy armor and usually carry shields.
  Level 7 Defender
  Attributes Increase three by 1
  Characteristics Health +6
  Defend You can use an action or a triggered action on 
  your turn to defend one target creature within your 
  reach. Until the end of the round, creatures that attack 
  the target make the attack rolls with 1 bane. This effect 
  immediately ends if the target moves out of your reach 
  or you become unconscious.
  Level 10 Defender
  Characteristics Health +6
  Containing Strike Once per round when you get a success 
  on an attack with a melee weapon, your target becomes 
  immobilized until the end of the round.
  Retributive Strike When a creature in your reach makes an 
  attack against a creature other than you, you can use a 
  triggered action to attack the triggering creature.
  Dervish
  Although anyone can fight with two weapons, dervishes make 
  two-weapon fighting look easy. Quick and nimble, they dance 
  across the battlefield, weapons moving faster than the eye can 
  follow. Dervishes are so good at what they do that they can 
  wield weapons of equal length in each hand, keeping one of 
  those weapons at the ready to knock aside incoming attacks.
  Level 7 Dervish
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a profession.
  Ambidexterity You can wield one-handed weapons as off-
  hand weapons.
  Off-Hand Parry While you wield a weapon in each hand 
  and neither of those weapons is a shield, you gain a +1 
  bonus to Defense.
  Level 10 Dervish
  Characteristics Health +5
  Two Weapon Mastery When you attack with two weapons, 
  you make the attack roll with 1 boon. If you attack one 
  target with both weapons, your attack deals 1d6 extra 
  damage.
  Destroyer
  Destruction magic is one of the most dangerous traditions 
  since its spells tax anyone who casts them, causing bruises 
  to appear on the flesh and wounds to split open. Mastering 
  this magic helps destroyers cast Destruction spells without 
  risk to themselves by focusing the damaging energies out 
  from their bodies. 
  Level 7 Destroyer
  Attributes Increase three by 1
  Characteristics Health +3, Power +1
  Magic You discover the Destruction tradition or learn one 
  Destruction spell.
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  Destruction Released When you cast a Destruction spell, 
  you can choose to take no damage from casting the 
  spell. Instead, destructive energy rushes from a point you 
  can reach out to a number of yards equal to your Power. 
  Each creature and object in the area other than you 
  takes damage equal to 1 + the rank of the spell you cast. 
  A creature that gets a success on a Strength challenge 
  roll takes no damage.
  Level 10 Destroyer
  Characteristics Health +3
  Magic You learn one spell.
  Utter Destruction When you roll damage dice for a 
  Destruction spell you cast, replace any roll of a 1 with a 6.
  Diplomat
  Masters of the art of negotiation, diplomats find peaceful 
  solutions to the conflicts they encounter. They can deftly 
  navigate the most difficult social situations, helping others 
  find common ground and to overcome their differences.
  Level 7 Diplomat
  Attributes Increase three by 1
  Characteristics Health +3
  Languages and Professions You can speak another 
  language or add a profession.
  Master of Diplomacy In social settings, you make Intellect 
  and Will attack rolls with 1 boon.
  Stay the Hand When a creature gets a success on an 
  attack roll against you, you can use a triggered action 
  to beg for mercy. If the creature can hear you and 
  understand what you say, make a Will attack roll against 
  the triggering creature’s Will. On a success, you turn 
  the triggering creature’s success into a failure, and the 
  triggering creature becomes charmed for 1 minute or 
  until it’s attacked. On a failure, the triggering creature 
  becomes immune to this talent until it completes a rest.
  Level 10 Diplomat
  Characteristics Health +3
  Soothing Words You can use an action to comfort one 
  creature within your reach. Remove one of the following 
  afflictions from that creature: charmed, compelled, 
  dazed, or frightened.
  Unexpected Alliances When you 
  get a success on the attack roll 
  from using your Stay the Hand 
  talent, the triggering creature 
  also becomes compelled for 1 
  minute or until it’s attacked.
  Diviner
  Divination lays bare the future and 
  makes it possible to look and listen at distant places. 
  Diviners have a gift for Divination magic, a knack 
  possibly born from a latent psychic ability or being 
  touched by the gods. As they explore the power the 
  tradition offers, they learn how to cast their spells to 
  greater effect. More importantly, they receive visions about 
  the future and can use those visions to escape danger or to 
  achieve success when they would otherwise fail.
  Level 7 Diviner
  Attributes Increase three by 1
  Characteristics Defense +1, Health +1, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Divination tradition or learn a 
  Divination spell.
  Omens When you make an attack roll or a challenge roll, 
  you can expend the casting of a Divination spell to make 
  the roll with a number of boons equal to the spell’s rank.
  Level 10 Diviner
  Characteristics Health +1
  Magic You learn one spell.
  Premonitions Each time you complete a rest, you receive 
  three premonitions. For each, roll a d20 and note the 
  result. The premonitions last until you expend them or 
  you complete another rest.
   
   
  When a creature you can see makes an attack roll or 
  challenge roll, you can swap out the number rolled with 
  a number from one of your premonitions by expending 
  it. Once you expend the premonition, cross off the 
  number.
   
   
  While you have at least one premonition, you cannot 
  be surprised while conscious, creatures attacking you 
  make attack rolls with 1 bane, and you make challenge 
  rolls to resist attacks with 1 boon.
  Dreadnaught
  Heavy armor makes Dreadnaughts nearly invulnerable. 
  Their expertise with wearing armor gives them an edge 
  when donning it, so that they can maximize its protective 
  qualities.
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  Level 7 Dreadnaught
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a military profession.
  Iron Clad You have a +1 bonus to Defense while you wear 
  heavy armor.
  Immovable While you are conscious and standing on a 
  solid surface, you cannot be moved against your will.
  Level 10 Dreadnaught
  Characteristics Health +5
  Weapon Resistance While you wear heavy armor, you take 
  half damage from weapons.
  Duelist
  Duelists develop a fighting style that helps them focus 
  on one enemy at a time. In battle, they single out and 
  challenge foes to duels. Should their targets succumb to the 
  temptation, duelists have the skill and speed to keep their 
  foes pinned down and ultimately defeat them. 
  Level 7 Duelist
  Attributes Increase three by 1
  Characteristics Health +4
  Languages and Professions You can speak another 
  language or add a profession.
  Challenge You can use an action or a triggered action 
  on your turn to challenge one target creature within 
  medium range that can see you and hear you. Make 
  an Intellect attack roll against the target’s Will. On 
  a success, the target becomes challenged until you 
  become unconscious or it becomes incapacitated. The 
  effect also ends if you use this talent again or you attack 
  a different target. On a failure, the target becomes 
  immune to this talent until it completes a rest.
   
   
  When a target you have challenged makes an attack 
  against a creature other than you, it makes the attack roll 
  with 1 bane.
  Riposte When a target creature you have challenged makes 
  an attack roll against you, you can use a triggered action 
  to impose 1 bane on its roll. If the triggering creature gets 
  a failure, you execute a riposte. Attack the target with a 
  melee weapon you are wielding. You make the attack roll 
  with 1 boon if you’re wielding a swift weapon.
  Level 10 Duelist
  Characteristics Health +4
  Duel Mastery Your weapon attacks deal 1d6 extra damage 
  to targets you have challenged with your Challenge talent.
  Enchanter
  The ultimate controllers, enchanters master magic that 
  gives them over others and that makes their victims dance 
  on eldritch strings like puppets. Many enchanters learn 
  their techniques as a result of practicing witchcraft or 
  discovering Enchantment secrets from faerie they befriend.
  Level 7 Enchantment
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Enchantment tradition or learn an 
  Enchantment spell.
  Enchantment Defense If you are charmed, compelled, or 
  frightened at the end of the round, you can make an 
  Intellect challenge roll and remove all these afflictions 
  from yourself on a success.
  Subtle Charm Creatures charmed by spells you cast have no 
  memory of being charmed by you when the effect ends.
  Level 10 Enchantment
  Characteristics Health +2
  Magic You learn one spell.
  Countercharm When a creature you can see within 
  medium range becomes charmed or compelled, you can 
  use a triggered action to make an Intellect challenge 
  roll. On a success, you remove that affliction from the 
  triggering creature.
  Persistent Enchantment You double the duration of all 
  Enchantment spells you cast that have durations of at 
  least 1 minute.
  Engineer
  A career spent creating wondrous devices earns engineers 
  their names. The culmination of all their training is the 
  creation of an eidolon, a mechanical servant of enormous 
  size that obeys its maker’s commands. Engineers go to 
  great lengths to maintain their creations and constantly 
  make small improvements to increase their servants’ 
  functionality.
  Level 7 Engineer
  Attributes Increase three by 1
  Characteristics Health +3
  Languages and Professions You can speak another 
  language or add an academic area of knowledge.
  Eidolon You create a construct that has a humanoid shape 
  but can otherwise have any appearance you choose. The 
  eidolon is 12 feet tall and weighs 2,000 pounds. You can 
  have only one eidolon at a time.
   
   
  If your eidolon is destroyed, you can build a new one 
  to replace it. Doing so requires you to work at least eight 
  hours using parts you create or harvested from your old 
  eidolon. At the end of this time, you have a new eidolon.
   
   
  The eidolon is not alive. It is never affected by 
  deprivation or exposure, and it ignores any effect that 
  would age it. When incapacitated, the eidolon ceases to 
  be a creature and becomes an object.
   
   
  The eidolon is under your control. You decide what it 
  does on each of its turns. The eidolon’s statistics follow.
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  EIDOLON 
  Size 2 construct
  Perception 10 (+0); darksight
  Defense 11; Health 50
  Strength 16 (+6), Agility 8 (–2), Intellect 5 (–5), Will 11 (+1)
  Speed 6
  Immune damage from disease and poison; gaining 
  Insanity; asleep, charmed, diseased, fatigued, frightened, 
  poisoned
  ATTACK OPTIONS 
  Appendage (melee) +6 (2d6)
  Spare Parts You can use an action to touch one construct 
  (such as your eidolon) or an object you can reach. If you 
  maintain contact with the target and concentrate for 1 
  minute, make an Intellect challenge roll. On a success, 
  the target heals 2d6 damage. On a failure, you cannot 
  use this talent again until after you complete a rest.
  Level 10 Engineer
  Characteristics Health +3
  Cockpit You install a cockpit in your eidolon. The cockpit 
  is a compartment with a Size 1 capacity and fitted with 
  controls and a comfortable seat. Any creature of the 
  appropriate Size can move into the cockpit if it isn’t 
  occupied. Once inside, the creature can control it from 
  within. While inside, you treat the construct’s Defense 
  and Health scores as your own, move at its Speed, 
  and can use its attack options and actions in place of 
  your own. The cockpit has breathable air for 4 hours. 
  A creature inside can use an action to open the hatch, 
  ventilate the interior, and close it to gain another 4 hours 
  of air. A creature can leave the hatch open for as long it 
  wishes, though the eidolon does not function while the 
  hatch is open.
  Mighty Eidolon Increase the eidolon’s Health by 25 and 
  Defense by 2.
  Executioner
  Executioners elevate killing to an art form. An extensive 
  study of anatomy reveals how best to make their attacks so 
  that every strike is potentially devastating, strong enough 
  to lay low the mightiest foes. Although many executioners 
  start their training as assassins, others take this path after 
  being headsmen, torturers, or devotees of bizarre death 
  cults. Executioners, regardless of their backgrounds, prefer 
  dark clothing and black hoods to conceal their features.
  Level 7 Executioner
  Attributes Increase three by 1
  Characteristics Health +3
  Languages and Professions You can speak another 
  language or add a profession.
  Execute Once per round, when you use an action to make 
  an attack with a weapon against a target you can reach, 
  you make the attack roll with 1 boon and deal 1d6 extra 
  damage on a success. If the damage from the attack 
  would cause the target to become injured, the target 
  must get a success on a Strength challenge roll or take 
  extra damage equal to its Health.
   
   
  When you use this talent, creatures make attack rolls 
  against you with 1 boon for 1 round.
  Level 10 Executioner
  Characteristics Health +3
  Exacting Strike When you get a success on an attack roll 
  using a weapon, you can use a triggered action to deal 
  the weapon’s maximum damage.
  Exorcist
  Demons, wicked faerie, and vengeful spirits make forays into 
  the mortal world to torment the innocent, take possession 
  of their bodies, and coerce them to perform despicable acts 
  of evil. Exorcists declare war against such vile foes and learn 
  specialized magic to drive out and destroy them.
  Level 7 Exorcist
  Attributes Increase three by 1
  Characteristics Health +4, Power +1
  Languages and Professions You can speak another 
  language or add a religious profession.
  Exorcist Magic You learn the exorcism spell, which is 
  described below.
  EXORCISM 
  EXORCIST ATTACK 1
  Target One charmed, compelled, frightened, or possessed 
  creature within short range
  If the target was charmed, compelled, or frightened, you 
  remove the affliction from it.
   
  If the target is possessed, you must concentrate for 1 
  minute, during which time the target must remain within 
  range, and then make a Will attack roll against the possessing 
  creature’s Will. On a success, the possession ends, and the 
  creature that possessed the target appears in an open space 
  within short range and becomes dazed for 1 round.
  Attack Roll 20+ The possessing creature instead becomes 
  stunned for 1 round.
  Level 10 Exorcist
  Characteristics Health +4
  Purge the Unclean You make attack rolls against demons, 
  devils, faerie, spirits, and undead with 1 boon. Such 
  creatures make challenge rolls to resist your attacks with 
  1 bane.
  Will of Iron You cannot become charmed, compelled, or 
  frightened. When you roll to resist gaining Insanity, you 
  make the challenge roll with 1 boon.
  Explorer
  For explorers, no horizon is too far, no expedition too 
  dangerous, no mission too impossible. Explorers have 
  the survival skills needed to withstand the hardships 
  and difficulties they face on their journeys. Many who 
  become explorers have extensive experience in wilderness 
  environments, such as scouts and rangers. 
  Level 7 Explorer
  Attributes Increase three by 1
  Characteristics Perception +1, Health +3, Speed +2
  Languages and Professions You can speak another 
  language or add a wilderness profession.
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  Preternatural Senses You make all Perception rolls with 1 boon.
  Perseverance When you become diseased, fatigued, 
  impaired, or poisoned, you can make a Strength 
  challenge roll and remove the affliction on a success. On 
  a failure, you cannot use this talent again until after you 
  complete a rest.
  Respite You can spend 1 hour relaxing. At the end of this 
  time, you and each member of your group that relaxes 
  with you heal damage equal to your healing rate. Once 
  you use this talent, you cannot use it again until after you 
  complete a rest.
  Level 10 Explorer
  Characteristics Health +3
  Driven When you make an attack roll or challenge roll and 
  roll a 5 or less on the die, you can roll another d20 and 
  add that number to the first.
  Geomancer
  Only those who forge bonds with earth genies can 
  wield the power of Earth magic. Geomancers go a step 
  farther, bridging the distance between themselves and 
  their companion to gain even greater control over earth 
  and stone. Such a connection escalates the physical 
  transformation resulting from their bond; geomancers lose 
  all their body hair and their skin assumes the appearance 
  of stone, whether smooth or pebbled, unbroken or fissured.
  Level 7 Geomancer
  Attributes Increase three by 1
  Characteristics Health +4, Power +1
  Magic You discover the Earth tradition or learn an Earth 
  spell.
  Earthen Defense You can use an action to expend a casting 
  of an Earth spell of rank 1 or higher. Roll a d6 for each 
  rank of the spell and total the numbers rolled. The total 
  becomes your Earthen Defense, a pool of points used to 
  absorb damage. While your Earthen Defense pool has at 
  least 1 point, when you take damage, subtract the damage 
  from the pool first and then take any damage that 
  remains. The effect lasts until the pool drops to 0 points, 
  you use this talent again, or you complete a rest.
  Level 10 Geomancer
  Characteristics Health +4
  Magic You learn one spell.
  Earth Walker You ignore the effects of moving across 
  difficult terrain made from earth, sand, or stone.
   
   
  In addition, you can move through spaces occupied by 
  earth, sand, or stone. If you end your movement inside 
  a solid space, you are moved back to an open space 
  nearest to the point where you entered that space.
  Gladiator
  In pits and arenas all across the Empire, combatants engage 
  in life-and-death struggles. The best of them become true 
  gladiators, champions willing and able to do anything to 
  survive and fight again. Though capable combatants in 
  their own right, they often resort to underhanded tactics to 
  get the upper hand against their foes.
  Level 7 Gladiator
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a martial profession.
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  Dirty Fighting Make an Agility attack roll against the 
  Perception of one target creature within your reach. On 
  a success, the target becomes impaired for 1 round. On a 
  failure, the target becomes immune to the effects of your 
  Dirty Fighting talent until it completes a rest.
  Win at Any Cost Impaired creatures take 1d6 extra damage 
  from your attacks.
  Level 10 Gladiator
  Characteristics Health +5
  Finishing Blow You make attack rolls with 1 boon against 
  targets suffering from an affliction, and your attacks 
  against such targets deal 1d6 extra damage.
  Gunslinger
  Gunslingers know everything there is to know about 
  firearms. Excellent shots and cunning gunsmiths, they 
  tinker with these weapons, modifying them to improve 
  their accuracy and to reduce the time needed to reload 
  them. Gunslingers come from all paths, though they 
  typically have some background in engineering, artifice, or 
  another technical profession.
  Level 7 Gunslinger
  Attributes Increase three by 1
  Characteristics Health +3
  Languages and Professions You can speak another 
  language or add a profession.
  Six-Shooter You can use a tool kit and 1 gc worth of special 
  materials to transform a pistol into a six-shooter. It 
  takes 8 hours of work to complete the transformation. 
  Creatures other than you that attack with the weapon 
  make their attack rolls with 3 banes.
   
   
  The six-shooter functions as a pistol, except it does 
  not have the misfire property. When you load the 
  weapon, you can place up to six bullets in the chamber. 
  You can attack with the weapon once for each bullet in 
  the chamber before you must reload it. 
  Level 10 Gunslinger
  Characteristics Health +3
  Deadeye Shot Your make attack rolls with pistols and your 
  six-shooter with 1 boon, and your attacks with these 
  weapons deal 1d6 extra damage.
  Speed Loader You can reload your weapon as a minor 
  activity instead of as an action.
  Healer
  The Life tradition offers spells that enable healing and curing. 
  Thus, the tradition is sought by those who wish to bring aid 
  and comfort to those in need. Healers commit themselves to 
  tending others’ hurts, to the exclusion of other pursuits, and 
  typically come from a background dedicated to helping others. 
  Such is their power that when they walk through a room, 
  wounds close, diseases vanish, and poisons become harmless.
  Level 7 Healer
  Attributes Increase three by 1
  Characteristics Health +4, Power +1
  Magic You discover the Life tradition or learn a Life spell.
  Far Healing When you cast a Life spell that targets a 
  creature you can reach, you can instead target a creature 
  within short range.
  Level 10 Healer
  Characteristics Health +4
  Magic You learn one spell.
  Empowered Healing When a creature heals damage from 
  a Life spell you cast, it heals extra damage equal to its 
  healing rate.
  Unassailable Vitality You never take damage from 
  disease or poison, and you cannot become diseased or 
  poisoned. In addition, you heal all damage when you 
  complete a rest.
  Hexer
  The vile art of Curse magic underpins hexers’ power. 
  Delighting in the misfortune and suffering they create, 
  hexers use spells to warp their enemies and strip away 
  their vitality. Many discovered the Curse tradition as 
  warlocks and witches and exult in the power the tradition 
  offers them.
  Level 7 Hexer
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Curse tradition or learn a Curse spell.
  Evil Eye When a creature becomes cursed from a spell you 
  cast, you can use a triggered action to apply one of the 
  following to the target until the curse ends:
  •  
  Desire: The target becomes charmed.
  •  
  Lethargy: The target becomes slowed.
  •  
  Pain: The target takes 2d6 damage.
  Level 10 Hexer
  Characteristics Health +2
  Magic You learn one spell.
  Exacting Curse Targets under the effects of your Curse 
  spells take 1d6 extra damage from your attacks.
  Hydromancer
  Developing their bond to water genies allows hydromancers 
  to cast Water spells to greater effect and to gain greater 
  benefits from their connections. Studying the tradition 
  reveals its potential in battle, both in the effects its spells 
  create and the subtle transformations they make. Most 
  hydromancers have nautical backgrounds or spent 
  considerable time on or under the ocean.
  Level 7 Hydromancer
  Attributes Increase three by 1
  Characteristics Health +3, Power +1
  Magic You discover the Water tradition or learn a Water spell.
  Flow Whenever you cast a Water spell, you can cover your 
  body with a sheen of water that lasts for a number of 
  rounds equal to the spell’s rank. Until the effect ends, 
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  you cannot be grabbed or immobilized, and you can 
  freely move through spaces occupied by creatures.
  Swimmer You ignore the effects of difficult terrain when 
  you swim.
  Level 10 Hydromancer
  Characteristics Health +3
  Magic You learn one spell.
  Watery Form You can use an action and expend the 
  casting of a Water spell to assume a watery form. You 
  remain in the form for a number of rounds equal to 
  your Power plus the rank of the spell whose casting you 
  expended. You can use an action or a triggered action 
  on your turn to return to your normal form. Until the 
  effect ends, you have all of the following benefits:
  • You make all Agility rolls with 1 boon.
  • You can move through openings wide enough to 
  permit the passage of water.
  • You take half damage from weapons.
  • You cannot become grabbed, immobilized, knocked 
  prone, or slowed.
  • You are invisible while you are submerged in water.
  Illusionist
  The line between reality and illusion blurs around 
  illusionists. These masters of Illusion magic fabricate 
  lifelike simulacra of creatures and intense bursts of 
  energy, or reshape their environments to suit their 
  needs. A great many illusionists come from the ranks of 
  magicians, though a few began as rogues, developing their 
  magical skills to pull off daring schemes.
  Level 7 Illusionist
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Illusion tradition or learn an Illusion 
  spell.
  Convincing Illusions Creatures make Perception challenge 
  rolls with 2 banes to discern illusions created by your 
  spells. As well, when you attack with an Illusion spell, you 
  make the attack roll with 1 boon.
  Level 10 Illusionist
  Characteristics Health +2
  Magic You learn one spell.
  Illusory Duplicates When you take damage from an 
  attack, you can use a triggered action to roll a d6. On 
  a 6, you reduce the damage to 0 and teleport to an 
  open space you choose within short range.
  Infiltrator
  Master spies, infiltrators can find ways into the most 
  secure locations. They use a combination of disguise, 
  acting, and instinct to outwit security. Even when spotted, 
  they fail to make a lasting impression—people have a hard 
  time remembering that they ever saw them. And should 
  their ruse be exposed, infiltrators know how to slip away 
  from their pursuers unscathed.
  Level 7 Infiltrator
  Attributes Increase three by 1
  Characteristics Perception +1, Health +3
  Languages and Professions You can speak another 
  language or add a criminal profession.
  Faceless You can attempt to hide anywhere; you can be 
  observed and you do not have to be heavily obscured or 
  three-quarters covered. You remain hidden from using 
  this talent until you use an action or a triggered action, 
  after which you must wait at least 1 minute before you 
  can use this talent again.
   
   
  While you are hidden, people you talk to cannot 
  remember details about you 1 minute after the 
  conversation ends and totally forget having spoken to 
  you 1 hour after the conversation ends.
   
   
  Finally, during the first round of any combat in which 
  you are hidden, you make attack rolls and challenge rolls 
  with 1 boon. If you take a fast turn during this round, you 
  can use an action and move.
  Level 10 Infiltrator
  Characteristics Health +3
  Treacherous Strike Your weapon attacks deal 1d6 extra 
  damage to surprised targets and to targets from which 
  you are hidden.
  Vanish When you are obscured or covered in any way, you 
  can use a triggered action to use your Faceless talent.
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  Inquisitor
  Nearly all inquisitors serve the cult of the New God, working 
  to expose corruption in the religion’s ranks and to flush out the 
  demon-sworn, the damned, and the wicked. Key to their work 
  is the ability to ferret out the truth. Not only do they know 
  when people lie to them, but they also know numerous torture 
  techniques to get their victims to reveal all their secrets.
  Level 7 Inquisitor
  Attributes Increase three by 1
  Characteristics Health +3
  Languages and Professions You can speak another 
  language or add a profession.
  Dreadful Threat You can use an action to deliver a 
  terrible threat to one target creature that is subject to 
  your Scrutiny talent and is within short range. Make 
  an Intellect attack roll against the target’s Will. On a 
  success, the target becomes frightened while it can see 
  you. The effect ends when the target deals damage to 
  you or after it completes a rest.
  Master Torturer You can use an action to start torturing 
  one target defenseless or physically restrained creature 
  within your reach. If you concentrate for at least 1 hour, 
  during which time you use torturer’s tools on the target, 
  you make an Intellect attack roll against the target’s 
  Will. On a success, you can ask the target 1d6 questions 
  (the GM rolls and keeps the number a secret), and the 
  target must answer you truthfully and to the best of 
  its knowledge. If it doesn’t know the answer, it makes 
  up something that you might want to hear, though it’s 
  up to you to interpret what it says as truth or not. On a 
  failure, the target becomes immune to this talent until it 
  completes a rest.
  Scrutiny You can use an action to study one creature you 
  can see within medium range. Make a Perception attack 
  roll against the target’s Intellect. On a success, the target 
  is subject to your scrutiny until it completes a rest, until 
  you can no longer see it, or until you use this talent 
  again. On a failure, the target becomes immune to your 
  use of this talent until it completes a rest.
   
   
  While a creature is subject to your scrutiny, you know 
  whenever it deliberately speaks a lie, and when you 
  attack it, you make the attack roll with 1 boon.
  Level 10 Inquisitor
  Characteristics Health +3
  Inquisitor’s Judgment Your weapon attacks against 
  creatures subject to your scrutiny deal 1d6 extra damage.
  Jack-of-All-Trades
  Ever dabblers, jacks-of-all-trades know a little about 
  everything but not a lot about any one thing. A path 
  attractive to tricksters and adventurers, its talents help them 
  find solutions to almost any problem and find a way to 
  succeed when they should fail.
  Level 7 Jack-of-all-Trades
  Attributes Increase three by 1
  Characteristics Health +3
  Languages and Professions You can speak another 
  language and add a profession.
  Aptitude You have a number of aptitude points equal to 
  your group’s level. When you make an attack roll or 
  challenge roll, you can spend 1 point from this talent to 
  make the roll with 2 boons. Whenever you roll two 6s 
  on one roll of boon dice, you gain 1 aptitude point, up to 
  your maximum. You replenish your aptitude points when 
  you complete a rest.
  Flexible Profession When you perform a task related to a 
  profession you do not have, you can make an Intellect 
  challenge roll. On a success, you are considered to have 
  the profession for 1 minute. On a failure, you can’t use 
  this talent again until after you complete a rest.
  Magical Epiphany When you see a creature cast a rank 
  0 spell that you have not learned, you can spend 1 
  aptitude point to learn that spell, gaining a number of 
  castings of the spell determined by your Power. You 
  retain knowledge of the spell until you complete a rest or 
  expend the last casting of it.
  Level 10 Jack-of-all-Trades
  Characteristics Health +3
  Prodigy When you complete a rest, increase one of your 
  attributes by 1. The increase lasts until you use this talent 
  again.
  Uncommon Ability You treat any roll of 1 on boons as if 
  you had rolled a 3. You treat any roll of 6 on banes as if 
  you had rolled a 3.
  Mage Knight
  Magic from the Battle tradition turns casters into deadly 
  warriors. Mage knights use the spells from their preferred 
  tradition to enhance their already formidable combat 
  training and to increase options in a fight. Opponents 
  squaring off against them never know if they’ll face a strike 
  from a weapon or a blast from a spell.
  Level 7 Mage Knight
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a military profession.
  Magic You discover the Battle tradition or learn a Battle spell.
  Escalating Violence When you cast a spell, you make 
  attack rolls with 1 boon when you attack with a weapon. 
  This effect lasts 1 round.
  The Inquisition
  The Cult of the New God formed the Inquisition to be a 
  bulwark against demonic incursions and infiltration into the 
  cult’s ranks. As the Demon Lord’s Shadow spreads across the 
  world, the Inquisition hunts down individuals in the Demon 
  Lord’s thrall, eradicates demonic cults, and seeks dangerous 
  relics that exist to sow destruction. It operates with the full 
  authority and approval of the cult, so inquisitors have great 
  latitude in determining guilt and passing judgment.
   When on official business, inquisitors wear black robes 
  embroidered with the symbols of their faith and bone-white 
  skull masks over their faces to keep their identities concealed.
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  Level 10 Mage Knight
  Characteristics Health +2
  Magic You learn one spell.
  Mage Knight Tactics When you attack with a spell, you can 
  use a triggered action to attack with a weapon at any 
  point before the end of your turn.
  Magus
  Members of a secret cabal of magic-users, the magi 
  identify their membership by the magical staffs they carry. 
  The order traces its origins to the founding of the Tower 
  Arcane, drifting through the sky above the Empire’s capital, 
  when members broke from the august assembly to forge 
  their own paths in the world. Potential candidates to join 
  the magi must demonstrate their magical knowledge by 
  presenting an argument about the theory of magic, display 
  their ability to cast a spell, and, most important, complete 
  the construction of their magical staff.
  Level 7 Magus
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You 
  can speak another language 
  or add an academic area of 
  knowledge.
  Magic You discover a tradition or learn one spell.
  Staff of Magic You create a magical staff that acts as your 
  implement. When you attack with the staff, you make 
  the attack roll with 1 boon and the attack deals 1d6 extra 
  damage.
   
   
  If you lose your staff or it becomes broken, you can 
  create a replacement by spending 8 hours working with 
  an alchemist’s kit and using special materials worth 1 gc.
  Level 10 Magus
  Characteristics Health +2
  Magic You discover a tradition or learn one spell.
  Staff of Power While wielding your Staff of Magic, you gain 
  the following benefits:
  • You gain a +1 bonus to Defense.
  • 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.
  Marauder
  Hailing from lands barbaric and brutal, marauders bound 
  into battle, sweeping their weapons before them to lay low 
  their enemies. They fight without regard for their own 
  safety, as many believe they earn their place alongside the 
  gods by finding a glorious death in combat.
  Level 7 Marauder
  Attributes Increase three by 1
  Characteristics Health +5, Speed +2
  Powerful Charge When you use an action to charge, your 
  movement does not trigger free attacks. As well, the 
  attack you make during your movement deals 1d6 extra 
  damage.
  Level 10 Marauder
  Characteristics Health +5
  Bloodthirst When a creature becomes incapacitated from 
  your attack, you can use a triggered action to charge.
  Strength from Pain While you are injured, you make 
  Strength attack rolls and challenge rolls with 1 boon.
  Miracle Worker
  Faith in the gods and their power is sufficient for many 
  mortals to wield magic. Miracle workers possess conviction 
  to such a degree that their miracles go far beyond simple 
  spells, causing their bodies to manifest signs of their 
  religious devotion. Miracle workers come from all religions 
  and from all paths. 
  Level 7 Miracle Worker
  Attributes Increase three by 1
  Characteristics Health +6
  Stigmata You can use an action to invoke the power 
  of a god. You gain 1 Insanity and take a –5 penalty to 
  Health that lasts until you complete a rest. You assume 
  the appearance of a god you serve and retain this 
  appearance for a number of minutes equal to 1 + 
  your Power. When you assume this appearance, each 
  creature within short range that can see you and is not 
  a member of your group must get a success on a Will 
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  challenge roll with 1 bane or become frightened until this 
  effect ends.
   
   
  As well, until this effect ends you make attack rolls and 
  challenge rolls with 1 boon and you heal 1d6 damage at 
  the end of each round.
  Tongues When you speak, any creature that knows at least 
  one language understands what you say. Also, you can 
  choose to speak in a booming voice that can be heard 
  up to 1 mile away.
  Level 10 Miracle Worker
  Characteristics Health +6
  Worker of Miracles You can use an action to touch a 
  creature and take a –5 penalty to Health that lasts until 
  you complete a rest. Choose one of the following effects:
  • The target heals damage equal to its healing rate.
  • You remove a diseased affliction from the target.
  • You remove a poisoned affliction from the target.
  • You remove a curse from the target.
  • You remove 1d3 Insanity from the target.
  Myrmidon
  Myrmidons excel when they fight with shields. Learning 
  new fighting maneuvers to enhance their strikes with 
  these weapons and to augment their protective qualities, 
  myrmidons can deflect attacks and smash their foes as they 
  carve a path through their enemies. Nearly all myrmidons 
  have some degree of combat training, and most were fighters.
  Level 7 Myrmidon
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a military profession.
  Forceful Shield When you get a success on an attack roll 
  made using a shield, you can also move the target 1d6 
  yards away from you.
  Shield Block When a creature attacks you with a weapon, 
  you can use a triggered action to block the attack with 
  a shield you are wielding. The triggering creature makes 
  the attack roll with 1 bane.
  Level 10 Myrmidon
  Characteristics Health +5
  Shield Mastery While you wield a shield, you have a +1 
  bonus to Defense.
   
   
  When you attack with a shield, you make the attack 
  roll with 1 boon, your attack deals 1d6 extra damage, and 
  you do not lose the shield’s defensive property.
  Necromancer
  What waits for all mortals beyond death is a subject of great 
  interest and ensures the various religions have a steady 
  supply of followers seeking meaning and purpose in this 
  world. For the necromancer, the answer to this mystery lies 
  within the dark arts of Necromancy. Mastering its secrets can 
  overcome death’s grip and provide unspeakable power over 
  life and death. Necromancers are shunned the world over, 
  feared for their willingness to peer into the darkest places 
  and consort with forbidden things best left undisturbed.
  Level 7 Necromancer
  Attributes Increase three by 1
  Characteristics Health +1, Power +1
  Languages and Professions You can speak another 
  language or add an academic area of knowledge.
  Magic You discover the Necromancy tradition or learn a 
  Necromancy spell.
  Inured to Death You never take damage from disease or 
  poison and you cannot become diseased or poisoned. 
  Finally, when you roll to determine your fate while 
  incapacitated, you roll the die an extra time and can use 
  either number.
  Command Undead You learn the command undead spell, 
  which is described below.
  COMMAND UNDEAD 
  NECROMANCER ATTACK 1
  Target One undead creature within short range
  Duration 1 minute
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target becomes compelled for the duration.
  Attack Roll 20+ You also regain the casting of this spell.
  Level 10 Necromancer
  Characteristics Health +2
  Magic You learn one spell.
  Master of Undeath You double the number of compelled 
  undead creatures you can have from your Necromancy 
  spells.
   
   
  As well, undead creatures you create from casting 
  Necromancy spells make their attack rolls with 1 boon, 
  and their attacks deal 1d6 extra damage.
  Poisoner
  There are few trades as disreputable as the manufacture of 
  poisons, so poisoners rarely display honor or virtue in their 
  dealings with others. Commanding extensive knowledge 
  of all things toxic, they can produce the deadliest poisons 
  to deal with almost any kind of creature. Poisoners always 
  have some sort of toxin on hand to protect them with 
  justice comes for them. 
  Level 7 Poisoner
  Attributes Increase three by 1
  Characteristics Health +2
  Languages and Professions You can speak another 
  language or add a profession.
  Poison Mastery You can use an action and an alchemist’s 
  kit to create a dose of poison (see Chapter 6 for details). 
  You must spend at least 1 minute concentrating, during 
  which time you use the kit and special ingredients worth 
  5 cp.
   
   
  Creatures make Strength challenge rolls with 3 banes 
  to resist poisons you create and take 3d6 extra damage 
  from your poisons.
  Level 10 Poisoner
  Characteristics Health +3
  Poisonous Touch You can use an action or triggered 
  action to attack one target creature you can reach with a 
  needle hidden in a ring or on the tip of your finger. 
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  Make a Strength or Agility attack roll against the 
  target’s Agility. On a success, the target takes 1 damage 
  plus 2d6 extra damage from the poison on the needle. A 
  target that takes the extra damage must get a success 
  on a Strength challenge roll or become poisoned for 1 
  minute. While poisoned this way, it is also dazed and 
  slowed. If the target is already poisoned this way, it takes 
  3d6 extra damage. At the end of each round, a target 
  poisoned this way must make a Strength challenge roll. 
  On a failure, it takes 1d6 extra damage.
   
   
  Once you deal damage with Poisonous Touch, you 
  cannot use the talent again until after you spend 1 minute 
  working with an alchemist’s kit to prepare another needle.
  Pyromancer
  With unmatched power over elemental fire, pyromancers 
  create and shape flames to serve their will. Most pyromancers 
  grow their power by developing a stronger connection to 
  the flame genies they have bound. The strength of this bond 
  causes the pyromancer to display its influence in the blaze of 
  their eyes, the heat of their skin, and the cinders that fly from 
  their bodies whenever they are struck by weapons.
  Level 7 Pyromancer
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Fire tradition or learn one Fire spell.
  Flame Blessing You take half damage from fire.
  Level 10 Pyromancer
  Characteristics Health +2
  Magic You learn one spell.
  Immolating Flames When a creature takes damage from a 
  Fire spell you cast, it must make an Agility challenge roll. 
  On a failure, it catches fire.
  Runesmith
  Runesmiths uncover the secrets of creating runes and 
  imbuing them with magical power. They typically adorn 
  their weapons and armor with such marks, which flare with 
  power when they cast a spell. Most runesmiths learn their 
  techniques from the dwarfs, who it is said developed the 
  tradition from the language of the gods.
  Level 7 Runesmith
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Rune tradition or learn one Rune 
  spell.
  Sigils of Power You can use an action to inscribe a 
  sigil on a suit of armor you wear or a weapon you hold. 
  The sigil lasts for 1 minute or until you use this talent 
  again.
   
   
  Until the effect ends, whenever you cast a Rune attack 
  spell, attacks with the weapon bearing the sigil deal 1d6 
  extra damage for 1 round. As well, Whenever you cast a 
  Rune utility spell, you gain a 1d3 bonus to Defense that 
  lasts for 1 round.
  Level 10 Runesmith
  Characteristics Health +2
  Magic You learn one spell.
  Mighty Sigils When you use the Sigils of Power talent, the 
  sigil lasts 1 hour or until you use that talent again.
  Savant
  Rather than specialize in one tradition of magic, savants 
  focus their training on learning additional spells. As a 
  result, they possess a broader understanding of magic at the 
  expense of growing their Power.
  Level 7 Savant
  Attributes Increase three by 1
  Characteristics Health +2
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You make two choices, discovering one tradition or 
  learning one spell for each.
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  Tradition Focus Choose up to two traditions you have 
  already discovered. When you attack with a spell from a 
  tradition you chose when you gained this talent, you make 
  the attack roll with 1 boon. Creatures make challenge rolls 
  to resist attacks from these spells with 1 bane.
  Level 10 Savant
  Characteristics Health +2
  Magic You learn two spells from the traditions you chose 
  for Tradition Focus.
  Sentinel
  Superior senses and a strong sense of duty grant sentinels 
  supernatural detection abilities. Little escapes their 
  attention—not even the gods can take them by surprise. 
  Many sentinels develop their talents from guarding 
  important people, relics, and places. They can come from 
  religious, magical, or martial backgrounds.
  Level 7 Sentinel
  Attributes Increase three by 1
  Characteristics Perception +1, Health +5
  Perfect Awareness You possess superior senses that never 
  let you down. While you are conscious, you cannot 
  become stunned or surprised. You make Perception 
  challenge rolls with 1 boon. Finally, you can see faint 
  outlines around invisible creatures and objects within 
  range of your vision so that they are only partially 
  obscured from you.
  Level 10 Sentinel
  Characteristics Health +5
  Stand Guard You can use an action to guard the area 
  inside sphere with a 5-yard radius centered on a point 
  you can reach. The effect lasts until you use this talent 
  again, you leave the area, or you become unconscious. 
  While in the area, you gain the following benefits:
  • You make attack rolls with 1 boon.
  • You know the location of each creature in the area and 
  creatures in it cannot become hidden from you.
  • You cannot become charmed, compelled, frightened, 
  surprised, or put to sleep by magic.
  • You cannot be moved out of the area.
  Shapeshifter
  Shapeshifters use their superior knowledge of 
  Transformation magic to adopt more powerful forms and 
  to move from one form to another with greater ease. Most 
  shapeshifters are more comfortable behind the masks they 
  wear and rarely go about in their natural forms.
  Level 7 Shapeshifter
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Transformation tradition or learn 
  one Transformation spell.
  Superior Transformation When you cast a Transformation 
  spell and assume a different form, you gain one of the 
  following benefits that last until you return to your 
  normal form:
  • +1 bonus to Defense.
  • +2 bonus to Speed.
  • +4 bonus to Perception.
  • +5 bonus to Health.
  Level 10 Shapeshifter
  Characteristics Health +2
  Magic You learn one spell.
  Swift Transformation You can use a triggered action 
  on your turn to cast a Transformation spell you have 
  learned.
  Sharpshooter
  Sharpshooters master the use of bows and crossbows. Their 
  keen eyes and steady hands let them loose missile after 
  missile with pinpoint accuracy. If they take even more time 
  to line up their shots, they can thread their missiles through 
  the narrowest gaps. Sharpshooters have few rivals when it 
  comes to fighting with their favored weapons.
  Level 7 Sharpshooter
  Attributes Increase three by 1
  Characteristics Perception +1, Health +4
  Languages and Professions You can speak another 
  language or add a profession.
  Deadly Aim You can use an action to aim at a creature you 
  can see within medium range. Make a Perception attack 
  roll against the target’s Agility. On a success, you spot 
  an opening. For 1 round, when you attack the target with 
  a ranged weapon, you make the attack roll with 3 boons 
  and your attack deals 3d6 extra damage.
  Level 10 Sharpshooter
  Characteristics Health +4
  Perfect Shot When you attack with a ranged weapon and 
  get a failure, you can use a triggered action to turn the 
  failure into a success.
  Stormbringer
  Masters of Storm magic, stormbringers wield the power of 
  the tempest, hurling bolts of lightning, deafening thunder, 
  and the elements themselves against any standing in their 
  way. Many stormbringers develop their techniques as 
  devotees of the Old Faith, though they are common among 
  magicians seeking power over the elements as well.
  Level 7 Stormbringer
  Attributes Increase three by 1
  Characteristics Health +2, Speed +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Storm tradition or learn one Storm 
  spell.
  Ride the Lightning When you cast a Storm spell, you can 
  use a triggered action to fly up to your Speed after 
  resolving the effect. You must land at the end of this 
  movement or you fall.
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  Level 10 Stormbringer
  Characteristics Health +2
  Magic You learn one spell.
  Powered by Storm Whenever you would take damage from 
  lightning or thunder, you reduce the damage to 0 and gain 
  a +5 bonus to Health that lasts for 1 minute. The bonus is 
  cumulative with other bonuses gained from this talent.
   
   
  As well, when you attack with a Storm spell while you 
  have this bonus, you make the attack roll with 1 boon and 
  creatures make challenge rolls to resist the spell with 1 bane.
  Technomancer
  Technomancers exploit the merging of magic with technology 
  that’s made possible by the Technomancy tradition to create 
  even more powerful devices to aid them on their expeditions. 
  With a few moments of work, they can fashion useful 
  inventions to help them perform certain activities and can 
  eventually create automata from ordinary objects.
  Level 7 Technomancer
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Technomancy tradition or learn 
  one Technomancy spell.
  Invention When you cast a Technomancy spell, you also 
  create a device you can hold in one hand that’s imbued 
  with magical power that lasts until you expend it or until 
  you complete a rest. When you make an attack roll or 
  a challenge roll, you can expend the power from the 
  device to make the roll with 1 boon.
  Level 10 Technomancer
  Characteristics Health +2
  Magic You learn one spell.
  Animate Object You learn the animate object spell, which 
  is described below.
  ANIMATE OBJECT 
  TECHNOMANCER UTILITY 1
  Target One Size 2 or smaller object within short range
  Duration 1 minute
  The target becomes a compelled construct of its Size for the 
  duration. If the target was secured, its Speed is 0.
  Templar
  Chosen for their dedication to their religion, templars 
  protect sites and relics important to their faith. As a result 
  of their specialized training, they can speak secret prayers 
  to invoke the divine to shield their environs and secure 
  everything within from despoilers and desecrators.
  Level 7 Templar
  Attributes Increase three by 1
  Characteristics Perception +1, Health +4
  Languages and Professions You can speak another 
  language or gain a religious profession.
  Temple of Faith You learn the temple of faith spell, which 
  is described below.
  TEMPLE OF FAITH 
  TEMPLAR UTILITY 0
  Area A sphere with a 5-yard radius centered on a point 
  you can reach. If the point is on an idol, shrine, or altar 
  related to your religion, the radius increases to 10 yards.
  Duration 1 minute or until you leave the area
  Holy power floods the area and remains for the duration. 
  When a creature moves into the area from outside it, you 
  can use a triggered action to move up to your Speed toward 
  that creature and attack it with a weapon. On a success, the 
  creature also becomes immobilized for 1 round.
  Level 10 Templar
  Characteristics Health +4
  Temple Guardian Your attacks against targets inside the 
  area of your Temple of Faith deal 1d6 extra damage. 
  Tenebrist
  The Shadow tradition, while not technically dark magic, 
  has a sinister reputation for infecting its practitioners with 
  darkness. Undaunted by the risks, tenebrists embrace 
  all Shadow offers. Its effects typically manifest as a waxy 
  pallor, a darkening of the eyes, and a thinness of the body.
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  Level 7 Tenebrist
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Shadow tradition or learn one 
  Shadow spell.
  Cloak of Shadows While you are in lit areas, you become 
  partially obscured by shadows.
  Level 10 Tenebrist
  Characteristics Health +2
  Magic You learn one spell.
  Shadow Form You learn the shadow form spell, which is 
  described below.
  SHADOW FORM 
  TENEBRIST UTILITY 1
  Duration 1 minute
  You become shadowy and indistinct for the duration, gaining 
  the following benefits.
  • Creatures attacking your Defense or Agility make the 
  attack roll with 1 bane, and on a failure, you can use 
  a triggered action to move up to your Speed. This 
  movement does not trigger free attacks.
  • You are invisible while you are in areas obscured by 
  shadows or darkness.
  • Finally, when moving, you can move through spaces 
  occupied by other creatures.
  Thaumaturge
  Chaos magic is so unpredictable that many who learn 
  spells avoid the tradition and those who study it. 
  Thaumaturges throw caution to the wind and embrace 
  Chaos for all it offers, heedless of the risks and perils its 
  spells create. Nearly all thaumaturges are a little unhinged.
  Level 7 Thaumaturge
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Chaos tradition or learn one Chaos spell.
  Seize Chaos Whenever you make an attack roll or a 
  challenge roll and get a number you dislike, you can use 
  a triggered action to use this talent. Roll 2d20. You must 
  replace the original roll with one of the numbers rolled 
  and take the other as damage.
  Level 10 Thaumaturge
  Characteristics Health +2
  Magic You learn one spell.
  Fluid Magic When you cast a spell, you can instead expend 
  the casting of a different spell that has the same or 
  higher rank.
  Theurge
  Found almost exclusively among the ranks of the New 
  God’s followers, theurges claim a direct line to their deity, 
  invoking power from their patron to fight against the 
  Demon Lord and its horrid servants. Most theurges occupy 
  positions of great honor and reverence in their religions, 
  though the Inquisition deems the few renegade theurges 
  at large to be as dangerous as the Demon Lord’s disciples 
  for the heretical positions they hold, foremost of which is a 
  denial that the New God exists at all.
  Level 7 Theurge
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a religious profession.
  Magic You discover the Theurgy tradition or learn one 
  Theurgy spell.
  Pious Restoration You can use an action to expend a 
  casting of a rank 1 or higher Theurgy spell and heal 
  damage equal to 1d6 per rank of the spell whose casting 
  you expended.
  Level 10 Theurge
  Characteristics Health +2
  Magic You learn one spell.
  Invocation When you cast a Theurgy spell, you can use 
  a triggered action to invoke power from your god. A 
  pulse of energy spreads out a number of yards from a 
  point you can reach equal to 1 + the spell’s rank. Each 
  creature you choose in the area must get a success on a 
  Will challenge roll or become frightened until the end of 
  the round. If it is already frightened, it instead becomes 
  stunned until the end of the round.
  Transmuter
  Transmuters discover the mutable nature of all things 
  through the advanced study of Alteration magic. Like 
  their capabilities, they are changeable in their views and 
  emotions, swinging from love to hate, laughter to tears, with 
  little warning or reason.
  Level 7 Transmuter
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover the Alteration tradition or learn one 
  Alteration spell.
  Optimization When you complete a rest, you can reduce 
  one attribute by 2 to increase another by 2. The effect 
  lasts until you complete a rest.
  Level 10 Transmuter
  Attributes Increase all by 1
  Health +2
  Magic You learn one spell.
  Traveler
  Teleportation magic allows instantaneous travel from one 
  point to another. Travelers have studied the tradition so 
  extensively that they can move with even greater speed and 
  arrive with such force they disturb their surroundings.
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  Level 7 Traveler
  Attributes Increase three by 1
  Characteristics Health +2, Speed +2, Power +1
  Magic You discover the Teleportation tradition or learn one 
  Teleportation spell.
  Hasty Escape When a creature you can see attacks you, 
  you can use a triggered action to expend a casting of a 
  rank 1 or higher Teleportation spell. You teleport to an 
  open space within a number of yards equal to 1d6 per 
  rank of the spell whose casting you expended and then 
  become dazed for 1 round. If the target can no longer 
  attack you, its action is wasted. 
  Level 10 Traveler
  Characteristics Health +2
  Magic You learn one spell.
  Far Traveler When you teleport from casting a 
  Teleportation spell, you increase the range of the spell 
  from short to medium, medium to long, and long to 
  extreme.
  Spatial Disturbance Whenever you cast a Teleportation 
  spell, you become partially obscured from all creatures 
  that can see you for 1 minute.
  Weapon Master
  Individuals who become weapon masters achieve their 
  vaunted status by focusing all their training on the use of 
  one favored weapon. Such is their reputation that foolish 
  warriors hunt them down to test their mettle, while wise 
  warriors seek them out to learn from them.
  Level 7 Weapon Master
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions You can speak another 
  language or add a profession.
  Favored Weapon When you complete a rest, choose a 
  weapon for which you meet all the requirements. The 
  weapon becomes your favored weapon until you use this 
  talent again.
   
   
  While you wield your favored weapon, you have a +1 
  bonus to Defense. When you attack with your favored 
  weapon, you make the attack roll with 1 boon.
  Level 10 Weapon Master
  Characteristics Health +5
  Weapon Specialization When you attack with your 
  favored weapon, you deal 1d6 extra damage.
  Woodwose
  Having vowed to protect the land, woodwoses call upon 
  power from the natural world to carry out their obligations. 
  Woodwoses lose much of the appearance gained from their 
  ancestries, becoming more plantlike over time. Their skin 
  becomes like bark, their eyes shine with emerald light, and 
  new leaves sprout across their bodies. 
  Level 7 Woodwose
  Attributes Increase three by 1
  Characteristics Health +2, Power +1
  Languages and Professions You can speak another 
  language or add a wilderness profession.
  Magic You discover the Nature tradition or learn one 
  Nature spell.
  Power of Nature While under the effects of the oak hide 
  Nature spell, you take half damage from fire.
   
   
  As well, when you attack with an item imbued by the 
  magic acorns spell, your attack deals 1d6 extra damage.
  Forest Hide When you are obscured by foliage, you can 
  use a triggered action to expend the casting of a Nature 
  spell. You become invisible for a number of rounds equal 
  to 1 + the rank of the spell whose casting you expended.
  Level 10 Woodwose
  Characteristics Health +2
  Magic You discover a new tradition or learn one spell.
  Nature Bond You can use an action to transform into a tree, 
  bush, or similar plant that would normally be found in 
  your environment. You remain in this form for up until you 
  complete a rest, during which time you count as an object 
  of your Size and are indistinguishable from an ordinary 
  plant. You remain aware of your surroundings and can 
  make Perception rolls. You can’t do anything else other 
  than end the effect, which you can do at any time using 
  a triggered action. You resume your normal form if you 
  become incapacitated while in this form. If you rest while 
  in this form, you heal all damage at the end of the rest.
  Nature’s Resilience When you cast a Nature spell, you gain 
  a bonus to Health equal to your Power for 1 minute. The 
  bonus is cumulative with other uses of this talent.
  Zealot
  Zealots wander the lands as itinerant preachers and crusaders 
  of their faith. They lead by example, depriving themselves 
  of all the comforts of civilization in order to become closer to 
  their gods. Often, their zeal manifests as madness, and they 
  exhibit self-destructive behaviors to purify their thoughts.
  Level 7 Zealot
  Attributes Increase three by 1
  Characteristics Health +6
  Languages and Professions You can speak another 
  language or add a religious profession.
  Zeal When you get a failure on an attack roll or a challenge 
  roll, you can gain 1d3 Insanity to ignore the failure and 
  repeat the roll. You must use the result of the second roll.
   
   
  After you use this talent, you cannot become charmed, 
  compelled, or frightened until the end of the round.
  Violent Madness Whenever you go mad, you always gain 
  the violence result (see Going Mad in Chapter 2).
  Level 10 Zealot
  Characteristics Health +6
  Divine Might When you use Zeal, you make the second 
  roll with 1 boon. Additionally, if you roll for an attack, the 
  attack deals 1d6 extra damage.
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  Swords to pistols, potions to incantations, suits of armor, 
  and all the other tools a character might need to survive in 
  a dangerous world are described in this chapter.
  Prices
  All items are priced using the coins minted in and around 
  the Empire. These are the typical prices for such items, 
  and they can be more or less expensive in certain areas. 
  The coinage denominations include the copper penny (cp), 
  silver shilling (ss), and gold crown (gc). Commoners also cut 
  up pennies into bits.
  10 bits = 1 copper penny (cp) 
  10 copper penny (cp) = 1 silver shilling (ss) 
  10 silver shillings (ss) = 1 gold crown (gc)
   The base unit of currency is the silver shilling. Common 
  folk deal in pennies and bits, while aristocrats use crowns.
  Other Commodities
  Gemstones, jewelry, promissory notes, deeds, and titles all 
  have value and can be used in place of coin or trade goods. 
  These items command their full value from an interested 
  buyer. Characters can also sell or trade other goods. Used 
  equipment is worth half its normal price or less.
  Chapter 6:
  Equipment
  Availability
  Availability describes how easy it is to find a particular item. 
   Common (C) items include those things that 
  communities depend on for survival. These items can be 
  found almost anywhere people live. 
   Uncommon (U) items require specialized training to 
  produce and are thus available only in communities with 
  populations of 1,000 or more. 
   Rare (R) items are made from expensive materials 
  and require skilled craftsmanship and are available in 
  communities with populations of 5,000 or more.  
   Finally, exotic (E) items tend to be things of a magical 
  nature, made from unusual materials, or require advanced 
  and specialized training. These items can be found in 
  communities with populations of 10,000 or more.
  Carrying Limits
  You can reasonably carry or wear a number of items equal 
  to your Strength score by holding them in your hands 
  or strapping them to your body. If you exceed your limit, 
  but no more than twice your Strength score, you become 
  encumbered. While encumbered, you’re slowed and you 
  make all Strength and Agility rolls with 1 bane.
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  Equipment
  •  Clothing and Accessories: Wearable items such as 
  clothing, necklaces, rings, crowns, and the like count as 
  one item. Elaborate apparel, heavy clothing, and costumes 
  count as two items.
  •  Coins and Gems: Every ten loose bits and coins, as well 
  as every five loose gems you carry count as one item.
  •  Containers: A container and everything it contains counts 
  as a single item. You could, for example, stuff your backpack 
  with adventuring gear. While you keep the stuff in your 
  pack, it counts as one item. You can fit about 500 coins or 
  a 1-foot cube of items in a sack or backpack, 1,000 coins or 
  a 2-foot cube of items in a metal box, and 5,000 coins or a 
  4-foot cube of items in a typical chest. A chest or an iron box 
  are quite heavy and become heavier when loaded up. Such 
  containers count as three items instead of one.
  Living Expenses
  In addition to keeping up with armor, weapons, and 
  other equipment, characters must also pay for their living 
  expenses to cover things like housing, food, clothing, and 
  entertainment. Rather than account for each penny spent, 
  the game abstracts expenses by letting you purchase a 
  lifestyle. Starting characters determine their lifestyles 
  randomly by rolling dice (see Chapter 1 for details). You 
  remain at that lifestyle for the duration of the adventure. 
  When you finish the adventure, you must buy another 
  lifestyle. The benefits or drawbacks of the new lifestyle 
  last until the end of the next adventure, at which point you 
  must pay for your living expenses to remain at your current 
  lifestyle, or pay the expenses for a different lifestyle.
  Living Expenses
  Lifestyle
  Price
  Destitute
  —
  Poor
  2 cp
  Getting By
  1 ss
  Comfortable
  2 ss
  Wealthy
  1 gc
  Rich
  2 gc or more
  The following entries describe the most typical examples 
  of the basic lifestyles. They might include other drawbacks 
  and benefits at the GM’s discretion.
  Destitute
  You live on the streets or in the wilderness. You struggle 
  to get by, go without shelter and food for days, and have 
  a miserable existence. At the start of the adventure, make 
  a Strength challenge roll with 1 bane plus 1 bane for each 
  consecutive adventure you started with this lifestyle. On 
  a failure, you lose one object worth 1 ss or more of your 
  choice. If you have no objects to lose, you become diseased. 
  At the end of each day, make a Strength challenge roll with 
  1 bane. On a success, you remove the affliction.
  Poor
  You live in squalid conditions, possibly in a tiny rented 
  room shared with others, and survive on meager stores. At 
  the start of the adventure, make a Strength challenge roll. 
  On a failure, you lose one object worth 1 ss or more. If you 
  have no objects to lose, you instead become diseased as 
  described under destitute.
  Getting By
  You earn enough to make ends meet. You likely have a rented 
  room or a small hovel in a poorer part of the community.
  Comfortable
  You live well enough and you have enough to cover all of your 
  living expenses. At the start of the adventure, make an Intellect 
  challenge roll with 1 bane. On a success, you save up 1d6 cp.
  Wealthy
  You enjoy many of the finer things in life, having enough 
  wealth to live in fine house, have nice clothes, and in a 
  status that opens doors to the rich and powerful. At the 
  start of the adventure, make an Intellect challenge roll. On 
  a success, you save up 1d6 ss.
  Rich
  You live in luxury. You probably have a townhouse or an 
  estate in the country with servants in attendance and every 
  comfort provided. At the start of the adventure, make an 
  Intellect challenge roll. On a success, you save up 2d6 ss.
  Armor & Clothing
  Armor includes any clothing designed to protect a 
  wearer from harm and might be made from leather, 
  mail, overlapping scales, or heavy plates. Wearing armor 
  affects your Defense and what your character can do. See 
  Clothing for additional information.
  •  Type: Armor is clothing, light armor, medium armor, or 
  heavy armor. You make Strength challenge rolls with 1 
  bane to swim while you wear medium armor. You take 
  a –2 penalty to Speed and you make Strength challenge 
  rolls with 2 banes to swim while you wear heavy armor.
  •  Requirement: If you wear armor and do not meet or exceed 
  its requirements listed in the table, you make all Strength and 
  Agility rolls with 1 bane. In addition, you take a –2 penalty to 
  Speed. The effects of not meeting the armor’s requirements 
  are cumulative with the other effects of wearing armor.
  •  Defense: Replace your Defense with the listed number 
  while wearing clothing or armor.
  Armor for Larger & Smaller Creatures
  Listed armor prices are for creatures of Size 1 and Size 
  1/2. To determine the price of armor for larger or smaller 
  creatures, multiply the price by the creature’s Size. A suit of 
  mail for a Size 2 creature would cost 2 gc, for example.
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  Equipment
  Putting On and Taking Off Armor
  You can put on or take off clothing using an action, but it 
  takes time to put on and take off heavier armor. Light armor 
  takes 1 minute, medium armor 5 minutes, and heavy armor 
  10 minutes. With help, you can put on and take off armor in 
  half the time.
  Armor Descriptions
  The following entries describe the most common forms 
  armor takes in the game. A GM can adjust these descriptions 
  as needed based on the place where the armor was found or 
  purchased.
  Brigandine
  Brigandine armor is clothing reinforced with metal strips 
  between layers of leather or fitted with metal studs. It typically 
  consists of a long-sleeved coat with greaves for the legs.
  Clothing
  Clothing includes everything from a peasant’s rags to fine 
  clothing suited to a lord or lady. For more information on 
  clothing, see Apparel and Accessories.
  Full Plate
  This armor protects the body from large metal plates, 
  bands, or splints worn overtop mail and padding. A suit 
  includes a breastplate, greaves, guards, and a helmet.
  Hard Leather
  This suit consists of a breastplate, shoulder 
  guards, greaves, boots, and a cap. Each 
  component is boiled in oil and then shaped 
  to conform to the wearer’s body. Some suits 
  feature studs or spikes.
  Mail
  Mail is a woven mesh of metal loops or 
  rings worn overtop padded clothing. The 
  armor includes a hood, sleeved shirt, and leggings. It 
  also comes with a helmet.
  Plate and Mail
  This full suit of mail is reinforced with metal plates, bands, 
  or splints. Such armor includes a breastplate, greaves, 
  guards, and other components worn overtop mail and a 
  padded undergarment. It includes a full helmet.
  Scale
  Scale is a woven mesh of small metal scales. It covers the 
  torso, arms, and lower body. The suit also includes a helmet.
  Soft Leather
  Basically leather clothing, soft leather offers minimal 
  protection, but can be worn by anyone.
  Replacing Equipment
  The game assumes you keep your gear in good repair, patching holes in your clothing, keeping your metal weapons oiled and 
  sharpened, replenishing your stores of food and water with materials you forage during your travels, and recovering your 
  ammunition. No matter how fastidious you are about keeping up with your goods, old items wear out and must be replaced. 
  When you choose an expert path or master path, your old gear that is not magical in nature wears out and must be replaced.
  Clothing & Armor
  Name
  Defense
  Price
  Avail.
  Clothing (No Strength Requirement)
  Clothing
  Agility
  Varies
  C
  Soft Leather
  Agility + 1
  2 ss
  C
  Light Armor (Requires Strength 11 or higher)
  Hard Leather
  Agility +2
  5 ss
  C
  Brigandine
  13
  5 ss
  C
  Medium Armor (Requires Strength 13 or higher)
  Mail
  15
  1 gc
  U
  Scale
  16
  2 gc
  U
  Heavy Armor (Requires Strength 15 or higher)
  Plate and Mail
  17
  5 gc
  R
  Full Plate
  18
  25 gc
  E
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  Equipment
  Weapons
  The Weapons table shows several weapons available in the 
  game world. Many weapons are grouped together. Despite 
  their differences in shape and construction, they share 
  identical statistics.
  Type
  Weapons are arranged by type. The type determines the 
  requirements you must meet or exceed to wield the weapon 
  effectively. If you attack with a weapon for which you do not 
  meet the requirement, you make the attack roll with 1 bane.
  Damage
  When you get a success on attack with a weapon, the attack 
  hits and you roll the indicated dice to determine the attack’s 
  damage.
  Hands
  This entry tells how you hold the weapon. If the entry lists 
  “off,” you can hold the weapon in your off-hand or in your 
  main hand. An entry of “one” tells you that you must hold 
  the weapon in your main hand or both hands. Finally, an 
  entry of “two” indicates that you must hold the weapon 
  with both hands.
   Creatures of Size 1/4 or smaller cannot hold two-handed 
  weapons and must hold one-handed weapons with both hands.
   If you wield a one-handed weapon sized for you in two 
  hands, you gain a +1 bonus to your damage roll.
  Properties
  Many weapons have special rules, which are described here.
  • Cumbersome: When you attack with this weapon, you 
  make the attack roll with 1 bane.
  • Defensive +#: You add the number to your Defense while 
  you wield this weapon.
  • Finesse: You can make a Strength attack roll or an Agility 
  attack roll for attacks made using this weapon.
  • Misfire: When you attack with this weapon and the total 
  of your attack roll is 0 or less, the weapon misfires. Roll a 
  d6. On an even number, the weapon simply misfired and 
  can be fired again once you spend 1 minute using tools 
  to clear the barrel and repair the weapon. On an odd 
  number, the weapon explodes and you take 2d6 damage.
  • Range (short, medium, or long): This entry describes the 
  normal range for the weapon. For details on the ranges 
  used in the game, see Range and Distance in Chapter 2.
  • Reach + #: You add the listed number to your reach when 
  you attack with the weapon.
  • Reload: You can attack with the weapon only if it’s 
  loaded. See Reload in Chapter 2.
  • Size 1: You must be Size 1 or larger to wield this weapon.
  • Uses [ammunition]: The weapon looses or fires a piece of 
  ammunition of the type indicated. You must have a piece 
  of ammunition for each attack you make with the weapon.
  • Thrown: You can make a ranged attack with this weapon 
  by throwing it.
  Weapons for Larger Creatures
  Multiply the weapon’s price by the creature’s Size to determine 
  its price if it was created for a creature of Size 2 or larger. As 
  well, a weapon for a larger creature (including unarmed 
  strikes) deals 1d6 extra damage for each point of Size above 1. If 
  the weapon normally deals less than 1d6 damage, first increase 
  the damage to 1d6 for Size 2 and then increase the damage by 
  1d6 for each point of Size the creature is larger than 2.
  Ammunition
  You need ammunition to attack with projectile weapons 
  such as bows, crossbows, and pistols.
  Ammunition
  Ammunition
  Price
  Arrows (5)
  5 cp
  Bolts (5)
  5 cp
  Bullets and Black Powder (5)
  1 ss
  Dart (5)
  5 cp
  Stones (5)
  5 cp
  Tracking Ammunition
  The importance of tracking ammunition varies from group 
  to group. Check with your GM to see if any of the following 
  optional rules are being used.
  Ammunition Recovery
  When using ammunition other than bullets, you can 
  recover about half of every projectile used.
  Special Materials
  Many peoples, such as faerie, cannot tolerate touching iron. 
  They instead construct their armor and weapons from other 
  materials, using bronze, bone, or wood for iron. The prices for 
  armor and weapons made from other materials are the same. 
  • Shattering Weapons: When you attack with a weapon 
  that is normally made of metal and that is made from a 
  material other than metal, it is at risk of breaking. If the 
  total of the roll is 0 or less, the weapon takes damage equal 
  to its Health and breaks.
  • Silvered Weapons: Weapons plated in silver are useful 
  when fighting certain monstrous creatures. You can silver 
  any weapon with a metal component by multiplying its 
  price by 3. Silvered weapons count as exotic items.
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  Equipment
  Weapons
  Basic Melee Weapons
  Name
  Damage
  Hands
  Properties
  Price
  Avail.
  Axe
  1d6 + 1
  One
  —
  1 ss
  C
  Club
  1d6
  One
  —
  5 cp
  C
  Dagger or knife
  1d3
  Off
  Finesse, thrown, range (short)
  5 cp
  C
  Dart
  1
  Off
  Thrown, range (short)
  1 cp
  C
  Hammer or hatchet
  1d3
  Off
  Thrown, range (short)
  1 ss
  C
  Javelin
  1d3
  One
  Finesse, thrown, range (medium)
  1 ss
  C
  Sickle or spear
  1d6
  One
  Finesse
  1 ss
  C
  Staff
  1d6 + 1
  Two
  Finesse
  5 cp
  C
  Unarmed strike
  1
  Off
  Finesse
  —
  —
  Ranged Weapons
  Name
  Damage
  Hands
  Properties
  Price
  Avail.
  Blowgun
  1d3
  One
  Range (medium), uses needles
  1 ss
  U
  Bow
  1d6
  Two
  Range (long), uses arrows
  5 ss
  C
  Crossbow
  2d6
  Two
  Range (long), reload, uses bolts
  1 gc
  C
  Hand crossbow
  1d6
  Off
  Range (short), reload, uses bolts
  2 gc
  R
  Longbow (requires Strength 9+)
  1d6 + 1
  Two
  Size 1, range (long), uses arrows
  1 gc
  U
  Pistol
  2d6
  Off
  Misfire, range (medium), reload, uses bullets
  5 gc
  E
  Rifle
  3d6
  Two
  Misfire, range (long), reload, uses bullets
  10 gc
  E
  Sling
  1d3
  Off
  Range (medium), uses stones
  5 cp
  C
  Shields (Requires Strength 9 or higher)
  Name
  Damage
  Hands
  Properties
  Price
  Avail.
  Small shield
  1
  Off
  Defensive +1
  5 cp
  C
  Large shield (requires Strength 11+)
  1d3
  Off
  Size 1, Defensive +2
  1 ss
  C
  Military Melee Weapons (Requires Strength 11 or higher)
  Name
  Damage
  Hands
  Properties
  Price
  Avail.
  Battleaxe, flail, morning star, pick, 
  or sword
  1d6 + 2
  One
  —
  5 ss
  U
  Glaive, halberd, poleaxe
  1d6 + 2
  Two
  Reach + 1
  1 gc
  U
  Lance
  1d6 + 1
  Two
  One hand while mounted, reach + 2
  5 ss
  U
  Mace
  1d6
  Off
  —
  5 ss
  C
  Bastard sword or warhammer
  2d6
  Two
  Cumbersome
  1 gc
  R
  Pike
  1d6
  Two
  Size 1, reach + 2
  5 ss
  U
  Spear
  1d6
  One
  Finesse, range (short)
  1 ss
  C
  Trident
  1d6
  One
  Thrown, range (short)
  5 ss
  U
  Swift Melee Weapons (Requires Strength or Agility 11 or higher)
  Name
  Damage
  Hands
  Properties
  Price
  Avail.
  Chain, cutlass, long knife, scourge, 
  or small sword
  1d6
  Off
  Finesse
  5 ss
  U
  Rapier, saber, or scimitar
  1d6 + 1
  One
  Finesse
  1 gc
  U
  Whip
  1d3
  Off
  Finesse, reach + 1
  5 ss
  U
  Heavy Melee Weapons (Requires Strength 13 or higher)
  Name
  Damage
  Hands
  Properties
  Price
  Avail.
  Bastard sword or warhammer
  2d6
  One
  Cumbersome
  1 gc
  R
  Greataxe or greatsword or maul
  3d6
  Two
  Cumbersome
  2 gc
  R
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  Equipment
  Abstract System
  You are assumed to have enough ammunition to use your 
  ranged weapon up to five times. After, whenever you 
  attack with a weapon that uses ammunition and the total 
  of your roll is 0 or less, you run out of ammunition for 
  that weapon and you cannot make ranged attacks with the 
  weapon until you replenish your stores.
  Improvised Weapons
  You can also attack with objects you find around you. A frying 
  pan, a door ripped from its hinges, or a dead halfling can all 
  serve when other weapons are not available. For an object 
  to be an improvised weapon, it must be made from a hard 
  material such as wood, stone, or metal. When you attack with 
  an improvised weapon, you make the attack roll with 1 bane 
  and the weapon deals damage based on how you wield it.
  Improvised Weapon Damage
  Hands
  Damage
  Off
  1
  One
  1d3
  Two
  1d6
  Adventuring Gear
  Wise characters spend some time provisioning themselves 
  and gathering gear they think will serve their purposes 
  while resting up at an inn or other relatively safe location. 
  The next several sections provide you with personal gear, 
  potions, clothing, and services you might need.
  Personal Gear
  The following items are useful to any character making 
  their way in a dangerous world. Items with special rules are 
  described here.
  Adventurer's Pack
  This item includes a backpack, bedroll, cutlery set, 
  tinderbox, 3 torches, a coil of rope (20 yards), grapnel, a 
  week of rations, and a waterskin.
  Candle
  You can use an action to light a candle. A lit candle fills an 
  area with light out to a 1-yard radius centered on its space 
  and remains lit for a maximum of 1 hour.
  Lantern
  You can use an action to light a lantern that is filled with 
  oil. A lit lantern fills an area with light in a 10-yard radius 
  centered on its space. A lantern filled with an entire flask of 
  oil burns for a maximum of 4 hours.
  Lantern, Spotlight
  You can use an action to light a spotlight lantern that is 
  filled with oil. A lit lantern fills a 20-yard-long cone-shaped 
  area with light. A lantern filled with an entire flask of oil 
  burns for a maximum of 4 hours.
  Matches
  You can strike a match against a solid surface as a minor 
  activity on your turn. The match turns darkness in a 1-yard-
  radius sphere centered on its space to shadows. It remains 
  lit for a maximum of 1 round.
  Oil
  You can attack with a flask of oil by throwing it at one 
  creature or object within medium range. Make an 
  Agility attack roll against the target’s Agility. On a 
  success, the oil covers the target and it remains 
  covered until it spends 1 minute clearing it 
  away. If a creature or object covered in oil takes 
  damage from fire or lightning, the oil catches 
  fire and deals 1d6 damage to the target. The 
  target takes 1d6 damage at the end of each 
  round for 1d6 rounds. A creature can use an 
  action to extinguish the flames.
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  Equipment
  Torch
  You can use an action to light a torch. A lit torch fills a 
  sphere with a 5-yard radius centered on its space with light. 
  A lit torch burns for a maximum of 1 hour.
  Apparel and Accessories
  The items here assume standard quality and materials. 
  Basic clothes include whatever people wear in the land 
  where it was purchased. You can describe your clothes in 
  whatever way you like.
  Clothing
  A set of clothing includes a shirt, 
  trousers or skirt, undergarments, 
  woolen socks, leather shoes, and a 
  belt or sash. Cuts and styles vary 
  from region to region. Materials 
  and quality vary based on price and 
  function. Additional accessories might 
  be included in the price where appropriate. Armor and 
  Clothing describes the rules for wearing clothing.
  Clothing and Accessories
  Item
  Price
  Availability
  Belt
  1 cp
  Common
  Cap
  5 bits
  Common
  Cap, fine
  1 ss
  Rare
  Cloak
  5 cp
  Common
  Clothing, basic
  5 cp
  Common
  Clothing, cold weather
  8 cp
  Uncommon
  Clothing, courtier’s
  5 ss
  Rare
  Clothing, entertainer’s
  7 cp
  Uncommon
  Clothing, noble’s
  5 gc
  Exotic
  Clothing, royal
  25 gc
  Exotic
  Coat, winter
  1 ss
  Common
  Costume, elaborate
  5 ss+
  Rare
  Costume, simple
  5 cp
  Uncommon
  Dress, basic
  5 cp
  Common
  Dress, fancy
  5 ss+
  Rare
  Gloves, fine
  1 ss
  Rare
  Gloves, work
  1 cp
  Common
  Handbag
  1 ss
  Uncommon
  Hat, lady’s
  1 ss
  Uncommon
  Hose, silk
  8 cp
  Uncommon
  Jacket, light
  5 cp
  Common
  Jewelry
  1 ss+
  Rare to exotic
  Shirt
  1 cp
  Common
  Shirt, fine
  1 ss+
  Rare
  Shoes, fine
  2 ss
  Rare
  Shoes, leather
  2 cp
  Common
  Spectacles
  5 ss
  Rare
  Suit, secondhand
  1 ss
  Uncommon
  Suit, tailored
  4 ss
  Uncommon
  Topcoat
  1 ss
  Uncommon
  Top hat
  8 cp
  Uncommon
  Trousers, basic
  2 cp
  Common
  Trousers, fine
  2 ss+
  Rare
  Uniform
  5 cp
  Uncommon
  Vest
  3 cp
  Common
  Vestments
  1 ss
  Uncommon
  Work coveralls
  3 cp
  Common
  Personal Gear
  Item
  Price
  Availability
  Adventurer’s pack
  1 ss
  Common
  Backpack
  1 cp
  Common
  Barrel
  2 cp
  Common
  Bedroll
  2 cp
  Common
  Blanket
  1 cp
  Common
  Box, metal
  5 cp
  Uncommon
  Candle
  1 bit
  Uncommon
  Cards, deck
  3 bits
  Uncommon
  Case, scroll
  2 cp
  Uncommon
  Chest, wooden
  4 cp
  Uncommon
  Cigars, box
  1 cp+
  Common
  Cutlery set
  5 bits
  Uncommon
  Dice or deck of cards
  2 bits
  Uncommon
  Flask
  1 cp
  Common
  Grapnel
  1 cp
  Uncommon
  Hammer and 10 pitons
  1 cp
  Uncommon
  Lantern
  1 ss
  Uncommon
  Lantern, spotlight
  5 ss
  Uncommon
  Manacles
  5 cp
  Uncommon
  Map
  1 ss
  Uncommon
  Matches
  1 cp
  Exotic
  Mirror, small silver
  1 ss
  Rare
  Oil, flask
  1 cp
  Common
  Pipe
  2 cp
  Uncommon
  Pipe tobacco
  1 cp+
  Common
  Pole, 10-foot
  1 cp
  Common
  Pouch
  1 cp
  Common
  Pot, cooking
  1 cp
  Common
  Quiver or case for bolts
  5 bits
  Common
  Rations (1 week)
  1 cp
  Common
  Rope, coil (20 yards)
  1 cp
  Uncommon
  Sack
  5 bits
  Common
  Spike, large iron
  1 cp
  Common
  Tent, 2-person
  5 cp
  Uncommon
  Tinderbox
  1 cp
  Common
  Torch
  5 bits
  Common
  Waterskin
  1 cp
  Common
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  Equipment
  distinguishing features; and cause the target to appear to 
  be a different gender or a member of a different ancestry. 
  The disguise is not good enough, however, to let a creature 
  impersonate a specific person.
   Once created, the disguise remains effective for as long as 
  it is worn or until the creature is exposed to something that 
  would ruin it—water, fire, a strong wind. A suspicious creature 
  can recognize the disguise is false by using an action to make a 
  Perception challenge roll and getting a success on the roll. 
  Garrote
  You can use the garrote when you grab a creature whose Size 
  is no more than 1 higher than your own. You must wield the 
  garrote with both hands. If you get a success on your attack 
  roll, the target takes 1d6 damage from the cord being drawn 
  tight around its neck and it becomes grabbed. If the target 
  attempts to escape, it makes its attack roll with 1 bane.
  Healer's Kit
  You can use a healer’s kit to tend to injuries of one creature 
  within your reach. Expend a use from the kit and make an 
  Intellect challenge roll. If the target is dying, you make the 
  challenge roll with 1 bane. On a success, the target heals 1 
  damage.
  Holy Water
  You can attack with holy water by throwing it at a creature 
  or object you can reach. Make an Agility attack roll against 
  the target’s Agility. On a success, you splash the target 
  with the water and the target takes 1 damage per point of 
  Corruption. If the target is a demon, devil, faerie, spirit, or 
  undead, takes 1d6 damage plus 1 per point of its Corruption.
  Hourglass
  A slender neck connects the two glass bulbs of an hourglass 
  so sand can pass from one to the other. It takes about an 
  hour for sand to fully empty from a bulb.
  Implement of Magic
  An implement of magic is a prop used to cast a spell. It 
  can be an athame—a mystical knife, a cauldron, a crystal, 
  a fetish, a skull scrawled with runes, a medallion bearing 
  a pentacle, or a wand. Implements of magic also include 
  divination tools such as cards, dice, notched sticks, and so on.
  Knuckledusters
  Brass knuckles are sold in pairs. While you wear them, your 
  attacks with unarmed strikes deal 1 extra damage. You can 
  buy silver knuckledusters as if they were off-hand weapons.
  Lock Picks
  You can use an action to use lock picks to unlock a lock you 
  can reach. Typically, it takes 1 minute of continuous work to 
  Tools
  Item
  Price
  Availability
  Alchemist’s kit
  5 ss
  Exotic
  Block and tackle
  1 ss
  Uncommon
  Book, printed or tome
  1 gc
  Exotic
  Crowbar
  2 cp 
  Common
  Crystal ball
  1 gc
  Exotic
  Disguise kit (6 uses)
  5 ss
  Rare
  Garrote
  1 bit
  Common
  Healer’s kit (6 uses)
  5 ss
  Uncommon
  Holly and mistletoe
  1 cp
  Common
  Holy symbol
  5 cp
  Common
  Holy water
  3 ss
  Rare
  Hourglass
  1 ss
  Rare
  Implement of magic
  1 ss
  Uncommon
  Knuckledusters
  1 ss
  Common
  Lock picks
  1 ss
  Rare
  Magnifying glass
  1 ss
  Exotic
  Musical instrument
  1 ss+
  Rare
  Navigator’s instruments
  2 ss
  Exotic
  Net
  5 cp
  Common
  Poison
  5 ss
  Rare
  Spyglass
  100 gc
  Exotic
  Tool kit
  1 ss
  Common
  Torturer’s tools
  2 ss
  Uncommon
  Writing kit
  1 ss
  Rare
  Tools
  Characters need tools to make use of some professions and 
  talents, as well as to cast spells from certain traditions. Here 
  are descriptions for tools that have special notes or rules.
  Alchemist's Kit
  You use an alchemist’s kit to brew potions, manufacture 
  poisons, and create other special items.
  Crowbar
  The crowbar grants 1 boon to Strength challenge rolls made 
  to open doors, containers, and other objects that can be 
  opened or closed.
  Crystal Ball
  A 3-inch-diameter orb made from glass or crystal, it is 
  important for the use of certain Divination spells.
  Disguise Kit
  You use a disguise kit to create a disguise for yourself or 
  a willing creature you can reach. You can use an action 
  to expend a use from the kit to start disguising the target 
  creature. It takes 1 minute of work to complete the disguise.
   The disguise can increase or decrease the target’s 
  height by a few inches; adjust weight by up to 25 percent 
  of normal; change hair color and skin color; add or hide 
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  Equipment
  make the attempt, during which time you must concentrate. 
  When you finish working, make an Intellect challenge roll 
  with 1 or more banes depending on the lock’s quality. On a 
  success, the lock opens.
  Magnifying Glass
  A magnifying glass grants 1 boon for Perception challenge 
  rolls made to find hidden objects, tracks, or clues while 
  using a magnifying glass.
  Musical Instrument
  This item includes a variety of percussion, wind, and 
  stringed instruments. The GM sets the price based on the 
  type of instrument sought. More exotic instruments cost 1 
  gc or more.
  Navigator's Instruments
  This case includes a sextant and an astrolabe, plus 
  compass, charts, and other tools useful for navigation.
  Net
  You can attack with a net by throwing it at one Size 2 
  or smaller creature or object within short range. Make 
  a Strength attack roll against the target’s Agility. On a 
  success, the net hits and the target becomes slowed. While 
  slowed in this way, the target makes attack rolls and Agility 
  challenge rolls with 1 bane. A target creature slowed by the 
  net can use an action to either cut its way free from the net, 
  which ruins it, or to successfully make an Agility challenge 
  roll. Another creature can use an action to remove the net, 
  which also removes the affliction.
  Poison
  You can use an action to apply poison to an edged or 
  pointed weapon; to coat up to three arrows, bolts, or darts; 
  or to sprinkle the poison into food or drink.
   When treated with poison, weapons and ammunition 
  remain poisonous for 1 hour or until they deal damage. A 
  creature that takes damage from the weapon or piece of 
  ammunition must make a Strength challenge roll. On a 
  failure, the creature becomes poisoned for 1 minute. If the 
  creature is already poisoned, it takes 1d6 extra damage.
   A creature that consumes poisonous food or drink must 
  make a Strength challenge roll with 1 bane. On a failure, 
  the creature takes 1d6 damage and becomes poisoned for 
  1 minute. If already poisoned by the food or drink, it takes 
  3d6 extra damage.
   A creature poisoned in this way must make a Strength 
  challenge roll at the end of each round. On a failure, the 
  creature takes 1d6 damage. Three successes remove this 
  poisoned affliction.
  Spyglass
  Peering through the glass magnifies distant objects by 5 times.
  Tool Kit
  A collection of tools used to work in one’s profession.
  Torturer's Tools
  You can use an action to use the tools on one creature you 
  can reach. You must concentrate for 10 minutes, during 
  which time you use the tools to hurt the target, who must 
  be present the entire time—usually because it is restrained 
  in some way. At the end of the 10 minutes, make a Will 
  attack roll against the target’s Will. You can choose to 
  deal damage to the target during the torture. The target 
  takes 1d6 damage from the tools and you make the attack 
  roll with 1 boon. On a success, you can ask the target one 
  question. The target must answer the question truthfully or 
  make up something if it doesn’t know the answer.
  Food and Accommodations
  Inns, road stations, and many taverns offer accommodations 
  to travelers.
  Animals and Animal Gear
  You can purchase animals to carry your gear, fight at your 
  side, or be your companions. Pets and small animals can be 
  had for a few bits.
  Food & Accommodations
  Item
  Price
  Availability
  Accommodations
  1 cp+/night
  Common
  Ale, pint
  2 bits
  Common
  Beer, pint
  1 bit
  Common
  Feed
  4 bits
  Common
  Mead, pint
  4 bits
  Common
  Wine, common
  4 bits
  Common
  Wine, good
  2d6 cp
  Uncommon
  Wine, fine
  2d6 ss
  Rare
  Meal, light
  3 bits
  Common
  Meal, common
  5 bits
  Common
  Meal, fine
  5 cp
  Rare
  Opium
  5 cp
  Uncommon
  Rotgut
  2 cp
  Common
  Spirits, common
  5 cp
  Common
  Spirits, fine
  1 ss
  Uncommon
  Animals and Animal Gear
  Item
  Price
  Availability
  Bit and bridle
  1 cp
  Common
  Dog (small animal)
  5 cp
  Common
  Harness
  1 cp
  Common
  Hawk (tiny animal, flier)
  1 ss
  Exotic
  Horse, mule, pony
  2 ss
  Common
  Saddle
  5 cp
  Uncommon
  Saddle bag
  2 cp
  Uncommon
  Saddle blanket
  1 cp
  Uncommon
  Warhorse
  10 gc
  Rare
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  Equipment
  Potions
  Potions are magical liquids brewed by apothecaries and 
  alchemists.
  Using Potions
  You can use an action to drink a potion or administer it to a 
  willing, defenseless, or unconscious creature you can reach. 
  The potion takes effect at the end of the round in which it is 
  consumed.
  Injecting Potions
  You can buy potions loaded into syringes by increasing the 
  price by 1 ss. You can use an action or triggered action on 
  your turn to inject the potion into a willing, defenseless, or 
  unconscious creature you can reach. The potion takes effect 
  immediately.
  Potion Descriptions
  Descriptions of the potion’s effects follow.
  Alertness Potion
  This potion is a milky white liquid that has a spicy aroma. 
  When the potion takes effect, the creature makes Perception 
  challenge rolls with 1 boon for 2d6 hours. Until the potion 
  wears off, the creature cannot rest.
  Hirelings
  You can hire companions to undertake tasks on your behalf 
  and, sometimes, accompany you on your adventures. The 
  GM has mechanics for these characters in Chapter 10.
  Commoner
  Servants, torchbearers, laborers, and grooms perform the 
  tasks they were hired to perform.
  Professional
  Alchemists, blacksmiths, jewelers, and scholars perform 
  only those tasks for which they are trained and hired.
  Mercenary
  Mercenaries are professional soldiers and fight for pay. 
  They might quit your employ if abused, forced to take 
  unnecessary risks, or otherwise mistreated. 
  Hirelings
  Item
  Price per Week
  Commoner
  5 cp
  Professional
  1 ss
  Mercenary
  5 ss
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  Equipment
  Antitoxin Potion
  This bright green fluid has a foul smell. When the potion 
  takes effect, the creature removes one poisoned affliction 
  from itself and, for 1 hour, the creature makes challenge 
  rolls to resist poisons with 1 boon.
  Fire Resistance Potion
  This bright red liquid has an acrid smell. When the potion 
  takes effect, the creature takes half damage from the effects 
  of fire and heat for 1 hour.
  Fleeting Youth Potion
  This pink liquid has a sweet smell and a flowery flavor. 
  When the potion takes effect, the creature heals damage 
  equal to its healing rate and appears to be in the prime of 
  its life for 2d6 days.
  Growth Potion
  This thick, green potion has a yeasty smell and bitter taste. 
  When the potion takes effect, the creature, along with 
  everything it wears and carries, increases to Size 2 or by 1 
  if it is already Size 2 or larger. It gains a bonus to Health 
  equal to 2d6 and its weapon attacks deal 1d6 extra damage. 
  Anything the creature drops that was affected by the potion 
  instantly returns to its normal Size. The potion wears off 
  after 1d6 minutes.
  Healing Potion
  This clear, magical liquid smells faintly of alcohol. When 
  the potion takes effect, the creature heals damage equal to 
  its healing rate.
  Invisibility Potion
  This clear liquid has no odor or flavor. When the potion 
  takes effect, the creature becomes invisible. The potion 
  wears off after 1d6 hours or until immediately after the 
  creature attacks.
  Panacea Potion
  This rose-colored fluid has a sweet smell. When the potion 
  takes effect, the creature removes all diseased and poisoned 
  afflictions affecting it and heals damage equal to twice its 
  healing rate.
  Seeing Potion
  This thick, tarry black liquid has a foul taste and offensive 
  odor. When the potion takes effect, the creature can see into 
  areas obscured by shadows or darkness as if those areas 
  were lit out to the normal range of its vision. The potion 
  wears off after 3d6 minutes.
  Incantations
  An incantation is magic written on a scroll, etched onto a 
  wax tablet, or painted on a piece of pottery.
  Creating Incantations
  You can create an incantation of a spell you have learned or 
  copy an incantation you already possess. In either case, you 
  must have a writing kit, special inks worth at least half the 
  incantation’s price, and a surface on which to write. It takes 
  1 hour to create an incantation.
  Using Incantations
  You use an incantation by reading it aloud. You can read 
  the incantation regardless of the language in which it was 
  inscribed since the magic makes the text legible. If your 
  Power is greater than the spell’s rank, you expend the spell’s 
  casting and resolve its effects. If your Power is equal to or 
  less than the spell’s rank, make an Intellect challenge roll. 
  You have 1 bane imposed on you for every rank your Power 
  is lower than the spell’s rank. So, if your Power is 1 and 
  you attempt to cast a rank 4 spell, you would have 3 banes 
  imposed on you for your challenge roll. On a success, you 
  cast the spell as above. On a failure, the attempt fails and 
  the incantation is ruined.
  Incantations
  Spell Rank
  Price
  Availability
  Rank 0
  1 ss
  Uncommon
  Rank 1
  5 ss
  Uncommon
  Rank 2
  1 gc
  Rare
  Rank 3
  5 gc
  Rare
  Rank 4
  10 gc
  Exotic
  Rank 5
  50 gc
  Exotic
  Rank 6
  100 gc
  Exotic
  Rank 7
  250 gc
  GM permission
  Rank 8
  500 gc
  GM permission
  Rank 9
  1,000 gc
  GM permission
  Rank 10
  5,000 gc
  GM permission
  Potions
  Potion
  Price
  Availability
  Alertness
  5 ss
  Rare
  Antitoxin
  5 ss
  Rare
  Fire Resistance
  5 ss
  Rare
  Fleeting Youth
  1 gc
  Exotic
  Growth
  5 ss
  Exotic
  Healing
  2 ss
  Uncommon
  Invisibility
  1 gc
  Exotic
  Panacea
  10 gc
  Exotic
  Seeing
  5 ss
  Exotic
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  shadow of the demon lord
  Magic makes the impossible possible. It is chaos that 
  strains against order’s imposition, the potential that resides 
  in all things. Magic suffuses the world, unseen, unfelt, 
  waiting for commands from those individuals with the 
  power to wield it. This chapter describes the most common 
  ways magic manifests in the world.
   In its true form, magic is wild and unpredictable. Only 
  when manipulated by a being with magical talent does it 
  conform to the wielder’s intent and produce the desired 
  outcome as a spell.
   All creatures have the potential to use magic, measured 
  in the game by Power. The source of magical capacity varies 
  from individual to individual: an ancient relic, inborn 
  talent, academic training, faith in a distant god, or any 
  number of other possibilities.
  Gods and Monsters
  If the gods exist, they are disinterested supernatural beings 
  at best. Nevertheless, individuals who pledge service to 
  a god or gods can derive power from faith. When they 
  cast spells, they draw upon their belief to seize magic and 
  produce the desired effect. 
   Other supernatural entities attract devoted servants 
  much as the divine beings do. The Faerie Queen of 
  Alfheim, the dreaded Dark Lady, the Great Dragon, and, of 
  Chapter 7
  Magic
  Chapter 4:
  Expert Paths
  course, the Demon Lord all have followers who prostrate 
  themselves before and, through their devotion, wield magic 
  in the names of these beings of immense power. 
  Magical Heritage
  Some individuals discover within themselves the potential 
  to control magic. This capability often lies hidden until 
  revealed in a time of extreme emotional distress such as 
  pain, loss, or terror.
  Objects of Power
  Certain objects can provide magical power to the individuals 
  who wield them. Among other things, an object of power 
  might be an ancient book, a staff or wand, a crystal ball, a 
  child’s toy, a sword drawn from a stone, or a statuette wrested 
  from a grave. Their chosen wielders gain the power and 
  knowledge required to cast spells or to supplement existing 
  magical gifts. Sometimes an object of power is a relic. Other 
  times it is just the source of a character’s Power.
  Scholarship
  Many magic-using individuals develop their techniques 
  through study and training. At the Empire’s height, magical 
  academies trained students in all the great cities. Foremost 
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  of these was the Tower Arcane, which still drifts through 
  the skies above the old imperial capital of Caecras. In rural 
  areas, wizards, witches, and others take on apprentices to 
  pass down what they have learned to a new generation.
  Traditions  
  of Magic
  All spells belong to traditions. Each tradition describes a 
  category of magical effects that share common characteristics. 
  The Fire tradition, for example, comprises spells that create, 
  manipulate, or otherwise interact with fire and heat. Spells 
  from the Life tradition heal the injured and cure the afflicted.
  Associated 
  Attributes
  The traditions described in this book are associated with 
  either Intellect or Will. You use the tradition’s associated 
  attribute when making a challenge roll or attack roll as part 
  of casting a spell from the tradition. The Traditions by 
  Attribute table lists the traditions described in this book 
  and the attributes associated with them.
  Discovering 
  Traditions
  To cast the spells associated with a tradition, you must 
  discover the tradition. You might learn it from a dusty tome 
  in a lost library, undergo instruction by a master wizard, or 
  have it revealed to you by one of the ephemeral genies.
   If your path allows you to discover magical traditions, its 
  description tells you when you can do so. Discovery indicates 
  you have learned the fundamental techniques required to cast 
  spells from the tradition, represented by one of its rank 0 spells.
  Dark Magic Traditions
  Certain traditions reveal fearful 
  secrets known as dark magic. You 
  gain 1 Corruption each time you 
  discover a dark magic tradition. As 
  well, each time you learn a spell from 
  a dark magic tradition, roll a d6. If the number is less than 
  the total number of dark magic spells you have learned, you 
  gain 1 Corruption.
   However, each dark magic spell you learn grants 1 boon 
  to challenge rolls you make to avoid gaining Insanity.
  Spells
  A spell is a codified magical effect in the world with a 
  predictable—or mostly predictable—outcome whenever it 
  is cast. Anyone who has discovered the tradition to which 
  the spell belongs, or who reads the spell as an incantation 
  (see Chapter 6), can cast the spell.
  Learning Spells
  If your path allows you to use magic, its rules text tells you 
  when you can learn a new spell. When your path instructs 
  you to do so, choose one spell from a tradition you have 
  discovered and whose rank is equal to or lower than your 
  Power score.
  Exchanging Spells
  Whenever you learn a new spell, you can exchange a spell 
  you have previously learned for another spell of the same 
  or lower rank, or you can discover a new tradition. Such 
  adjustments reflect the changing nature of magic and the 
  development of your character’s abilities.
  Casting a Spell
  You cast a spell you have learned by following this sequence.
  • Speak the Words: Unless otherwise mentioned in the 
  tradition’s description, you must speak a mystic word or 
  phrase to cast a spell. If you are prevented from speaking, 
  you cannot cast the spell.
  • Wield the Implement: You must have an implement 
  of magic to cast a spell. An implement can be a wand, 
  amulet, holy symbol, sacrificial knife, tome, or something 
  else that is important to you. To attune an object, you 
  must concentrate for 1 hour, during which time you 
  maintain contact with it. At the end of this time, the 
  implement becomes attuned to you until you become 
  attuned to a different implement.
  Traditions by Attribute
  Intellect 
  Will
  Arcana
  Air
  Battle
  Alteration
  Conjuration
  Celestial
  Curse*
  Chaos
  Divination
  Destruction
  Enchantment
  Earth
  Forbidden*
  Fire
  Illusion
  Life
  Necromancy*
  Nature
  Protection 
  Primal
  Rune 
  Song
  Shadow
  Storm
  Technomancy
  Theurgy
  Teleportation
  Transformation
  Time
  Water
  *Indicates dark magic. See Dark Magic Traditions  
  for special rules.
  111
  Magic
  7
  
  shadow of the demon lord
  Magic
  • Use an Action: You use an action to cast a spell. Some 
  spells can be cast using a triggered action, while others 
  require you to concentrate for a period of time.
  • Expend the Casting: You have a limited number of 
  castings of each spell you learn. Your Power score 
  determines the number of castings you have for each 
  spell by rank, as shown on the Castings table. For 
  example, if you have Power 2 and know two rank 0 spells, 
  one rank 1 spell, and one rank 2 spell, you have three 
  castings of each rank 0 spell, two castings of the rank 1 
  spell, and one casting of the rank 2 spell.
    You must have at least one unexpended casting of a 
  spell to cast it. When you successfully cast the spell, you 
  expend a casting of it.
  Regaining Expended Castings
  You regain all expended castings of your spells when you 
  complete a rest and spend at least 1 minute in meditation, 
  study, or performing a ceremony or ritual.
  Spell Description
  All spell entries use the following format or a variation on it.
  NAME 
  TRADITION TYPE #
  Requirement Any requirements for casting the spell
  Target or Area [number and type] target or [shape and 
  size] area within [range]
  Duration # rounds/minutes/hours/day/other/permanent
  Description of the effect (attack roll/challenge roll)
  Triggered/Sacrifice/Permanence
  Attack Roll 20+ Additional effect
  Top Line
  The top line of any spell includes the spell’s name, the 
  tradition to which it belongs, what type of spell it is, and the 
  spell’s rank (represented by a number from 1 to 10).
   A spell can be one of two types: attack or utility. Attack 
  spells have harmful effects, and casting such a spell counts 
  as making an attack. Utility spells have a variety of useful 
  effects.
  Requirement
  If you must use special materials or perform something 
  special to cast the spell, you’ll find that information on this 
  line.
  Target
  A spell can target creatures, objects, or something else 
  (such as a point in space). This line specifies the spell’s 
  target or targets.
   If a spell targets you and only you, its entry has no target line.
  Awareness
  You must be aware of a creature or object to target it with 
  a spell; the target cannot be hidden from you. Some spells 
  require you to be able to see the target.
  Targeting Yourself
  When a spell specifies a target, you can choose yourself 
  provided you meet all stated criteria for the being the spell’s 
  target.
  Unwilling Target
  Even though utility spells are generally beneficial, the 
  intended target might not wish to be affected. If you 
  attempt to cast a utility spell on an unwilling target, you 
  must make an attack roll using the attribute associated with 
  the tradition against the target’s Agility. On a success, the 
  target is affected.
  Obscurement
  If an attack spell directs you to choose a target you can 
  see and your intended target is obscured, your attack roll 
  Castings
  —Castings by Spell Rank—
  Power
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  0
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  1
  2
  1
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2
  3
  2
  1
  —
  —
  —
  —
  —
  —
  —
  —
  3
  4
  2
  1
  1
  —
  —
  —
  —
  —
  —
  —
  4
  5
  2
  2
  1
  1
  —
  —
  —
  —
  —
  —
  5
  6
  3
  2
  2
  1
  1
  —
  —
  —
  —
  —
  6
  7
  3
  2
  2
  2
  1
  1
  —
  —
  —
  —
  7
  8
  3
  2
  2
  2
  1
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  is subject to 1 or more banes depending on the degree of 
  obscurement (see Obscurement in Chapter 2).
  Cover
  When you cast an attack spell against a covered creature’s 
  Defense or Agility, your attack roll is subject to 1 or more 
  banes depending on the degree of cover (see Attack 
  with a Ranged Weapon in Chapter 2). You must have an 
  unobstructed path to the target unless the spell description 
  says otherwise.
   If a spell allows an Agility challenge roll to resist its 
  effect, the target might benefit from intervening cover. 
  Half cover grants 1 boon to the roll, and three-quarters 
  cover grants 2 boons. A totally covered target is not 
  affected by the spell, unless the effect spreads around 
  cover and can reach the target. Fragile materials such as 
  cloth, glass, and paper might not provide cover, at the 
  GM’s discretion.
  Targeting Objects
  Unless the spell’s text says otherwise, a spell specifying a 
  target object can affect only an object you wear or carry, 
  or an object that is neither worn nor carried by another 
  creature.
  Area
  Some spells have no target but affect the space defined by 
  an area. An area can be a line, cone, cube, cylinder, sphere, 
  or a special area defined in the entry.
  Origin Point
  All area effects have an origin point that you choose, within 
  the range specified by the spell. This point is where the 
  area is centered or where it originates from. If you’re using 
  a gridded map for a visual reference, the origin point is 
  always on an intersection.
  Size and Shape
  The entry describes the size and shape of the spell’s area. The 
  area always conforms to the open space in which it is cast. For 
  example, if a spell creates a cube of poisonous gas 8 yards on a 
  side, and you cast the spell in a smaller space, the spell effect 
  would fill the available space and extend no further.
   You can always choose to reduce the size of a spell’s area. 
  For example, if a spell would affect a cube 4 yards on a side, 
  you could make the cube 2 yards on a side instead.
   When the rules describe an area of space, the area must 
  be open; that is, not fully occupied by other creatures or 
  objects.
  • Cones extend away from their origin points. For each 1 
  yard of a cone’s length, it gains 1 yard of height and width. 
  Thus, a 3-yard-long cone would be 1 yard wide and tall in 
  the first yard, 2 yards wide and tall in the second, and 3 
  yards wide and tall at its maximum length.
  • Lines extend away from their origin points, maintaining 
  a constant width. Lines might also have a height, 
  producing a wall-like effect. Some lines are shapeable, 
  which allows you to bend them at 90-degree angles. 
  For each 1 yard of the line’s length, you can change its 
  direction once.
  • Cylinders and spheres center on origin points and extend 
  in all directions from them. Cubes extend away from their 
  origin points; the point can lie on a corner or a side of the 
  cube.
  Cover and Obscurement
  Creatures and objects in areas affected by spells do not 
  benefit from being obscured.
   A creature or object in a spell’s area can benefit from 
  cover for Agility challenge rolls to resist the spell’s effect, if 
  the cover lies between it and the spell’s origin point. Half 
  cover grants 1 boon to the roll, and three-quarters cover 
  grants 2 boons. A totally covered target is not affected by the 
  spell, unless the effect spreads around cover and can reach 
  the target. Fragile cover might offer no protection, at the 
  GM’s discretion.
  Spreads
  If a spell description states that it spreads through the area, 
  its effects move around obstacles out to the area’s maximum 
  distance. Creatures in the area of such spells do not benefit 
  from cover.
  Range
  The target or area line also specifies the spell’s range, which 
  is the maximum distance from you where the spell can take 
  effect. See Range and Distance in Chapter 2 for details on 
  ranges.
  Duration
  This line tells you how long the spell’s effect lasts. If the 
  spell takes effect instantaneously, this line is absent.
   Some attack spells take effect instantaneously but produce 
  ongoing effects. They do not have a Duration entry.
  • End of the Round: The effect continues until the end of 
  the round in which the spell was cast.
  • 1 Round: The effect continues until the end of the round 
  following the round in which the spell was cast.
  • Concentration: The spell normally lasts 1 round, but you 
  can use the concentrate action to extend its duration as 
  described in Chapter 2.
  Persistence
  Summoned or created creatures or items, as well as 
  illusions, remain in existence for the spell’s duration unless 
  destroyed before then, and can freely leave the area in 
  which they appeared unless stationary.
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  Voluntarily Ending an Effect
  You can use an action to end a spell’s effect before its 
  duration expires.
  Effect
  This entry describes what happens when you cast the spell. 
  It’s essentially a series of instructions.
  Attack
  Many attack spells instruct you to make an attack using the 
  specified attribute against the target’s Defense or an attribute. 
  If so, the spell tells you what happens on a success. Typically, 
  nothing happens on a failure—the magical energy fails to 
  strike or affect the target. Attack rolls against Defense and 
  Agility are subject to obscurement and cover.
  Damage
  If the attack roll results in a success, the target takes damage 
  as described in the spell’s effect. The target might be subject 
  to other effects as well.
   A creature takes damage from the effect of a particular 
  casting of a spell only once per round. For example, a 
  creature that moves back and forth across a wall of fire in 
  the same round takes damage from being in the spell’s area 
  just once that round.
  Attack Roll 20+
  Some spells have an additional effect if the total of the 
  attack roll was 20 or higher and exceeds the score of the 
  attribute or characteristic by 5 or more.
  Other Effects
  If the spell has any additional effect on a target, it is 
  described here. The effect’s description also tells you how 
  long it lasts if it is not instantaneous.
   Some effects require challenge rolls to resist the spell’s 
  effect. If so, the effect’s description states what attribute is 
  used to make the roll.
  Moving a Target
  Some spells move the target as part of their effect. Unless 
  the effect specifies otherwise, this movement is along the 
  ground or floor; it does not use special movement modes.
  Combining Spell Effects
  A target or area can be subject to any number of different 
  spells, but it is affected by a particular spell only once, 
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  even if the spell is cast multiple times, and only by the 
  most recent casting of that spell. For example, successfully 
  casting the compel spell on a target already under the effect 
  of another compel spell would replace the effect of the older 
  casting. Similarly, if a creature is in the overlapping areas 
  of two acid rain spells, it suffers only the effects of the one 
  most recently cast.
  Triggered
  Some spells can be cast using a triggered action instead of 
  an action. In such cases, the spell’s entry states the trigger for 
  casting it this way and any changes to the effect for doing so.
  Sacrifice
  Some spells allow you to expend their casting to cast 
  a different spell, even if the other spell has no castings 
  remaining or if you don’t know that spell. Sacrificing a spell 
  this way takes an action, just like casting a spell normally.
  Permanence
  The effects of some spells can be made permanent by 
  performing specified actions.
  Air
  Spells of the Air tradition harness the power of the wind, 
  allowing casters to direct it where they will. Many users 
  of Air magic discover the tradition by forging a bond 
  with wind genies encountered in high places or in areas 
  where the air is never still. Others come to it by studying 
  the ancient writings of accomplished elementalists and 
  mastering the mystic phrases required to control the air.
   Once you have discovered this tradition, the air always 
  moves around you. It stirs your hair, rustles your clothing, 
  and whispers in your ears. Some find the constant motion 
  maddening. You might take comfort from the ever-present 
  companionship of your favored element. Each time you 
  cast an Air spell, the air moving around you picks up 
  speed—just enough to cause flames to flicker and to disturb 
  lightweight objects.
  STIR THE AIR 
  AIR UTILITY 0
  Area A sphere with a 2-yard radius centered on a point you 
  can reach
  Duration 1 minute
  You create a light breeze in the area, which moves with you 
  for the duration. The breeze clears away odors and dust, 
  scatters lightweight objects such as papers, extinguishes 
  candles, and causes larger flames to flicker and dance. 
  Creatures in the area that attack you with thrown or ranged 
  weapons make their attack rolls with 1 bane.
  WIND BLAST 
  AIR ATTACK 0
  Target One creature or object within short range
  A powerful wind assails the target. Make a Will attack roll 
  against the target’s Strength. On a success, the wind moves 
  the target 1d6 yards away from you.
  Attack Roll 20+ The target also falls prone at the end of this 
  movement.
  EVOKE GALE 
  AIR ATTACK 1
  Area A cone, 3 yards long, originating from a point within 
  short range
  A howling wind disperses vapors, fog, smoke, and gas from 
  the area. Unprotected flames gutter out, and lightweight 
  objects are blown to the nearest edge of the area. Each 
  creature in the area must get a success on a Strength 
  challenge roll or be moved 1d6 yards away from the origin 
  point. Flying creatures make the roll with 1 bane.
  FLENSE 
  AIR ATTACK 1
  Target One creature or object within short range
  Windborne grit scours your target. Make a Will attack roll 
  against the target’s Strength. On a success, the target 
  takes 2d6 + 3 damage. A living creature that becomes 
  incapacitated by this damage dies instantly, its flesh (if any) 
  stripped from its bones.
  Attack Roll 20+ The target takes 2d6 extra damage.
  GLIDE 
  AIR UTILITY 1
  Target One creature within long range
  Duration 1 minute
  Triggered You use a triggered action to cast this spell when 
  you see the target fall. For the duration, the target takes no 
  damage from landing after a fall. If it continues to fall after the 
  effect ends, it takes damage based on where it continues falling 
  from.
  STILL THE AIR 
  AIR UTILITY 2
  Area A sphere with a 4-yard radius centered on a point 
  within medium range
  Duration 1 hour
  For the duration, no sound emanates from or reaches into the 
  area. Creatures in the area are deafened and are immune to 
  any sound-based attack, such as the thunderclap spell.
  THUNDERCLAP 
  AIR ATTACK 2
  Area A sphere with a 10-yard radius centered on a point 
  within medium range
  A wave of thunderous noise spreads out from the center 
  of the area, dealing 1d6 + 1 damage to everything in it. 
  Each creature in the area must make a Strength challenge 
  roll, taking half the damage on a success. On a failure, the 
  creature also becomes deafened for 1 minute.
  BESTOW FLIGHT 
  AIR UTILITY 3
  Target One creature you can reach
  Duration 1 hour
  You touch the target. It can fly at its normal Speed for the 
  duration.
  FLING 
  AIR ATTACK 3
  Area A cylinder, 4 yards tall with a radius of 4 yards, 
  centered on a point within long range
  A powerful blast of wind erupts from the origin point. Each 
  creature in the area must make a Strength challenge roll; 
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  Size 1 or smaller creatures make the roll with 1 bane. On a 
  failure, it falls prone and is moved 5d6 yards away from the 
  origin point. If it encounters a solid surface before moving 
  the full distance, it and the surface it strikes each take 1d6 
  damage plus 1d6 extra damage per 5 yards remaining in this 
  movement (round down).
  CREATE CYCLONE 
  AIR ATTACK 4
  Area A line, 20 yards long, 10 yards high, and 2 yards wide 
  originating from a point within long range
  A powerful whirlwind appears at one end of the area and moves 
  along and through it, dealing 3d6 damage to anything whose 
  space it enters. Each unsecured object damaged this way is 
  moved 1d6 yards in a direction you choose. Each creature 
  damaged this way must make a Strength challenge roll. On a 
  failure, it is moved 1d6 yards in a direction you choose and falls 
  prone. On a success, it just takes half the damage.
  BIND WIND GENIE 
  AIR UTILITY 5
  Target A cube of air, 2 yards on a side, originating from a 
  point within long range
  Duration 1 minute
  At the end of the round in which you cast this spell, the target 
  cube becomes a Size 2 wind genie. You cannot voluntarily 
  end this spell. When the genie appears, make a Will attack roll 
  against its Will. The genie becomes compelled for the duration 
  on a success, or becomes hostile to you on a failure.
  Alteration
  Alteration magic changes the fundamental capabilities of 
  creatures and bestows on them new properties, abilities, or 
  traits. Learned magic-users commonly study this tradition; 
  both witches and wizards appreciate the advantages its 
  spells grant to themselves and their allies.
   Since Alteration magic augments and transforms, it’s 
  believed to tap into the more chaotic aspects of magical 
  energy. Some students of the tradition discover it after 
  exposure to raw, uncontrolled magic, further lending 
  credence to this theory.
   Your study of such magic often results in physical changes. 
  At first, these are subtle: a scar or blemish disappears, 
  or facial features soften. Extensive study leads to more 
  profound changes; you might lose all pigment from your 
  body or have indistinct features. The most powerful masters 
  of Alteration magic are rumored to have no faces at all.
  COMPREHENSION 
  ALTERATION UTILITY 0
  Target You and one creature you can reach
  Duration Concentration, up to 1 minute
  You touch the target. Provided it knows at least one 
  language, you can communicate with the target for the 
  duration while you maintain physical contact with it, 
  regardless of whether you share any languages.
  DISTORT APPEARANCE 
  ALTERATION UTILITY 0
  Target One creature you can reach
  Duration 1 minute
  You touch the target, causing it to appear indistinct. For 
  the duration when the target attempts to hide, it makes the 
  Agility challenge roll with 1 boon; creatures that can see the 
  target and attack its Defense or Agility make the attack rolls 
  with 1 bane.
  ENHANCE SENSES 
  ALTERATION UTILITY 1
  Target One creature you can reach
  Duration 1 hour
  You touch the target. For the duration, it gains a +5 bonus 
  to Perception and can see in areas obscured by shadows 
  or darkness as if those areas were lit; however, it makes 
  challenge rolls with 1 bane to resist becoming blinded or 
  deafened.
  SPIDER CLIMB 
  ALTERATION UTILITY 1
  Target One creature you can reach
  Duration 1 hour
  You touch the target. For the duration, it can move at its 
  Speed across walls, ceilings, and overhangs, and it never 
  needs to make a challenge roll to climb.
  UNDERWATER ADAPTATION 
  ALTERATION UTILITY 1
  Target One creature you can reach
  Duration 1 hour
  You touch the target. For the duration, it can breathe 
  water as easily as it breathes air, moves at full Speed while 
  swimming, and never needs to make a challenge roll to 
  swim.
  BOLSTER ATTRIBUTE 
  ALTERATION UTILITY 2
  Target One creature you can reach
  Duration 1 minute
  You touch the target. Choose Strength, Agility, Intellect, or 
  Will. For the duration, when the target makes an attack roll or 
  challenge roll using the chosen attribute, it makes the roll with 1 
  boon.
  BOLSTER DEFENSE 
  ALTERATION UTILITY 2
  Target: One creature you can reach
  Duration: 1 minute
  You touch the target. For the duration, the target gains a +5 
  bonus to Health, and attack rolls against the target are made 
  with 1 bane.
  ALTER SIZE 
  ALTERATION UTILITY 3
  Target One creature you can reach
  Duration 1 minute
  You touch the target, which grows or shrinks and remains 
  at its new Size for the duration. Everything the target wears 
  and carries also grows or shrinks to accommodate the new 
  form, though if such an object leaves the target’s possession 
  it immediately returns to its normal size.
   
  If the target grows, its Size doubles and it gains a +10 
  bonus to Health. Its weapon attacks deal 1d6 extra damage if 
  its new Size is 3 or less, or 2d6 extra damage if its new Size 
  is 4 or more. If the space the target occupies is not large 
  enough to accommodate its new Size, the target takes 5d6 
  damage and the effect ends immediately.
   
  If the target shrinks, its Size is halved. It deals half damage 
  with weapon attacks, makes Strength attack rolls and 
  challenge rolls with 1 bane, and makes Agility attack rolls and 
  challenge rolls with 1 boon.
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  REGENERATION 
  ALTERATION UTILITY 3
  Target One living creature you can reach
  Duration 1 minute
  You touch the target. At the end of each round for the 
  duration, the target heals damage equal to half its healing rate.
  MALLEABILITY 
  ALTERATION UTILITY 4
  Target One creature you can reach
  Duration 1 hour
  You touch the target. For the duration, it can move at its 
  full Speed across difficult terrain, move through spaces 
  occupied by other creatures regardless of their Size, and 
  move freely through openings at least 1 inch wide. As well, 
  for the duration, the target cannot fall prone and is immune 
  to the grabbed, immobilized, and slowed afflictions.
  AWAKEN POTENTIAL 
  ALTERATION UTILITY 5
  Target One creature you can reach
  Duration 1 hour
  You touch the target. Choose Strength, Agility, Intellect, or 
  Will and roll 1d6. The target gains a bonus to the chosen 
  attribute score equal to the number rolled, up to a maximum 
  score of 20, for the duration. The increase also affects any 
  characteristic associated with the attribute.
  Arcana
  The oldest form of magic known to mortals, Arcana 
  represents the sum of magical research conducted by 
  wizards for thousands of years. Spells from the tradition 
  offer reliability, having been refined and perfected by the 
  masters. Wizards often learn the Arcana tradition first.
  ARCANE ARMOR 
  ARCANA UTILITY 0
  Requirement You must not be wearing armor.
  Duration 4 hours
  An invisible field of force springs into existence around 
  you, granting a +2 bonus to your Defense for the duration. 
  As well, for the duration, normal precipitation does not 
  touch you, light wind does not affect you, and you are not 
  discomfited by cold or heat, though you still take damage 
  from cold and fire.
  MAGIC DART 
  ARCANA ATTACK 0
  Target One creature or object within long range
  A magical dart flies from your fingertip. The dart 
  automatically hits, provided there is an unobstructed path 
  between you and the target. The target takes 1d3 + 1 damage.
  ARCANE SHIELD 
  ARCANA UTILITY 1
  Duration 1 minute
  For the duration, a barrier of energy shields you, imposing 1 
  bane on attack rolls against your Defense or Agility.
  Triggered When a creature makes an attack roll against your 
  Defense or Agility, you can use a triggered action to cast this 
  spell. The triggering creature makes the attack roll with 3 
  banes, and then the effect ends.
  ARCANE SIGHT 
  ARCANA UTILITY 1
  Duration 1 minute
  For the duration, you see auras around creatures, objects, 
  and areas affected by magic. At the GM’s discretion, you 
  might also learn the tradition to which the magic belongs.
  UNERRING DARTS 
  ARCANA ATTACK 1
  Target Up to three creatures or objects within long range
  Seven magical darts fly from your fingertip, divided as you 
  choose among the targets. Each dart automatically hits, 
  provided there is an unobstructed path between you and the 
  target. A target takes 1 damage for each dart that hits it.
  EMPOWERED MAGIC 
  ARCANA UTILITY 2
  Duration 1 minute
  For the duration, when you cast an attack spell, you make 
  any required attack roll with 1 boon, and challenge rolls made 
  to resist the spell’s effect are made with 1 bane.
  EXPLOSIVE DARTS 
  ARCANA ATTACK 2
  Target Up to three creatures or objects within long range
  Three magical darts fly from your fingertip, 
  divided as you choose among the targets. Each 
  dart automatically hits provided there is an 
  unobstructed path between you and the target.
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  Each dart deals 1 damage to its target, then explodes in a 
  1-yard radius from a point within the target’s space. Everything 
  in the area takes 1d6 + 1 damage, or half the damage with a 
  success on an Agility challenge roll.
  ARCANE LIGHTNING 
  ARCANA ATTACK 3
  Area A cone, 5 yards long, originating from a point you can reach
  Lightning deals 5d6 damage to everything in the area. Each 
  creature in the area must make an Agility challenge roll, 
  taking half the damage on a success.
  DESTROY MAGIC 
  ARCANA UTILITY 3
  Area A cube, 5 yards on a side, originating from a point 
  within medium range
  All effects created by rank 3 or lower spells that affect 
  anything in the area end immediately.
  HARNESS MAGIC 
  ARCANA UTILITY 4
  Duration See the effect
  You harness magical energy, measured in points; roll 1d6 + 
  3 to determine how many points you gain. You can spend 
  energy points to cast a spell you know instead of expending 
  a casting of that spell, even if it has no castings remaining. 
  You spend a number of points equal to the spell’s rank. The 
  effect ends when you expend the last energy point or when 
  you complete a rest.
  ARCANE RETRIBUTION 
  ARCANA ATTACK 5
  Duration 4 hours; see the effect
  You gain a +5 bonus to Defense for the duration. The next 
  time a creature within short range of you would get a 
  success on an attack roll with a weapon against you, this 
  effect ends and the success automatically becomes a failure. 
  The triggering creature must make a Strength challenge 
  roll. On a failure, it takes 10d6 damage, is moved 2d6 yards 
  away from you, and falls prone. It takes half the damage on 
  a success.
  Battle
  Battle spells awaken and enhance combat capabilities. 
  Armed with these spells, Battle casters can fight with skill 
  rivaling that of the greatest warriors in the land. They move 
  with enhanced speed and dexterity, strike with uncommon 
  precision, and send foes reeling.
   The tradition is thought to be young, developed by 
  orcs who displayed some penchant for magic during 
  their interminable service to the emperor. Even though 
  they are now freed from slavery’s yoke, orcs study Battle 
  magic to blend its power with their considerable combat 
  skills. Some scholars believe the tradition has even older 
  roots, originating among faerie folk who resisted human 
  expansion into their realms. Whatever its source, Battle 
  magic finds practitioners among almost every people in 
  the land.
   Discovering the tradition typically results from combat 
  training. When one’s mettle is tested and the blood boils in 
  the heat of battle, sometimes a weapon strike carries added 
  magical might.
  AUGMENTED ATTACK 
  BATTLE ATTACK 0
  As part of casting this spell, you make an attack with a 
  weapon. You make the attack roll with 1 boon and can use 
  Intellect instead of the attack’s normal attribute.
  CELERITY 
  BATTLE UTILITY 0
  You move up to twice your Speed. This movement does not 
  trigger free attacks.
  Triggered You can use a triggered action on your turn to cast 
  this spell. If you do so, you instead move up to your Speed 
  without triggering free attacks.
  CLOSE WOUNDS 
  BATTLE UTILITY 1
  You heal damage equal to your healing rate.
  Triggered You can use a triggered action on your turn to cast 
  this spell. If you do so, you instead heal damage equal to half 
  your healing rate.
  MIGHTY ATTACK 
  BATTLE ATTACK 1
  As part of casting this spell, you make an attack with a 
  weapon. You make the attack roll with 1 boon and can 
  use Intellect instead of the attack’s normal attribute. On a 
  success, the target takes 2d6 extra damage.
  RESOUNDING ATTACK 
  BATTLE ATTACK 1
  As part of casting this spell, you make an attack with a 
  weapon. You make the attack roll with 1 boon and can 
  use Intellect instead of the attack’s normal attribute. On a 
  success, the target takes damage as normal and becomes 
  dazed for 1 round.
  ARC OF DEATH 
  BATTLE ATTACK 2
  Target Each creature you choose that you can reach
  You sweep your melee weapon around you in a deadly 
  arc, dealing 3d6 + 3 damage to each target instead of the 
  weapon’s normal damage. Each target takes half the damage 
  with a success on an Agility challenge roll.
  MOUNTAIN FALL 
  BATTLE ATTACK 2
  You fly up to twice your Speed, then land. When you land, a 
  shockwave spreads out through the ground in a 4-yard radius 
  from a point within your space. Each creature on the ground 
  must make an Agility challenge roll. On a failure, the creature 
  takes 2d6 damage and falls prone.
  Battle Madness
  If you know any spells from the Battle tradition, you are at 
  risk of battle madness. Whenever you go mad, you suffer 
  battle madness instead of rolling on the Madness table.
   While gripped by battle madness, you must take a fast turn 
  each round and use an action to attack the creature nearest 
  to you, making a charge if necessary. You regard all creatures 
  as foes, determining your target randomly if more than one is 
  available. At the end of each round, roll a d6. On a roll of 5 or 
  higher, the battle madness ends.
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  BATTLE PROWESS 
  BATTLE UTILITY 3
  Duration 1 minute
  You bolster your fighting skills. For the duration, whenever 
  you attack with a weapon, you can make the attack roll twice 
  and use the better result. As well, your weapon attacks deal 
  1d6 extra damage for the duration.
  METEORIC ASSAULT 
  BATTLE ATTACK 3
  You move up to twice your Speed in a straight line. During 
  this movement, you can make a weapon attack against each 
  creature you can reach, but no more than once per creature. 
  For each attack after the first, you make the attack roll with 
  1 bane and each attack deals 1d6 extra damage. You can use 
  Intellect instead of the attack’s normal attribute.
  WALL OF SWORDS 
  BATTLE ATTACK 4
  Area A line, 20 yards long, 5 yards high, and 2 yards wide 
  originating from a point within long range
  Duration 1 hour
  A wall of slashing swords forms in the area and remains for the 
  duration. It totally covers everything behind it. When the wall 
  appears, everything in the area takes 5d6 damage. A creature 
  takes half the damage with a success on an Agility challenge roll.
   
  Creatures can move through the area, treating it as difficult 
  terrain. When a creature enters the area from outside, or 
  if it is inside the area at the end of the round, it must get a 
  success on an Agility challenge roll or take 3d6 damage.
  STRIKE LIKE LIGHTNING 
  BATTLE ATTACK 5
  Area A sphere with a radius equal to half your Speed 
  centered on a point you can reach
  You move like a blur, striking furiously as you go. Each creature 
  you choose in the area must make an Agility challenge roll with 
  1 bane. On a failure, it takes 4d6 + 3 damage. Then move up to 
  half your Speed. This movement does not trigger free attacks.
  Celestial
  Spells from the Celestial tradition call on the light and 
  energy of the sun and stars to drive back the darkness 
  spreading across the world.
  BURNING BEAM 
  CELESTIAL ATTACK 0
  Target One creature or object within medium range
  A fiery beam leaps from your hand. Make a Will attack roll against 
  the target’s Agility. On a success, the target takes 1d6 damage.
  Attack Roll 20+ The target also becomes blinded for 1 round.
  LIGHT 
  CELESTIAL UTILITY 0
  Target One object you can reach
  Duration 1 hour
  You touch the target, and light shines from it in a 5-yard 
  radius for the duration.
  FLASH 
  CELESTIAL ATTACK 1
  Target One sighted creature within short range
  A flash of brilliant light appears before the target. Make a Will 
  attack roll against the target’s Perception. On a success, the 
  target becomes blinded for 1 round.
  Attack Roll 20+ The target instead becomes blinded for 1 minute.
  PERSISTENT LIGHT 
  CELESTIAL UTILITY 1
  Target One object you can reach
  Duration 8 hours
  You touch the target, and light shines from it in a 10-yard 
  radius for the duration.
  RAINBOW BURST 
  CELESTIAL ATTACK 1
  Target A point in space within medium range
  A glowing speck flies in a straight line from your fingertip 
  toward the target. When it reaches that point, or if it 
  encounters a solid creature or object before then, it explodes 
  in colorful lights. The lights spread through a 1-yard-radius 
  sphere centered on the target or on a point in the creature’s or 
  object’s space. Each sighted creature in the area must succeed 
  on a Perception challenge roll or become dazed for 1 round.
  DAWN 
  CELESTIAL UTILITY 2
  Area A sphere with a 10-yard radius centered on a point 
  within long range
  Duration 1 hour
  Sunlight spreads through the area for the duration, ending 
  magical shadows or darkness in the area created by spells of 
  rank 2 or lower.
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  SUNRAYS 
  CELESTIAL ATTACK 2
  Target Up to three creatures or objects within medium 
  range
  Three blazing beams fly from your hand, divided as you 
  choose among the targets. For each beam, make a Will 
  attack roll against the target’s Agility. On a success, the 
  target takes 1d6 damage. If it can see, it also becomes 
  impaired for 1 round.
  Attack Roll 20+ The target takes 1d3 extra damage.
  RADIATION 
  CELESTIAL ATTACK 3
  Area A sphere with a 3-yard radius centered on a point 
  within long range
  Duration 1 minute
  A dim green glow spreads through the area, turning darkness 
  to shadows for the duration. Everything in the area takes 1d6 
  damage when you cast the spell and at the end of each round 
  thereafter for the duration. Each creature that takes damage 
  this way must make a Strength challenge roll. On a failure, it 
  becomes fatigued for 1 round and is slowed while fatigued 
  this way. On a success, the creature takes half the damage.
  STARFALL 
  CELESTIAL ATTACK 3
  Target A point in space within medium range
  A mote of white light appears anywhere within range and 
  streaks toward the target. When it reaches that point, or if it 
  encounters a solid creature or object before then, it explodes. 
  Flames spread through a 3-yard-radius sphere centered on 
  the target or on a point in the creature’s or object’s space, 
  dealing 2d6 + 2 damage to everything in the area. Each 
  creature in the area must make a Strength challenge roll. It 
  becomes impaired for 1 round on a failure, or just takes half 
  the damage on a success.
  NOVA 
  CELESTIAL ATTACK 4
  Area A sphere with an 8-yard radius centered on a point 
  you can reach
  Brilliant light explodes to spread through the area. Each 
  creature in the area other than you takes 2d6 + 2 damage and 
  must make a Strength challenge roll. It becomes blinded for 1 
  round on a failure, or just takes half the damage on a success.
  SUNBEAM 
  CELESTIAL ATTACK 5
  Area A line, 25 yards long and 1 yard wide, originating from 
  a point you can reach
  You loose a beam of brilliant, blazing light from your hand, 
  dealing 3d6 + 3 damage to everything in the area. Each 
  creature that takes damage this way must make a Strength 
  challenge roll. It becomes blinded for 1 minute on a failure, or 
  just takes half the damage on a success.
  Chaos
  Chaos spells draw on destructive magic, making them 
  unpredictable and dangerous.
  CHAOS BOON 
  CHAOS UTILITY 0
  Duration 1 minute
  For the duration, you roll a chaos die (a d6) whenever you 
  make an attack roll or a challenge roll. You apply an odd 
  number as a penalty to the d20 roll and an even number as a 
  bonus to the roll.
  ERRATIC BOLT 
  CHAOS ATTACK 0
  Target One creature or object within medium range
  A sparkling, fizzing blob of color flies from your hand. Make a 
  Will attack roll against the target’s Agility. On a success, the 
  target takes 1d6 damage. After the attack roll, roll a d6. On a 
  6, repeat the attack against a different target, friend or foe, 
  within medium range of the previous target. You choose the 
  target if more than one is possible.
  Attack Roll 20+ The target takes 1d6 extra damage.
  CAPRICIOUS DEVASTATION 
  CHAOS ATTACK 1
  Target One creature or object within medium range
  A flickering ball of energy leaps from your hand. Make a Will 
  attack roll against the target’s Agility and roll a d6. You apply 
  an odd number as a penalty to the attack roll and an even 
  number as a bonus to the roll. On a success, the target takes 
  2d6 damage, plus 2d6 extra damage if you had a penalty on 
  the attack roll from this spell.
  Attack Roll 20+ The target also teleports 1d6 yards to an 
  open space in a direction you choose.
  FOLD SPACE 
  CHAOS UTILITY 1
  Roll 2d6. You teleport to an open space of your choice within 
  a number of yards equal to the total of the roll.
  Triggered You can use a triggered action to cast this spell 
  on your turn. If you do so, you roll 1d6 instead of 2d6 to 
  determine the distance teleported.
  IRIDESCENT SHIELD 
  CHAOS UTILITY 1
  Duration 1 hour; see the effect
  A shimmering, colorful field springs into existence around 
  you. Roll a d6 and add the number as a bonus to your 
  Defense. Each time a creature makes an attack against your 
  Defense, reduce this bonus by 1 (to a minimum of 0, which 
  ends the effect).
  COLOR OF MAGIC 
  CHAOS ATTACK 2
  Target A point in space within medium range
  A colorful globe speeds from your hand toward the target. 
  When it reaches that point, or if it encounters a solid creature 
  or object before then, it explodes. Chaotic, colorful energy 
  spreads through a 1-yard-radius sphere centered on the 
  target or on a point in the creature’s or object’s space. 
  Everything in the area takes 1d6 + 1 damage. If you rolled an 
  odd number on the damage die, everything in the area takes 
  3d6 extra damage.
  FLICKER 
  CHAOS UTILITY 2
  Duration 1d6 minutes
  You pop in and out of existence. At the end of each round for 
  the duration, roll a d6. You teleport to an open space within a 
  number of yards equal to the number rolled. If the number was 
  odd, the GM chooses where you appear. If even, you choose.
  CHAOTIC LANCE 
  CHAOS ATTACK 3
  Area A shapeable line, 15 yards long and 2 yards wide, 
  originating from a point you can reach
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  A stream of colorful energy spreads through the area. Each 
  creature in the area must make a Will challenge roll. It takes 
  5d6 + 5 damage on a failure, or heals 2d6 + 5 damage on a 
  success.
  WILD MAGIC 
  CHAOS UTILITY 3
  Area A sphere with a 1d6 yard radius centered on a point 
  you can reach
  Weird lights, strange sounds, and other oddness spreads out 
  through the area. Roll a d20 to see what happens.
  Wild Magic
  d20 Roll
  Effect
  1
  1d6 small demons appear in open spaces within 
  the area. They are not friendly.
  2–3
  Each creature in the area gains 1 Insanity.
  4–5
  Each creature in the area makes attack rolls and 
  challenge rolls with 1 bane for 1 round.
  6–8
  Each creature in the area takes 3d6 + 5 damage, 
  or half the damage with a success on a Strength 
  challenge roll.
  9–13
  You regain the casting of this spell.
  14–15
  Each creature in the area heals 3d6 + 5 damage.
  16–17
  Each creature in the area makes attack rolls and 
  challenge rolls with 1 boon for 1 round.
  18–19
  Each creature in the area can take one extra 
  turn before the end of the next round.
  20
  You regain the casting of one rank 3 or lower 
  spell.
  MIRROR FIELD 
  CHAOS UTILITY 4
  Area A shapeable line, 10 yards long, 5 yards tall, and 1 yard 
  wide, originating from a point within medium range
  Duration 1 minute
  A mirror-like barrier fills the area for the duration, totally 
  obscuring everything behind it. When a creature enters its 
  space, roll a d6. An even number causes the creature to move 
  1 yard through the barrier to an open space on the other 
  side (it chooses the direction). An odd number teleports 
  the creature to an open space of your choice on a solid 
  horizontal surface within a number of yards equal to the 
  number rolled.
  SINGULARITY 
  CHAOS ATTACK 5
  Area A sphere with a 10-yard radius centered on a point in 
  space within long range
  Duration 1 round
  A roiling clot of color appears at the origin point and remains 
  for the duration. When you cast the spell, unsecured objects 
  in the area are moved 2d6 yards toward the origin point.
   
  Each creature within the area when you cast the spell or 
  that enters the area must make a Strength challenge roll 
  with 1 bane. On a failure, the creature is moved 2d6 yards 
  toward the origin point and cannot move away from it for the 
  duration. Any creature or object that reaches that point takes 
  10d6 damage. If it becomes incapacitated by this damage, it 
  is erased utterly from existence, its body and soul vanishing 
  forever.
   
  When the effect ends, the clot explodes, dealing 4d6 
  damage to everything in the spell’s area. Each creature in the 
  area must make a Strength challenge roll. It falls prone on a 
  failure, or just takes half the damage on a success.
  Conjuration
  Conjuration spells create objects and creatures from 
  threads of magical energy. The tradition requires a keen 
  mind and a deft hand. Much Conjuration magic is recorded 
  in tomes and grimoires, though understanding and 
  discovering its power requires a skilled teacher.
   Not long after you learn your first Conjuration spell, you 
  begin to hear a constant, faint humming noise. The sound 
  grows in intensity as you learn more spells from the tradition, 
  a manifestation of your ability to perceive the magical energy 
  you weave into creatures and objects. The humming doesn’t 
  interfere with your abilities, but it is always with you.
  CONJURE USEFUL ITEM 
  CONJURATION UTILITY 0
  Area A cube of space, 1 yard on a side, originating from a 
  point you can reach
  Duration 1 minute
  A Size 1 or smaller object that is neither magical nor worth 
  more than 1 ss appears in the area.
  DIRECT CONJURATION 
  CONJURATION UTILITY 0
  Target One creature within short range created by your 
  casting of a Conjuration spell
  You move the target up to half its Speed.
  CONJURE FEAST 
  CONJURATION UTILITY 1
  Area A cube of space, 2 yards on a side, originating from a 
  point you can reach
  Duration I hour; see the effect
  A sumptuous, wholesome feast appears on horizontal 
  surfaces in the area, enough to sustain up to five creatures 
  for one day. Anything not consumed vanishes when the 
  effect ends.
  CONJURE SMALL MONSTER 
  CONJURATION UTILITY 1
  Area A cube of space, 1 yard on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 minute
  One compelled small monster appears in the area.
  CONJURE WEAPON 
  CONJURATION UTILITY 1
  Duration 1 hour
  A weapon or bundle of ammunition appears in your hand or 
  hands, or at your feet if you don’t have a hand free.
  Conjured Monsters
  Monsters created by Conjuration spells can have any 
  appearance you choose, though no form can be frightening 
  or horrifying. See the Monster entry in Chapter 10. A 
  monster could look like a wolf, an animated tree, or a slick 
  of tarry fluid without changing its game statistics. When 
  the effect ends, or the monster becomes incapacitated, it 
  evaporates into a cloud of sparkling motes.
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  CONJURE STEEDS 
  CONJURATION UTILITY 2 
  Target A cube, 10 yards on a side, originating from a point 
  within medium range and resting on a solid surface
  Duration 2 hours
  A group of 1d6 steeds (as horse) appear in the area. They can have 
  any appearance you choose. The conjured steeds are friendly to 
  you and become compelled by any creature that rides them.
  Sacrifice You can expend a casting of this spell to cast 
  conjure small monster.
  CONJURE MEDIUM MONSTER CONJURATION UTILITY 2
  Area A cube of space, 2 yards on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 minute
  Either one compelled medium monster or two compelled 
  small monsters appear in the area.
  CONJURE LARGE MONSTER 
  CONJURATION UTILITY 3
  Area A cube of space, 2 yards on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 minute
  Either one compelled large monster or two compelled 
  medium monsters appear in the area.
  CONJURE WALL 
  CONJURATION UTILITY 3
  Area A shapeable line, 10 yards long, 5 yards high, and 2 
  yards wide, originating from a point within long range 
  with any orientation, provided at least two sides rest on 
  solid surfaces
  Duration 1 hour; see the effect
  A wall made from stone fills the area and remains for the 
  duration or until destroyed. The wall totally covers everything 
  behind it. Each 1-yard cube of wall has Defense 5 and Health 
  50 and disappears when destroyed.
  CONJURE SHELTER 
  CONJURATION UTILITY 4
  Area A cube of space, 20 yards on a side, originating from 
  a point within long range and resting on a solid or liquid 
  surface
  Duration 12 hours; see the effect
  You must concentrate for 1 minute, during which time you 
  visualize a building or island. At the end of this time, the 
  building or island you visualized appears in the area and 
  remains for the duration.
   
  If you conjure a building, you make all decisions about 
  what it looks like, such as entrances, windows, and the 
  number of rooms. It includes beds for up to ten people, 
  chairs, tables, enough food and drink to sustain up to ten 
  people, and a hearth complete with a burning fire.
   
  If you conjure an island, you provide accommodations for 
  up to ten people as if you had created a building, but in the 
  form of bungalows or huts.
  Sacrifice You can expend a casting of this spell to cast 
  conjure large monster.
  CONJURE HUGE MONSTER 
  CONJURATION UTILITY 5
  Area A cube of space, 4 yards on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 minute
  Either one compelled huge monster or two compelled large 
  monsters appear in the area.
  Curse 
  Curse magic, often taught by hags and corrupted witches, 
  spreads misfortune and woe, stripping away a victim’s 
  vitality, courage, and even form.
  Lifting Curses
  Anything capable of ending a spell effect can lift a curse 
  created by this tradition. You can use an action to lift the 
  curse if you can see the target creature and it is within 
  medium range.
  HEX 
  CURSE ATTACK 0
  Target One creature within short range that can see you
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target becomes cursed for 1 minute or until it 
  takes damage. While cursed, the target is impaired and you 
  make attack rolls against it with 1 boon.
  Attack Roll 20+ The target also becomes dazed for 1 round.
  POX 
  CURSE ATTACK 0
  Target One living creature within short range
  Make an Intellect attack roll against the target’s Strength. On 
  a success, the target’s body erupts in green, weeping blisters. 
  The target takes 1d3 damage from disease and becomes 
  frightened for 1 round.
  Attack Roll 20+ The target becomes frightened for 1 minute.
  FRIGHTEN 
  CURSE ATTACK 1
  Target One creature within short range that can see you
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target becomes frightened for 1 minute. While 
  frightened this way, the target can use an action to make a 
  Will challenge roll and removes this affliction on a success.
  Attack Roll 20+ While frightened this way, the target is also 
  impaired.
  HOBBLE 
  CURSE ATTACK 1
  Target One creature within short range
  Make an Intellect attack roll against the target’s Strength. On 
  a success, the target becomes slowed for 1 minute.
  Attack Roll 20+ The target also falls prone and cannot stand 
  up while slowed this way.
  PAIN 
  CURSE ATTACK 1
  Target One creature within short range
  Make an Intellect attack roll against the target’s Strength. On 
  a success, for 1 minute, whenever the target takes damage, it 
  takes 1d6 extra damage.
  Attack Roll 20+ In addition, for 1 minute, whenever the target 
  takes damage, it becomes dazed for 1 round.
  VULNERABILITY 
  CURSE ATTACK 2
  Target One creature within medium range
  Make an Intellect attack roll against the target’s Strength. On 
  a success, the target becomes cursed for 1 minute. While the 
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  Control Dolls
  You can create a control doll that becomes bound to one 
  creature. To make a doll, you must expend special ingredients 
  worth 1 ss and have something from the creature’s body, such 
  as a bit of nail, hair, or blood. It takes 1 hour to fashion the 
  doll. While you hold the doll, you make attack rolls with 
  Curse spells against that creature with 1 boon, and it makes 
  challenge rolls to resist your Curse spells with 1 bane.
  target is cursed, attack rolls against it are made with 1 boon 
  and it makes challenge rolls with 1 bane to resist attacks.
  Attack Roll 20+ The curse lasts until you die or until you lift it.
  WEAKNESS 
  CURSE ATTACK 2
  Target One creature within medium range
  Make an Intellect attack roll against the target’s Strength. On a 
  success, the target becomes cursed for 1 minute. While cursed, 
  the target takes a –10 penalty to Health and makes Strength 
  and Agility attack rolls and challenge rolls with 1 bane.
  Attack Roll 20+ The curse lasts until you die or until you lift it.
  DREAD 
  CURSE ATTACK 3
  Area A cone, 10 yards long, originating from a point you 
  can reach
  A wave of terror spreads through the area. Each creature in 
  it must make a Will challenge roll, becoming frightened for 1 
  minute on a failure. While frightened this way, the creature 
  must take a fast turn each round, using an action to rush 
  away from you by the safest available route. At the end of 
  each round, if the creature does not have an unobstructed 
  path to you and cannot see you, it can make a Will challenge 
  roll and remove this affliction on a success.
  SWINE 
  CURSE ATTACK 3
  Target Up to three living creatures you can see within 
  medium range
  Duration 1 minute; see the effect
  Each target must make a Strength challenge roll. On a failure, 
  it is transformed into a pig (a small animal) for the duration, 
  along with everything it wears and carries. While transformed 
  this way, it becomes frightened and must take a fast turn 
  each round, using its action to rush away from you by the 
  safest available route. The effect ends immediately when the 
  target takes damage.
  TOAD 
  CURSE ATTACK 4
  Target One living creature you can see within medium 
  range
  Duration Concentration, up to 1 minute; see the effect
  Make an Intellect attack roll against the target’s Strength, 
  making the roll with 3 boons if the target has Health 40 or 
  less. On a success, the target transforms into a harmless toad 
  (a tiny animal) and remains in that form for as long as you 
  concentrate, up to 1 minute.
   
  If your concentration is uninterrupted for the duration, the 
  curse lasts until you die or until you use an action to lift it. 
  The curse also ends if a virgin willingly kisses the target.
  Attack Roll 20+ The curse automatically lasts until you die 
  or until you use an action to lift it while the creature is within 
  medium range.
  PETRIFY 
  CURSE ATTACK 5
  Target One creature within medium range that has a 
  physical body
  Make an Intellect attack roll against the target’s Strength, making 
  the attack roll with 3 boons if the target has Health 50 or less. 
  On a success, the target takes 7d6 + 10 damage and becomes 
  slowed for 1 minute. If the target becomes incapacitated by this 
  damage, it instantly dies and turns into a stone statue.
  Attack Roll 20+ The target takes 3d6 extra damage.
  Destruction
  Wielders of Destruction magic wrest its power through sheer 
  force of will, causing creatures and objects to explode but 
  harming themselves in the process. The cost of this mastery is 
  revealed in the many bruises and injuries afflicting their bodies.
  BREAK 
  DESTRUCTION ATTACK 0
  Target One Size 1/2 or smaller object within short range
  Take 1 damage. The target takes damage equal to its Health.
  RUIN 
  DESTRUCTION ATTACK 0
  Target One creature or object within short range
  Take 1 damage. The target takes 1d6 damage; if it is a 
  creature, it must make a Strength challenge roll, becoming 
  fatigued for 1 minute on a failure.
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  DISSOLVE 
  DESTRUCTION ATTACK 1
  Target One creature with a physical body you can reach
  Take 2 damage. Make a Will attack roll against the target’s 
  Strength. On a success, the target takes 1d6 + 1 damage from 
  your corrosive touch and becomes impaired for 1 minute. 
  If the target becomes incapacitated by this damage, it dies 
  instantly and dissolves into sludge, leaving anything it wore 
  and carried on the ground in the space it occupied.
  Attack Roll 20+ The target takes 1d6 extra damage.
  REND 
  DESTRUCTION ATTACK 1
  Target One creature you can see within short range
  Take 2 damage. Make a Will attack roll against the target’s 
  Agility. On a success, the target takes 3d6 + 1 damage.
  Attack Roll 20+ The target takes 2d6 extra damage.
  SUNDER 
  DESTRUCTION ATTACK 1
  Target One object made from glass, metal, or stone you 
  can see within medium range
  Take 2 damage and the target takes 3d6 damage. If this 
  damage destroys the target, it explodes in a 2-yard radius 
  from a point within its space, dealing 1d6 damage to 
  everything in the area from the flying debris. Each creature in 
  the area that gets a success on an Agility challenge roll takes 
  half the damage.
  ENTROPIC POWER 
  DESTRUCTION UTILITY 2
  Duration 1 minute
  Take 3 damage. For the duration, your attack spells deal 1d6 
  extra damage.
  Triggered When you cast an attack spell that deals damage, 
  you can use a triggered action to cast this spell. The attack 
  spell deals 2d6 extra damage and this effect ends.
  ERODE 
  DESTRUCTION ATTACK 2
  Target One creature with a physical body you can see 
  within short range
  Take 3 damage. Make a Will attack roll against the target’s 
  Agility. On a success, the target becomes impaired for 1 
  minute. At the end of each round while it is impaired this way, 
  the target takes 1d6 damage.
  Attack Roll 20+ The target takes 1d6 extra damage at the 
  end of each round while it is impaired this way.
  DETONATE 
  DESTRUCTION ATTACK 3
  Target One Size 1 or smaller object that was never a 
  creature that you can see within medium range
  Take 4 damage. The target takes damage equal to its Health 
  and then explodes in a 4-yard radius from a point within its 
  space, dealing 6d6 damage to everything in the area from the 
  flying debris. Each creature in the area that gets a success on 
  an Agility challenge roll takes half the damage.
  EVAPORATE 
  DESTRUCTION ATTACK 3
  Target One creature with a physical body or one object 
  you can reach
  Take 4 damage. Make a Will attack roll against the target’s 
  Agility. On a success, the target takes 6d6 damage as it 
  begins to evaporate. An object destroyed by this damage 
  evaporates into a fine mist. A creature incapacitated by this 
  damage dies instantly and becomes  a crimson cloud that 
  partially obscures the space it occupied for 1 round.
  Attack Roll 20+ The target takes 2d6 extra damage.
  DESTROY 
  DESTRUCTION ATTACK 4
  Target One Size 3 or smaller creature or object you can see 
  within medium range
  Take 5 damage. The target takes 30 damage.
  DISINTEGRATE 
  DESTRUCTION ATTACK 5
  Target One creature with a physical body or one object 
  you can see within long range
  Take 6 damage. Make a Will attack roll against the target’s 
  Agility. On a success, the target takes 9d6 damage. A 
  creature incapacitated by this damage dies immediately and 
  is reduced to a small pile of dust in the space it occupied.
  Attack Roll 20+ The target takes 3d6 extra damage.
  Divination
  Divination magic reveals possible futures and the distant 
  past. Those who discover the tradition are often born with 
  the talent to see past and future events, or become aware 
  of it through a latent psychic ability. In very rare cases, 
  Divination magic results from a supernatural gift.
  EAVESDROP 
  DIVINATION UTILITY 0
  Duration Concentration, up to 1 minute
  Choose a point in space you can see within long range. For 
  the duration, you hear as if you were at the chosen point.
  EPIPHANY 
  DIVINATION UTILITY 0
   
  Triggered You use a triggered action to cast this spell 
  when you make a challenge roll or an attack roll. You roll the 
  d20 twice and use the higher number on the die.
  AUGUR 
  DIVINATION UTILITY 1
  Requirement You must use implements of divination such 
  as cards, dice, tea leaves, or notched sticks.
  Duration Concentration, up to 1 minute
  While you concentrate, you use your divination tools to gain 
  an insight into the future. At the end of this time, ask the 
  Game Master one question that can be answered “yes” or 
  “no.” The GM must answer the question truthfully.
  FORETELL 
  DIVINATION UTILITY 1
  Target One creature you can see within short range
  Duration Concentration, up to 1 minute
  For the duration, whenever the target makes an attack roll 
  or challenge roll and can hear you, it makes the roll with 3 
  boons.
  PSYCHOMETRY 
  DIVINATION UTILITY 1
  Target One object you can reach
  You touch the target and learn 1d6 true things about it, 
  such as the identity of its previous owner; whether or not 
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  the object is cursed, possessed, or magical; how a previous 
  owner gained or lost the object; or where it was made.
  READING 
  DIVINATION UTILITY 2
  Target One creature you can reach
  Duration Concentration, up to 1 minute
  While you concentrate, you read the target’s palm. At the 
  end of this time, you reveal hints about the target’s future. 
  The target gains six insights, which it retains for 1 hour or 
  until it expends the last one. When it makes an attack roll or 
  challenge roll, it can expend one insight to make the roll with 
  2 boons.
  TRUTH EAR 
  DIVINATION UTILITY 2
  Duration 1 hour
  For the duration, you understand all spoken languages you 
  hear and you recognize the truth when you hear it.
  SEE THE FUTURE 
  DIVINATION UTILITY 3
  Duration 1 minute
  For the duration, your movement does not trigger free 
  attacks, you impose 2 banes on attack rolls made against 
  you, and you make Agility challenge rolls with 2 boons to 
  resist attacks and other harmful effects.
  LOCATE 
  DIVINATION UTILITY 3
  Duration 1 hour; see the effect
  You concentrate for 1 minute, during which time you visualize 
  one creature or object. You can visualize a specific thing, 
  such as the goblet from which the monarch last drank, or 
  a general category, such as a trap. When you finish, for the 
  duration you know the location of the creature or object you 
  chose whenever you are within medium range of it. It cannot 
  become hidden from you for the duration. This knowledge 
  also reveals the path you need to take to reach the creature 
  or object. If multiple subjects match the same description, 
  you know the location of each.
  VISION 
  DIVINATION UTILITY 4
  Duration 1 hour; see the effect
  For the duration, you enjoy the following benefits:
  • 
  You see into areas obscured by shadows and darkness 
  as if those areas were lit.
  • 
  You see through anything that conceals, disguises, or 
  renders things invisible.
  • 
  You see auras around objects under the effects of 
  magic and you automatically recognize anything 
  created by an Illusion spell for what it is. 
  • 
  You see creatures under the effects of Transformation 
  spells as they truly are.
  • 
  You can use an action to focus your sight to see 
  through solid obstacles as long as you concentrate. You 
  can see through 1 yard of wood, 1 foot of stone, or 1 inch 
  of metal.
  CLAIRVOYANCE 
  DIVINATION UTILITY 5
  Target One crystal ball you can reach
  Duration Concentration, up to 1 hour; see the effect
  You touch the target and concentrate for 1 minute, during 
  which time you visualize a place you have seen at least once, 
  that fits inside a cube roughly 10 yards on each side, and that 
  is within 1 mile of you. At the end of this time, the crystal ball 
  fills with mist, then clears to reveal the place you visualized. 
  The crystal ball shows the place to everyone that can see it 
  for the duration.
  Earth
  This tradition grants power over stone and soil, and those 
  who master it can compel the earth beneath their feet 
  to obey their commands. Earth magic arises from genies 
  dwelling in the bones of the land, high mountains, rolling 
  hills, and shifting deserts. Practitioners of this tradition 
  gradually assume a stony appearance.
  EARTH SPIKE 
  EARTH ATTACK 0
  Target One creature on the ground within short range
  A sharp spike erupts from the ground under the target. Make 
  a Will attack roll against the target’s Agility. On a success, the 
  target takes 1d6 damage and falls prone.
  Attack Roll 20+ The target takes 1d6 extra damage.
  SHAPE EARTH AND STONE 
  EARTH UTILITY 0
  Target One Size 1 or smaller object made from earth or 
  stone you can reach
  Duration Permanent
  You can mold the target as if it were made from soft clay, 
  after which it returns to its normal hardness.
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  STONE ARMOR 
  EARTH UTILITY 1
  Duration Concentration, up to 1 minute
  Rock spreads to cover you until you are fully encased. For 
  the duration, attack rolls against your Defense, Strength, or 
  Agility are made with 1 bane and you take half damage from 
  weapons.
   
  When the effect ends, the rock encasing you explodes in 
  a 1-yard-radius sphere centered on a point you can reach, 
  dealing 1d6 damage per round you concentrated on the spell 
  to everything in the area other than you. Each other creature 
  in the area must make an Agility challenge roll, taking half the 
  damage on a success.
  STONE BLADES 
  EARTH ATTACK 1
  Area A cone, 3 yards long, originating from a point you can 
  reach
  You fling shards of stone that deal 2d6 damage to everything 
  in the area. Each creature in the area must make an Agility 
  challenge roll, taking half the damage on a success. On a 
  failure, the creature suffers a bleeding wound and takes 1d6 
  damage at the end of each round until it heals any damage 
  or until it or another creature uses an action to stanch the 
  bleeding.
  TREMOR 
  EARTH ATTACK 1
  Area A circle on the ground with a radius of 4 yards 
  centered on a point you can reach
  Duration 1 round
  The ground shakes and heaves. Any creature other than you 
  standing on the ground in the area or that moves onto it 
  must make an Agility challenge roll. On a failure, it falls prone 
  and cannot stand up for the duration.
  AVALANCHE 
  EARTH ATTACK 2
  Area A circle on the ground with a radius of 2 yards 
  centered on a point you can reach and a cone, 5 yards 
  long, originating from a point you can reach
  You raise the top layer of the ground in the circle and hurl it 
  into the cone. The ground in the both areas becomes difficult 
  terrain until the rubble is cleared away. Everything in the 
  cone takes 4d6 damage. Each creature in the area takes half 
  the damage with a success on an Agility challenge roll.
  MOLD EARTH AND STONE 
  EARTH UTILITY 2
  Area A cube of earth or stone, 4 yards on a side, 
  originating from a point you can reach
  Duration Permanent; see the effect
  When you cast the spell, you must concentrate and maintain 
  contact with the area for 1 minute. At the end of this time, 
  you reshape the earth and stone in the area as if it were 
  made from soft clay. The material then returns to its normal 
  hardness. You might cast this spell to create openings in 
  rock walls, seal doors shut, form weapons of stone, or clear 
  passages of rubble.
  ERUPTION 
  EARTH ATTACK 3
  Area A cylinder, 10 yards tall with a radius of 2 yards, 
  centered on a point on the ground within medium range
  The ground erupts, throwing rubble into the air that rains 
  down and deals 5d6 damage to everything within the area. 
  Creatures and objects in the area are also moved 1d6 yards 
  away from the origin point. Each creature in the area must 
  make a Strength challenge roll. It falls prone on a failure, or 
  just takes half the damage on a success.
   
  Afterward, the ground within 5 yards of the origin point is 
  filled with rubble, becoming difficult terrain until cleared.
  NAIL TO THE GROUND 
  EARTH ATTACK 3
  Area A cube, 10 yards on a side, originating from a point 
  within long range
  Duration 1 minute
  Gravity suddenly intensifies in the area, which becomes 
  difficult terrain for the duration. Each creature in the area or 
  that enters it must make a Strength challenge roll with 1 bane; 
  on a failure, it falls prone and becomes immobilized for the 
  duration. While immobilized this way, the creature cannot 
  stand up. If it is flying, it falls and takes double damage from 
  landing.
  EARTHQUAKE 
  EARTH ATTACK 4
  Area A circle on the ground with a radius of 20 yards 
  centered on a point within long range
  Duration 1 minute
  The ground shakes and heaves violently in the area, which 
  becomes difficult terrain for the duration. When you cast 
  the spell and at the end of each round for the duration, each 
  creature standing in the area must make an Agility challenge 
  roll. On a failure, it takes 1d6 damage and falls prone.
   
  In addition, when you cast the spell and at the end of each 
  round for the duration, any structure in contact with the area 
  takes 2d6 damage. A structure destroyed by this damage 
  collapses, and everything inside or under it takes 4d6 + 10 
  damage. Creatures on top of the structure might take falling 
  damage when it collapses.
  BIND EARTH GENIE 
  EARTH UTILITY 5
  Target A cube of earth or stone, 2 yards on a side, 
  originating from a point within long range
  Duration 1 minute
  At the end of the round in which you cast this spell, the 
  target becomes a Size 2 earth genie. You cannot voluntarily 
  end this spell. When the effect ends, the genie crumbles, 
  turning the ground in its space into difficult terrain.
   
  When the genie appears, make a Will attack roll against 
  its Will. The genie becomes compelled for the duration on a 
  success, or becomes hostile to you on a failure.
  Enchantment
  Enchantment magic twists the emotions of other creatures 
  to make them obedient servants.
   Some discover the Enchantment tradition from the faerie, 
  who use it to beguile mortals. Such beings might teach the 
  tradition to individuals they befriend or in exchange for a 
  service. Certain relics, especially circlets and medallions, can 
  reveal the tradition. A few individuals make the discovery as 
  the result of an inherent psychic aptitude.
  BEWITCH 
  ENCHANTMENT ATTACK 0
  Target One creature that can see you within long range
  Make an Intellect attack roll against the target’s Intellect. On 
  a success, the target is moved up to its Speed.
  Attack Roll 20+ You also regain the casting of this spell.
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  PRESENCE 
  ENCHANTMENT UTILITY 0
  Duration 1 minute
  For the duration, creatures that are ordinarily attracted to 
  members of your kind make attack rolls against you with 1 
  bane.
  CHARM 
  ENCHANTMENT ATTACK 1
  Target One creature within short range that can see you
  Make an Intellect attack roll against the target’s Will. If you 
  or members of your group attacked the target since you last 
  completed a rest, you make the attack roll with 1 bane. On 
  a success, the target becomes charmed for 1 hour or until it 
  takes any damage.
  Attack Roll 20+ The target instead becomes charmed for 1d6 
  hours or until it takes any damage.
  COMMAND 
  ENCHANTMENT ATTACK 1
  Target One creature within short range that can hear you
  Make an Intellect attack roll against the target’s Will. If the 
  target is charmed, you make the attack roll with 1 boon. On a 
  success, the target becomes compelled for 1 round.
   
  Attack Roll 20+ You also regain the casting of this spell.
  QUESTION 
  ENCHANTMENT ATTACK 1
  Target One creature within short range that can see, hear, 
  and understand you
  You ask the target a question and make an Intellect attack 
  roll against its Will. On a success, the target must answer you 
  truthfully and to the best of its knowledge.
  Attack Roll 20+ The target also becomes frightened for 1 round.
  COMPEL 
  ENCHANTMENT ATTACK 2
  Target One creature within medium range that can see you
  Make an Intellect attack roll against the target’s Will. If you 
  or members of your group attacked the target since you last 
  completed a rest, you make the attack roll with 1 bane. On a 
  success, the target becomes compelled for 1 minute or until it 
  takes any damage.
  Attack Roll 20+ The target instead becomes compelled for 1 
  hour or until it takes any damage.
  MIND BONDAGE 
  ENCHANTMENT ATTACK 2
  Target One creature within medium range that can see and 
  hear you
  Make an Intellect attack roll against the target’s Will. If you 
  or members of your group attacked the target since you last 
  completed a rest, you make the attack roll with 1 bane. On 
  a success, the target becomes dazed for 1 minute or until it 
  takes any damage. While the target is dazed this way, you 
  make attack rolls with 1 boon to interact socially with it.
  Attack Roll 20+ The target becomes stunned while it is 
  dazed this way.
  COWER 
  ENCHANTMENT ATTACK 3
  Target One creature within medium range
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target becomes immobilized for 1 minute; while 
  immobilized this way, it is also frightened. Once per round 
  when the target takes damage, it can make a Will challenge 
  roll, removing this immobilized affliction on a success.
  Attack Roll 20+ The target also falls prone and cannot stand 
  up while immobilized this way.
  IMPLANT SUGGESTION 
  ENCHANTMENT ATTACK 3
  Target One creature within short range that can see and 
  hear you
  Duration Concentration, up to 1 minute (see the effect)
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target becomes stunned for the duration or until 
  it takes any damage.
   
  If you concentrate for the full minute, describe a course 
  of activity that is obviously not suicidal and that can be 
  summarized in a sentence or two. Then describe what 
  triggers the activity, such as reaching a specific destination 
  or hearing a word or phrase. If the suggested activity would 
  be potentially harmful to the target’s self, loved ones, or 
  property, the target can make a Will challenge roll and is 
  not affected on a success. Otherwise, it must perform the 
  described activity if the trigger occurs at any time within the 
  next 8 hours. Once the target has completed the activity, the 
  effect ends.
  ALLURE 
  ENCHANTMENT ATTACK 4
  Target Any number of creatures within short range
  Each target must make a Will challenge roll with 1 bane. 
  On a failure, it becomes charmed until you attack it or until 
  you complete a rest. While charmed this way, the creature 
  becomes impaired if it is beyond short range of you.
  ENSLAVE 
  ENCHANTMENT ATTACK 5
  Target One creature within medium range
  Make an Intellect attack roll against the target’s Will. If you 
  or members of your group attacked the target since you 
  last completed a rest, you make the attack roll with 1 bane. 
  On a success, the target becomes charmed. The target does 
  not age while charmed this way. When it takes damage, it 
  can make a Will challenge roll, removing the affliction on a 
  success.
   
  While you are within long range of the target while it is 
  charmed this way, you can use an action to make an Intellect 
  attack roll against its Will. On a success, the target becomes 
  compelled for 1 minute.
  Attack Roll 20+ If the total of the initial attack roll was 20 or 
  higher and exceeds the target number by 5, you make the 
  secondary Will attack rolls against the charmed target with 2 
  boons.
  Fire
  Fire magic creates and controls flame. Discovering this 
  tradition, often from binding a genie, enhances your innate 
  volatility: your skin becomes hot to the touch, your eyes 
  literally blaze in anger, and you are always on the verge of 
  losing your temper.
  CONTROL FLAME 
  FIRE UTILITY 0
  Target One Size 1 or smaller flammable object within short 
  range
  The target catches fire or you extinguish the flame if it’s 
  already burning.
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  FLAME MISSILE 
  FIRE ATTACK 0
  Target One creature or object within long range
  You loose a fiery missile at the target. Make a Will attack roll 
  against the target’s Agility. On a success, the target takes 1d6 
  damage.
  Attack Roll 20+ The target takes 1d6 extra damage.
  FIRE BLAST 
  FIRE ATTACK 1
  Area A cone, 3 yards long, originating from a point you can 
  reach
  Flames rush out from your hand, dealing 3d6 damage to 
  everything in the area. Each creature in the area takes half 
  the damage on a success with an Agility challenge roll.
  METEOR 
  FIRE ATTACK 1
  Target A point in space within medium range
  You hurl a fiery stone. When it reaches the target, or if it 
  encounters a solid creature or object before then, it explodes. 
  Flames spread through a 1-yard-radius sphere centered on 
  the target or on a point in the creature’s or object’s space, 
  dealing 2d6 + 2 damage to everything in the area. Each 
  creature in the area takes half the damage with a success on 
  an Agility challenge roll.
  FLAME WARD 
  FIRE UTILITY 1
  Target One creature you can reach
  Duration 1 hour
  You touch the target. For the duration, it takes half damage 
  from fire.
  FIERY VOLLEY 
  FIRE ATTACK 2
  Target Up to three creatures or objects within medium 
  range
  You loose three fiery missiles, divided as you choose among 
  the targets. For each missile, make a Will attack roll against 
  the target’s Agility. On a success, the target takes 1d6 + 1 
  damage.
  Attack Roll 20+ The target takes 1d3 extra damage.
  FLAMING SHROUD 
  FIRE UTILITY 2
  Duration 1 minute
  Flames envelop you for the duration, shedding bright light in 
  a 10-yard radius around you. The flames are warm but do not 
  harm you or anything you wear or carry.
   
  For the duration, you take half damage from cold and you 
  cannot become fatigued from exposure to cold temperatures. 
  As well, when a creature touches you or gets a success on 
  an attack roll against you using a melee weapon, it takes 1d6 
  damage from fire.
  FIREBALL 
  FIRE ATTACK 3
  Target A point in space within long range
  You fling a globe of fire. When it reaches the target, or if it 
  encounters a solid creature or object before then, it explodes. 
  Flames spread through a 5-yard-radius sphere centered on 
  the target or on a point in the creature’s or object’s space, 
  dealing 5d6 damage to everything in the area. Each creature 
  in the area takes half the damage with a success on an Agility 
  challenge roll.
  IMMOLATE 
  FIRE ATTACK 3
  Target One creature or object within medium range
  The target smolders and threatens to burst into flames. Make 
  a Will attack roll against its Agility. On a success, the target 
  takes 4d6 damage and catches fire.
  Attack Roll 20+ The target takes 2d6 extra damage.
  WALL OF FLAMES 
  FIRE ATTACK 4
  Area A shapeable line 10 yards long, 5 yards tall, and 1 yard 
  wide originating from a point within long range
  Duration 1 minute
  Flames fill the area for the duration, partially obscuring 
  everything in and behind it. Creatures or objects in the area 
  when you cast the spell or that enter it take 3d6 damage. At 
  the end of each round for the duration, each creature and 
  flammable object in the area takes 3d6 damage, and each 
  within short range of the area’s edge takes 1d6 damage 
  unless it gets a success on a Strength challenge roll.
  BIND FLAME GENIE 
  FIRE UTILITY 5
  Target A cube of fire, 2 yards on a side, originating from a 
  point within long range
  Duration 1 minute
  At the end of the round in which you cast this spell, the 
  target becomes a Size 2 flame genie. You cannot voluntarily 
  end this spell. When the genie appears, make a Will attack 
  roll against its Will. The genie becomes compelled for the 
  duration on a success, or becomes hostile to you on a failure.
  Forbidden 
  The darkest of the dark arts, Forbidden spells produce 
  horrid and unspeakable effects. Most societies outlaw the 
  use of such magic. Inquisitors and witch hunters alike 
  scour the countryside for its wielders, consigning any 
  they capture to the purifying flames along with all their 
  implements and writings. Yet somehow the vile tradition 
  persists, and new users appear all over the world in greater 
  and greater numbers.
   Devils whisper the secrets of Forbidden magic to mortals 
  seeking quick routes to power. In so doing, they prepare 
  a future feast, since learning spells from this tradition 
  corrupts the soul. Seekers might also discover Forbidden 
  magic from cultists of the Demon Lord, unearth its secrets 
  from ancient tomes, read horrific runes smeared in places 
  of great and terrible evil, or receive the power as a gift from 
  evil entities trapped in the world.
   After you complete a rest, you must sacrifice a creature 
  to the dark powers to regain expended castings of your 
  Forbidden spells.
  BLACK TONGUE 
  FORBIDDEN UTILITY 0
  Duration 1 minute
  For the duration, you make Intellect and Will attack rolls with 
  1 boon against demons, devils, spirits, and undead.
  HARM 
  FORBIDDEN ATTACK 0
  Target One creature you can see within short range
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  Invisible barbs tear at the target’s body. Make an Intellect 
  attack roll against its Strength. On a success, the target takes 
  a –5 penalty to Health for 1 minute.
  Attack Roll 20+ The penalty to Health is –10 instead.
  OBEDIENCE 
  FORBIDDEN ATTACK 1
  Target One living creature within short range
  You hook the target’s soul. Make an Intellect attack roll 
  against its Will. On a success, for the next 1 minute, the target 
  must choose at the end of each round whether to take 1d6 
  damage or to become compelled for 1 round.
  HATEFUL DEFECATION 
  FORBIDDEN ATTACK 1
  Target One living creature with a physical body within 
  medium range
  The target’s guts twist and rumble noisily. If the target’s 
  Health is 10 or less, it dies instantly, streams of blood and 
  feces gushing from all of its orifices. If its Health is higher 
  than 10, make an Intellect attack roll against the target’s 
  Strength.
   
  On a success, the target takes 1d6 + 2 damage and becomes 
  dazed for 1 round, as its guts violently and spectacularly 
  expel their contents. If this damage incapacitates the target, 
  excrement, organs, and blood explode from its body, which 
  instantly brings about its death. Each creature within 2 yards 
  of a point within the target’s space must make a Will challenge 
  roll; on a failure, it becomes impaired for 1 round.
  Attack Roll 20+ The target takes 1d6 extra damage.
  TONGUE RIP 
  FORBIDDEN ATTACK 1
  Target One creature that is capable of speech within short 
  range
  You spit at the target. Make an Intellect attack roll against 
  its Will. On a success, your tongue forks and you take over 
  the target’s mouth for as long as you concentrate, up to 1 
  hour. Until the effect ends, whenever you speak you can do 
  so from your mouth or the target’s mouth, provided you are 
  within 1 mile of the target. When you speak from the target’s 
  mouth, it uses its own voice.
  Attack Roll 20+ The effect lasts up to 1 hour without concentrating.
  RAVENOUS MAGGOTS 
  FORBIDDEN ATTACK 2
  Target One living creature within medium range
  Duration 1 minute
  Hungry maggots fill the target’s belly, dealing 2d6 damage 
  to it. At the end of each round for the duration, the target 
  Dark Magic, Dark Speech
  Casting Forbidden spells requires speaking mystic phrases in 
  Dark Speech. If you don’t know this language, you make attack 
  rolls using Forbidden spells with 1 bane and creatures make 
  challenge rolls to resist your Forbidden spells with 1 boon.
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  must make a Strength challenge roll; on a failure, it takes 1d6 
  damage and becomes impaired for 1 round. On a success, 
  there is no effect; on the third success, the target vomits a 
  knot of squirming maggots and the effect ends.
   
  A target that becomes incapacitated from the spell’s 
  damage dies instantly, and a cloud of black flies spreads 
  through a 5-yard-radius sphere from a point within its space. 
  The flies heavily obscure the area and remain for 1 minute or 
  until dispersed by fire or wind.
  VISION’S END 
  FORBIDDEN ATTACK 2
  Target One sighted creature within short range
  The target’s eyes bulge and strain in its head. If its Health is 15 
  or less, it takes 2d6 damage and becomes blinded as its eyes 
  explode. 
   
  If its Health is 15 or more, make an Intellect attack roll 
  against the target’s Strength; the attack roll is made with 
  1 bane if its Health is 30 or more. On a success, the target 
  becomes blinded for as long as you concentrate, up to 
  1 minute. At the end of each round until the effect ends, 
  the target must make a Strength challenge roll, taking 1d6 
  damage on a failure. If it gets three failures before the effect 
  ends, the blinded affliction becomes permanent—the target’s 
  eyes burst, ocular juices painting its face.
  Attack Roll 20+ The effect lasts up to 1 minute without 
  concentrating.
  DESIRE’S END 
  FORBIDDEN ATTACK 3
  Target One living creature within short range
  The target experiences a sharp internal pain. Make an Intellect 
  attack roll against its Strength. On a success, the target takes 
  3d6 damage and becomes dazed for 1d6 rounds as the sad 
  remains of its reproductive organs fall from its body.
   
  Attack Roll 20+ The target takes 3d6 extra damage and 
  also falls prone; it cannot stand up while it is dazed this way.
  PART BONE FROM FLESH 
  FORBIDDEN ATTACK 3
  Target One creature that has bones in its body within 
  medium range
  The target’s bones shift under its skin. Make an Intellect 
  attack roll against its Strength. On a success, the target 
  takes 6d6 damage. If the target becomes incapacitated by 
  this damage, it dies instantly; its bones tear free from the 
  flesh to become an animated corpse of the target’s Size 
  that occupies its former space. The animated corpse attacks 
  the creature nearest to it each round, choosing its target 
  randomly if presented with multiple targets.
  Attack Roll 20+ The target takes 2d6 extra damage.
  SOUL EXCHANGE 
  FORBIDDEN ATTACK 4
  Target Two living mortal creatures within medium range
  You grasp the targets’ souls. Make an Intellect attack roll 
  against each target’s Will. On a success, the target becomes 
  dazed for 1 minute.
  Attack Roll 20+ The target also becomes stunned while it is 
  dazed this way.
  Special If you get a success against both targets, their souls 
  permanently swap bodies. Each target gains 1d6 Insanity. 
  Each soul brings the following to its new body, but otherwise 
  uses the new body’s attributes, characteristics, and abilities:
  • 
  All languages and professions
  • 
  Intellect and Will scores (recalculate Perception if necessary)
  • 
  Insanity and Corruption scores
  • 
  All talents
  • 
  All traditions it has discovered and all spells it knows
  HORRID JOINING 
  FORBIDDEN ATTACK 5
  Target Two creatures you can see within short range of 
  each other and within medium range of you
  The targets’ forms become indistinct for a moment. Make 
  an Intellect attack roll against each target’s Strength. On a 
  success, the target takes 3d6 damage and becomes impaired 
  for 1 round.
  Attack Roll 20+ The target takes 3d6 extra damage.
  Special If you get a success against both targets, their 
  bodies permanently merge to form a single creature, which 
  becomes impaired until after it completes a rest. The merged 
  creature’s appearance is up to you.
   
  The merged creature combines the attributes, 
  characteristics, and other abilities of the targets as follows:
  • 
  It has the higher of the targets’ Strength and the lower 
  of their Agility scores. Each target retains its own 
  Intellect and Will.
  • 
  It gains 2d6 Insanity, replacing the targets’ Insanity 
  scores (if any). The targets’ Corruption scores, if any, 
  are added together.
  • 
  The targets occupy the same space, adding their Size 
  together. Add together the higher of the targets’ Health 
  and half the lower Health. The merged creature’s Speed 
  becomes 6.
  • 
  The merged creature has the traits and talents of both 
  targets, and it gains the horrifying trait if neither target 
  already had that trait.
  • 
  Although they share one body, each target can take 
  one turn each round. One must take a fast turn and the 
  other a slow turn; if they can’t decide, each rolls a d6 
  and the high roller chooses.
  Illusion
  Illusion magic fools the senses.
   Discovering the tradition often results from formal training 
  at an institution of magic or from an apprenticeship to a master 
  illusionist. Some discover it after being affected by an Illusion 
  spell or find the power was within themselves all along.
   Students of Illusion magic use it to construct their own 
  realities, preferring the false world it offers to the harsh 
  reality around them. With a wave of a hand, they fashion 
  illusory clothing made from the finest materials. With 
  a word, they conceal blemishes or look like completely 
  different people. Once you begin learning spells from this 
  tradition, everything around you becomes suspect—from 
  the clothes you wear to the company you keep.
  CLAMOR 
  ILLUSION UTILITY 0
  Target One point in space within medium range
  Duration 1 minute
  The target point emits sound you choose for the duration. 
  This can be noises or speech in a language you know, and 
  its volume can range from as quiet as a whisper to as loud 
  as thunder. For the duration, you can change the sound 
  as you wish to mimic effects such as the clash of blades, a 
  conversation, or the approach or retreat of footsteps.
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  DISGUISE 
  ILLUSION UTILITY 0
  Target One creature you can reach
  Duration 1 hour
  You touch the target and confer an illusory disguise that lasts 
  for the duration. You decide what the disguise looks like. 
  You can increase or decrease the target’s apparent height or 
  weight by up to 25 percent. You can change the appearance 
  of the target’s clothing and equipment, though the effect 
  does not mask any sounds it normally makes.
  FIGMENT 
  ILLUSION UTILITY 1
  Area A cube, 2 yards on a side, originating from a point 
  you can see within short range
  Duration 1 hour; see the effect
  A silent visual illusion of a creature, object, or force appears 
  in the area. If you create an illusion of a creature, it moves 
  and behaves in a lifelike manner for the duration. If the 
  illusion is attacked, or if you cannot see it at the end of the 
  round, the effect ends immediately.
  THIMBLERIG 
  ILLUSION UTILITY 1
  Duration 1 hour; see the effect
  Four illusory duplicates spring into existence in open spaces 
  within your reach. For the duration, each duplicate moves 
  with you, continually exchanging places so that observers 
  cannot discern which one is the real you. The duplicates’ 
  movement does not trigger free attacks.
   
  When a creature gets a success with an attack roll against 
  your Defense, Strength, or Agility, roll a d20 to see whether 
  the attack affects you or one of the duplicates. If it affects a 
  duplicate, reduce the number of duplicates by one. The effect 
  ends when the last duplicate disappears.
  Thimblerig
  Number of Duplicates
  Hits a Duplicate on . . .
  4
  16 or less
  3
  15 or less
  2
  14 or less
  1
  10 or less
  VERTIGO 
  ILLUSION ATTACK 1
  Target One creature within short range
  The target perceives its immediate environs as spinning. 
  Make an Intellect attack roll against the target’s Perception. 
  On a success, the target becomes afflicted with vertigo 
  for 1 minute. If it moves more than 2 yards on its turn while 
  afflicted this way, it must make an Agility challenge roll. On a 
  failure, it falls prone and ends its turn.
  Attack Roll 20+ While afflicted with vertigo, the target also 
  falls prone, potentially ending its turn, when it takes damage.
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  GLAMER 
  ILLUSION UTILITY 2
  Area A cube, 2 yards on a side, originating from a point 
  you can see within short range
  Duration 1 hour; see the effect
  A visual and auditory illusion of a creature, object, or force 
  appears in the area. If you cannot see the illusion at the end 
  of the round, the effect ends immediately.
   
  If you create an illusion of a dangerous force, such as fire or 
  boiling water, a creature moving into its space must make a 
  Perception challenge roll, taking 2d6 damage on a failure.
   
  If you create an illusion of a creature, it moves and behaves 
  in a lifelike manner and uses your Intellect score for its 
  attributes, Defense, and Health. It ignores all afflictions and 
  disappears when it becomes incapacitated, which ends the 
  effect. For the duration, you can use an action to move the 
  illusion up to 10 yards and attack one creature within 1 yard 
  of it that can see the illusion and that believes it to be real. 
  Make an Intellect attack roll against the target’s Perception. 
  On a success, the target believes it was injured, burned, or 
  otherwise harmed by the illusion and takes 2d6 damage.
  Attack Roll 20+ The target takes 2d6 extra damage.
  INVISIBILITY 
  ILLUSION UTILITY 2
  Target One creature or object you can reach
  Duration 1 minute
  You touch the target, which becomes invisible for the 
  duration.
  DECOY 
  ILLUSION UTILITY 3
  Triggered You can use a triggered action to cast this spell 
  when a creature gets a success on an attack roll against you. 
  The success instead becomes a failure, and you teleport to an 
  open space of your choice within short range.
  PHANTASM 
  ILLUSION UTILITY 3
  Area A cube, 4 yards on a side, 
  originating from a point you can 
  see within long range
  Duration 1 hour; see the effect
  An illusion of a creature, object, 
  or force that looks, sounds, and 
  otherwise seems real appears 
  inside the area. If you cannot 
  see the illusion at the end of 
  the round, the effect ends 
  immediately.
          If you create an illusion of a 
  dangerous force, such as fire or 
  boiling water, a creature moving 
  into its space must make a Perception challenge roll, taking 
  3d6 damage on a failure.
   
  If you create an illusion of a creature, it moves and 
  behaves in a lifelike manner and uses your Intellect score for 
  its attributes, Defense, and Health. It ignores all afflictions 
  and disappears when it becomes incapacitated, which ends 
  the effect. For the duration, you can use an action to move 
  the illusion up to 10 yards and attack one creature within 
  1 yard of it that can see the illusion and that believes it to 
  be real. Make an Intellect attack roll against the target’s 
  Perception. On a success, the target believes it was injured, 
  burned, or otherwise harmed by the illusion and takes 4d6 
  damage.
  Attack Roll 20+ The target takes 2d6 extra damage.
  MIRAGE 
  ILLUSION UTILITY 4
  Area A cylinder, 5 yards tall with a 10-yard radius, centered 
  on a point within long range
  Duration Until you complete a rest
  Illusory terrain appears inside the area and remains there for 
  the duration. It looks, sounds, smells, and feels real in every 
  way. You can change the appearance of the existing terrain 
  completely or incorporate its features into the illusion. The 
  illusion can totally conceal any existing terrain feature in 
  its area and hide its visual effects. For example, you could 
  render a fire invisible and completely conceal the light it 
  casts, though it would still emit heat and deal damage to 
  creatures that come into contact with it.
  Sacrifice You can expend a casting of this spell to cast 
  phantasm.
  Permanence If you cast this spell in the same area each day 
  for a month and a day, the effect becomes permanent.
  ILLUSORY DOUBLE 
  ILLUSION UTILITY 5
  Area A cube, large enough to accommodate a creature of 
  your Size, originating from a point within short range
  Duration 1 hour; see the effect
  An illusory copy of yourself appears inside the area. The copy 
  looks, sounds, and otherwise is identical to you in every way. 
  It uses your attributes and characteristics. However, it ignores 
  all afflictions and disappears when it becomes incapacitated, 
  which ends the effect.
   
  When you move, you can also move your copy up to your 
  Speed in any direction and manner you can normally move. 
  You can choose to cast spells from your space or the space 
  your copy occupies.
   
  When a creature gets a success on an attack roll against 
  you, you can use a triggered action to instantly swap 
  positions with your copy, making it the target of the attack 
  instead.
  Life
  Life magic eases pain, heals wounds, and removes 
  afflictions. Many people discover the tradition by studying 
  at the fabled House of Healing, an institution founded 
  long ago to fight plagues and alleviate suffering. Upon 
  completing the training, each new Life practitioner 
  receives a tattoo of a hand, palm out, on the right cheek 
  and is given a crimson cloak to signify commitment to 
  healing.
   The tradition finds great favor among servants of the 
  gods, since performing such miracles fosters devotion in 
  Discerning Illusions
  A creature can attempt to discern whether what it sees, hears, 
  or otherwise experiences is an illusion. To do so, it uses an 
  action to make a Perception challenge roll, with 1 bane per 
  point its Power score is lower than that of the illusion’s caster. 
  On a success, the creature perceives the illusion and cannot 
  be affected by it.
   Other methods might also reveal an effect’s false nature, at 
  the GM’s discretion.
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  those who receive their blessings. In particular, most priests 
  of the New God devote some of their studies to the Life 
  tradition.
  LIFE SENSE 
  LIFE UTILITY 0
  Area A sphere with a 5-yard radius centered on a point 
  within your space
  Duration 1 minute
  You know the locations of any living creatures in the area. 
  Such creatures cannot become hidden from you for the 
  duration.
  MINOR HEALING 
  LIFE UTILITY 0
  Target One creature you can reach
  You touch the target, which heals damage equal to half its 
  healing rate.
  CURE 
  LIFE UTILITY 1
  Target One creature you can reach
  You touch the target, granting one of the following benefits:
  • 
  Remove one of the following afflictions from the target: 
  diseased, fatigued, impaired, or poisoned.
  • 
  Remove 1 Insanity from the target.
  • 
  Remove any penalty to the target’s Health.
  • 
  The target heals damage equal to half its healing rate.
  FOUNT OF LIFE 
  LIFE UTILITY 1
  Area A sphere with a 2-yard radius centered on a point you 
  can reach
  Duration 1 minute
  Healing energies spread through the area, which moves with 
  you for the duration. Whenever a living creature in the area 
  heals damage, it heals extra damage equal to your Power.
  LIGHT HEALING 
  LIFE UTILITY 1
  Target One creature you can reach
  You touch the target, which heals damage equal to its healing 
  rate.
  MODERATE HEALING 
  LIFE UTILITY 2
  Target One creature you can reach
  You touch the target, which heals damage equal to twice its 
  healing rate.
  VITALITY BURST 
  LIFE UTILITY 2
  Target Up to three living creatures within short range
  Each target heals damage equal to its healing rate.
  GREATER CURE 
  LIFE UTILITY 3
  Target Up to three creatures you can reach
  You touch each target, granting one of the following benefits 
  (you can choose a different one for each target):
  • 
  Remove one of the following afflictions from the target: 
  diseased, fatigued, impaired, or poisoned.
  • 
  Remove 1 Insanity from the target.
  • 
  Remove any penalty to the target’s Health.
  • 
  The target heals damage equal to its healing rate.
  MAJOR HEALING 
  LIFE UTILITY 3
  Target One creature you can reach
  You touch the target, which heals damage equal to three 
  times its healing rate.
  TOTAL HEALING 
  LIFE UTILITY 4
  Target One creature you can reach
  You touch the target, which heals all damage.
  RESURRECT 
  LIFE UTILITY 5
  Target One creature dead no longer than 24 hours that 
  you can reach
  You touch the target. You must concentrate for 1 hour, during 
  which time you must maintain physical contact with the 
  target. If your concentration is uninterrupted for the full hour, 
  the target might come back from the dead.
   
  If the target’s soul resides in the Underworld, it returns 
  to its body and the target is restored to life. The target 
  heals 1 damage and becomes fatigued and impaired until it 
  completes a rest.
   
  If the target’s soul resides in Hell, make a 
  Will challenge roll with a number of banes 
  equal to the target’s Corruption. On a 
  success, you restore the target to life as 
  described above. On a failure, the soul 
  is utterly lost. It cannot be returned 
  to its body by further castings of 
  this spell.
  Sacrifice You can 
  expend a casting of 
  this spell to cast total 
  healing.
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  Magic
  Nature
  An ancient tradition, Nature magic encourages growth and 
  nurtures the land. Nature spells let casters command plants 
  and harness their power in its defense. Misuse of the magic 
  can lead the world to withhold its power.
   Devotees of the Old Faith are the most common users of 
  Nature magic. They see the tradition’s spells as expressions 
  of their religion and incorporate them into their rites.
  MAGIC ACORNS 
  NATURE ATTACK 0
  Target Up to five acorns, nuts, or seeds you can reach
  Duration 1 hour; see the effect
  You touch the targets, imbuing each with magic for the 
  duration or until a creature attacks with it. A creature attacks 
  with an acorn by throwing it at a target creature or object 
  within short range, making an Agility attack roll against the 
  target’s Agility. On a success, the target of the attack takes 
  1d3 damage and becomes slowed for 1 round. If it becomes 
  incapacitated by this damage, it becomes rooted to the 
  ground and permanently transforms into a sapling.
  Attack Roll 20+ The target takes 1d6 extra damage.
  OAK HIDE 
  NATURE UTILITY 0
  Duration 1 hour
  For the duration, you gain a +2 bonus to Defense and when 
  you attempt to hide in forest settings, you make the Agility 
  challenge roll with 1 boon.
  HEALING BERRIES 
  NATURE UTILITY 1
  Target Up to three fresh berries you can reach
  Duration 8 hours; see the effect
  You touch the targets, imbuing each with magic that lasts for 
  the duration or until it is consumed. A living creature can use 
  an action to consume a target berry, healing damage equal to 
  half its healing rate.
  OVERGROWTH 
  NATURE UTILITY 1
  Area A circle on the ground with a 10-yard radius centered 
  on a point within medium range
  Duration 1 hour
  Creepers and weeds spread across the area, which becomes 
  difficult terrain for the duration. When the effect ends, this 
  growth withers and dies.
  SHILLELAGH 
  NATURE UTILITY 1
  Target One club or staff you are holding
  Duration 1 hour; see the effect
  You imbue the target weapon with magic that lasts for 
  the duration or until you drop it. While you hold the target 
  weapon, you gain a +2 bonus to Speed and your attacks with 
  it deal 1d6 extra damage.
  ENSNARING VINES 
  NATURE ATTACK 2
  Target Up to five creatures within medium range
  Vines erupt under the targets. Each target must get a success 
  on an Agility roll or become immobilized for 1 minute. It can 
  use an action to remove the affliction by tearing off the vine.
  FIERY PINECONES 
  NATURE ATTACK 2
  Target Up to five pinecones, nuts, or seeds you can reach
  Duration 8 hours, see the effect
  You touch the targets, imbuing each with magic that lasts 
  for the duration or until a creature attacks with it. An imbued 
  item sheds light in a 5-yard radius around it. A creature can 
  attack with the target by throwing it at a target creature or 
  object within medium range, making an Agility attack roll 
  against the target’s Agility. On a success, the target of the 
  attack takes 1d6 damage, and everything within 1 yard of it 
  takes 1d3 damage from the flying sparks.
  Attack Roll 20+ The target of the attack takes 1d6 extra damage.
  BRAMBLES 
  NATURE UTILITY 3
  Area A circle on the ground with a 10-yard radius centered 
  on a point within medium range
  Duration 1 minute
  Brambles with razor-sharp thorns spread out across the 
  area, which becomes difficult terrain for the duration. When 
  the effect ends, the brambles wither and die. Any creature 
  entering the area or moving across it must make an Agility 
  challenge roll with 1 bane, taking 1d6 damage on a failure.
  FOREST WALK 
  NATURE UTILITY 3
  Duration 1 minute
  You, along with everything you wear and carry, turn bright 
  green for the duration. For the duration, you can enter a space 
  occupied by a plant of your Size or larger and instantly exit into 
  an open space from another plant of your Size or larger that is 
  within medium range of the plant whose space you entered.
  WRATH OF NATURE 
  NATURE ATTACK 4
  Target Up to five creatures within medium range
  Whiplike vines leap up and deal 3d6 damage to each target. 
  Each target must make an Agility challenge roll. On a failure, 
  the target is moved 6 yards in a direction you choose and 
  then becomes immobilized for 1 minute. The target can use 
  an action to make a Strength challenge roll with 1 bane, 
  removing the affliction on a success.
  FORM OF THE OAK GUARDIAN 
  NATURE UTILITY 5
  Duration 1 minute
  You transform into a mighty animated tree. For the duration, 
  you cannot cast spells but gain all the following benefits:
  • 
  You gain a +3 bonus to Defense and a +15 bonus to 
  Health, and your Size doubles.
  • 
  You make Strength attack rolls and challenge rolls with 
  1 boon.
  • 
  You branches count as a melee weapon that deals 3d6 
  damage.
  • 
  You can use a triggered action on your turn to expend 
  the casting of a Nature spell. If you do, you extend this 
  effect’s duration by a number of minutes equal to the 
  spell’s rank.
  Armor Abhorrence
  Those who deal in this tradition need to maintain closeness 
  to nature. Heavy armor is abhorrent to such casters. You 
  cannot cast Nature spells while wearing heavy armor.
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  shadow of the demon lord
  Magic
  Necromancy 
  Necromancy subverts the cycle of life and death by creating 
  beings that exist between both states. Its mysteries are 
  hidden in profane tomes or etched on the walls of ancient 
  tombs, so seekers must brave shuffling hordes of undead 
  and embrace corruption to master such magic.
  HIDE FROM UNDEAD 
  NECROMANCY UTILITY 0
  Duration 1 minute; see the effect
  You become hidden from undead creatures for the duration. 
  The effect ends immediately if you make an attack.
  SPECTRAL GRASP 
  NECROMANCY ATTACK 0
  Target One creature within medium range
  A shadowy hand streaks toward the target. Make an Intellect 
  attack roll against its Agility. On a success, the target takes 
  1d3 damage and makes attack rolls with 1 bane for 1 round.
  Attack Roll 20+ The target takes 1d6 extra damage.
  ANIMATE CORPSE 
  NECROMANCY UTILITY 1
  Target One Size 1/2 or 1 corpse you can reach
  You touch the target. If you concentrate and maintain 
  contact with the target for 1 minute, it becomes a compelled 
  animated corpse of its Size.
  Sacrifice You can expend a casting of this spell to cast 
  spectral grasp.
  GRAVE GRASP 
  NECROMANCY ATTACK 1
  Area A circle on the ground with a 5-yard radius centered 
  on a point within short range
  Duration 1 minute
  For the duration, darkness spreads across the area; bony claws 
  and rotting hands rise from the ground, which becomes difficult 
  terrain. Each creature in the area when you cast the spell or 
  that is in the area at the end of a round must make an Agility 
  challenge roll. On a failure, it takes 1d6 damage and becomes 
  immobilized for the duration. If it was already immobilized, it 
  instead takes 1d6 extra damage. The creature can use an action 
  to tear free, removing the immobilized affliction.
  HARVEST SOUL 
  NECROMANCY ATTACK 1
  Target One creature, dead no longer than 1 round, within 
  short range
  Duration 4 hours; see the effect
  A ball of faint light rises from the target and flies toward you, 
  orbiting your body for the duration. You can use an action to 
  end the effect immediately and heal damage equal to your 
  healing rate. Until the effect ends, the target creature cannot 
  be restored to life by any means.
  BONE SPLINTERS 
  NECROMANCY ATTACK 2
  Target One creature that has bones in its body within 
  medium range
  Make an Intellect attack roll against the target’s Strength. On 
  a success, the target takes 3d6 + 5 damage. If it becomes 
  incapacitated by this damage, it dies instantly and the bones 
  in its body explode in a 3-yard-long cone originating from 
  a point within its space. Everything in the area takes 1d6 
  damage; creatures take no damage with a success on an 
  Agility challenge roll.
  Attack Roll 20+ The target takes 2d6 extra damage.
  SHRIEKING SKULL 
  NECROMANCY ATTACK 2
  Target A point in space you can reach
  Duration 1 minute, see the effect
  A human skull appears in the air, centered on the target 
  point. It has the flier trait, Defense 20, and Health 10. When 
  its damage total equals its Health, the skull crumbles and the 
  effect ends immediately.
   
  When you cast the spell, you can have the skull fly up to 
  10 yards and scream; you can also do this using an action or 
  a triggered action on your turn for the duration. The noise 
  spreads through a sphere with a 3-yard radius centered on 
  the skull. Each creature that can hear in the area must get a 
  success on a Strength challenge roll or take 1d6 + 1 damage.
  CANNIBALIZE MAGIC 
  NECROMANCY ATTACK 3
  Target One creature within medium range
  Make an Intellect attack roll against the target’s Strength. On 
  a success, the target takes 3d6 damage and you regain the 
  casting of one spell of rank 1 or lower.
  Attack Roll 20+ The target takes 2d6 extra damage and you 
  instead regain the casting of one spell of rank 2 or lower.
  WELL OF DARK POWER 
  NECROMANCY UTILITY 3
  Area A circle on the ground with a 5-yard radius centered 
  on a point within medium range
  Duration 1 minute
  A glyph appears at the origin point. For the duration, when any 
  creature in the area takes damage, it takes 2d6 extra damage.
  SEAL THE  UNDERWORLD’S GATES NECROMANCY ATTACK 4
  Area A sphere with a 10-yard radius centered on a point 
  within medium range
  Duration 1 minute
  Tendrils of necromantic energy spread through the area. 
  For the duration, undead in the area make attack rolls and 
  challenge rolls with 1 boon and living creatures other than 
  you in the area make attack rolls and challenge rolls with 1 
  bane. As well, Size 1 or 1/2 living creatures that die in the area 
  become compelled animated corpses.
  ARMY OF THE DEAD 
  NECROMANCY UTILITY 5
  Area A circle on the ground with a 2-yard radius centered 
  on a point within medium range
  Duration 1 hour
  The area becomes difficult terrain for the duration. At the 
  end of the round in which you cast the spell, 2d6 compelled 
  Limits on Control
  You can have a number of compelled undead creatures 
  created by your Necromancy spells equal to your Power. If 
  creating a new undead creature would cause you to exceed 
  this limit, the compelled affliction is automatically removed 
  from the undead creature you created first.
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  Magic
  animated corpses claw free from the ground and stand up. 
  All the animated corpses created by this spell count as a 
  single creature for the purpose of determining how many 
  compelled undead creatures you can control. The effect ends 
  when the last of these animated corpses is destroyed.
  Primal
  Spells from the Primal tradition forge bonds with animals 
  and awaken bestial traits in their casters.
   Most who discover Primal magic pledge service to and 
  commune with the gods of the Old Faith. Others might 
  come to its power through reading the runes inscribed on 
  old monoliths, studying cave paintings left by beastmen, 
  or becoming possessed by one of the nature spirits that 
  inhabit the wildest places.
   The more Primal magic you learn, the more animalistic 
  your appearance becomes. Body hair often grows more 
  profusely, while eye color shifts to amber, silver, or bright 
  gold.
  BEAST WITHIN 
  PRIMAL UTILITY 0
  Duration 1 minute
  Your eyes glow, fur covers your body, your nails lengthen 
  into claws, and your teeth become fangs. For the duration, 
  you can gain darksight and a +2 bonus to Speed, and your 
  attacks with unarmed strikes and natural weapons deal 1d6 
  extra damage.
  HIDE FROM ANIMALS 
  PRIMAL UTILITY 0
  Duration 1 minute; see the effect
  You become hidden from all animals for the duration. The 
  effect ends immediately if you make an attack.
  BEAST TONGUE 
  PRIMAL UTILITY 1
  Duration 1 minute
  For the duration, you can communicate with any animal that 
  can hear you.
  BEFRIEND ANIMAL 
  PRIMAL ATTACK 1
  Target One animal you can see within short range
  Make a Will attack roll against the target’s Will. You make the 
  attack roll with 1 boon if you are under the effect of the beast 
  tongue spell. If the target’s Health is higher than yours, the 
  spell fails and the casting is wasted.
   
  On a success, the target becomes charmed until you 
  complete a rest. It accompanies you on your adventures and 
  helps you to the best of its ability, though it remains under 
  the GM’s control.
   
  You can have a number of animals charmed this way 
  equal to your Power score. If casting this spell causes you 
  to exceed this number, the effect automatically ends on the 
  animal affected for the longest time.
  Attack Roll 20+ The target becomes permanently charmed.
  CALL SMALL ANIMAL 
  PRIMAL UTILITY 1
  Area A cube of space, 1 yard on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 hour
  A compelled small animal or tiny animal appears in the area. 
  A tiny animal can have one of the following traits: climber, 
  flier, poisonous, or swimmer.
   
  The animal is of a kind appropriate to the environment 
  where you cast the spell. When the effect ends or the animal 
  becomes incapacitated, it returns whence it came.
  CALL MEDIUM ANIMAL 
  PRIMAL UTILITY 2
  Area A cube of space, 1 yard on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 hour
  This spell works like call small animal, except that a 
  compelled medium animal, small animal, or tiny animal 
  appears inside the area. A small or tiny animal can have one 
  of the following traits: climber, flier, poisonous, or swimmer.
  DIRE BEAST 
  PRIMAL UTILITY 2
  Target You or one animal within short range
  Duration 1 minute
  The target becomes a savage beast. For the duration, the 
  target’s Size increases to 1, or increases by 1 if it is Size 1 
  or larger, and its attacks with unarmed strikes and natural 
  weapons deal 1d6 extra damage.
  CALL LARGE ANIMAL 
  PRIMAL UTILITY 3
  Area A cube of space, 2 yards on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 hour
  This spell works like call small animal, except that a 
  compelled large animal, medium animal, or small animal 
  appears in the area. A medium or small animal can have 
  one of the following traits: climber, flier, poisonous, or 
  swimmer.
  POUNCE 
  PRIMAL ATTACK 3
  Requirement You must be under the effects of the beast 
  within spell.
  You move up to twice your Speed. At any point during this 
  movement, you can make an attack with an unarmed strike 
  or natural weapon against a target within your reach, using 
  Will in place of the attribute the attack normally uses. On a 
  success, the target takes the attack’s damage plus 4d6 extra 
  damage and falls prone.
  CALL OF THE WILD 
  PRIMAL UTILITY 4
  Target Up to five creatures within short range
  Duration 1 minute
  The targets acquire bestial traits. For the duration, each 
  target gains a +10 bonus to Health and a +2 bonus to Speed, 
  and deals 1d6 extra damage with its attacks using unarmed 
  strikes and natural weapons.
  CALL HUGE ANIMAL 
  PRIMAL UTILITY 5
  Area A cube of space, 3 yards on a side, originating from a 
  point within medium range and resting on a solid surface
  Duration 1 hour
  This spell works like call small animal, except that a 
  compelled huge animal, large animal, or medium animal 
  appears in the area. A large or medium animal can have 
  one of the following traits: climber, flier, poisonous, or 
  swimmer.
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  shadow of the demon lord
  Magic
  Protection
  Protection magic secures, defends, and counteracts. Its 
  spells appeal to the cautious—and the paranoid—since it 
  keeps them and their belongings safe. As you learn spells 
  from the tradition, you become increasingly suspicious of 
  others, including your companions.
  MAGIC LOCK 
  PROTECTION UTILITY 0
  Target One object within short range that can be opened 
  or closed such as a door, chest, or window
  Duration 1 minute
  The target closes and locks. For the duration, it cannot be 
  opened by nonmagical means by a creature other than you, 
  although it can be destroyed.
  SECURE SITE 
  PROTECTION UTILITY 0
  Area A sphere with a 10-yard radius centered on a point 
  you can reach
  Duration 6 hours
  An invisible field springs into existence along the 
  circumference of the area. For the duration, you know 
  whenever a Size 1/2 or larger creature moves into the area 
  from outside it. This knowledge wakes you if you are asleep.
  EVADE 
  PROTECTION UTILITY 1
  You move up to four times your Speed without triggering 
  free attacks.
  Triggered You can use a triggered action to cast this spell 
  when you take damage. If you do, you instead move up to 
  twice your Speed without triggering free attacks.
  FORCE FIELD 
  PROTECTION UTILITY 1
  Duration 1 minute; see the effect
  An invisible field of force surrounds you and moves with you. 
  The field has Health 10. For the duration, when you would 
  take damage, the field takes the damage instead. If the field’s 
  damage total equals its Health, the effect ends immediately.
  SANCTUARY 
  PROTECTION UTILITY 1
  Target One creature you can reach
  Duration 1 minute; see the effect
  You touch the target, causing it to become hidden from all 
  creatures for the duration. The effect ends immediately when 
  the target attacks.
  VIGILANCE 
  PROTECTION UTILITY 2
  Target One creature you can reach
  Duration 4 hours
  You touch the target, granting it heightened readiness and 
  awareness. For the duration, the target makes Perception 
  challenge rolls with 1 boon and cannot be charmed, 
  compelled, frightened, surprised, or put to sleep by magic.
  VIGOR 
  PROTECTION UTILITY 2
  Target One creature you can reach
  Duration 1 hour
  You touch the target, granting it a +10 bonus to Health for 
  the duration.
  PROTECTION FROM SPELLS 
  PROTECTION UTILITY 3
  Target One creature you can reach
  Duration 1 hour
  You touch the target and grant it protection from spells for 
  the duration. Until the effect ends, creatures attacking the 
  target with spells make the attack rolls with 1 bane. As well, 
  the target makes challenge rolls with 1 boon to resist a spell’s 
  effect.
  PROTECTIVE FIELD 
  PROTECTION UTILITY 3
  Area A sphere with a 3-yard radius centered on a point you 
  can reach
  Duration 1 minute
  An immobile, invisible barrier springs into existence along the 
  circumference of the area and remains for the duration. When 
  you cast the spell, you designate any number of creatures 
  within medium range of you. Designated creatures can 
  freely move and make attacks through the barrier. No other 
  creature can move through the barrier or make attacks with 
  melee weapons against targets on the other side.
  INVULNERABILITY 
  PROTECTION UTILITY 4
  Target One creature you can reach
  Duration Concentration, up to 1 minute 
  You touch the target, making it immune to all damage for the 
  duration.
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  GLOBE OF NEGATION 
  PROTECTION UTILITY 5
  Area A sphere with a 5-yard radius centered on a point you 
  can reach
  Duration 1 minute
  An immobile, invisible barrier springs into existence along 
  the circumference of the area and remains for the duration. 
  Attack rolls with spells of rank 5 or lower against targets 
  behind the barrier automatically get failures. As well, the 
  area within the barrier is excluded from the area of any spell 
  of rank 5 or lower. Finally, spells cast from within the barrier 
  cannot have origin points beyond the barrier’s edge.
  Rune
  Rune spells create writing that produces magical effects. 
  Dwarfs or trolls invented Rune magic. Many of first Rune 
  spells survive carved into ancient monoliths and on cave 
  walls in old mountains. Discovering the tradition might 
  result from stumbling across such writings. 
  RUNE OF FINDING 
  RUNE UTILITY 0
  Target One creature or object you can reach
  Duration 1 hour
  You touch the target and leave behind a sigil that remains 
  for the duration. You always know the exact location of the 
  creature or object bearing the sigil.
  TRANSLATE ANYTHING 
  RUNE UTILITY 0
  Duration 1 minute
  For the duration, you can read any writing you see.
  BRAND OF DOOM 
  RUNE ATTACK 1
  Target One creature within short range
  Make an Intellect attack roll against the target’s Agility. On 
  a success, you bind a rune to the target for 1 minute. Once 
  per round for the duration, when the target takes damage, it 
  takes 1d6 extra damage from the rune.
  GLYPH OF FIRE 
  RUNE ATTACK 1
  Target A point in space within short range
  Duration 1 minute
  A fiery glyph appears on the target for the duration. When 
  you cast the spell, and at the end of each round for the 
  duration, the glyph looses flames that spread out in a 2-yard-
  radius sphere centered on a point in the target’s space, 
  dealing 1d6 + 2 damage to everything in the area. Each 
  creature in the area must make an Agility challenge roll with 1 
  bane, taking no damage with a success.
  RUNIC SHIELD 
  RUNE UTILITY 1
  Target One shield you can reach
  Duration 1 minute
  You inscribe a rune on the target that remains for the 
  duration. Creatures making attacks with weapons against the 
  target’s bearer make the attack rolls with 1 bane.
  GLYPHIC PRISON 
  RUNE ATTACK 2
  Target One creature you can see within medium range
  Duration 1 minute
  A ring of blazing glyphs surrounds the target and remains 
  in place for the duration. If the target leaves that space and 
  passes through the runes, it must make a Strength challenge 
  roll with 1 bane. It takes 6d6 damage on a failure, or half the 
  damage on a success.
  RUNE OF CONCEALMENT 
  RUNE UTILITY 2
  Target One creature you can reach
  Duration 1 hour
  You touch the target, and a rune appears on it. For the 
  duration, the target cannot be perceived by magic, and if it is 
  in an obscured area at the end of the round, it automatically 
  becomes hidden until it uses an action or moves.
  SIGIL TRAP 
  RUNE UTILITY 3
  Target A circle with a 4-yard radius centered on a point on 
  the ground within medium range
  Duration 1 minute
  A rune appears at the origin point and remains for the 
  duration. When a creature moves into the area from 
  outside it, and at the end of each round for the duration, 
  crackling lightning spreads out from the rune, dealing 
  2d6 damage to everything in the area. Each creature 
  in the area must make an Agility challenge roll. It 
  becomes immobilized for 1 round on a failure, or just 
  takes half the damage on a success.
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  RUNE OF MIGHT 
  RUNE UTILITY 3
  Target One creature you can reach
  Duration 1 minute
  A gleaming rune appears on the target where you touch 
  it. For the duration, the target makes Strength attack rolls 
  and challenge rolls with 2 boons, and its attacks with melee 
  weapons deal 2d6 extra damage.
  RUNIC WEAPON 
  RUNE UTILITY 4
  Target One weapon you can reach
  Duration 1 minute
  You inscribe a gleaming rune on the target weapon. For the 
  duration, attacks using that weapon deal 3d6 extra damage.
  RUNE OF POWER 
  RUNE UTILITY 5
  Target One creature you can reach
  Duration 1 hour
  A gleaming rune appears on the target where you touch it. 
  For the duration, the target makes attack rolls and challenge 
  rolls with 2 boons, gains a +20 bonus to Health, and deals 1d6 
  extra damage with any attack that deals damage.
  Shadow
  Shadow magic creates and shapes shadows and darkness.
   The Shadow tradition skirts the edges of what most 
  consider dark magic, though its magic lacks the corrupting 
  influence of such spells. Students of dark magic traditions 
  often supplement their studies with Shadow spells to 
  conceal their activities and destroy their foes.
   Some believe the tradition originated in the Underworld, 
  its first users learning secrets from the shades haunting 
  the borders of that realm. Shadow magic now finds 
  practitioners all over the world, from deranged cultists to 
  magic-using thieves and assassins to those who simply wish 
  to avoid attracting attention.
   Exploring Shadow’s secrets gradually drains color 
  and vitality from you. Your clothing fades more quickly, 
  your hair loses its luster, and your complexion becomes 
  almost chalky. You find light uncomfortable and must 
  shield your eyes from the stinging brightness, usually 
  by donning a hooded cloak. Although you become 
  uncomfortable in lit areas, the tradition does not cause 
  light to harm you.
  NIGHTFALL BLADE 
  SHADOW UTILITY 0
  Duration 1 minute; see the effect
  Wisps of darkness form a solid blade in your hand that 
  remains for the duration or until it leaves your hand. The 
  blade functions as an off-hand swift weapon with the finesse 
  property that deals 1d6 damage. It deals 1d6 extra damage 
  when you get a success on an attack roll against a target 
  obscured by shadows or darkness.
  WALL OF DARKNESS 
  SHADOW UTILITY 0
  Area A circle with a 2-yard radius, with any orientation, 
  centered on a point within medium range
  Duration 1 minute
  The area becomes opaque for the duration and totally 
  obscures everything within or behind it, blocking all light 
  created by natural sources.
  DARKNESS 
  SHADOW UTILITY 1
  Area A sphere with a 5-yard radius centered on a point 
  within short range
  Duration 1 minute
  Inky darkness fills the area, totally obscuring it for the 
  duration. The darkness cancels all light from natural sources 
  and that created by rank 0 spells, and it blocks all nonmagical 
  vision other than truesight.
   
  If you cast this spell on an object you touch, the area of 
  darkness moves with it. If you completely cover the object, 
  the spell’s effect is suppressed until it is no longer covered.
  DARKSIGHT 
  SHADOW UTILITY 1
  Target One creature you can touch
  Duration 1 hour
  You touch the target, which gains darksight for the duration.
  SHADOW DART 
  SHADOW ATTACK 1
  Target One creature within medium range
  A missile of inky darkness leaps from your hand. Make 
  an Intellect attack roll against the target’s Agility. On a 
  success, the target takes 2d6 damage and makes Perception 
  challenge rolls with 3 banes for 1 minute.
  SHADOW MONSTER 
  SHADOW UTILITY 2
  Area A cube, 1 yard on a side, originating from a point 
  within medium range
  Duration 1 minute
  Threads of darkness gather in the area to form a compelled 
  medium monster with the flier trait. The shadow monster 
  can have any appearance you choose. If it becomes 
  incapacitated, the effect ends.
  SHADOW STRIDE 
  SHADOW UTILITY 2
  Duration 1 minute
  For the duration, when you enter a space obscured by 
  shadows or darkness, you can instantly exit from an open 
  space obscured by shadows or darkness within medium 
  range of the space you entered. You can move in this way 
  once per round.
  BLACK BOLTS OF THE UNDERWORLD SHADOW ATTACK 3
  Target Up to three creatures within medium range
  Three missiles of seething darkness leap from your hand, 
  divided as you choose among the targets. For each missile, 
  make an Intellect attack roll against the target’s Agility. On 
  a success, the target takes 2d6 damage and is moved 1d6 
  yards away from you.
  Attack Roll 20+ The target takes 1d6 extra damage.
  SHADOW MAGIC 
  SHADOW UTILITY 3
  Choose one of your rank 2 or lower spells from a tradition 
  other than Shadow. You cast the spell without expending a 
  casting, even if you have no castings of that spell remaining.
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  DARK PORTALS 
  SHADOW UTILITY 4
  Area Six cubes, each 1 yard on a side, within long range
  Duration 1 minute
  Darkness fills each cube, totally obscuring its space and 
  blocking all nonmagical vision other than truesight. Assign 
  a number, from 1 to 6, to each cube. When a creature enters 
  one of the cubes, it must make an Intellect challenge roll 
  to choose which cube it exits. On a success, the creature 
  instantly exits into an open space from the chosen cube. On 
  a failure, the creature rolls a d6 to determine the cube from 
  which it exits. In either case, the creature decides in which 
  direction it exits the cube.
  ENERVATION 
  SHADOW ATTACK 5
  Target One living creature within long range
  A black beam leaps from the palm of your hand. Make an 
  Intellect attack roll against the target’s Agility. On a success, 
  the target takes a –20 penalty to Health for 1 hour. While this 
  penalty applies, the target is also impaired.
  Attack Roll 20+ The penalty is instead –30.
  Song
  Song spells weave magic into music to affect the minds 
  of those who hear it performed. Casting spells from the 
  tradition requires you to sing or play music.
  PROJECT VOICE 
  SONG UTILITY 0
  Duration 1 minute
  For the duration, anything you say or sing can be heard up to 
  1 mile away.
  SONG OF FRIENDSHIP 
  SONG ATTACK 0
  Target Each creature you choose within short range that 
  can hear you
  You concentrate for 1 minute, during which time you sing. 
  When you finish, each target must make a Will challenge roll. 
  On a failure, it becomes charmed for 1 hour or until it takes 
  damage.
  SONG OF COURAGE 
  SONG UTILITY 1
  Target Each creature you choose within short range that 
  can hear you
  Duration 1 minute
  For the duration, each target cannot become charmed, 
  compelled, or frightened while it remains within short range 
  of you and can hear you. The effect ends immediately if you 
  stop singing or cast another spell.
  SONG OF INSPIRATION 
  SONG UTILITY 1
  Duration 1 minute
  When you cast the spell, and on each of your turns for the 
  duration, choose one creature within short range of you that 
  can hear you. The target makes its next attack roll or 
  challenge roll with 2 boons. The effect ends immediately 
  if you stop singing or cast another spell.
  SONG OF VALOR 
  SONG UTILITY 1
  Duration 1 minute
  When you cast the spell and on each of your turns for 
  the duration, choose one creature within short range 
  of you that can hear you. The target deals 1d6 extra 
  damage with weapon attacks for 1 round. The effect ends 
  immediately if you stop singing or cast another spell.
  SONG OF CAPTIVATION 
  SONG ATTACK 2
  Duration Concentration, up to 1 minute
  When you cast the spell, and when you use 
  an action to concentrate on it, choose 
  one creature within short range that 
  can hear you. The target must get a 
  success on a Will challenge roll or 
  become charmed for the duration. 
  While charmed this way, the creature 
  can take only slow turns and must 
  move toward you on its turn if it is more 
  than 10 yards from you.
   The effect ends immediately if you stop singing 
  or cast another spell.
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  SONG OF HEALING 
  SONG UTILITY 2
  Target Each creature you choose within short range that 
  can hear you
  You concentrate for 1 minute, during which time you sing. 
  When you finish, each target that was within short range of 
  you for the entire performance heals damage equal to its 
  healing rate.
  SONG OF RIBALDRY 
  SONG ATTACK 3
  Duration Concentration, up to 1 minute
  When you cast the spell, and when you use an action to 
  concentrate on it, choose one creature within short range 
  that can hear you. The target must make a Will challenge roll. 
  It becomes immune to this casting of the spell on a success, 
  or becomes impaired for the duration on a failure. While 
  impaired this way, the creature is also slowed.
  SONG OF DREAD 
  SONG ATTACK 3
  Duration Concentration, up to 1 minute
  When you cast the spell, and when you use an action to 
  concentrate on it, choose one creature within short range 
  that can hear you. The target must make a Will challenge roll. 
  It becomes immune to this casting of the spell on a success, 
  or becomes frightened for the duration on a failure. While 
  frightened this way, the creature must use its action on each 
  turn to rush away from you by the safest available route. 
  If the creature cannot hear you at the end of the round, it 
  removes this affliction.
  SONG OF SLUMBER 
  SONG ATTACK 4
  Duration Concentration, up to 1 minute
  When you cast the spell, and when you use an action to 
  concentrate on it, choose one creature within short range that 
  can hear you. The target must make a Will challenge roll. It 
  becomes immune to this casting of the spell on a success, or 
  becomes slowed for the duration on a failure. While slowed 
  this way, the creature is also fatigued. If the creature cannot 
  hear you at the end of the round, it removes these afflictions. If 
  the target is already slowed, it instead falls asleep for 1 hour.
  SONG OF HEROES 
  SONG UTILITY 5
  Target Up to three creatures within short range that can 
  hear you
  Duration 1 minute
  For the duration, or until it can no longer hear you, each target 
  gains a +20 bonus to Health and a +2 bonus to Speed, and 
  makes attack rolls and challenge rolls with 2 boons. The effect 
  ends immediately if you stop singing or cast another spell.
  Storm
  The Storm tradition offers casters the ability to create and 
  control weather in its most violent forms. 
  FOG 
  STORM UTILITY 0
  Area A cylinder, 3 yards tall with a 5-yard radius, centered 
  on a point within medium range
  Duration 1 hour; see the effect
  Fog spreads across and partially obscures the area for the 
  duration or until dispersed by wind.
  SHOCK 
  STORM ATTACK 0
  Target One creature within short range
  Make a Will attack roll against the target’s Agility. You make 
  the attack roll with 1 boon if the target is wearing metal or is 
  made from metal. On a success, the target takes 1d6 damage.
  Attack Roll 20+ The target also becomes dazed until the end 
  of the round.
  FORKED LIGHTNING 
  STORM ATTACK 1
  Target Up to two creatures or objects within short range of 
  each other and within medium range of you
  For each target, make a Will attack roll against its Agility. You 
  make the attack roll with 1 boon if the target is wearing metal 
  or is made from metal. On a success, the target takes 1d6 + 2 
  damage.
  Attack Roll 20+ The target takes 1d6 extra damage.
  FREEZING FOG 
  STORM ATTACK 1
  Area A cylinder, 3 yards tall with a 5-yard radius, centered 
  on a point within medium range
  Duration 1 minute; see the effect
  Fog spreads across and partially obscures the area for the 
  duration or until dispersed by wind. The ground in the area 
  becomes slippery and is difficult terrain until the effect ends. 
  Any creature in the area when you cast the spell or at the end 
  of a round for the duration must make a Strength challenge 
  roll. On a failure, it takes 1d3 damage and becomes slowed 
  for 1 round.
  SAINT ASTRID’S FLAME 
  STORM UTILITY 1
  Target Up to three creatures or objects within short range
  Duration 1 minute
  Harmless green flames envelop each target for the duration. 
  Each target sheds light in a 1-yard radius and cannot become 
  invisible or hidden from creatures that can see it, and 
  creatures make attack rolls against it with 1 boon.
  CALL LIGHTNING 
  STORM ATTACK 2
  Requirement You must be outdoors.
  Target A point on the ground within long range
  A bolt of lightning strikes the target from the sky and deals 
  3d6 + 5 damage to everything within 3 yards of that point. 
  Each creature that takes damage this way must make a 
  Strength challenge roll. It becomes deafened for 1 hour on a 
  failure, or just takes half the damage on a success.
  Sacrifice You can expend a casting of this spell to cast forked 
  lightning.
  POISONOUS FOG 
  STORM ATTACK 2
  Area A cylinder, 2 yards tall with a 5-yard radius, centered 
  on a point within medium range
  Duration 1 minute; see the effect
  Purple fog spreads through and heavily obscures the area 
  for the duration or until dispersed by wind. The fog is heavier 
  than air, so it settles into cracks and openings in the ground 
  below it. At the end of each round for the duration, roll a d6. 
  If the number is even, the cloud moves half that many yards 
  away from you.
   
  When the fog appears and at the end of each round for 
  the duration, each creature in the area must get a success 
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  on a Strength challenge roll or take 1d6 damage and become 
  poisoned for 1 round. While poisoned this way, the creature is 
  also immobilized.
  HAILSTORM 
  STORM ATTACK 3
  Area A cylinder, 2 yards tall with a 5-yard radius, centered 
  on a point within long range
  Duration 1 minute
  Hail falls from clouds that spread through the area and 
  remain for the duration, partially obscuring the area below. 
  For the duration, creatures in the area and within 5 yards 
  of the area’s edge are deafened. The ground in the area 
  becomes difficult terrain until the hail melts.
   
  When you cast the spell, and at the end of each round 
  for the duration, the hail deals 3d6 damage to anything 
  in the area that does not have shelter. Each creature that 
  takes damage this way must make an Agility challenge roll. 
  It falls prone on a failure, or just takes half the damage on a 
  success.
  LIGHTNING BOLT 
  STORM ATTACK 3
  Area A line, 30 yards long and 1 yard wide, originating from 
  a point you can reach
  Lightning travels 5d6 yards along the area. If it encounters 
  a solid object before it reaches the end of the line, the bolt 
  rebounds and travels back toward you in a straight line up 
  to the remaining distance. The lightning deals 5d6 damage 
  to everything in the area. Each creature in the area must 
  make an Agility challenge roll, with 1 bane if it is made from 
  metal or wearing heavy armor. A creature in the path of a 
  rebounding lightning bolt makes the roll twice. On a success, 
  the creature takes half the damage.
  ACID RAIN 
  STORM ATTACK 4
  Area A cylinder, 2 yards tall with a 5-yard radius, centered 
  on a point within long range
  Duration 1 minute
  Acidic green rain falls from clouds that spread through the 
  area and remain for the duration, partially obscuring the area 
  below. When you cast the spell, and at the end of each round 
  for the duration, the rain deals 3d6 damage to each creature 
  in the area that does not have shelter. Each creature that 
  takes damage this way must make a Strength challenge roll, 
  taking half the damage on a success.
  LEAPING LIGHTNING 
  STORM ATTACK 5
  Target One creature within long range; see the effect
  You hurl lightning at the target. Make a Will attack roll 
  against its Agility, making the attack roll with 1 boon if the 
  target is wearing metal or is made from metal. On a success, 
  the target takes 8d6 damage, and you can repeat the attack 
  against a different target within long range of the first. Each 
  time you do so, you must choose a target you have not 
  attacked with this casting of the spell and reduce the damage 
  dealt by 2d6. When the number of damage dice drops to 0, 
  the effect ends.
  Technomancy
  The Technomancy tradition merges magic with machinery. 
  When you cast a Technomancy spell, you assemble 
  something from spare parts and rubbish you have 
  harvested during your travels. You can usually recycle 
  these parts, dismantling the devices you create to make 
  something new. Practitioners of this tradition are always 
  on the lookout for materials: cogs, springs, metal sheeting, 
  nuts, bolts, tubing, and the like.
  JURY-RIG 
  TECHNOMANCY UTILITY 0
  Target One Size 2 or smaller object that has 1 or more 
  damage, but is not destroyed, that you can reach
  You touch the target, removing 1d6 damage from it.
  MAGIC WRENCH 
  TECHNOMANCY ATTACK 0
  Target One creature or object within short range
  You create and chuck a wrench. Make an Intellect attack roll 
  against the target’s Defense. On a success, the target takes 
  1d6 + 1 damage and falls prone.
  Attack Roll 20+ The target becomes also impaired until the 
  end of the round.
  BOLT THROWER 
  TECHNOMANCY ATTACK 1
  Area A cube, 1 yard on a side, originating from a point you 
  can reach and resting on a solid surface
  Duration 1 minute
  You create a Size 1 crossbow turret in the area. The turret has 
  Defense 5 and Health equal to your Intellect score. It lasts for 
  the duration or until destroyed. At the end of each round, the 
  turret fires at one target creature or object within long range. 
  Make an Intellect attack roll against the target’s Defense. On 
  a success, the target takes 2d6 damage.
  Attack Roll 20+ The target takes 1d6 extra damage.
  CALTROPS 
  TECHNOMANCY UTILITY 1
  Area A circle on the ground with a 5-yard radius centered 
  on a point within medium range
  Duration 1 minute
  Jagged metal bits erupt from the origin point, covering all 
  horizontal surfaces in the area for the duration. A creature 
  that enters or moves across the area must get a success on 
  an Agility challenge roll or take 1d6 + 1 damage and become 
  slowed. If the creature was already slowed this way, it falls 
  prone and becomes immobilized. The creature removes this 
  slowed or immobilized affliction when it heals damage.
  SPARKING SHIELD 
  TECHNOMANCY UTILITY 1
  Duration 1 minute
  You create a magical shield on your arm that remains for the 
  duration. Once per round, when a creature attacks you with a 
  melee weapon and gets a success, the shield sparks and the 
  attacking creature must make an Agility challenge roll. On 
  a failure, it takes 1d6 damage and is moved 1d3 yards away 
  from you, falling prone at the end of this movement.
  FLAMETHROWER 
  TECHNOMANCY UTILITY 2
  Duration See the effect 
  You create a flamethrower, a weapon that has six uses. It 
  appears in your hands, or at your feet if you don’t have a 
  hand free. When the last use is expended, the flamethrower 
  crumbles into spare parts.
   
  A creature wielding the flamethrower can use an action 
  to expend a use, which looses flames across a line, 5 yards 
  long and 1 yard wide, from a point the creature can reach. 
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  The flames deal 2d6 damage to everything in the area; 
  each creature in the area that gets a success on an Agility 
  challenge roll takes half the damage.
   
  The flamethrower explodes when the creature wielding 
  it takes damage from fire or lightning. Flames fill a sphere 
  with a 5-yard radius originating from a point in the 
  creature’s space, dealing 1d6 damage per unexpended use 
  to everything in the area. Each creature in the area that 
  gets a success on an Agility challenge roll takes half the 
  damage.
  GRENADES 
  TECHNOMANCY ATTACK 2
  Target Up to three points within short range
  You throw three grenades, dividing them as you choose 
  among the targets. When a grenade reaches its target, or if it 
  encounters a solid creature or object before then, it explodes. 
  The explosion deals 1d6 + 1 damage from fire to everything 
  in a sphere with a 1-yard radius centered on the target or a 
  point within the creature’s or object’s space. Each creature in 
  the area that gets a success on an Agility challenge roll takes 
  half the damage.
  FLYING BLADES 
  TECHNOMANCY ATTACK 3
  Target Up to three creatures or objects within medium 
  range
  Five blades fly from your hand, divided as you choose among 
  the targets. For each blade, make an Intellect attack roll 
  against the target’s Defense. On a success, the target takes 
  2d6 damage.
  Attack Roll 20+ The target takes 1d6 extra damage.
  MEND 
  TECHNOMANCY UTILITY 3
  Target One Size 3 or smaller object that has 1 or more 
  damage, but is not destroyed, that you can reach
  You touch the target, removing all damage from it.
  POWERED SUIT 
  TECHNOMANCY UTILITY 4
  Area A cube, 3 yards on a side, originating from a point you can 
  reach
  Duration Until you complete a rest; see the effect
  You concentrate for 1 hour, during which time you construct 
  a powered battle suit, a huge construct, in the area. The 
  construct remains for the duration or until incapacitated. It 
  cannot use actions or move independently; you must move 
  into its cockpit to control it. While inside, you treat the 
  construct’s Defense and Health scores as your own, move at 
  its Speed, and can use its attack options and actions in place 
  of your own.
  MAGIC ITEM 
  TECHNOMANCY UTILITY 5
  Target One object you can reach
  Duration 1 hour
  You touch the target, imbuing it with magical power. For the 
  duration, attack rolls or challenge rolls for any task attempted 
  with the target are made with 1 boon. If the object is a 
  weapon, attacks with it deal 1d6 extra damage. If it is a suit of 
  armor, the wearer gains a +1 bonus to Defense.
  Permanence If you expend rare ingredients worth 1 gc when 
  you cast this spell, the effect instead lasts until you complete 
  a rest. If you cast the spell this way on the same target 
  each day for one month, one week, and one day, the effect 
  becomes permanent.
  Teleportation
  Teleportation magic locates gaps in reality and opens them 
  wide enough to let a traveler pass through to a distant 
  destination.
  DISMISS 
  TELEPORTATION UTILITY 0
  Target One Size 1 or smaller object you are holding
  The target teleports to an open space within medium range.
  FETCH 
  TELEPORTATION UTILITY 0
  Target One object you could hold in one hand that is 
  within medium range
  The target teleports to your hand, or lands at your feet if your 
  hands are full.
  DIVISION 
  TELEPORTATION ATTACK 1
  Target One creature you can see within short range
  Make an Intellect attack roll against the target’s Strength. 
  On a success, the target takes 3d6 damage. If the target 
  becomes incapacitated by this damage, pieces of its body fly 
  apart, killing it instantly.
  Attack Roll 20+ The target takes 1d6 extra damage.
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  HOLE OF GLORY 
  TELEPORTATION UTILITY 1
  Area Two cubes, each 1 yard on a side, within medium range
  Duration 1 minute
  A 1-foot-wide portal opens in the center of each cube and 
  remains for the duration. The portals have no thickness; 
  anything placed in one instantly comes out the other. When 
  the effect ends, the portals close, possibly severing whatever 
  is in them (as determined by the GM).
  SWAP 
  TELEPORTATION UTILITY 1
  Target One creature within long range
  You and the target teleport to exchange positions. An 
  unwilling target can make a Will challenge roll, negating the 
  effect on a success.
  Triggered You can use a triggered action on your turn to cast 
  this spell. If you do, the target must be within short range.
  REMOVE 
  TELEPORTATION ATTACK 2
  Target One creature you can reach
  Make an Intellect attack roll against the target’s Agility. On 
  a success, you touch the target and it teleports to an open 
  space on a solid surface you can see within medium range.
  Attack Roll 20+ The open space is instead within extreme range.
  SHORTCUT 
  TELEPORTATION UTILITY 2
  You teleport to an open space you can see within long range.
  Triggered You can use a triggered action on your turn to cast 
  this spell. If you do, the open space is instead within medium 
  range.
  BOUNDLESS STEP 
  TELEPORTATION UTILITY 3
  Duration 1 minute
  On each of your turns for the duration, you can use a 
  triggered action to teleport to an open space you can see 
  within medium range.
  FUSE 
  TELEPORTATION ATTACK 3
  Target One creature within medium range
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target teleports to an open space on a solid 
  surface within medium range of you, part of it fusing with 
  the surface. It takes 6d6 damage and becomes immobilized. 
  The only way to remove this affliction is either to destroy the 
  object in which the target is fused or to take an action to saw 
  off an imprisoned limb (dealing damage to the target equal 
  to twice its healing rate).
  Attack Roll 20+ The target takes 2d6 extra damage and is 
  also stunned for 1 round.
  PORTALS 
  TELEPORTATION UTILITY 4
  Area Two cubes, each 2 yards on a side, one originating 
  from a point you can reach and the other originating 
  from a point within extreme range
  Duration 1 minute
  A portal opens in the center of each cube and remains for the 
  duration. Each portal is 1 yard wide and 2 yards tall, but has 
  no thickness. A portal has a front and a back, and it can have 
  any orientation. Anything entering the front of one portal 
  instantly exits into an open space from the back of the other, 
  and vice versa.
  TRAVEL 
  TELEPORTATION UTILITY 5
  Target Up to five willing creatures you can reach
  You touch each target and name one destination. Make 
  an Intellect challenge roll. The GM might impose one or 
  more banes on the roll, based on your familiarity with the 
  destination. If you name a place that does not exist, the spell 
  fails and the casting is wasted.
   
  On a success, the targets teleport to the destination.
   
  On a failure, each target teleports separately to a location 
  within 1d20 miles of the destination, as chosen by the GM. 
  If the total of the roll is 0 or less, each target also takes 
  10d6 damage and gains 1 Insanity from the spell going 
  horribly wrong. If the destination space is not large enough 
  to accommodate a target, the target takes 5d6 damage, 
  gains 1 Insanity, and returns to the space it left. A creature 
  incapacitated by this damage is slain on arrival, reduced to 
  a heap of blood, bone, and tissue. If the destination space 
  is not open—such as inside a wall—the target fuses with the 
  material filling the destination and dies instantly.
  Theurgy
  Theurgy magic relies on faith to work. A student of Theurgy 
  must be pious at all times and display constant devotion to 
  the gods he or she serves. Such acts give the caster the means 
  to produce miracles, proof of the gods’ existence.
   The Theurgy tradition is most strongly associated with 
  the Cult of the New God, and its greatest practitioners wield 
  power and influence within the cult. Priests use Theurgy 
  magic as a weapon in their ongoing crusade to stamp out 
  cults, eradicate demons and the undead, and safeguard the 
  world from the looming annihilation. Members of this faith 
  believe their power comes directly from the New God or 
  from its greatest prophet, Astrid. 
   Members of other religions might adopt this tradition, 
  discovering it through their commitment to a cause or belief.
   When you cast a Theurgy spell, a brief manifestation of 
  the divine occurs somewhere in your presence. Examples 
  include a tongue of fire burning in the air above your head, 
  a trembling in the ground, or flaming scripture appearing 
  on the target, a surface, or in the air. Such manifestations 
  last only a moment, but might impress the dubious and 
  skeptical with the clear sign of divine favor.
  CREATE HOLY SYMBOL 
  THEURGY UTILITY 0
  Duration 1 minute; see the effect
  A gleaming holy symbol appears in your hand and remains 
  for the duration or until you drop it. The holy symbol grants 1 
  boon to your attack rolls with Theurgy spells.
  DENOUNCE 
  THEURGY ATTACK 0
  Target One creature within short range that can see and 
  hear you
  You present your holy symbol at the target. Make a Will 
  attack roll against the target’s Will. On a success, the target 
  becomes frightened for 1 round.
  Attack Roll 20+ The target also falls prone.
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  BLESSING 
  THEURGY UTILITY 1
  Target Any number of creatures you can reach
  Duration 1 minute
  You touch each target and bestow your blessing. For the 
  duration, the target makes attack rolls and challenge rolls 
  with 1 boon and cannot be frightened.
  CENSURE 
  THEURGY ATTACK 1
  Area A sphere with a 5-yard radius centered on a point you 
  can reach
  You present your holy symbol, a bit of scripture, or some 
  other physical representation of your faith and release a wave 
  of holy power that spreads through the area. Each demon, 
  devil, faerie, spirit, and undead in the area must make a Will 
  challenge roll. On a failure, it becomes frightened for 1 minute.
  HALLOWED GROUND 
  THEURGY UTILITY 1
  Area A hemisphere with a 3-yard radius centered on a 
  point on the ground within short range
  Duration Concentration, up to 1 minute; see the effect
  A transparent, immobile dome shimmers into existence for 
  the duration. Nothing outside the dome can pass through 
  it, and the area within the dome is excluded from the areas 
  of spell effects. Creatures and objects inside the dome are 
  hidden from everyone outside it except you. A creature 
  inside the dome can freely leave, but once it does so it 
  cannot reenter. The effect ends immediately if a creature 
  inside the dome makes an attack.
  GOD HAMMER 
  THEURGY ATTACK 2
  Target A point in space within medium range
  Duration 1 minute
  A glowing golden hammer appears at the target and hovers 
  there. For the duration, you can use a triggered action on 
  your turn to move the hammer up to 10 yards and attack one 
  creature within 1 yard of it. Make a Will attack with 1 boon 
  against the target’s Defense. On a success, the target takes 
  2d6 damage.
  Attack Roll 20+ The target takes 2d6 extra damage.
  REVELATION 
  THEURGY UTILITY 2
  Target One creature you can reach
  Duration 1 minute; see the effect
  You touch the target, granting it seven revelations that last for 
  the duration or until it expends the last one. When the target 
  makes an attack roll or challenge roll, it can expend any number 
  of revelations up to the number it has remaining. For each 
  revelation expended, the target makes the roll with 2 boons.
  DIVINE AID 
  THEURGY UTILITY 3
  Target Each creature you choose within short range
  Duration 1 hour
  Each target has a +15 bonus to Health for the duration.
  WRATH OF GOD 
  THEURGY ATTACK 3
  Target A point on the ground within medium range
  A bolt of lightning strikes the target and deals 2d6 + 2 
  damage to each creature within 1d6 yards of that point. A 
  creature that takes damage this way must make an Agility 
  challenge roll. It becomes dazed for 1 round on a failure, or 
  just takes half the damage on a success.
  AVATAR 
  THEURGY UTILITY 4
  Duration 1 minute
  Divine power flows into you. For the duration, you take half 
  damage from all sources, make attack rolls with 1 boon, and 
  deal 2d6 extra damage with weapon attacks.
  FIRE FROM HEAVEN 
  THEURGY ATTACK 5
  Area A vertical cylinder, 25 yards tall with a 5-yard radius, 
  centered on a point on the ground within extreme range
  Flames spread through the area and deal 7d6 damage to each 
  creature in it. A creature that gets a success on a Will challenge 
  roll takes half the damage. Any creature incapacitated by this 
  damage disappears, erased from the fabric of reality.
  Time
  Time magic controls the rate at which time passes. Meddling 
  with Time spells can upset or snarl your time line and cause 
  strange phenomena to affect you. You might, for example, 
  flicker in and out of existence while you sleep, or your apparent 
  age could increase or decrease from one day to the next.
  DELAY 
  TIME ATTACK 0
  Target One creature you can see within short range
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target becomes slowed for 1 minute.
  Attack Roll 20+ The target also becomes impaired while 
  slowed this way.
  SWIFTNESS 
  TIME UTILITY 0
  Target One creature that is not fatigued that you can reach
  Duration 1 minute
  You touch the target, which gains a +10 bonus to Speed 
  for the duration. When the effect ends, the target becomes 
  fatigued for 1 minute.
  MINOR PARADOX 
  TIME ATTACK 1
  Target One creature you can see within short range
  Make an Intellect attack roll against the target’s Intellect. On 
  a success, the target ceases to exist for 1 round. It reappears 
  in its former space or in the nearest open space to it if it is 
  occupied.
  Attack Roll 20+ You also regain the casting of this spell.
  REWRITE MOMENT 
  TIME UTILITY 1
  Duration 1 minute
  Once per round for the duration, when you roll a die, you can 
  discard the number and roll the die again. You must use the 
  second number rolled.
  SLOW 
  TIME ATTACK 1
  Target Up to five creatures within medium range
  Each target must make a Will challenge roll. On a failure, it 
  becomes slowed for 1 minute.
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  PRECOGNITION 
  TIME UTILITY 2
  Duration 1 minute
  For the duration, attack rolls against you are made with 1 
  bane. As well, you make challenge rolls to resist attacks with 
  1 boon.
  TIME JUMP 
  TIME UTILITY 2
  Duration 1 minute
  You jump forward in time, disappearing from your space. At 
  any time during the duration, you can reappear in the space 
  you left or in the nearest open space to it if it is occupied. 
  Otherwise, you reappear at the end of the round when the 
  effect ends.
  ACCELERATE 
  TIME UTILITY 3
  Target One creature you can reach
  Duration 1 minute
  You touch the target. For the duration, it can take both a fast 
  turn and a slow turn each round. When the effect ends, the 
  target becomes fatigued for 1d6 minutes.
  DECELERATE 
  TIME ATTACK 3
  Area A sphere with a 3-yard radius centered on a point 
  within medium range
  Each creature in the area must get a success on a Will 
  challenge roll or become slowed for 1 minute. While slowed 
  in this way, when the creature takes a slow turn, it can use an 
  action or move, but not both.
  TWAIN SELF 
  TIME UTILITY 4
  Area A cube, large enough to hold a creature of your Size, 
  originating from a point within a number of yards equal 
  to your Speed
  Duration 1 minute; see the effect
  Your future self appears in the area. For the duration, you and 
  your future self take a turn each round, though the paradox 
  causes you both to make attack rolls and challenge rolls with 
  1 bane.
       You and your future self are the same creature 
  and have identical attributes, characteristics, and 
  abilities. Any damage taken by either version applies 
  to the same damage total. If either of you becomes 
  incapacitated, the other does as well. If you die, your 
  future self disappears.
       When the effect ends, you and your future self 
  disappear. You reappear 1 minute later, in the space your 
  future self occupied or in the nearest open space to it if it 
  is occupied.
  TIME TRAVEL 
  TIME UTILITY 5
  Choose a moment in time up to 100 years in the future. 
  You disappear from existence. When time in the game 
  catches up to the time you chose, you immediately 
  reappear in the space you left or in the nearest open 
  space to it if it is occupied.
  Transformation
  Transformation magic enables practitioners to assume 
  different forms.
   Over time, exposure to Transformation magic affects 
  your physical form somewhat, causing you to change a 
  bit after each rest. Your hair, skin, or eyes might become 
  a different color, or distinctive features could appear or 
  disappear. You might grow or shrink by an inch, or gain or 
  lose weight while you sleep. You never look exactly as you 
  did the day before.
  FLOWING FORM 
  TRANSFORMATION UTILITY 0
  Duration 1 minute
  For the duration, you can move through spaces occupied by 
  other creatures regardless of their Size.
  MASK 
  TRANSFORMATION UTILITY 0
  Duration 1 hour; see the effect
  You alter your body’s appearance so that you look like 
  someone else for the duration or until you become 
  unconscious. You can increase or decrease your height by 
  up to 12 inches, increase or decrease your weight by up to 
  25 percent, and make any other cosmetic changes you like. 
  None of your attributes, characteristics, and other abilities 
  change, and you cannot take on a different ancestry.
  ANIMAL SHAPE 
  TRANSFORMATION UTILITY 1
  Duration 1 minute
  You assume the form of a medium animal, small animal, or 
  tiny animal for the duration. If you assume the form of a tiny 
  animal, you can gain one of the following traits: climber, flier, 
  or swimmer.
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  Assuming Different Forms
  When you assume the form of a different creature as the result 
  of a Transformation spell you cast, the following rules apply:
  •  Everything you are wearing or holding is subsumed 
  in the new form, though if such an object leaves your 
  possession it immediately returns to normal.
  •  While in another form, you cannot talk.
  •  The new form’s Strength, Agility, characteristics, traits and 
  talents replace your own. You retain your Intellect and Will.
  •  The effect ends immediately if you become 
  incapacitated while in the new form; any damage in 
  excess of that form’s Health is dealt to your normal form.
  •  You can use a triggered action on your turn to switch 
  between forms.
  BOUNDING STEP 
  TRANSFORMATION UTILITY 1
  Duration 1 minute
  For the duration, you gain a +4 bonus to Speed and can use 
  an action to jump 3d6 yards, landing safely.
  MURMURATION 
  TRANSFORMATION UTILITY 1
  You burst apart to become a cloud of starlings and fly up to 
  twice your Speed without triggering free attacks; you can 
  move through spaces occupied by other creatures regardless 
  of their Size. At the end of this movement, you return to your 
  normal form.
  Triggered You can use a triggered action to cast this spell when 
  you take damage. If you do, you take half the damage from the 
  triggering attack and move up to half your Speed as above.
  IMPROVED ANIMAL SHAPE TRANSFORMATION UTILITY 2
  Duration 1 hour
  You assume the form of a large animal, medium animal, 
  small animal, or tiny animal and remain in that form for the 
  duration. If you assume the form of a small or tiny animal, 
  you can gain one of the following traits: climber, flier, or 
  swimmer.
  OBJECT FORM 
  TRANSFORMATION UTILITY 2
  Duration Concentration, up to 8 hours
  You assume the form of an object of your Size or smaller for 
  the duration, becoming physically indistinguishable from the 
  object whose form you take. You make all decisions about 
  what your new form looks like. Until the effect ends, you 
  cannot talk and you can use actions only to concentrate on 
  this spell. However, you perceive using your normal senses. 
  The effect ends if you take any damage.
  MIST FORM 
  TRANSFORMATION UTILITY 3
  Duration Concentration, up to 1 hour
  You assume the form of a cloud of mist of your Size for the 
  duration. Until the effect ends, you have all the following 
  benefits and drawbacks:
  • 
  You are immune to damage.
  • 
  You ignore the effects of attack rolls against your 
  Strength or that require a Strength challenge roll.
  • 
  You can fly and can move through openings wide 
  enough to permit the passage of air, though you 
  cannot move into spaces filled with liquid—they are 
  solid objects to you.
  • 
  You cannot fall. You are immune to the grabbed, 
  immobilized, prone, and slowed afflictions.
  • 
  You can’t speak, use actions, spells, or objects.
  At the end of each round, when you are in an area of wind, 
  you are moved 2d6 yards in the direction the wind blows and 
  take a cumulative –5 penalty to Health. The penalty remains 
  until you return to your normal form.
  SPEED HEALING 
  TRANSFORMATION UTILITY3
  You must concentrate for 1 minute while casting this spell. 
  If your concentration is uninterrupted, at the end of that 
  time, you heal damage equal to twice your healing rate and 
  you remove any of the following afflictions from yourself: 
  diseased, fatigued, and poisoned.
  METALLICUS 
  TRANSFORMATION UTILITY4
  Duration 1 minute
  Your body becomes like metal. For the duration, your 
  Defense becomes 20, you gain a +10 bonus to Health, you 
  are immune to the asleep, blinded, deafened, diseased, 
  fatigued, and poisoned afflictions, and you cannot be moved 
  against your will. You also take half damage from cold, fire, 
  and weapons. However, you are also slowed, and you cannot 
  drink, eat, or swim.
  GREATER ANIMAL SHAPE TRANSFORMATION UTILITY 5
  Duration 1 hour
  You assume the form of a huge animal, large animal, 
  medium animal, small animal, or tiny animal for the 
  duration. If you assume the form of a medium, small, or tiny 
  animal, you can gain one of the following traits: climber, 
  flier, or swimmer.
  Water
  Water magic controls and shapes liquids, moves them, and 
  changes their state.
   When you discover the tradition, usually from a genie, 
  fine scales cover your body. Upon learning a Water spell 
  of rank 3 or higher, you grow gills under your ribs and can 
  breathe water as easily as you do air.
  FREEZE 
  WATER ATTACK 0
  Target One creature within short range
  The temperate plummets around the target. Make a Will 
  attack roll against its Agility. On a success, the target takes 
  1d3 damage and becomes immobilized for 1 round.
  Attack Roll 20+ The target takes 1d3 extra damage.
  PRODUCE WATER 
  WATER UTILITY 0
  Target One cup, bowl, or similar container that you can reach
  You touch the target, which fills with fresh, clean water.
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  DROWN 
  WATER ATTACK 1
  Target One creature within short range that breathes air
  Water accumulates in the target’s lungs or a similar organ. 
  The target must make a Strength challenge roll; on a failure, 
  it takes 1d6 + 2 damage and becomes impaired. At the end 
  of each round the target is impaired this way, it must make a 
  Strength challenge roll with 1 boon, removing this affliction on 
  a success. After three failures, the target suffocates and dies.
  ICE BLAST 
  WATER ATTACK 1
  Area A cone, 3 yards long, originating from a point you can reach
  You hurl jagged ice shards that deal 2d6 + 2 damage to 
  everything in the area, or half the damage with a success on 
  an Agility challenge roll. The ground in the area becomes 
  difficult terrain that lasts for 1 round.
  WELLSPRING OF LIFE 
  WATER UTILITY 1
  Area A hemisphere with a 2-yard radius centered on a 
  point on the ground within short range
  Duration 1 minute
  Healing waters partially obscure the area for the duration. 
  Each living creature in the area does not need to drink water 
  until after it completes a rest. In addition, when a creature in 
  the area heals damage, it heals 1d3 extra damage.
  GEYSER 
  WATER ATTACK 2
  Area A circle with a 5-yard radius centered on a point on 
  the ground within medium range
  A column of scalding water erupts from the area, climbing 2d6 
  yards before raining onto the ground out to half that many 
  yards beyond the area and extinguishing unprotected flames.
   
  The force of the water moves unsecured objects of Size 1 
  or smaller 1d6 yards away from the origin point, while each 
  creature in the area takes 2d6 + 2 damage from the hot water 
  and must make an Agility challenge roll. The creature falls 
  prone on a failure, or just takes half the damage on a success.
  WAVE 
  WATER ATTACK 2
  Area A line 10 yards long, 10 yards tall, and 1 yard wide 
  originating from a point on the ground within medium 
  range
  Duration 1 round
  Water rises to fill the area for the duration. The water 
  partially obscures anything in its space and behind it, and 
  provides half cover. The water also extinguishes any flames 
  in the area.
   
  When the effect ends, the line of water tips and falls either 
  away from you or toward you as you choose, to cover an 
  area 10 yards long and 10 yards wide. Each creature in that 
  area takes 1d6 damage and must make a Strength challenge 
  roll. It falls prone on a failure, or just takes half the damage on 
  a success.
   
  The water then spreads out a further 10 yards in all 
  directions, extinguishing any flames it touches.
  SPHERE OF WATER 
  WATER ATTACK 3
  Area A sphere with a 3-yard radius centered on a point 
  within medium range
  Duration Concentration, up to 1 minute
  Water fills the area and remains for the duration. Each time 
  you use an action to concentrate on the spell, you can move 
  the sphere and anything in it up to 5 yards in any direction.
   
  Each creature in the area when you cast the spell 
  becomes trapped in the sphere, as does a creature whose 
  space the sphere enters. At the end of each round until the 
  effect ends, each air-breathing creature trapped this way 
  must get a success on a Strength challenge roll or take 2d6 
  damage.
   
  A creature trapped this way can use an action to make 
  a Strength challenge roll. On a success, it swims free and 
  falls prone in an open space it chooses within 1 yard of the 
  sphere.
  TIDAL FORCES 
  WATER ATTACK 3
  Area Any number of creatures within medium range
  Each target must make a Strength challenge roll with 1 bane. 
  On a failure, it is moved 2d6 yards toward you or away from 
  you (your choice) and becomes dazed. On a success, it is just 
  moved half the distance.
  COLD SNAP 
  WATER ATTACK 4
  Area A cone, 8 yards long, originating from a point you can 
  reach
  Lethal cold spreads through the area, instantly freezing water 
  and water-based liquids, including potions. The cold deals 
  7d6 damage to everything in the area. Each creature in the 
  area that gets a success on a Strength challenge roll takes 
  only half the damage. A creature that becomes incapacitated 
  by this damage freezes solid and dies instantly.
  BIND WATER GENIE 
  WATER UTILITY 5
  Target A cube of ice, snow, or water, 2 yards on a side, 
  originating from a point within long range
  Duration 1 minute
  At the end of the round in which you cast this spell, the 
  target becomes a Size 2 water genie. You cannot voluntarily 
  end this spell. When the genie appears, make a Will attack 
  roll against its Will. The genie becomes compelled for the 
  duration on a success, or becomes hostile to you on a 
  failure.
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  The fate of the universe will be decided on Urth, a small 
  planet swinging around a relatively young star in a remote 
  corner of the galaxy. The Shadow of the Demon Lord falls 
  over many worlds, but Urth has most recently drawn its 
  fell attention. Here, reality’s boundaries have weakened 
  enough to permit the darkness of the Void to escape and 
  set in motion a series of disasters that, unless stopped, will 
  culminate in the end of all things.
   This chapter describes one of the myriad worlds 
  threatened by the cosmic destroyer and gives you the 
  information you need to set adventures there. Although 
  you can find plenty of information about Urth and its 
  lands here, lots of blank spaces exist as well. These areas, 
  characters, organizations, and more are left to your 
  imagination so you can make this setting your own.
  Overview
  The waters of four oceans divide the lands into eight 
  continents, with numerous islands of varying sizes 
  scattered among them. The continents boast diverse 
  landscapes, with towering mountains, pestilential 
  swamps, rolling plains, and primeval forests as old as the 
  world. Deserts and badlands, prairies, hills, rivers, lakes, 
  and jungles sustain a wide range of life.
   Beneath the mortal world’s surface stretches a vast 
  labyrinth of tunnels, caverns, great galleries, and 
  bottomless chasms. In these lightless grottos lies a violent 
  and often terrifying world that the peoples living above 
  have never conquered. Into the subterranean depths 
  the wicked flee. Here also, exiles might find refuge and 
  misguided people hope to bury evils from another age.
   Arching over the world is a vast, azure expanse by day 
  and deep blackness speckled with stars by night. The sun 
  rises in the east and sets in the west, and a single moon, 
  Tarterus, is a whole other world, its surface obscured by 
  boiling clouds in which lightning dances. Some believe 
  Tarterus is a dark cousin to Urth, a world inhabited by all 
  manner of warped and terrifying things. Others believe 
  the gods created it to hold those primordial deities they 
  cast down at the dawn of time.
  The Basics
  The following describe those things most people know 
  about the world in which they live.
  The Gods Are Distant Powers
  Whether the gods exist or not is an open question. People 
  worship them, along with monsters and the spirits of the 
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  A Land in Shadow
  ancestors, but the gods never take a direct hand in mortal 
  affairs. Instead, their devoted servants advance their aims in 
  the world and make believers of unbelievers.
  Hidden Worlds
   Other realms exist unseen within the mortal world, and 
  entire realities drift across its surface like soap bubbles 
  on water. Such worlds include the hidden kingdoms of 
  the faerie, the Underworld, Hell, and other places strange 
  and terrifying. Most mortals never encounter these realms 
  during their lifetimes. However, accident, weird magic, or 
  the influence of the Demon Lord can land the living in the 
  abode of the dead or afford a glimpse at the dreamy vistas 
  of Alfheim.
  Magic Is Real
  The world is a magical place. Magic infuses all things, all 
  that remains of the creative force that spun the universe 
  out from primordial chaos. Magic’s abundance means 
  anyone with the will, time, and talent can learn to harness 
  its power. Some people have the gift for wielding magic and 
  call upon the power from within. Others discover it from 
  reading ancient tomes and scrolls. And priests, devoted to 
  the distant gods, call on magic to champion their causes in 
  the world.
   Aside from spells, magic sometimes lingers in objects 
  infused with its power or created by it. Magical energy also 
  gathers in certain places, making spells easier to cast or 
  producing unexpected effects.
  Mortals Live Many Lives
  Death is not the end for mortals. It marks a transition from 
  one life to the next. Upon dying, the soul pulls free from the 
  flesh and remains for a short time before descending into 
  the Underworld. In this gloomy place, the memories of the 
  life left behind fade until nothing remains of the person 
  that was. The soul then rises from the Underworld to live 
  again.
   Not all souls go to the Underworld, however. Corruption 
  weighs down the soul, and foul acts performed in life can 
  be cleansed only by torment. Mortals leading depraved 
  and monstrous lives find Hell awaits them in the afterlife. 
  There, the twisted faerie known as devils and other, 
  darker supernatural beings scourge the corruption from 
  their souls, feasting on those dark acts and savoring the 
  memories of them. The darker the stains, the longer the 
  soul remains in Hell, with some never truly escaping the 
  damnation they earned.
  Science and Technology
  Humanity has made great strides in science and 
  technology, discovering black powder, clockwork, 
  and steam technologies. Although still expensive and 
  exotic, pistols and rifles are becoming more widespread. 
  Clockwork automatons work alongside laborers in 
  construction and manufacturing. Engineers have begun 
  to take steps toward creating steam engines. In the 
  great Nine Cities of the east, flying ships—balloons and 
  zeppelins—have begun to appear.
  The World Is Filled  
  with Terrible Monsters
  Despite humanity’s efforts to tame the land and secure 
  its borders, the world remains a dangerous place. Savage 
  beasts, many of which possess strange and unnatural 
  powers, stalk the wild places. Drakes wing through the 
  skies, descending to snatch livestock or people, and 
  dragons blast villages with fire. Trolls and giants roam 
  the hinterlands, while undead claw their way free from 
  shallow graves to terrorize the living. No matter the efforts 
  civilization makes to drive back these threats, they return 
  again and again, each time in greater numbers.
  The Empire Burns
  The greatest and mightiest civilization to appear in these 
  lands now teeters on the brink of collapse. The emperor lies 
  dead, strangled by the Orc King, who claimed the Alabaster 
  Throne for himself and the legions of freed slaves that look 
  to him for leadership. The uprising in the capital has sent 
  shockwaves through the rest of the Empire. Orcs have risen 
  against their masters as word spreads, and vengeful mobs 
  rampage across the countryside, burning, looting, and 
  killing wherever they go. 
   The Empire’s instability invites savage humanoids to run 
  amok through the crumbling landscape. Beastmen spill 
  out from the old forests and broken lands, while trolls and 
  giants resume their age-old wars against the faerie. Worst 
  of all, cultists devoted to the Demon Lord have grown 
  bolder and even now work to hasten the arrival of their 
  unspeakable master.
   Refugees flee to the cities, hunkering down behind the 
  walls and living in squalid, overcrowded conditions in the 
  hopes that somehow they will escape the doom that casts 
  its shadow across the lands. Order crumbles in the face of 
  the upheaval. City leaders hide in their homes and nobles 
  Time on Urth
  An Urth year lasts 336 days, each 24 hours long. The Empire divides the year into twelve months, giving them names based on 
  their numeric sequence. Thus the first month of the year is called Firstmonth. Each month has four weeks of seven days. Days are 
  named first for the week of the month and then for their position in the week. For example, the third day of the second week would 
  be called Second-Third Day, though you might find it simpler to just call it Tuesday. The Imperial Calendar places the present year 
  at 888 AF (After Founding).
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  seal off their castles, deaf to the cries of the people beyond 
  their doors. These are dark times, and many believe they 
  signal the first days of humanity’s last age.
  The Shadow of  
  the Demon Lord
  The Demon Lord is a menacing, shadowy figure lurking 
  in the Void between worlds. It craves escape from this 
  realm for one purpose only: to destroy the universe and 
  devour the souls living in it. The fabric of reality has grown 
  weaker with reckless magic and the actions of the mad 
  and deranged who seek the final oblivion the Demon Lord 
  promises. Cults of its servants have spread throughout 
  the empire and perform horrid rituals to call forth lesser 
  demons and tear holes in reality for the coming of their 
  master. Given the troubles plaguing the Empire, many 
  believe that the Demon Lord is close to emerging—and 
  when it does, all will be lost.
  The Lands  
  of RÛl
  The continent Rûl spreads across the southern hemisphere, 
  stretching north from the frozen polar regions until it 
  breaks apart into a scattering of islands that reach across 
  the equator.
  Geography
  The continent’s great size gives it a wide diversity of 
  climates and terrain, with the southern lands gripped 
  in cold, the northern reaches tropical, and a verdant, 
  temperate band where most people live stretching across 
  the center. The most notable geographical features are 
  described below.
  Auroral Ocean
  The Auroral Ocean spreads east from the continent, its 
  waters warm and clear near its shores. Islands, green 
  and teeming with life, speckle the waters; most boast 
  settlements, some for pirates, others for people seeking 
  new lives far from the tyranny of the continent. Undines, or 
  water elementals, live in a great coral city somewhere at the 
  bottom of the ocean.
  Blasted Lands
  The winds shrieking across the Blasted Lands have all but 
  scraped away the surface of the earth to reveal an uneven 
  landscape of crooked granite shelves bearded with ice. 
  Snow falls year round and makes extended forays here 
  difficult. As empty as these lands might seem, creatures 
  called cold ones and cold worms shake off the ice and snow 
  to hunt in the darkest hours for prey.
  Crescent Bay
  Sailing ships and galleons ply the waters of the Crescent 
  Bay, carrying goods to the ports strung along its shores. 
  The Bay’s waters are clear, and sailors can see the hulks 
  of sunken ships on the sandy floor, reefs in a rainbow of 
  colors, marine life, and the occasional school of undine 
  bound for one of the Nine Cities.
  Deepings Gorge
  A great gorge cuts across the landscape into the heart 
  of the Empire. Stretching 300 miles long, up to 20 miles 
  wide, and delving a mile into the earth, it is a place of great 
  mystery. Clinging to the walls in places are the ruins of 
  old villages, the inhabitants having disappeared without 
  a trace. Beastmen roam its depths and sometimes claim 
  these settlements, performing all manner of obscene acts to 
  honor their dark master.
  Desolation
  This desert waste spreads across the continent’s northern 
  expanse. A parched landscape of cracked mud, boulder 
  fields, and sandy expanses, the land stretches for miles 
  without any sign of life. Yet it is not as empty as it seems: 
  amphisbaenas slither across the dunes and monstrous 
  scorpions emerge from under the great boulders to hunt 
  at night. Great black pyramids rise from the sands, tombs 
  of forgotten warlocks and sorcerers who once ruled these 
  lands and are believed to be responsible for their present 
  form.
   From the depths of the Desolation come forth shuffling 
  undead horrors, driven south by some inscrutable 
  purpose to escape the deadly landscape and feed upon 
  the living. The Cult of the New God supports a network of 
  strongholds keeping the tide of undead at bay.
  Endless Steppe
  A grassy plain stretches west of the Shield Mountains 
  and is home to warlike centaurs that thwarted efforts by 
  human explorers to conquer these lands. The remains of 
  old battles are everywhere along the southern slopes of 
  the mountains and include shattered fortresses, boulders 
  flung from catapults and trebuchets, earthworks, and 
  more.
  Firepeaks
  The volcanoes found in the northwestern arm of the Shield 
  Mountains create a hellish landscape. Steam plumes vent 
  from cracks in the rock, poisonous gases belch up from 
  pools of boiling mud, and forests of blackened trees cling 
  to slopes, all under black skies. An entrance to Hell lies 
  somewhere in these toxic heights.
  Ice Watch Isles
  Mountainous, rocky islands thrust up from the waters of 
  the Frozen Sea. Aside from penguins and sea birds, not 
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  much lives on these islands. Reaching them by boat is 
  dangerous since the swirling dark waters obscure jagged 
  rocks all around their shorelines.
   A narrow staircase with one thousand steps climbs up 
  the side of the tallest peak on the largest island. At the top 
  stands the Monastery of the Third Way, a haven for those 
  seeking enlightenment. Micah, a refugee from Edene, 
  founded the site centuries ago to teach others who would 
  transcend their mortal selves and liberate their souls 
  to become as gods. The school is home to a few dozen 
  novices and eight masters who pass on the founder’s 
  teachings.
  Nyxian Ocean
  The ocean west of the continent is a cold, dark expanse, 
  reputed to be infested with sea serpents, krakens, and 
  sunken cities in which ancient powers slumber and give 
  birth to horrors that slither and creep toward dry land.
  Salt Sea
  Aside from being the largest inland body of water, the 
  Salt Sea is distinctive for its crimson waters with the taste 
  and consistency of blood. The water is too salty to sustain 
  any life. Most consider the Salt Sea an accursed place and 
  avoid it, through many cults perform their rites there when 
  Tarterus looms large in the sky, hoping to call forth the 
  ghosts that haunt its depths.
  Shield Mountains
  The Shield Mountains extend from the Frozen Sea north 
  until they branch into the Firepeaks and Eastern Spur. The 
  mountains form an almost impassable barrier to lands 
  west of the Empire. Few paths offer passage through the 
  mountains, and giants, trolls, and dragons watch over most 
  of them. The peaks are among the highest in the known 
  world, covered in snow year round.
   The dwarfs have strongholds throughout the Shield 
  Mountains and guard the Narrow Path, a 150-mile long 
  channel that allows passage from one side to the other.
  Nations of RÛl
  The continent is carved into several major nations, some of 
  which are described here.
  The Empire
  For over eight hundred years, the Empire of Caecras has 
  been the dominant political, economic, and military 
  force on the continent. Its history is painted in blood and 
  magic, brutal wars, crippling plagues, and rebellions. Yet 
  throughout all the years of hardship, the Empire has been 
  a force for progress and innovation, and it has produced 
  some of the world’s greatest artists, philosophers, 
  engineers, and scientists, to say nothing of its advances 
  in magic, religion, and culture. Without the Empire, the 
  continent would remain trapped in a far darker age.
   The Empire saw its origins in the Kalasans, whose vast 
  military force that traveled by sea from the distant east to 
  wage war against an ancient and terrible foe. Storms blew 
  the ships off course and, when they finally made landfall, 
  the warlords believed they had reached their destination. 
  They hadn’t. Instead, they had arrived on an entirely 
  different continent, one in the iron grip of Ashrakal. This 
  tyrannical Witch-King ruled over Gog, a dark and terrible 
  kingdom. The sudden appearance of over 100,000 soldiers 
  sparked a terrific war that raged for eight years. Finally, 
  though, the legions triumphed over the darkness by 
  forging an alliance with dwarfs, elves, and other peoples 
  who had suffered beneath Gog’s heel. The High Warlord, 
  Eronymous, made himself emperor and declared the 
  ruins of Gog to be the seat of an empire that would last a 
  thousand years.
   Though not a good man, the new emperor did bring 
  stability. The population exploded, and with it came the 
  prosperity that allowed the Empire of Caecras to grow 
  and thrive. Roads and new cities were built atop the old, 
  and advancements in sciences and technology saw the 
  introduction of paper, the printing press, clockwork, steel 
  production, black powder, and more. And as the Empire’s 
  influence grew, it began to annex the lands around it, 
  compelling kings and queens to bend their knees to its 
  authority.
   Progress came at a cost. The greatest threat to the 
  Empire’s development was in the frozen south, where 
  jotun raiders had plundered the coasts for centuries. 
  Although the Empire tolerated some raiding, the jotun 
  grew ever bolder, following the waterways inland. When 
  a raid claimed the life of an heir, the emperor unleashed 
  the nation’s full power against the jotun. The might of the 
  Empire marched south and crushed them, shattering their 
  fortresses, slaughtering them by the thousands, enslaving 
  thousands more, and scattering the rest. Prisoners brought 
  back to the capital suffered terribly, but their suffering had 
  only just begun. The emperor’s dark wizards transformed 
  captive jotun into the hideous orcs who would fight as 
  slave soldiers in the centuries that followed.
   Bolstered by the orcs, the Empire enjoyed a second 
  expansion. One by one, the old cities and countries were 
  absorbed into its sphere of control. After a decade, nearly 
  all of the continent had come under the Empire’s dominion 
  and would remain that way for centuries—but the source 
  of its great power would eventually become the instrument 
  of its downfall.
   Corruption was a cancer in the Empire. The gap between 
  the wealthy and the poor had grown so great that the 
  Empire became a place of excess and starvation. The 
  powerful dwelled in exotic and wondrous estates while 
  their subjects huddled in crude huts, laid low by hunger 
  and disease. The people would revolt from time to time and 
  the orcs would come to put them down. For a while this 
  worked, but resentment grew toward the Alabaster Throne 
  and the ineffectual emperor sitting on it. The provincial 
  governors bided their time, quietly amassing armies 
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  with which they might win their freedom from what had 
  become a tyranny as vicious as that of the Witch-King long 
  ago. They just needed the right excuse.
   That excuse presented itself in the spring of 887 AF when 
  the orcs threw off their chains and rose up against their 
  masters, a rebellion that culminated in the death of the 
  emperor and the ascent of the Orc King, Drudge, to the 
  Alabaster Throne. As word has spread about the capital’s 
  troubles, the provinces have begun to sever ties to the 
  Empire, one after another declaring their independence.
  The Empire is made up of its capital and the lands 
  around it, plus eight provinces. Though many provinces 
  have declared independence or are breaking away, all the 
  lands that currently belong or formerly belonged to the 
  Empire are presented here.
  Caecras
  Caecras stands on the ruins of seven previous cities, each 
  one having attained great heights before falling. The 
  Fair Folk built the first city, it is believed. The slender 
  towers they raised long ago still stretch above the tangled 
  sprawl, their interiors mysteries even now, because none 
  have ever found a way inside and the stones themselves 
  seem proof against all damage. Remnants from previous 
  civilizations remain as well, including the Great Arena, 
  Tower Arcane
  Several hundred feet above Caecras floats an island of 
  rock and earth from which spills a perpetual waterfall that 
  showers the city below. This strange island holds the Tower 
  Arcane, the ultimate authority of magic in imperial lands, 
  and it is home to the Archmage and a council of twenty-
  one lesser wizards acting as his advisors, companions, and 
  counselors.
   The Tower has thirteen floors. At the top is the Grand 
  Orrery, whose movements show not only the motion of the 
  celestial bodies, but also the currents of magical energy that 
  flow through the world. The wizards use this device to keep 
  accurate time. Each day at noon, the tower emits a chime that 
  rings throughout the city.
   The wizards use magic to move from the tower to the city 
  below and back again. In the custom of the Ysien, a strange 
  people who brought the secrets of magic across the sea 
  ages ago and who founded their order, the wizards cover 
  themselves when moving through the city. Each wears a robe 
  of a particular color—only the Archmage wears white—with 
  matching gloves, boots, hood, and veil, so that only the eyes 
  can be seen.
   Since the orc uprising, the wizards have been strangely 
  silent. Some believe they left or worse, have thrown in their 
  lot with the orcs. Surely, if they hadn’t, the Archmage would 
  have dealt the rebellion a deathblow with a single casting of a 
  spell.
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  the Library of Melphor, the Palace of Antiquities, and 
  many other buildings crowding the narrow streets. High 
  above the city floats a spire of the Tower Arcane, the 
  ancient academy of arcanists who have watched over 
  Caecras for centuries.
   Before the orc uprising, the city was home to over 
  100,000 souls, with half as many again spread through 
  the satellite communities and farms ringing the capital. 
  Refugees spilling out from the city are now flooding into 
  any neighboring lands where they aren’t turned away. 
  It’s unclear how many people remain, but reports from 
  survivors suggest the capital has become a nightmarish 
  place, with mobs of orcs enforcing martial law and 
  executing anyone who pisses them off.
  Balgrendia
  Before being annexed to the Empire, Balgrendia was one of 
  the oldest kingdoms on the continent. Even now it enjoys a 
  great deal of independence. A land of thick, tangled forests 
  with swamps along its coasts, Balgrendia has proven almost 
  impossible to conquer with military might, so the imperials 
  leave the land to look after itself.
   Balgrendians are superstitious, seeing omens wherever 
  they look. They distrust the tenets of the New God and 
  keep the customs of the Old Faith instead. People wear 
  colorful clothing and accentuate their gaudy look with 
  bracelets, rings, and necklaces made from whatever 
  materials they can afford. Balgrendians, on the whole, 
  mind their own business, since they know some secrets 
  are meant to stay that way.
   King Frederick has enjoyed a fifty-year reign. Now an old 
  man, gray and withered, his mind wanders back to other 
  times, and he has a hard time holding onto the threads of 
  conversation around him. His twin sons, Nicolaus and Uri, 
  are bitter rivals. Their incessant feuding is cause for worry. 
  Many believe that when the old king dies, the sons will tear 
  the kingdom apart.
  Grand Duchy of the West
  One family, the Vanderbruns, has ruled the Grand Duchy 
  since the earliest days of the Empire. Though they are an 
  unimpressive line, diluted by intrafamily marriage, the 
  land they govern is prosperous despite their ineptitude.
   The duchy maintains its feudal system in spite of social 
  advances in the lands around it. The nobility owns all the 
  land and leases it to tenant farmers—serfs—who keep 
  a portion of what they produce and give the rest to their 
  lords. The system works for the duchy only so long as the 
  lords remain fair and the people fed. Whether lowborn or 
  high, Westers are considered backward, foolish, slow, and 
  uncultured.
   George IV rules the Grand Duchy and is a vacuous, 
  small man with a high regard for himself and his station. 
  He married his aunt, Matilda, and has nine children by 
  her. The ducal family has always made their home in 
  Vanderbrun Castle, a great fortress overlooking the waters 
  of Sapphire Lake. The surrounding town, also called 
  Vanderbrun, is a community built from stone and timber, 
  and it is famous for its clocks and toys.
  Holy Kingdom
  The Holy Kingdom emerged from relative obscurity to 
  become the religious heart of the Empire centuries ago. The 
  Kingdom of Tarra, as it was once called, had long avoided 
  the war and strife plaguing the continent but became 
  embattled when the king, Roland, offered public support 
  to Astrid, who would become the founder of the New God’s 
  cult. He had been one of Astrid’s strongest supporters and 
  protected her even when it was politically dangerous to 
  do so. After Astrid’s ascension, Roland established a new 
  faith based on her teachings and transformed his family’s 
  nation into the seat of one of the world’s most powerful and 
  influential religions.
   As the Cult of the New God gained influence and power 
  throughout the Empire, the Tarran monarchy weakened. 
  Now, the regency is nothing more than a figurehead. Queen 
  Moira rules the Holy Kingdom in name, though, unlike 
  her predecessors, she is not content with the way things 
  are. Her clashes with the Matriarch, who heads the Cult of 
  the New God, are legendary. As the queen maneuvers to 
  reclaim her family’s power, inquisitors have moved against 
  her supporters. Many outspoken critics of the cult have 
  either been silenced or disappeared.
   Despite the political tensions, the Holy Kingdom is a 
  peaceful land of old green mountains, rich fields, rivers 
  and streams, sparkling lakes, quaint villages, and mighty 
  castles. The capital, Seven Spires, is named for the white 
  towers crowning the high hill at its center. Each belongs 
  to a different order in the holy cult—the Keepers of Lore, 
  Missionaries, Inquisition, Templars, Hammers of Justice, 
  and others. At the center of the spires stands the royal 
  palace. It is a grand estate surrounded by gardens and 
  The House of Healing
  The Cult of the New God founded the House of Healing to fight the Shuddering Pox that, years ago, brought the Empire to its 
  knees. Desperation forced the priests to open their doors to anyone with talent for medicine and healing. The influx of witches, 
  wizards, wise people, and others helped the priests find ways to combat the disease and stamp it out. In the years since, the House 
  of Healing has offered hope to the sick and the injured, and it has centers in most cities. Healers who study at a House of Healing 
  and who complete their training wear red cloaks and have a tattoo of an open hand on their faces.
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  fountains, in the shadows of 
  the enormous towers. The city 
  clings to the sides of the hill, 
  white buildings with red roofs 
  overseeing a labyrinth of streets 
  and alleys. Beyond stretches 
  miles upon miles of idyllic 
  farmland, orchards, and 
  vineyards.
  Low 
  Country
  Low Country feeds the 
  Empire. Cultivated by 
  halfling immigrants who 
  settled there centuries 
  ago, the landscape has 
  been transformed from 
  a wilderness into rolling 
  pastures and grain 
  fields. Sprinkled over the 
  countryside are farms and 
  tiny villages where halflings 
  gather to enjoy the pleasure of 
  each other’s company and trade news 
  and goods. This peaceful land is free from 
  many of the troubles plaguing other parts of the 
  Empire, but concerns are on the rise as instability in the 
  capital foretells war.
   The Lake of Dreams marks the eastern border of the 
  Low Country. A popular vacation spot for the nobles and 
  merchants, this lake has small fishing villages crowding 
  its shores. Many of the communities welcome visitors, 
  but a few, especially on the eastern shores, shun strangers 
  and keep weird customs. Rumors about one village in 
  particular, Bolling Falls, suggest the people commune with 
  a dark power said to sleep on the lake’s bottom.
  March Lands
  This land is defined by its castles and walls, creating a 
  fortified front on the Empire’s western border. Under 
  Ansa Hargrove, the current margrave, battle-readiness has 
  become the land’s preoccupation as a result of frequent 
  attacks from beastmen tumbling out of the Shield 
  Mountains. The people of the March Lands have always 
  prided themselves on their courage and discipline. Every 
  able-bodied man and woman must serve at least three 
  years in the margrave’s armies, taking turns on watch at the 
  Emperor’s Bulwark raised long ago to blunt attacks from 
  outside.
   Three hundred years ago, the emperor entrusted 
  the March Lands to his most decorated general, Allen 
  Hargrove. Granting him the title of margrave and lordship 
  over all the lands from the Narrow Pass to the edges of the 
  Old Wood, he charged Hargrove with guarding the Empire 
  from the bestial menace. Hargrove’s descendants have 
  carried out their duty with honor, 
  and no beastmen have ever slipped 
  through their defenses.
   
  All the March Lands’ 
  fortifications protect the 
  nation against enemies 
  coming from the north 
  and west, with few to 
  shield themselves 
  from an attack 
  originating from 
  the capital. Ansa is 
  rallying her people to 
  strengthen the southern 
  border in preparation for 
  the orc hordes that she 
  believes are coming.
  Swordspoint
  More fortress than city, 
  Swordspoint huddles behind 
  a stone wall 50 feet high. The 
  lands around the city are free 
  from the rabble that seems 
  to collect around other walled 
  communities; the grounds are clear 
  for miles until the farmlands begin. The city straddles the 
  Silver River, which provides a supply of fresh water in case 
  of a siege.
  Emperor's Bulwark
  Within months of the March Lands’ founding, work began 
  on a wall that now stretches some 300 miles long. A tower 
  stands every quarter-mile along its length. Here and there, 
  bones from dead beastmen can be seen in the mortar 
  between the stones, and their monstrous skulls hang from 
  the walls to warn off these hateful enemies.
  Northern Reach
  A backwater province on the northern edge of the Empire, 
  Northern Reach was conceived as a buffer state between 
  the horrors of the Desolation and the verdant lands to the 
  south. For more information about this province, see its full 
  description later in this chapter.
  Old Edene
  Generations of weaker and weaker kings eroded the once-
  mighty nation of Edene until it was powerless to stop the 
  Witch-King of Gog from taking its lands. After the Empire 
  destroyed Gog, the emperor restored the Edene nobility and 
  gave them a measure of independence. The descendants of 
  the Edene kings and queens rule this land still.
   Old Edene has changed little in eight centuries. The 
  southern and western reaches are hilly grasslands and light 
  forest, with farms and vineyards being the most common 
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  sights along the old roads that wend along the contours of 
  the land. To the north, the climate grows warmer and the 
  landscape wilder. Lakes speckle the eastern lands, though 
  the terrain gradually drops away, sinking into wetlands 
  before reaching Crescent Bay.
   Queen Drusella, a young woman in her twenties, came 
  to power two years ago after her elder brother was killed in 
  a riding accident. Many feared she would not be suited to 
  the crown, for she was known to be a free spirit and a fierce 
  critic of the Alabaster Throne. Since coming to power, 
  though, she has assumed the mantle of responsibility and 
  proven herself to be a smart, capable leader, willing to learn 
  from her mistakes and to trust her advisors. After the orc 
  uprising, she broke from the Empire and has begun making 
  preparations to defend her people and lands against what 
  she believes will be an imminent invasion.
  Edene City
  The provincial capital is a modest community of 
  20,000 people, surrounded by three walls built in 
  succession to encompass the growing population. 
  The city is best known for its textile industry and 
  had for many years kept the Empire supplied 
  with the finest cloth and wool goods. The 
  city’s great age shows in its antiquated 
  architecture, and the old structures that 
  once made this place grand display signs 
  of decay. Aqueducts still keep Edene City 
  supplied with fresh water, and the Hall 
  of the Gods still surmounts the highest 
  hill, but the old idols have weathered, 
  the columns have begun to crumble, 
  and cobbled streets are buckled, making 
  passage along the tangled avenues slow and 
  torturous.
  Tear
  Just fifty years ago, the lands of Tear were 
  a lawless wilderness, a place from which 
  civilization had retreated in the face of 
  beastmen attacks and plagues. Leaving 
  the land to be reclaimed by the wilderness 
  created a haven for many threats to the 
  Empire, including cultists, bandits, and 
  monsters that preyed upon imperial farms 
  and settlements. The Empire repeatedly 
  sent legions of orcs to drive back the 
  inhabitants, but each time, the raiders 
  would return in even greater numbers 
  within a few years.
   To control the situation, the emperor 
  created an eighth province, named 
  it Tear, and gave it to his second son, 
  Horus, to rule. Horus was a wastrel 
  and saw the position as a punishment. 
  Hoping to prove to his father that he had 
  changed so he could, perhaps, return to the capital and 
  resume his idleness, he took charge and actually made a 
  difference. With help from local militias, orc soldiers on 
  loan from Caecras, and mercenaries purchased with loans, 
  he cleared out the bandits, drove off the beastmen, and 
  dealt with the cultists who conducted foul rites in the secret 
  places. And it took him only twenty years.
   Horus ordered four strongholds built across the region 
  he called the Borderlands. Each enforces the law and 
  sends out patrols in a net that catches any unsavory and 
  dangerous creatures before they can prey upon the settlers 
  to the south. His efforts to tame the land have worked so 
  far, but not soon enough for him to be recalled home. With 
  the last of his family dead, the now gray-haired Horus is 
  the rightful heir to the Alabaster Throne. It remains to be 
  seen if he will move against the Orc King and claim his 
  birthright, an act that seems unlikely.
  Confederacy  
  of Nine Cities
  Nine independent cities stand along the Empire’s 
  eastern shores and form a loose confederation 
  bound by common economic interest. Each began 
  as a trade center during previous centuries and 
  has grown well beyond its humble beginnings. 
  With raiders from the south as well as piracy 
  striking the shipping lanes, the Nine Cities 
  banded together for mutual protection. Their 
  association has been anything but peaceful, 
  however. Disputes over tariffs, guild rivalries, 
  and even accusations of treachery have dogged 
  the confederacy since its inception. Peace 
  prevails only while it is in the cities’ interests 
  to preserve it, but no city would sacrifice itself 
  for the good of all.
   All nine of the cities are strict 
  plutocracies, with power resting in the 
  hands of its wealthiest citizens. An autarch 
  leads each city and gains the title by 
  depositing an “investment” into the city’s 
  coffers. The amount is known only 
  to the investor and the agents of the 
  Vault, the Empire’s premier banking 
  institution, which collects the funds and 
  deposits them in the city’s accounts. When 
  there are several claimants to the title, the 
  winner is the citizen who pays the greatest 
  amount, as revealed by the Vault’s agents. 
  The election cycle is a raucous affair, as 
  candidates form coalitions to raise funds. Of 
  course, all investments remain in the city’s 
  coffers. Only individuals with significant 
  capital can afford the gamble.
   Each autarch serves for a period of 
  eight years or until he or she dies, by 
  natural or unnatural causes. Autarchs wield 
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  considerable power, but they hold it only with the support 
  of councils made up of representatives from the wealthiest 
  guilds. As with the position of autarch, seats on the council 
  are purchased. The autarch sells the seats for whatever 
  price he or she sets but cannot refuse any offer that meets 
  the price. The guilds select their own representatives, and 
  most see a position on the council as a stepping stone to the 
  autarch’s crown.
  AzUl, the City of Death
  Azūl languishes in the grip of the Black Hand, a powerful, 
  widespread, and insidious guild of assassins. The Black 
  Hand controls the Guild Council in Azūl, though not 
  through economic superiority—or at least not anymore. 
  The assassins secure their positions with the threat of lethal 
  retribution. To move against the Hand is to invite its touch, 
  which always means death.
   A city of modest size and home to about 20,000 people, 
  Azūl is distinctive for the Lantern Bearers lining the streets, 
  hooded and robed statues bearing lanterns that self-ignite 
  at sunset. Local legend claims the Lantern Bearers are the 
  petrified remains of those who displeased Ashrakal, the 
  Witch-King and the founder of the city.
   The Mistress has been autarch for a few years. Some 
  claim she gained her title by murdering a rival with a 
  venomous serpent slipped into his chambers. The Mistress 
  keeps her identity secret and always wears a white mask 
  over her face when meeting with members of her council 
  or dignitaries from the Empire, the other Nine Cities, and 
  elsewhere. The mask’s still features and blue-painted lips 
  recall the pallor of the dead.
  The Black Hand
  The Black Hand has agents everywhere. It trains 
  apprentices in the art of murder, and students learn fighting 
  techniques, anatomy, poisons, and a variety of other 
  methods for dispatching the living to the grave. Recruits 
  who complete their training gain the title of Finger and 
  are sent into the Empire. There, each Finger lives a double 
  life: one that appears perfectly normal and another in the 
  shadows with a ready blade, dripping venom, to plunge 
  into a victim’s heart.
   The Hand has no interest in politics or extending its 
  power. It provides a service—murder—for a steep fee and 
  works to meet its customers’ needs quickly and efficiently. 
  Each Finger has a handler, who negotiates contracts with 
  prospective clients and delivers the information to a secure 
  location for the Finger to recover at a specific time. When 
  the deed is done, the handler leaves the pay in the same 
  location, keeping a portion.
   Anonymity is key to the Black Hand’s success. A handler 
  never learns the Finger’s identity and so cannot reveal 
  it to angry clients or those seeking vengeance on the 
  victim’s behalf. The Finger, however, always knows the 
  handler’s identity to make sure he or she operates in the 
  organization’s best interests.
  Dis, the City of Chains
  The great Colossus welcomes visitors to the City of Chains. 
  A titanic monstrosity standing 75 feet tall and wrought from 
  bronze, it depicts a naked man, phallus engorged, with 
  a length of chain stretched taut between his hands. The 
  Colossus has no face and wears a collar around its neck and 
  manacles on its wrists and ankles.
   Dis has built its fortune on slavery. Although the practice 
  has largely fallen out of favor in most parts of the world, it 
  remains legal to own humans throughout the confederacy 
  and slaves still perform nearly all labor and services. The 
  slave markets of Dis are open day and night, offering flesh 
  purchased or stolen from faraway lands to those with coin 
  enough to secure them. The greatest slave market in the 
  city is the Avenue of Sighs. It is the central thoroughfare 
  through the city and terminates at the steps of the autarch’s 
  palace. The red-paved road takes its name from the 
  cries and moans of slaves offered on the auction blocks 
  positioned along the road. Such merchandise is said to 
  be the best available and can serve a variety of uses, from 
  fighting to labor to darker acts.
   Intonious the Great seized the title of autarch just 
  three years ago. His reign has been marked by excess and 
  decadence. A slaver himself, he uses his vast fortune to 
  insulate his position; to fund the Bronze Elite, a legion of 
  slave warriors who have been forcibly addicted to a narcotic 
  to keep them loyal; and to feed his own sadistic impulses.
  Edes, the Dreaming City
  A fog hangs over the Dreaming City, filling its streets and 
  squares with mist on all but the hottest days. The gloom 
  suits the place because the people here spend their days 
  and nights in the embrace of lotus blossoms. So many 
  have succumbed that the place seems empty and silent, 
  its citizens lost in the dreams brought on by this infamous 
  drug. With only a few people able to maintain the city, Edes 
  has begun a slow decline over the last few decades and now 
  stands half in ruins.
   Martonius has been autarch for thirty years, longer than 
  any other in the confederacy’s history. His lengthy service 
  stems not from any remarkable success or virtue on his 
  part. Rather, no one in the city who possesses the fortune 
  to buy the title can be bothered to do so. Martonius is an 
  absent ruler in any event, and the last anyone remembers 
  seeing him was several months ago. A few people believe he 
  is, in fact, dead.
  Kem, the Golden City
  All gold flows from Kem, the Golden City, home to the 
  Vault and the richest and most influential of the Nine 
  Cities. It’s said the Empire’s fortunes are determined in 
  Kem’s marketplaces. When Kem’s economy booms, so does 
  the Empire’s. When it stumbles, markets crash throughout 
  the civilized world. Such is Kem’s power that it customarily 
  has a representative in attendance in the emperor’s court, 
  even in these dark times.
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   The city earns its power from the Vault, an ancient 
  banking institution that mints and circulates the coins 
  used throughout the imperial provinces. The Vault also 
  sets prices for various goods, makes loans, and collects on 
  them. An autonomous body despite its role in maintaining 
  the imperial economy, the Vault’s leadership pursues its 
  own agenda. It has already recognized Drudge as emperor, 
  and its agents in the capital offer the warlord assurances 
  of credit and gifts of gold. The institution doesn’t so much 
  want an orc on the Alabaster Throne as it craves stability.
   The Vault stands out from the rest of the city. A great 
  windowless structure carved from white granite, it lurks 
  behind ten walls, each one patrolled day and night by ten 
  golems commissioned by the bank from the Artificers’ 
  Guild in Lij.
   Kem’s autarch is Amelia Roh, a wealthy citizen who 
  secretly secured her post with funds given to her by the 
  Vault. She is very much its puppet and rules in name only.
  Lij, the City of Wonders
  Lij began as a refuge for renegade magicians, thinkers, 
  and philosophers. Here Astrid the Prophet fled to escape 
  persecution for her religious views, and here the Academy, 
  the first institution of learning, still stands. Today, Lij is 
  home to inventors, poets and artists, artificers, alchemists, 
  and magicians of all stripes. All things are possible here, 
  and no one discards an idea without first trying it.
   These liberal views on knowledge and invention have 
  led to numerous discoveries and advancements, to the 
  Empire’s great benefit, but also make Lij dangerous and 
  unpredictable. Explosions rock the city almost daily. 
  Monsters run loose through the streets, while clouds of 
  toxic smoke, belched from the Alchemists’ Guild and 
  Artificers’ Guild, cover the city in a permanent haze. 
  Corrosive rains have been known to burn exposed skin. 
  The pollution is so bad that people wear masks to avoid 
  breathing the poisonous atmosphere and drink water only 
  if it’s brought in from other lands.
   Teqa claimed the title of autarch a few years ago, and she 
  has been working to curb the worst of the city’s excesses. 
  Her meddling has made her many enemies, though; to 
  date, she’s survived eight assassination attempts.
  Nessus, the First City
  The Edene founded Nessus when they began their 
  campaign to conquer the continent millennia ago. The city 
  grew from its humble origins as a military encampment 
  into a sprawling metropolis whose population, at one time, 
  rivaled that of Caecras.
   The last thousand years have not been kind to Nessus. 
  It reached its peak power in the first century, when it was 
  a great mercantile center. In 128, the Explorer, a merchant 
  vessel from the distant east, brought the Shuddering Pox to 
  the city and nearly erased its population. Citizens fleeing 
  the disease only spread it to surrounding lands. The result 
  was a horrific plague that killed a third of the Empire’s 
  people. The city never recovered its population or its 
  reputation. Much of it is now vacant, entire districts slowly 
  being reclaimed by the wilderness.
   Nessus survives only thanks to its agricultural industry. 
  The farms in the outlying areas produce grains and cotton 
  that are distributed up and down the coast. The outer 
  districts retain some of their population, bolstered in part 
  by halfling settlers, but few ever enter the rotting core.
   Crumbling buildings, abandoned palaces, and crooked 
  streets make Nessus a strange and otherworldly place. To 
  reach the main populated areas, overland travelers have 
  to pass through neighborhoods that have been empty for 
  decades if not centuries. Townhouses that were once home 
  to powerful and prosperous citizens now serve as nesting 
  sites for pigeons and rats. An air of grief and loss hangs over 
  the city, and ghosts of plague victims are common sights.
   Urian is Nessus’s autarch. A simple fisherman, he bought 
  the title for 100 gold crowns and has held the seat for 
  five years. He is a man of uncomplicated tastes and good 
  character, and he genuinely wants to see Nessus restored to 
  its former glory.
  Pruul, the City of Thieves
  The great city Pruul squats on the southern edge of 
  Crescent Bay. It is a place of thick smoke, frequent fires, 
  and uncontrolled crime. Wild and chaotic, its labyrinth 
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  of cramped streets and dark alleys is choked with curious 
  odors and corpses.
   Pruul wasn’t always this way. It was once a place of 
  fantastic wealth and prosperity, much as Kem is today, 
  but one of extreme disparity between its social classes. 
  Wealth had become concentrated in a tiny fraction of the 
  citizens, and everyone else was left to fight over the scraps. 
  As people became more desperate, crime swept through 
  the slums. Cries for help fell on deaf ears because the 
  wealthiest could afford protection. Even so, the trouble 
  afflicting the poorer districts eventually spilled into the 
  richer communities, and murders, burglaries, and worse 
  spread fear through the powerful of Pruul.
   The great houses abandoned the city for country estates 
  or left to start over elsewhere. The guilds shut down, and 
  visitors stopped coming to look upon its wonders. Pruul 
  was left to the mob. It might have collapsed if not for an 
  enterprising thief named Logan. A gang leader and ne’er-
  do-well, Logan realized the city’s criminals needed an 
  organization to manage crime and to dictate who could 
  and couldn’t be robbed. Logan won over several key crime 
  bosses and formed the Empire’s first Thieves’ Guild.
   Pruul is still a dangerous place and is generally 
  considered poor, a backwater, and a refuge for those who 
  cannot or will not fit into civilized society. However, the 
  Thieves’ Guild has lifted the city up from its sharp decline 
  and tightened its grip on crime. Anyone who wants in on 
  the trade must join, and those caught practicing unlicensed 
  thievery lose their hands. Order of a kind has been restored, 
  and commerce has begun to trickle into the city once more.
   Logan’s great-great-great-granddaughter, Cat, rules as 
  autarch and is the head of the Thieves’ Guild. Her heritage 
  ensures she will retain this position, since her peers and 
  rivals hold her family in high regard. 
  Qif, the City of Blood
  Qif is called the City of Blood for its enormous arena, 
  the Crucible. Here the city hosts grand battles for the 
  amusement of its citizens and visitors. Gladiators march 
  out onto the blood-soaked sands to test their mettle against 
  each other or a veritable menagerie of monsters brought 
  in from faraway places. The Crucible also gives the city an 
  easy way to deal with its criminals. Anyone who commits a 
  crime must fight or die. And when the city lacks sufficient 
  numbers of criminals, it buys slaves from Dis and ships 
  them into the city to fight instead.
   The Crucible has taken over Qif. Too many industries 
  rely on it, including food vendors, smiths who craft and 
  repair weapons and armor, and monster hunters who risk 
  their lives to bring back something no one has ever before 
  seen. The marketplaces are busy, but much of the revenue 
  gained from trade goes back into the arena to pay for ever 
  more elaborate spectacles. Last year, the city decided to 
  flood the Crucible to simulate a sea battle and nearly 
  bankrupted itself as a result.
   The city’s autarch is Quinta, a woman famous for fighting 
  in the Crucible for five years and winning her freedom. 
  She’s tall, with bronze skin and horrific scars all over her 
  body, and she is not known for her patience or her mercy.
  Set, the City of Gods
  All beliefs and all religions are welcome in Set. Positioned 
  between Azūl and Edes, the city is a refuge for people 
  seeking asylum from the witch hunters and inquisitors 
  in the north and from the madness of the lotus eaters. 
  Of course, Set offers its own perils, which are not always 
  evident to new visitors.
   Plenty of legitimate religions practice in the city. The 
  Cult of the New God has three large temples. A grove and 
  ten shrines are given over to the gods of the Old Faith. 
  Even the orcish Gods of Blood and Iron have a small 
  temple. Mystics, philosophers, spiritualists, teachers, 
  prophets, and disciples of deities both strange and 
  familiar wander the streets, offering guidance and wisdom 
  to any who will listen. Set is the destination for people 
  seeking answers and offers the key to unlocking the 
  hidden potential in all.
   Trouble stems from the welcome the city shows to all 
  religions. City law gives equal status to anyone of faith, 
  regardless of its nature. Thus, an ordained priest of the New 
  God has equal standing with a raving lunatic who gibbers 
  and shrieks about He Who Watches, while servants of 
  the Demon Lord openly practice their foul rites for all to 
  see. Charlatans, eager to part fools from their money, wait 
  Brotherhood of Shadows
  The Brotherhood of Shadows has a long and sordid history, with roots in the old Gog nobility. This society of wealthy, powerful 
  individuals is sworn to the Demon Lord. They work behind the scenes to bring forth their dark master in the misguided belief they 
  will rule the world in the Demon Lord’s name.
   The Brotherhood has cells in most lands, from single servants to extended cults that infiltrate entire towns. The cultists gather 
  in secret places such as old cellars, ruins outside of town, or behind closed doors in a wealthy estate. Cult members might or might 
  not keep their identities secret from each other, but they always wear robes and animal masks when they gather. Such meetings 
  always involve depraved acts of ritual sacrifice, orgies, and violence.
   As widespread as the Brotherhood is, cells do not work together and see each other as bitter rivals. One group might reveal the 
  activities of another to deflect attention from its own efforts. This ingrained treachery has made the cult’s goals almost impossible 
  to attain.
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  on every street corner and in every alley, 
  offering salvation, wisdom, and whatever 
  else a passerby could want in exchange for 
  a few coins. Together, the voices of the 
  faithful create a confusing din, where 
  the difference between what is true and 
  what is false is no longer clear.
   Father Justin, a defrocked priest 
  of the New God, is the city’s autarch 
  and has a keen interest in forbidden lore. He 
  lost his status in the Cult of the New God when 
  inquisitors discovered he possessed several unholy tomes, 
  including The Yellow Eye, The Cry of the Carrion Lord, and 
  the fabled Book of the Dead. Justin fled the Holy Kingdom 
  with witch hunters dogging his steps until he found 
  refuge in the city. He established a temple and gathered 
  a following of powerful and influential merchants whose 
  support assures he will hold the title for some time.
  Other Lands
  Many other city-states and nations exist on the continent 
  and around it. Here are a few of the more notable places 
  characters might explore.
  BlÖtland
  The ancestral homelands of the jotun, Blötland stretches 
  south from the Blasted Lands to the impassible Dragon 
  Fangs, a towering expanse of mountains that stretches from 
  shore to shore and whose heights are infested with drakes 
  and giants.
   Life in Blötland is the very definition of hard. The snows 
  never thaw, the storms never relent, and resources are 
  scarce. Settlements subsist by fishing and whaling. Further 
  inland, great fortresses of ice and stone rise from the 
  foothills that march up to the peaks beyond, and here the 
  Blötland thanes rule.
  Freehold of Nar
  Where the Shield Mountains tumble into the sea, there 
  stands a string of ancient dwarfen fortresses that once 
  commanded the eastern shores, demonstrating the 
  ingenuity and expertise of dwarf masons. These structures 
  crown the low mountains with high walls and mighty 
  turrets, passages carved into the raw stone, and mines that 
  delved down to the heart of the world. Peering out from the 
  walls are enormous carvings of dwarf warriors, each in a 
  watchful pose, sheltering its stony eyes with one hand and 
  gripping an enormous axe with the other. The strongholds 
  evoked awe in all who saw them. No one dared test their 
  armies against the mighty defenses. And then, five hundred 
  years ago, the dwarfs holding the fortresses vanished all at 
  once without a sign or clue of where they went. One day, 
  the hammers rang in the forges. The next, all was silent, the 
  sounds of industry and activity stilled for the first time in a 
  thousand years.
   
  The fortresses did not stay empty for long. They 
  soon became havens for those driven from 
  the Empire and seeking new lives free from 
  the tyranny of the Alabaster Throne. After 
  a century, the people who had settled 
  in the abandoned halls declared their 
  independence. As a free people, they 
  kneel to no king or queen and resist any 
  effort to add their lands to those already 
  suffering from oppression’s yoke. Calling 
  themselves the Freeholds of Nar, after 
  the last dwarfen king to rule these strongholds, they have 
  proven a stubborn, independent society with nothing but 
  disdain for their imperial neighbors.
   The Freeholders live in four of the five strongholds. Each 
  inhabited fortress has a population of a few thousand, and 
  the people elect their leaders from among themselves. 
  The mines still produce iron, silver, and other valuable 
  metals, and the Freeholds produce fine metal goods, which 
  they trade with the Nine Cities for timber, foodstuffs, and 
  textiles.
   The Freeholders have at various times tried to take the 
  fifth fortress, but each time the effort has ended in disaster. 
  Death stalks the tunnels there. Survivors, shaken and 
  unhinged, tell with trembling voices of living shadows that 
  stalk the depths and snatch the unwary, of moans that echo 
  through the mines, and of bizarre, creeping things with 
  tentacles, eyes, and teeth that hunt the living. After five 
  failed attempts to colonize this stronghold, the Freeholders 
  have abandoned the effort, though there have been 
  some attempts to discover what happened to the dwarfs 
  there. Many fear that looking too closely will invite the 
  darkness infecting the ruins to spread to the neighboring 
  strongholds.
  Kingdom of Sails
  The Kingdom of Sails spreads across sixteen scattered 
  islands that form a crescent a few hundred miles from 
  shore in the Auroral Ocean. Its superior navy has dashed 
  all hopes the Empire ever entertained of annexing the 
  islands; its ships are the fleetest and nimblest sailing the 
  seas. Although the Kingdom of Sails and the Empire have 
  clashed at times, the former avoids becoming embroiled in 
  continental entanglements and opens its ports to any who 
  come across the waves.
   The largest island, Opal, is the political and economic 
  capital, and in this verdant paradise lives a dissipated 
  monarch who has ruled his people for two decades. King 
  Sasul is known as a drunkard and lecher, more interested 
  in hedonistic pursuits than in seeing to the interests of 
  his people. Rumor claims his pleasure men and women 
  number in the hundreds and that all manner of enjoyable 
  pastimes are available at his month-long revels.
   The kingdom’s islands are rocky and mountainous 
  but covered with dense jungle that teems with wildlife. 
  Settlements are built along the shores and focus on fishing 
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  and trade. Explorers of the islands’ interiors claim to have 
  discovered ruins of older civilizations, some of which are 
  inhabited by strange peoples and creatures.
  Kingdom of Skulls
  The Kingdom of Skulls covers a ruined, blasted expanse 
  south and west of the Shield Mountains. The place has a 
  dark and sinister legacy inextricably bound to its eternal 
  ruler, the necromancer known as the Dark Lady. It is 
  believed the Dark Lady was once a mortal woman of 
  unsurpassed beauty, a daughter of Gog who had won the 
  favor of the Witch-King and could stay the worst of his 
  excesses. Their romance was filled with great passion and 
  terrible tragedy, whose rise and fall remains the subject of 
  many bards’ songs and poems.
   When the combined armies of faerie and mortals struck 
  down her lover, the Dark Lady fled with her twin sons and 
  retinue in tow. They escaped beyond the Shield Mountains 
  to find refuge in the hard lands south of the Endless Steppe, 
  far from the comforts of civilization. The survivors’ numbers 
  dwindled from incessant centaur raids, famine, and plagues. 
  Although the Dark Lady’s magic protected her people, it 
  was not enough to save her sons. One was killed fighting the 
  centaurs and the other succumbed to disease. Consumed 
  by grief, she turned her studies toward Necromancy and 
  transformed her late sons into undead thralls.
   Centuries later, the Dark Lady’s realm has come to be 
  known as the Kingdom of Skulls. It is a place overrun 
  by undead and by ghouls: mad, warped people who 
  forfeited their humanity long ago and now prowl the 
  wastes in gangs, bent on slaughter. The Dark Lady rules 
  from a throne of centaur bones, passing the long years 
  in a bone-white tower rising a hundred feet into the air 
  that commands the center of the nation. In its shadowed 
  corridors and chambers, she plots vengeance against the 
  Empire and swells her armies with undead. It’s believed the 
  Dark Lady has many spies in the capital and that she might 
  have had a hand in handing the Alabaster Throne to the 
  Orc King.
  Patchwork Lands
  The borders between these twenty or so baronies, counties, 
  and other political organisms change each season. War and 
  conflict define relations between the petty states, and each 
  season armies march forth to throw themselves at their 
  enemies’ fortifications until both sides grow weary.
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   Most nobles who rule the Patchwork Lands are little 
  better than bandits. They take what they want from the 
  peasants who toil on their lands, commit all kinds of 
  abuses, and prove themselves unworthy of rule by any 
  definition. Assassins from the Black Hand find plenty of 
  work here, contributing to each state’s instability. With little 
  authority and few laws, the Patchwork Lands have become 
  a haven for all kinds of wickedness. 
  Pirate Isles
  Piracy has been a problem in Crescent Bay since long 
  before the Empire’s founding. Swift, sleek ships filled with 
  cutthroat villains descend on merchant vessels to plunder 
  them of their cargo at the point of pistols and swords. Not 
  content with the booty to be had from ships, the pirates 
  grew bolder, striking at the Nine Cities and the villages of 
  Old Edene. The merchant houses, with financial support 
  from the Vault, have reduced their losses to the pirates and 
  protect their vessels, but the skull and crossbones still flies, 
  and sightings of its colors still spread terror in even the 
  bravest sailors.
   The Pirate Isles comprise four small islands south of the 
  Kingdom of Sails. The only law the pirates follow is the 
  Pirate’s Code, a loose set of rules to fairly divide plunder. 
  Beyond that, and a few basic decrees passed down from the 
  Captains’ Circle, an elected body of pirate captains who 
  maintain the peace and settle disputes, the people of the 
  Isles are free do as they please. Of late, the Circle has been 
  exercising its authority more and more, and it seems as those 
  these leaders hope to turn the Pirate Isles into a legitimate 
  city-state and leave the days of piracy behind them.
   Lacking timber on the islands, settlements are built 
  from salvage. Pirates drag derelict ships onto shore and 
  secure them in place to serve as taverns or inns, for 
  example. Rope-and-timber walkways connect the jumble of 
  structures, placed with no particular plan or intention, so 
  it’s easy to become lost and wander into danger.
   Many pirates worship a bloodthirsty god known as One-
  Eyed Pete. Followers of this deity pour a measure of rum 
  into the sea to keep the pirate god drunk. Should he sober 
  up, they believe, he might notice his followers’ accumulated 
  wealth and take it for himself.
  Woad Lands
  Not all nations have borders. The lands of the Woad are 
  wherever these nomads settle. Descendants of the first 
  people to live on the continent, who have mingled with 
  other strains of humanity over the centuries, the Woad 
  are divided into thirteen tribes. They live on the fringes of 
  civilization throughout the continent, from the slopes of 
  Mount Fear to the depths of the Mistwood, and anywhere 
  else they choose. Each tribe takes its name from a totem 
  animal spirit, a small god that belongs to the pantheon of 
  deities and powers making up the Old Faith. The tribes are 
  Badger, Bear, Boar, Deer, Eagle, Fox, Hare, Horse, Otter, 
  Owl, Raven, Snake, and Wolf.
   The Woad hate the Empire. They recall the olden days, 
  when humanity and faerie lived in harmony in a golden 
  era of peace after the trolls had been defeated. They see the 
  coming of the Witch-King and the arrival of the Kalasans 
  from across the sea, who forged their Empire from the 
  ashes of old, as having pushed the world to oblivion’s brink. 
  The Woad fear the end.
  Northern 
  Reach
  The Northern Reach marks the northern edge of the 
  Empire, the last territory conquered before it began its 
  downward slide into chaos and upheaval. Here civilization 
  has made few inroads, and the ruins of ancient nations 
  still litter the countryside. The region has a variety of 
  climates and geography, perfect for sustaining a wide range 
  of flora and fauna—some familiar, others utterly alien. 
  The Northern Reach’s distance from the capital and its 
  numerous unexplored places make it a perfect backdrop for 
  a variety of stories, from exploration to intrigue, adventure 
  and horror. Here you can find all the information you need 
  to set your games in this land.
  History
  The history of the Northern Reach is written in blood and 
  fire. It is a story defined by conflict, with wars fought for 
  dominance, for conquest, and over trivial disputes. The 
  bones of dead soldiers lie buried in battlefields across 
  the landscape, all that remains of unknown armies from 
  nations whose names have been all but forgotten. It is 
  fitting, then, that the fate of the world might be decided in 
  this ancient realm.
  The Lands of Summer
  From the gleaming towers that rise above the smoke-
  stained streets of Crossings to delicate stone archways that 
  stand in empty fields, to peculiar houses tucked away in 
  the oldest woods and the odd bit of statuary dug from the 
  soft loam, the remnants of an older, more magical time 
  linger here. The Lands of Summer, the last great realm 
  of the faerie folk, thrived when humanity still crept and 
  mewled in its primitive ways. In these days, gods roamed 
  the world and the threat of the Demon Lord was all but 
  unknown.
   The faerie here, as elsewhere in the world, lived in 
  harmony with their environment, shaping it to suit their 
  needs with potent magic and fostering life and beauty in all 
  things. Where Crossings now blights the world once stood 
  a great city boasting the palace of the Queen of Summer 
  and all her court, and the tall trees of Mistwood reached all 
  the way east to the shores of the Auroral Ocean. The Queen 
  of Summer ruled with a gentle hand, and her subjects 
  were free to go where they wished. Peace reigned across 
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  the lands, and hunger, pain, and want were strangers to the 
  good folk who dwelled here.
   All things must end, even for immortals such as the 
  elves and their kin. Summer’s last days began when the 
  trolls emerged from the western mountains, then bold 
  peaks of raw rock that clawed at the skies. The trolls 
  saw in the Fair Folk everything they were not. Where 
  the faerie were light-hearted, wondrous, and filled with 
  life, the trolls were low, twisted things—brutes whose 
  hearts were poisoned by resentment for the crudeness 
  of their forms and with dispositions mean and spiteful. 
  The trolls used dark magic to enslave the giants and 
  fashion terrible monsters from ordinary beasts. Bolstered 
  by their malformed host, they swept into the Lands of 
  Summer, bringing death to those who never died. The 
  fighting raged for decades with neither side securing a 
  clear victory, until the Robin Prince, consort of the Queen 
  of Summer, fought the Troll King and slew him. Yet in 
  his victory, the elf lord was himself slain. The Queen of 
  Summer, her heart hardened by the loss of her true love, 
  to say nothing of the countless other kin that had passed 
  from the world, laid a heavy curse upon the trolls—a 
  curse that prevented them from ever looking upon the 
  light of the sun again lest the ugliness of their hearts turn 
  them to stone. And so the trolls fled, embittered by their 
  defeat and lamenting the curse their work had earned 
  them, and took refuge under the mountains.
   Although the faerie were victorious, sorrow fell across the 
  lands. The time of Summer had passed. Autumn had begun.
  The First People
  Humanity entered the Autumn Lands centuries after the 
  Troll Wars had ended. Simple hunters and gatherers, they 
  marveled at the faerie they discovered and believed them 
  to be divine; some claim the gods of the Old Faith have 
  their roots in these first encounters. The First People found 
  welcome and friendship among the faerie, though they 
  were too afraid to venture into the western reaches and 
  remained in the lowlands not far from the shores where 
  they made landfall.
  Betrayal and Conquest
  Centuries after the First People made their homes on the 
  edges of the Autumn Lands, bloodthirsty soldiers seeking 
  plunder and conquest came from across the Auroral Ocean. 
  They shattered the First People’s meager defenses and 
  clapped them in chains. The survivors fled north to take 
  refuge in the Spider Wood, where they abandoned their 
  ties to the faerie and turned their hearts and minds to an 
  unspeakable power known as the Queen of Spiders. The 
  conquerors, named the Edene, pressed into to the faerie 
  lands. Unwilling to fight another disastrous war, the Queen 
  of Summer spun a new world from magic and dream to 
  be a refuge for her and her people. The faerie quit their 
  homeland and drifted into the new hidden kingdom, where 
  they have remained ever since.
   Not all the faerie were so willing to leave. The Summer 
  Queen’s own son defied his mother and declared he would 
  take a stand against the invaders. Henceforth called the 
  Betrayer, he and those who went with him were known as 
  the Dark Ones, for they broke with tradition and used dark 
  magic to fight back against the invaders. Again, war raged 
  across the lands and left much of the area a smoldering 
  ruin. The invaders withdrew and turned their attention 
  to the south, while the surviving faerie retreated to dark 
  places, twisted by hate, and thus became monsters not 
  unlike the trolls that troubled them long ago.
  The Dark Times
  The years following the Betrayal and the Edene conquest 
  were dark ones. Human settlers returned to the lands 
  but found them stained with dark magic and troubled by 
  vengeful spirits and dark faerie. Strange monsters stalked 
  the night, preying upon isolated farmsteads and lonely 
  villages. Despite the struggles, humanity persevered and 
  eventually carved the wilderness into dozens of petty 
  kingdoms, duchies, and city-states.
   Even so, when not contending with the perils spawned 
  in the west, civilization’s outposts fought against each other. 
  Armies marched, plagues darkened doorsteps, famine 
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  gripped the land, and Father Death’s door was crowded 
  with souls.
   None of these lands survived the coming of the 
  Witch-King. The Gog, a race of sullied humans who had 
  long reveled in darkness and evil, spilled out from the 
  Desolation, fleeing the blight they had created to start again 
  in the unspoiled south. Bolstered by undead and bound 
  demons, they crushed the little kingdoms and enslaved 
  the people. Civilization lost its hold on the land, and the 
  wilderness began a steady reclamation of the territory 
  taken from it.
  The Rise of Empire
  The reign of the Witch-King ended with the Kalasan 
  invasion. In the years after the Empire’s founding, the 
  Northern Reach became an overgrown wilderness, its 
  roads faded and its towns abandoned, heaped with the 
  crumbling wreckage of peoples long lost to the world. Yet 
  it was not empty. Monasteries still stood on the slopes 
  of the Shield Mountains. Hermits lived in the Mistwood 
  and the Bone Marsh. Isolated settlements found ways 
  to survive being cut off from the rest of the world, and 
  strange peoples wandered the wild places.
   The Witch-King’s defeat saw many of Gog’s surviving 
  people flee to the wilderness, seeking refuge in the ruins 
  their ancestors had created. In the decades and centuries 
  that followed, other refugees followed. Many fled the 
  Empire’s expansion and the bloodthirsty orcs who fought 
  in the emperor’s name. Others sought to make new lives 
  for themselves, paying for their freedom by enduring the 
  hardships of the frontier. From these migrations, new 
  settlements began to appear, first in the east and later 
  farther into the western regions, all the way up to the 
  Mistwood and in the shadow of the dreaded Mount Fear.
  The Crusades
  When the Cult of the New God formed in the Empire 
  and established itself as a dominant religion in the land, 
  it turned its attentions toward the threat in the north. 
  The Empire had become complacent about protecting its 
  borders, especially against the Desolation and its seemingly 
  endless spawn of awful creatures. A militant faction of the 
  New God’s cult pressed the Matriarch to raise an army to 
  contain the threat. This pressure, along with news of fresh 
  horrors in the Northern Reach, forced her to take action. 
  The Holy Kingdom, with imperial support, gathered a great 
  army and dispatched it across the mountains to deal with 
  the threat.
   The crusaders brought order, justice, and stability to 
  the frontier and established a string of citadels along the 
  edge of the Desolation from which they could mount 
  expeditions and shield the people of the frontier and the 
  Empire beyond. The Empire’s financial involvement grew 
  until it simply annexed the lands as its eighth province, 
  bringing the entire region under the influence of the 
  Alabaster Throne.
  The Present
  For much of the Northern Reach, little has changed since 
  becoming part of the Empire. In the eastern lands, the 
  crusaders have done more to tame the wilderness than 
  the Empire has, and the funds from Caecras have made 
  little difference in the lives of ordinary men and women. 
  A provincial governor rules the province from his seat in 
  Sixton, but he lacks funds or resources to enforce imperial 
  law. Most settlements look after themselves as they have for 
  generations. The troubles now afflicting the capital seem 
  distant, and most people aren’t troubled by who sits on 
  what throne as long as they can go about their business.
  Geography  
  and Climate
  The Northern Reach is a modest-sized territory with 
  borders defined by geographical features. To the west 
  and south stand the Troll Mounts and Shield Mountains. 
  The Desolation and the Spider Wood mark the northern 
  boundaries. The province stretches eastward across a 
  verdant belt to the shore of the Auroral Ocean. The land 
  between is rich with variety, including old-growth forests, 
  rolling hills, and plenty of arable farmland, especially 
  in the east. Rivers and streams crisscross the land, fed 
  by snowmelt from the mountains. Sizeable lakes dot the 
  countryside, many of which formed when the glaciers 
  retreated at the end of the last ice age.
  Barrows
  This line of rolling hills littered with debris from a 
  forgotten people stretches across the center of the 
  Northern Reach and has a reputation for being haunted. 
  Mounds mark the tombs of dead chieftains and warriors, 
  perhaps left by the First People. Here and there standing 
  stones gather in rings, while monoliths jut up from 
  hilltops, their weathered surfaces still festooned with 
  runes and whorls.
   Stories abound of the dead walking the hills, ghastly 
  figures of tattered flesh encased in bronze and rotting 
  leather, swords gleaming with unholy light. Locals avoid 
  the area and do what they can to protect it from tomb 
  robbers who might awaken the dead.
  Black Hills
  The Black Hills take their name from the rich coal deposits 
  they conceal. Mines burrow into these high hills, and 
  camps arrayed around them offer shelter to those who 
  brave the darkness, the toxic atmosphere, and the cramped 
  tunnels. Miners report encountering all manner of strange 
  flora and fauna in the depths, from creeping slicks of black 
  ichor to spindly humanoids that retreat from the light, 
  black eyes watching from the shadows. They have also 
  found eerie cave drawings and must deal with equipment 
  that malfunctions unexpectedly.
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  Black Waters
  A foul, bubbling lake reeking of sulfur marks the end of 
  the Cold River’s course. The river is clean, so locals believe 
  its waters become polluted upon mingling with toxic waste 
  to form the lake. The bones of those who sampled its fetid 
  depths line the lake’s shores.
  Bone Marsh
  The Bone Marsh covers a sizeable area along the 
  province’s northeastern coast. A place of brackish waters, 
  vermin, and unusually large reptiles, it takes its name 
  from the salt-encrusted wood that covers much of the 
  terrain like bones. At least one tribe of lizardmen live in 
  the swamps, and lights from their fires can be seen from 
  miles away. The tiny settlements on its borders are filled 
  with backward, strange people, many of whom display 
  reptilian characteristics.
  Burning Vaults
  The Burning Vaults is a stretch of active volcanoes in the 
  northern arm of the Shield Mountains. They belch smoke and 
  fire all year long, and ash clouds stream from the calderas to 
  rain cinder and ash across the Endless Steppe to the west. Few 
  creatures make their homes here, though it’s believed a colony 
  of salamanders (fire elementals) dwells in a great city built on a 
  spur jutting out from one of the lesser cones.
  Cold Lake
  The waters of Cold Lake are so clear that one can see the 
  ruins of an ancient city sprawling across the bottom and, 
  on occasion, the spirits that flit through the shadows of the 
  deep. Most people consider Cold Lake to be a gateway to 
  the lands of the faerie.
  Dark Forest
  Once part of the Mistwood, the Dark Forest’s evil 
  reputation has kept it from becoming lumber for the 
  growing communities in the east. Beastmen infest these 
  woods, gathering at a large sinkhole somewhere in the 
  depths where they cast down the viscera of their sacrifices 
  to feed their dark god.
  The Fall
  Thousands of years ago, geological upheaval thrust the 
  western lands hundreds of feet above those to the east. The 
  Fall is a great cliff that formed as a result. Stretching from 
  the Iron Peaks to the north to the Tumbledowns in the 
  south, it looms large on the western horizon, a great barrier 
  to whatever lands lie beyond. Waterfalls spill from the 
  heights to feed the lakes and rivers below, and numerous 
  villages and towns have been built in its sides. Switchbacks 
  allow travel up and down the cliffs, but such routes are 
  infrequent and far apart.
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  Haunted Forest
  This dense stand of birch trees was once part of the 
  Mistwood but has since become a forest apart. Mist 
  curls between the white trunks day and night, no matter 
  the season, and the trees grow so thickly that it is easy 
  to become lost. Evil faerie, spirits, and other dreadful 
  creatures make their home here, drawn by the ineffable 
  darkness in its center.
  Iron Peaks
  A line of old mountains, the Iron Peaks form a natural 
  border to the Desolation. Miners dig into the hard rock 
  to extract iron ore, but they must contend with ogres and 
  boggarts that infest the caves of the upper reaches.
  Low Country
  Famous for its rich, arable soil, the Low Country feeds the 
  province. Halfling settlers claimed these lands long ago, 
  and their villages speckle the countryside amid rolling 
  grain fields and pastures for livestock. Halfling militias 
  patrol the borders, especially to the south where Woad 
  raiders enter the territory to steal livestock and burn farms.
  Mirror Lake
  The largest freshwater body in the Northern Reach, Mirror 
  Lake spreads out from the base of the Fall, where the Silver 
  River spills over the top and crashes into the waters below. 
  No one knows just how deep the lake is—no bottom has 
  ever been found. Several caves lead below the cliffs into a 
  vast system that spreads out beneath much of the region, 
  which is home to troglodytes, gnomes, and other dwellers 
  in the deep places.
  Mistwood
  The Mistwood once stretched from the Shield Mountains 
  all the way east to the Auroral Ocean. Now all that remains 
  of the formerly great forest lies nestled in the province’s 
  western fringes, though it remains an imposing place of tall 
  trees and secret places.
   On a clear day and from a great distance, one can just 
  make out ghostly towers of Alfheim that climb above the 
  forest, each a spire of white stone capped in glittering gold. 
  Finding the hidden kingdom is no small feat: the paths 
  through the dense forest twist and turn, leading explorers 
  back the way they came or deeper inside, never to be seen 
  again. Mist curls between the trees, making it even harder 
  to find one’s way. Fauns, elves, talking animals, and other 
  fey creatures live in the forest, all of whom might offer help 
  or hindrance, depending on the nature of the travelers that 
  enter their lands.
  Mount Fear
  The highest peak in the Shield Mountains, Mount Fear is 
  believed to be the home of the Great Dragon, an ancient 
  and terrifying monster of mythic power. The rocky 
  height is covered in snow year round and 
  often veiled in clouds, with slopes 
  made treacherous by landslides, 
  avalanches, and fissures that vent 
  scalding steam with no warning. 
  Strange creatures roam the 
  surrounding lands.
  Old Wood
  The Old Wood stands to the east of 
  the Black Hills. Settlers plundered the forest for timber 
  until its leshy guardians grew enraged and nearly wiped 
  out the woodcutters. A druid named Fiona brokered peace 
  between the leshy and the settlers, and she lives there still 
  to maintain the truce.
  The Teeth
  A string of large, rocky islands command the waters to the 
  southeast of the Northern Reach. They take their name 
  from rocks hidden by the swirling waters that can rip the 
  hulls of ships that come too close. The descendants of 
  jotun raiders who made landfall here centuries ago live 
  in small coastal towns of longhouses partly buried in the 
  hills. Grassed roofs conceal their presence from passing 
  vessels.
   The smallest of the Teeth, Witch’s Roost, marks the 
  end of the chain. The island takes its name for Drusilla, 
  the powerful storm witch who lives here. Banks of fog 
  and sudden, powerful storms dissuade all but the most 
  desperate from making landfall. Despite her sinister 
  reputation, Drusilla has been known to aid ships that 
  founder on the rocks, and many vessels have safely reached 
  shore with the help of the beacon that shines from the 
  highest hill of her island.
  Troll Mounts
  The Troll Mounts are a stretch of dark, forested mountains 
  that are part of the larger Shield Mountains range. As the 
  name suggests, trolls infest the region, emerging from the 
  caves under cover of night to raid the Mistwood and cause 
  trouble for anyone who trespasses into their territory. The 
  trolls are believed to guard fabulous treasures of gold, 
  jewels, and other riches stolen from the Lands of Summer.
  Tumbledowns
  Where the Shield Mountains turn south to form the 
  spine of the Empire, a range of low hills spreads out to the 
  east. The rolling countryside is cold, windy, and largely 
  empty aside from a few shepherds and their flocks, and 
  some isolated farmhouses that squat atop the hills. A few 
  Woad clans—Badger, Raven, and Wolf—drifted into the 
  Tumbledowns years ago and have established more or 
  less permanent settlements in the hills. They frequently 
  mount raids into the Low Country, which has caused many 
  halfling farmers to band together into militias to protect 
  their livestock from the thieving hill folk.
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  Major Settlements
  Settlements in the Northern Reach range in size from 
  isolated farmhouses in the middle of nowhere to crowded 
  cities straining to contain the tens of thousands that live 
  there. Some are described here.
  Crossings
  A small city of some 19,000 souls at the center of the 
  Northern Reach, Crossings is a cosmopolitan community 
  with a diverse population. For more information on 
  Crossings, see Tales of the Demon Lord.
  Crusader States
  The Crusader States form the province’s northern border, 
  spreading from the Shield Mountains to the Iron Peaks. 
  Established by the Cult of the New God to protect the 
  Empire from the darkness spawned in the Desolation, 
  these five mighty citadels were constructed so that the holy 
  warriors could mount expeditions into the wastes. From 
  west to east, they are West Hold, Martyr’s Point, Neverfall, 
  Vanguard, and High Watch. Since their construction, small 
  villages have grown up around the strongholds to support 
  the soldiers guarding the walls and keep them supplied 
  with food, drink, arms, and armor. So far, none of the 
  citadels have fallen, though each has come close many 
  times in the years since they were finished.
  Foundry
  An industrial town established just fifty years ago, 
  Foundry has grown along with the number of iron and 
  copper mines in the nearby Iron Peaks, and its chief 
  industry is smelting ore. Chemicals used in the smelting 
  process, as well as thick clouds of smoke coughed up 
  from smokestacks, have resulted in widespread pollution 
  that makes the entire area somewhat toxic. Steam 
  engines carry copper and iron ingots from the town by 
  rail south to Sixton, where they are then transported to 
  the rest of the Empire. A considerable number of dwarfs 
  live in Foundry and are its largest minority.
  Gateway
  The largest and oldest city in the province, Gateway has 
  stood on the shores of the Auroral Ocean for a thousand 
  years. In its long history, the city has risen and fallen 
  many times, but each time a conquering army shattered 
  its gates or burned the city to the ground, the survivors 
  rebuilt their homes and began again. The land on which 
  Gateway stands is below sea level, so most of its “roads” 
  are waterways navigated by small boats. Houses and 
  buildings stand atop floating islands moored in place by 
  stout pylons driven into the sand underwater. High walls 
  ring the city, and towers fitted with cannon stand ready to 
  defend the city against attack.
   Gateway’s people have always been fiercely independent, 
  and they opposed the Empire’s claim on the territory to 
  the point that they almost went to war with the Alabaster 
  Throne. Now that the Empire seems to be on the brink 
  of collapse, revolutionary groups are agitating to break 
  from the province and pressing the city leaders to 
  declare independence.
  Good Fortune
  Good Fortune is the largest community in the Low 
  Country and is probably the largest halfling town in 
  the Empire. Originally a trade depot, it has grown into a 
  modest community of a couple of thousand people who 
  make their living buying and selling grains, livestock, and 
  produce all across the Northern Reach and beyond. The 
  Three Sheaves Shipping Company more or less runs the 
  town, and nearly everyone who lives here works for the 
  company.
  High Stone
  The ancient dwarfen city of High Stone clings to the 
  side of a mountain east of Mount Fear. History has 
  not been kind to the dwarfs of this place, for they 
  have been poor neighbors to the people of the region. 
  The dwarfs have gone to war with the faerie, the 
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  humans, and other peoples no less than eight times since 
  the city’s founding, and they remember everyone involved 
  as if these events had happened yesterday.
   High Stone features 100-foot-tall walls of stone, 
  decorated with equally tall statues of dwarf warriors clad in 
  plate and armed with battleaxes. Great stone castles shelter 
  behind the walls, each guarding the entrance to a sprawling 
  complex of tunnels and chambers that delve deep into the 
  mountain. The current king, Radarak the Fat, has ruled 
  for almost a century, and rumor has it that he plots to send 
  his army against Sixton and claim the entire province for 
  himself.
  Landfall
  Although the Empire drove out the jotun who founded 
  Landfall years ago, the city retains much of its original 
  architecture and character. From the docks and shipyards 
  lining the shore the city climbs up a gentle rise, with 
  wooden buildings, long and low, lining broad streets 
  connected by a series of ramps. A great stone-and-timber 
  fortress commands the heights, where Lord Derevan 
  Trueblood, a descendant of the commander who defeated 
  the jotun, makes his home. Landfall has become a trading 
  city in recent years, and many in the province consider it to 
  be the door to the Empire since ships enter its harbor laden 
  with goods from all over the continent. Most people living 
  here work in the fisheries and shipyards.
  Sixton
  Sixton was named the provincial capital when the Empire 
  annexed the territory. Originally, it was a collection 
  of six small and insignificant farming villages. They 
  gradually grew into each other as their populations 
  swelled from imperial settlers, Low Country halflings 
  who traveled west, and crusaders who pressed north. The 
  haphazard fashion in which it grew lends it a hodgepodge 
  appearance, with a clash of architectural styles, crooked 
  streets wending through the press of buildings, and 
  a diverse population. The center of the city, which is 
  still under construction after three decades, holds the 
  governor’s estate and public buildings, including city hall, 
  the courts, the University of the Hidden Path, and the 
  Cathedral of the New God.
  People and Cultures
  All kinds of people live in the Northern Reach. The 
  region’s diverse population stems from the many 
  migrations over the centuries. Humanity dominates the 
  province, though it is hardly homogenous. Ethnicities, 
  cultures, and outlooks can create divides that some cannot 
  overcome. Old grudges, past conflicts, and simple fear 
  make individuals mistrustful of outsiders and resentful 
  of those who claim descent from ancestral enemies. Yet 
  despite the differences, common enemies and dire threats 
  can make unlikely alliances.
  Government and Politics
  The Northern Reach has been an imperial province for 
  nearly a century. Upon annexation, the Alabaster Throne 
  appointed a provincial governor to rule the territory in the 
  emperor’s name. The emperor still appoints each governor, 
  though the post has long been treated as a place to exile 
  troublesome dignitaries and to rid Caecras of potential 
  rivals. For this reason, the province has never enjoyed 
  exceptional leadership, and few of the twenty-four who 
  have held the post have ever surveyed the territory or 
  engaged its population. Instead, the governors pass their 
  time in the provincial capital, Sixton, until they can return 
  to civilization.
   With the leadership remote, communities govern 
  themselves. They collect revenues from their citizens 
  and pass a portion along to the capital, deducting the 
  expense of maintaining a watch, arming the militias, and 
  maintaining their infrastructure. Most communities can 
  deal with minor troubles, but when faced with a serious 
  threat, they might reach out to the crusaders in the north 
  for aid, hire mercenaries, or if all else fails, request aid from 
  Sixton (which rarely arrives in time to do anything of use).
  Cultures
  Common interest is the thread that holds together a 
  society of divisive and disparate people. The following 
  entries describe the broad cultural groupings found in the 
  Northern Reach.
  Imperials
  The imperials consider themselves to be citizens of the 
  Empire and subject to its laws. They might be recent 
  settlers or those whose ancestors were born and raised in 
  older imperial lands. Although they comprise numerous 
  ethnicities and ancestries, all imperials consider the 
  Empire to be the pinnacle of civilization. They see it as a 
  force for good, justice, and order, and the rightful authority 
  in the Northern Reach.
   Most imperials live in urban areas or in the smaller 
  satellite communities that support the large towns and 
  cities. Humans are the most likely to identify themselves 
  as imperials, and they have little love for the orcs who have 
  jeopardized their way of life. Imperials favor styles of dress 
  that match the latest fashions coming out of the south, 
  typically suits for men and dresses for women. Exceptions 
  exist, of course, and many eschew conventional dress.
   Numerous imperials belong to the Cult of the New God, 
  though people living in rural areas might keep the Old 
  Faith. Imperials know and use the Common Tongue for 
  communication.
  Crusaders
  Nearly all crusaders are citizens of the Empire, but they 
  place the authority of the New God above that of the 
  Alabaster Throne. They answered the call to serve the New 
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  God by fighting the horrors spawned in the Desolation and 
  loosed against civilization. Some crusaders are warriors 
  who pledged their lives to their god, while others are priests 
  whose magic lends aid to allies fighting on the front lines. 
  Crusaders also include many other people who contribute 
  to the cause in different ways, such as artisans, physicians, 
  or farmers.
   Those involved in the struggle typically live in one 
  of the five Crusader States that form a barrier against 
  the Desolation’s undead. Others who have since left the 
  fighting might live elsewhere in the province. Nearly all 
  crusaders are human—other peoples do not have the 
  same affinity for the New God’s faith. Among the humans 
  are a few halflings and a clockwork or two. Crusaders 
  favor simple, utilitarian clothing and display the sign of 
  their faith somewhere on their persons. The most devout 
  affix scraps of parchment bearing bits of scripture and 
  prayers.
   All crusaders belong to the Cult of the New God and 
  speak the Common Tongue.
  Reachers
  Not everyone recognizes the Empire’s authority. After 
  all, the north is an old land, peopled by the descendants 
  of older civilizations who keep alive old customs and 
  loyalties so they never forget where they came from or 
  who came before them. Reachers include townsfolk 
  in tiny settlements who remain loyal to the last ruler 
  of a forgotten realm and self-reliant hermits living in 
  lonely places at the edges of the province. They might 
  be the dwarfs of High Stone or halfling farmers who 
  place family and community above the Empire’s laws. 
  Some are rangers patrolling the wild places for demons 
  and monstrous threats, while others are wizards 
  huddled inside crooked towers where they seek greater 
  understanding of magical power. They can be witches 
  who follow their own rules, druids who recall the time 
  of the First People and the ways of the Old Faith, bands 
  of orcs liberated from a life of slavery, or jotun raiders 
  haunting the islands of the Teeth.
   All Reachers know and use the Common Tongue, though 
  they may know other languages as well. Religion varies 
  from community to community, though the Old Faith is 
  most common.
  The Fey
  The Fair Folk lived in the lands of the Northern Reach 
  long before humanity first made landfall on the continent. 
  They have remained through the rise and fall of countless 
  nations and cultures, lurking on the fringes of human 
  lands, watching and waiting for the mortals’ time to pass. 
  As elsewhere in the world, most faerie dwell in hidden 
  kingdoms, other realities nested within the mortal world. 
  Here in the north, the hidden kingdom is known as 
  Alfheim. The Faerie Queen spun this realm from dreams 
  and magic, and she sustains its existence through her 
  will. All who live within Alfheim and in the borderlands 
  around it owe her fealty and allegiance, and they reject 
  claims by the Empire that its authority extends into even 
  these magical territories. So far, the orcs have not pressed 
  their claims.
   This group includes anyone who lives in or around 
  Alfheim and who recognizes the Faerie Queen’s dominion. 
  Among these people are not only faerie such as elves and 
  the fauns who creep through the woods, but also some 
  goblins and a few humans who have settled the lands on 
  Alfheim’s borders.
   The fey communicate in Elvish, though many know the 
  Common Tongue too. They venerate the Faerie Queen as a 
  goddess or follow the tenets of the Old Faith, favoring the 
  Queen of Summer above the other gods in the pantheon.
  Degenerates
  The Northern Reach is an old land, and remnants from 
  older civilizations yet remain. Sometimes these groups 
  cling to the old ways, but often, succeeding generations lose 
  touch with the past and slide into barbarism. Degenerates 
  include troglodytes lurking deep underground, the 
  bloodthirsty arachne of the Spider Wood, the swamp 
  people on the edges of the Bone Marsh, and inbred families 
  in numerous isolated farms and hamlets scattered across 
  the region’s most far-flung reaches.
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   Degenerates usually speak regional languages, a dialect 
  of High Archaic, or, rarely, the Common Tongue. The Cult 
  of the New God is almost unknown to these peoples. Some 
  follow the Old Faith, but most have their own strange 
  beliefs. Devotion to alien lords or simple xenophobia 
  keeps their bloodlines and their homelands isolated from 
  imperial influence.
  Others
  Exiles, refugees, nomads, and hermits are found 
  throughout the Northern Reach. They might be dwarfs 
  cast out from their ancestral homes, nomadic Woad 
  clans, or anyone else with a reason to avoid centers of 
  civilization. Some have their own customs, as in the case 
  of the Woad, while others adopt those of the places where 
  they wind up. Some abide by the Empire’s laws. Others 
  flout them. All must find their way in a land that is foreign 
  to them and peopled by communities that do not fully 
  trust or welcome them.
  Religion  
  and Belief
  Do the gods exist? Most mortals believe they do. After 
  all, priests demonstrate the gods’ power by performing 
  miracles and working wonders. Religions by the hundreds 
  purport to have special insights into the true workings of 
  reality and, more importantly, offer meaning and purpose 
  to life. The gods might be seen as benevolent protectors, 
  as distant and aloof forces, or as wrathful tyrants that lord 
  over creation from an unattainable paradise.
   Regardless of what form they take and how mortals 
  perceive them, all gods are united by one fact: mortal 
  belief and veneration sustain their immortal existence 
  and give them power. In other words, the gods exist as a 
  consequence of mortal belief rather than engendering 
  belief by their existence. This reality explains why the 
  gods rarely, if ever, reveal themselves to mortals or take a 
  direct hand in mortal affairs. They are constructs of the 
  imagination, born from mortals desperate to find meaning 
  in a world both terrifying and wondrous. Miracles, 
  wonders, and other signs of the divine are simply ways in 
  which mortal faith interacts with magic.
   Notions of the divine can be expressed in many ways. 
  In more primitive lands, mortals see gods in the world 
  around them: in the sun, the moon, the wind, trees, 
  animals, and elsewhere. These conceptions of the divine in 
  the world change as cultures do, and the deities undergo 
  anthropomorphic transformation to make them more 
  relatable. Spirits of the forest, skies, and seas become 
  gods who look much like their worshipers and behave in 
  a similar manner, albeit reflecting their particular natural 
  aspects.
   Religions evolve. As mortals learn more about the 
  world in which they live, the role they assign to the gods 
  diminishes until many of the deities making up the old 
  pantheons fall away. A new and more powerful god might 
  absorb the aspects of older, primitive religions. Some gods 
  are repositioned as adversaries, evil beings that seek to 
  mislead and waylay mortals. Others become legendary 
  heroes or well-worn stories, or are just forgotten 
  altogether.
  The Old Faith
  The pantheon of the Old 
  Gods originates from 
  primitive divinities created 
  by early humans to explain 
  the violent and dangerous 
  world in which they lived. 
  These gods, along with many 
  nature spirits, are worshiped 
  and honored by devotees of 
  the Old Faith, though their 
  rites lack the bloody sacrifices 
  that defined the religion in its earliest days.
   Followers of the Old Faith believe the gods live in the 
  world. Their myths describe heroes’ encounters with 
  these beings in deep forests, caves, or ruins, and even 
  other realms such as Hell and the Underworld. If the 
  gods remain in the world, they rarely reveal themselves to 
  mortals these days.
   Followers of the Old Faith use a variety of symbols to 
  indicate their religious affiliation. Oak leaves, acorns, 
  sheaves of wheat, the Green Man’s face, and circles of 
  menhirs are most common.
   Some of the Old Gods are described here.
  Father Death
  The oldest of humanity’s gods, 
  Father Death embodies finitude, 
  endings, mortality, and fear. His 
  symbol is the scythe and skull. 
  Father Death rules the Underworld 
  and emerges each night on a pale 
  horse to reap the souls of the newly 
  dead.
  The Horned King
  The Horned King, also known as 
  the Beast Lord, the Stag Prince, 
  and the Wild Man of the Wood, 
  watches over beasts. Hunters, 
  trackers, and explorers often make 
  offerings to him. Some claim to 
  have seen him striding through 
  the woods, a giant of a man with 
  antlers rising from his brow, eyes 
  blazing with green light, and the lower body of stag. The 
  Horned King’s symbol is a pair of green antlers.
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  The Maiden in the Moon
  The Maiden in the Moon is known 
  by her symbol, the crescent moon. 
  She walks the dome of the world, 
  remote from the affairs of mortals, 
  a lady of mysteries, magic, and 
  hidden paths.
  Old Man Winter
  Brother to Father Death, Old Man 
  Winter lives in the far south, in 
  the lands of snow and ice, bound 
  in chains placed upon him by the 
  Queen of Summer. She departs for 
  lands north in the winter, allowing 
  the Old Man to slip his bonds and 
  conquer her kingdom. Her absence 
  never lasts, though. When the 
  Queen returns, her beauty and magic drive Winter south to 
  his prison of hate and ice. Old Man Winter’s symbol is the 
  face of an old man with blue skin and a thick white beard.
  Revel
  Two-faced Revel is the most 
  mercurial of the gods. In one aspect, 
  he represents unbridled joy, hilarity, 
  drunkenness, and pleasure from 
  lovemaking. In his other, darker 
  aspect, he is anger, madness, and 
  unrestrained lust. Those who “have 
  the hand of Revel upon them” are 
  considered to be insane.
  The Queen of Summer
  The Queen of Summer, believed by 
  some to be the Faerie Queen, is the 
  embodiment of love and romance, 
  passion, creativity, and joy. She is 
  depicted as a striking woman of 
  unsurpassed beauty, with auburn 
  hair and clothed in raiment made 
  from flowers. She is a free spirit 
  and never stays in place for long, 
  traveling north and back again. Her symbol is the sun.
  The Seer
  A mysterious god often associated 
  with secrets, prophecy, and 
  wisdom, the Seer is depicted as 
  a one-eyed owl. People make 
  offers to the Seer for guidance 
  and insight, to gain comfort when 
  troubled, and for wisdom to 
  overcome their problems.
  The World Mother
  The source of all life in the world, 
  the World Mother is deemed the 
  most important of all the Old Faith 
  gods, and all give thanks to her. 
  She is invoked to ensure an easy 
  birth, to reap a good harvest, and 
  to ward off sickness. Her symbol 
  is a smiling woman, late in her 
  pregnancy.
  The New God
  The Cult of the New God has become 
  the most powerful religion in the 
  Empire. The cult began with one 
  person, Astrid, who was born 
  in the late second century. A 
  philosopher, theologian, and 
  priest of one of the Empire’s 
  mystery cults, she proposed the 
  Four Truths that have become the 
  central tenets of the faith.
  • The mortal soul is eternal. Death is a door to the next life.
  • Cruelty, selfishness, and greed stain the soul, dooming 
  it to the torments of Hell. To avoid the horrors of the 
  afterlife, mortals should lead good lives, and be kind and 
  virtuous in all things.
  • The divine depends on mortals, not the other way around.
  • Anything circumventing the migration of the soul 
  is an abomination. Undead, spirits loosed from the 
  Underworld, efforts to extend mortal life through magic, 
  and the like draw the hateful eye of the Demon Lord.
   Astrid disappeared in the third century after many years 
  of persecution. Legend holds she ascended to Paradise. 
  Some believe this ascension transformed her into a god, but 
  many believe she was always a god in mortal form. Critics 
  of the cult, however, claim she never ascended and was in 
  fact stabbed to death, her corpse torn apart by wild dogs. 
  All across the Empire, one can find the bones of wild dogs 
  for sale in response; the faithful wear them as signs of their 
  devotion and to gain the blessing of the New God.
   Astrid is separate from the New God, but the common 
  folk have elevated the prophet to divine status. The cult 
  leaders reconcile the heresy by claiming Astrid is yet 
  another aspect of the greater deity.
   The symbol of the New God is a circle, usually depicting 
  a snake or dragon eating its own tail. The prophet, Astrid, is 
  shown as a robed woman with knives thrust into her body.
  Witchcraft
  Witchcraft has been around since humans first crawled 
  out from their caves. A religion steeped in old magic, its 
  devotees commit themselves not only to the Lord and 
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  Lady, the deities of this religion, but also to customs 
  that have been passed down through the ages. Students 
  of witchcraft normally use their power to help others, 
  to guide them, and to protect them. Witches are most 
  common in rural areas and anywhere the Cult of the New 
  God has not yet taken root.
  The Faerie Queen
  Not a god, but sometimes worshiped as one by mortals 
  and many elves, Titania the Faerie Queen (known to 
  some as the Queen of Summer) watches over the hidden 
  kingdoms and the fair folk who live in her realms. She 
  rules from a grand palace in the heart of Alfheim, where 
  she has remained since her consort and husband, Oberon 
  the Elf King and Robin Prince, was slain by the Troll King 
  in the time before humanity. Although few have seen her, 
  the handmaidens who speak for her and tend to her needs 
  claim she walks in gardens under the light of the moon, 
  always searching for her lost love among the shades that 
  sometimes gather in the quiet places of her domain.
  Small Gods
  Small gods include all the other deities and powers 
  worshiped in and around the Empire, and they are 
  characterized by small and isolated congregations. New 
  faiths spring into existence all the time, many built upon 
  the teachings of a raving lunatic or a charlatan working 
  to squeeze a living out of his or her misguided followers. 
  Sometimes, though, the sermons hold truth, and power 
  comes from offering prayers to a mysterious being.
  Cosmology
  Although the natural laws of the game world work as they 
  do in reality, the existence of magic means those laws can 
  be bent or even broken, making it possible for other worlds 
  to exist within or beside Urth. Some of those other worlds 
  are described here.
  Dimensional Pockets
  Surges of magical energy can create other spaces, by either 
  intent or accident. Such places tend to be finite in size and 
  have a limited existence. They collapse in on themselves 
  after the magic that created them has been exhausted, 
  expelling anything inside them into the Void.
   Many dimensional pockets can be freely entered and 
  exited, and a bit of exploration can reveal the methods for 
  doing so. Their entrances can look like (or be) mirrors, hide 
  in the backs of old wardrobes or behind doors under the 
  stairs, rest atop a giant beanstalk, or open through an odd 
  crack that appears on a wall.
   Other dimensional pockets have limited access. Some 
  open at certain times of the year, when a word of opening is 
  spoken aloud in the entrance’s vicinity, or when the moon 
  rises full. Some pockets with limited access allow visitors to 
  enter but are nearly impossible to escape.
  Hidden Kingdoms
  In the face of humanity’s rapid expansion, the faerie were 
  forced to defend their homes or to abandon them for new 
  lands. Most chose the latter, and they created new realms 
  for their kind with powerful spells. Into these “hidden 
  kingdoms” the faerie peoples fled, and most have remained 
  there ever since—though the Faerie Queen, in her aspect of 
  the Queen of Summer, has been known to walk the mortal 
  world.
   The Fair Folk use powerful magic to guard the entrances 
  to their lands. Some gates are hidden within natural 
  features, such as a tangle of roots or the bole of an ancient 
  tree. Others are obvious: a locked door in the side of a 
  rounded hill, a staircase that climbs to the clouds, or a 
  glittering fog bank that does not disperse in the wind.
   Even after discovery, access to the hidden kingdoms is 
  never certain. A traveler might become lost in a magical 
  mist, wandering for what seems like hours until finally 
  stumbling free to discover that decades have passed. Some 
  gates require special keys, the company of a faerie, or an 
  invitation. And once access is granted, there is no guarantee 
  of escape. Many mortals who stumble into a hidden 
  kingdom never again leave, living out their days among 
  their immortal hosts, whether in bliss or in terror.
  The Underworld
  The Gates of the Underworld open to receive the souls of 
  mortals unburdened by the stain of corruption. Passing 
  through causes souls to become shades, spirits bound to 
  the Kingdom of the Dead until memories fade, emotions 
  dull, and ambitions die. Once they lose their identities, they 
  cease to be shades and return to new bodies in the world 
  above.
   Guardians watch over the Underworld’s entrances to 
  ensure the living do not pass through them and the dead 
  do not escape. Nevertheless, shades occasionally slip away. 
  Some elude the sentries, returning to the world as specters, 
  while others are stolen and anchored to mechanical bodies 
  to become clockworks and golems.
   The Underworld is no place for the living, but mortals 
  often have cause to seek it out. Souls languishing in this 
  gloomy place might offer wisdom to mortals who bring 
  them gifts of fresh blood. Father Death is also believed to 
  keep many fabulous treasures in his vaults—objects of vast 
  and terrible power plucked from the cold hands of dead 
  mortals.
  Hell
  Absolute good and absolute evil are effective concepts 
  when expressed from a pulpit, but such notions do not 
  capture the complexity of mortal existence and the tension 
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  A Land in Shadow
  between self-interest and selflessness. All mortals fall 
  somewhere between good and evil, with virtues and vices 
  that express different facets of their personality. Repeatedly 
  indulging dark desires or acting out of greed, ambition, 
  or hate leaves a stain on the soul that burdens it so that in 
  death it tumbles into the bottomless pit of Hell.
   Hell belongs to the devils, a sordid society of corrupted 
  faerie driven from the hidden kingdoms to languish in 
  this unwholesome place. Here they sustain their immortal 
  existence by feeding on the darkness they strip from the 
  shades trapped in the depths. Since devils need corruption 
  to survive, they entice mortals to commit greater and 
  greater acts of evil to fill their larders with the damned.
   Stripping corruption from souls is an excruciating 
  experience for the victims. The devils employ a wide range 
  of torments to cleanse their prisoners, and there seems to 
  be no limit to their inventiveness when going about this 
  grim work. Hell echoes with their victims’ screams, an 
  unholy chorus that is chilling to hear.
   As with the Underworld, mortals sometimes find their 
  way into Hell and explore its depths. Entry can be gained 
  from the Underworld or in the most desolate and toxic 
  places in the mortal world. Unlike the Underworld, Hell 
  craves visitors and welcomes anyone with the courage to 
  pass through its iron gates. Merely setting foot in the pit 
  invites corruption, though, and few who visit escape with 
  their souls or minds intact.
  The Void
  Cosmologists have long suspected that other universes 
  exist. The inexplicable appearance of strange relics and 
  the murky origins of this world, as well as the threat of 
  the Demon Lord, suggest that other realities lie just out of 
  reach, beyond the ability to perceive using normal senses. 
  Magic, however, has breached the boundaries between 
  this reality and what lies beyond to reveal an endless realm 
  of darkness—a place that seems dead and empty. It is 
  anything but.
   The wreckage of myriad destroyed realities tumbles 
  through the chilling darkness. Explorers who venture into 
  the Void stumble across odd statuary, the calcified remains 
  of titanic beings, or landmasses that look as if they were 
  torn from a world. Any living things that remain on these 
  ruins are twisted horrors spawned from nightmare and 
  hostile to anything they encounter.
   The primary denizens of the Void are demons. There 
  they lack physical forms, being nothing more than wisps 
  of color, writhing and undulating in the gloom. They crave 
  release from the darkness. Their desperation sends them 
  scouring the Void for cracks in reality through which they 
  might emerge into the world. Once freed, their hate and 
  madness drive them into a frenzy of violence. Wherever 
  they go, they leave a trail of corpses and ruin.
    On escaping the void, demons’ ephemeral shapes 
  transform into physical monstrosities assembled by 
  whatever they were imagining on arrival. Demons 
  might appear as shapeless masses of gelatinous tissue, 
  assume a humanoid body with bestial features with extra 
  appendages, or take some other horrific form.
  The Demon Lord
  Demons are dangerous and unpredictable, but they are 
  nothing compared to the Shadow of the Void, a godlike 
  being known as the Demon Lord. This malevolent force 
  also seeks entry into the mortal world, to unmake that 
  which has been made and to devour universe after universe 
  as it has since time began.
   Luckily for these universes, the gaps through which 
  demons slip the Void are not large enough to permit the 
  Demon Lord. No amount of thrashing and raging widens 
  them enough for it to escape. However, the Demon Lord’s 
  essence bleeds through these cracks, a psychic stain 
  that influences the world through the people it touches. 
  The Shadow of the Demon Lord might infect a single 
  person, prompting acts of unimaginable wickedness and 
  destruction, or affect an entire organization, which only 
  intensifies the presence of the Demon Lord in the world.
   Opportunities for the Demon Lord’s emergence have 
  come and gone over the long centuries. Powerful magic, 
  catastrophe, and chaos in the world all create new fissures 
  in reality from which its Shadow can bleed. Periods of 
  stability, balance, and peace heal the fissures and thus 
  repel the Demon Lord. The unrest and upheaval of 
  recent years has caused more cracks to open than ever 
  before, and now the Shadow spreads across the land with 
  disastrous results.
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  As with most roleplaying games, Shadow of the Demon Lord 
  expects one player to assume the role of Game Master (GM). 
  As GM, you are the story’s narrator, rules referee, player 
  advocate, teacher, and world builder. This chapter teaches 
  you the basics about being a GM and gives you a foundation 
  for developing your own style and crafting your own stories.
   Before you delve too deep into this chapter, make sure 
  you’re familiar with the game rules by reviewing Chapter 2. 
  Much of what’s presented here builds on that material.
  The Game 
  Master's Job
  It’s in the name, really. The Game Master is in charge 
  of every aspect of the game: moving the plot forward, 
  describing the world, deciding when the characters grow 
  more powerful, controlling the adversaries they face, and 
  much, much more. As a GM, you have five main duties.
  Narrator
  You keep the game focused on the players and their 
  characters’ actions. You describe the world of the game, 
  providing context for what the characters do and revealing 
  Chapter 9:
  Running the Game
  the environments they explore. The players depend on you 
  for accurate information, but you should give them only 
  what they need and no more.
  Referee
  You interpret what happens in the game, using the rules 
  as your guide, and you are the final arbiter in disputes, 
  even if your decision contradicts what’s written in this 
  rulebook. The players accept your interpretations because 
  they expect you to be fair and impartial. If your rulings are 
  fickle, inconsistent, or biased, the group will stop trusting 
  you and the game will likely fall apart.
  Advocate
  You present the player characters with all the challenges and 
  obstacles they must overcome to achieve their objectives. You 
  control the monsters they fight and the traps they spring; 
  you afflict them with diseases, madness, and worse. Even so, 
  you are not the players’ enemy. If you were, you’d beat them 
  every time. That’s not fun. That’s being a bully.
   Despite all the terrible things you throw at their 
  characters, you should be on the players’ side. Everyone 
  wins when the characters triumph over adversity and 
  achieve their objectives. Your job is to challenge the group, 
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  Running the Game
  making them work for their successes as they venture into 
  the unknown.
  Teacher
  Your rules knowledge and experience with the game make you 
  well suited to teach others how to play. The players look to you 
  for assistance with making characters, for advice on the best 
  choices during play, and for clarity about how the rules work.
   To be an effective teacher, you need to be patient. Listen 
  to the players so you can answer their questions. You 
  should be a guide, not a tyrant. Help the players learn, but 
  don’t dictate what they should be doing based on your 
  own interests and biases. Most important of all, be familiar 
  with the rules. You need to know the game well enough to 
  find answers when your players aren’t sure how something 
  works in the game.
  World Builder
  You are the creator of the imaginary world. You decide what 
  it looks like and who lives in it, including details about places 
  the characters explore and what might be hidden there. You 
  can use the default setting presented in Chapter 8 or create 
  your own nations, cultures, religions, and societies, complete 
  with elaborate histories. You might start with that setting but 
  take some details away or add your own material.
   The game world is yours to shape however you like, 
  but the players will be more invested in the setting if they 
  have input into its creation. Don’t be afraid to solicit ideas 
  from them. You could let them create their characters’ 
  hometown, form a religion, determine a historical event, or 
  do anything else that catches their interest.
  Game Mastery Basics
  Being an effective Game Master really isn’t that hard. You 
  just need to keep in mind a few basic guidelines.
  Story Trumps Rules
  This book contains plenty of rules. There are rules for 
  attacking with weapons, casting spells, moving around, and 
  many other activities. But here’s the thing: the rules can’t 
  cover everything you can think of. Rules exist to support you 
  telling great stories with your friends. If they’re getting in the 
  way, bend the rules, set them aside, or just toss them out.
   You don’t need to refer to the rules for common-sense 
  situations. Does the burly fighter really need to make a 
  Strength challenge roll to scale the wall up to the ledge 
  where there’s a secret door? Of course not. Does the rogue 
  need to make an Agility challenge roll to pick a lock if 
  there’s plenty of time to do it? Nope. Use narration instead 
  to move the story along and keep it fun and memorable.
  Keep It Short and Sweet
  You are the players’ eyes, ears, and other organs of 
  perception within the game. As narrator, you tell them 
  what their characters see, hear, smell, feel, and even taste 
  in the world around them. It’s crucial that the players 
  have enough information to make decisions for their 
  characters in the game, but it’s equally important for 
  you not to obscure that information behind excessive 
  description. So keep it brief. Provide just enough detail 
  to give the players an idea about where they are and 
  what’s happening.
   Key elements you should include in your descriptions are:
  • All obvious threats, such as a swarm of human-faced 
  flies, a band of orcs, or a drake flying overhead.
  • Obvious details that define the nature of a location. 
  Things like an altar to the Demon Lord, a stone 
  sarcophagus, or a chest filled with silver shillings.
  • Any notable sensations, such as smell, sounds, a change 
  in temperature, or dampness in the air.
  Use the Players' Imagination
  Sparse descriptions create gaps the players can fill with 
  their own ideas. When possible, embrace the players’ 
  assumptions about the world and shift the story to 
  accommodate them. Doing so gives the players the sense 
  they uncovered a secret, figured something out, or made a 
  meaningful contribution to the story.
   For example, a character might examine an altar for a 
  secret compartment. Even though you didn’t originally 
  include one, you could add such a compartment on the 
  fly in response to this action. It doesn’t have to contain 
  anything, but you might decide it holds something really 
  scary—perhaps even a clue to a future story. You shouldn’t 
  do this every time, but reacting to the players every now 
  and then contributes to their sense of discovery and 
  accomplishment.
  Improvise
  Don’t worry about planning everything in advance. You 
  can’t be prepared for every possibility. When you’re on the 
  spot, just make something up. It doesn’t matter if it’s good 
  or not—coming up with something, anything, keeps the 
  story moving. You can sweat the details later.
   Improvisation is just reacting to events in the game and 
  using those events to advance the narrative. As narrator, 
  it’s a crucial part of what you do. You have free rein to add 
  details to your world on the fly. When possible, try to draw 
  on the characters’ background elements, finding ways to 
  explain improvised situations and outcomes in a manner 
  that relates to the group.
   Don’t be afraid to mine ideas from the players about 
  how and why things are the way they are. If a player comes 
  up with a reason for an enchanted sword being tucked 
  behind a cabinet, run with it. If a player decides his or 
  her character must sacrifice a rabbit to unlock a magical 
  tome’s power, make the statement true. Doing so gives 
  some narrative control to the players and makes them feel 
  clever—even when you’re making it up as you go.
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  Running the Game
  Steal Liberally
  When preparing a game—and while running 
  it—don’t be afraid to steal anything and everything 
  you can. Think about cool places you’ve visited or 
  seen in magazines or websites and fill your world 
  with such locales. Draw on stories and adventures 
  from other games, characters from books and films, 
  science fiction or fantasy, comics, even a TV commercial—
  whatever makes you excited. Steal ideas that are 
  amazingly cool or nightmarishly awful. All these things 
  can be the seeds of great stories. Plant them in your 
  game and watch them grow into wonderful, terrifying, 
  strange, and memorable experiences.
  Deciding  
  What Happens
  When a player describes an activity, it’s up to you 
  to decide on one of three possible outcomes:
  • Success: It happens.
  • Failure: It doesn’t happen.
  • Maybe: A roll determines success or failure.
   Most tasks the characters attempt are already covered by 
  the game rules. Just follow the instructions to adjudicate 
  the activity. If there isn’t an obvious rule for resolving the 
  activity, use the following guidelines to help you make a 
  decision.
  Using Common Sense
  Let common sense be your guide above all. If the activity 
  is something that an ordinary person could perform in a 
  reasonable time, then the outcome should be a success. 
  Similarly, if the described activity is simply impossible—
  attempting to punch through a 10-foot-thick wall of 
  solid stone, swim up a waterfall, eat a boulder—then the 
  outcome should be a failure.
   If you’re not sure whether the activity should succeed, 
  consider the circumstances of the attempt. If all of 
  the following are true, the activity should succeed 
  automatically.
  • The character attempting the activity is under no time 
  constraint.
  • The activity is something a competent person could 
  reasonably perform.
  • There are no significant consequences if the activity fails.
  • The activity does not affect another creature against its 
  will.
  • If one or more of these circumstances do not apply, you 
  might call for a roll. For example, picking the lock on 
  a door while an enormous boulder is rolling down the 
  hall toward the group has both a time constraint and a 
  potentially lethal consequence for failure.
  Attributes and 
  Characteristics
  Think about what attribute or characteristic best applies 
  to the intended activity. Then decide if a challenge roll is 
  required or if the activity automatically succeeds or fails.
  •  Strength: Use this attribute for feats of physical power or 
  resisting harmful effects that attack the body. Examples 
  include breaking down a door, climbing a wall, running 
  a long distance, swimming, and resisting disease, poison, 
  or intoxication.
  •  Agility: This attribute is best for feats of physical 
  dexterity, tasks requiring fine control, and dodging out 
  of harm’s way. Examples include balancing on a ledge, 
  escaping restraints, picking a lock, hiding, sneaking, 
  jumping, and avoiding a falling boulder.
  •  Intellect: Use this attribute for anything that involves 
  learning and memory, as well as resisting manipulation 
  of and attacks against the mind. Examples include 
  passing off a lie as the truth, recalling an important 
  detail, solving a puzzle, detecting a falsehood, resisting 
  an enchantment effect, and recognizing an illusion.
  •  Will: This attribute covers sheer willpower or force of 
  personality, as well as resisting attacks on the emotions 
  or attempts at mind control. Examples include 
  maintaining concentration in the face of a distraction, 
  persuading a person to do something or to back down, 
  making a friend, seduction, and resisting effects that 
  cause fear or impose Insanity.
  •  Perception: This characteristic is used for anything that 
  involves using the senses: finding a hidden creature or 
  object, listening at a door, or spotting a clue in a room.
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  Boons and Banes
  Boons make tasks easier to perform and banes make them 
  harder. In many cases, the rules instruct you whether to apply 
  a boon or a bane. Otherwise, consider the circumstances 
  under which the task is attempted. As a rule of thumb, you 
  should grant 1 boon for each circumstance that would help the 
  character complete the described action and impose 1 bane for 
  each circumstance that would make it harder.
   For example, a character attempting to climb a wall 
  covered in oil might make the Strength roll to climb with 1 
  bane. A character attempting to pick a complex lock might 
  make the roll with 1 or 2 banes, depending on the intricacy 
  of the mechanism.
  Automatic Success
  When a player character attempts an activity that does not 
  involve another creature, you can use the relevant attribute 
  score as a guide. Unless circumstances impose banes, you 
  can just rule that a score of 13 or higher automatically 
  grants a success on most tasks related to the attribute. 
  Otherwise, a challenge roll is appropriate.
   Boons and Banes: For each boon that applies to the 
  situation, add 3 to the relevant attribute score needed for 
  automatic success. For each bane, subtract 3 instead. For 
  example, a character with Strength 14 attempting to climb 
  up a wall should succeed most of the time. If the character 
  has an affliction that imposes 1 or more banes, treat his or 
  her Strength score as effectively 10 or even lower. In that 
  situation, you should call for a Strength challenge roll 
  unless the task is trivial and there is no pressure.
  Affecting  
  another Creature
  When the activity would affect another creature and that 
  creature is unwilling, you should resolve the outcome 
  with an attack roll using an appropriate attribute. Consult 
  Attributes and Characteristics for guidance about choosing 
  the attribute both for the attack and the target of the attack.
  Professions
  Generally, a character who has a profession related to 
  the activity should have a good chance of succeeding. 
  You might rule that it automatically happens, or you 
  might require a roll, possibly with 1 or more boons. These 
  examples can help guide your decision.
  Example 1
  A character attempts to forage for food and water. The 
  landscape is pretty desolate, so normally the character 
  wouldn’t find anything. However, the character has a 
  wilderness profession, such as gatherer or hunter, so you 
  might call for a Perception challenge roll or just rule that the 
  activity is a success.
  Example 2
  A character attempts to communicate with an ogre that 
  speaks only Trollish. A character who speaks Trollish can 
  talk to the ogre for as long as it’s willing to listen. If he or she 
  attempts to speak to the ogre in any other language, the task 
  simply fails. But if the character attempts to communicate 
  through pantomime and the ogre is inclined to pay 
  attention, you might allow an Intellect challenge roll to get 
  the gist of the message across.
  Example 3
  A character sits down at a table with local rubes for a game 
  of chance. Normally, this would require an Intellect attack 
  roll against the other players’ Intellect, or possibly against 
  Perception if the character is trying to cheat. However, if 
  the character has the gambler profession, you might grant 1 
  boon on the attack roll or just decide that he or she relieves 
  the locals of a few coins.
  Example 4
  A character encounters a weird magic phenomenon. Most 
  people would have no idea what it is, but this character has 
  an academic background with a specialty in magic. In this 
  case, you might allow the character to make an Intellect 
  challenge roll for a clue about the phenomenon or to just 
  learn a bit about its magic without a roll.
  Setbacks and Opportunities
  Making most outcomes a simple success or failure ensures 
  the game moves quickly, but sometimes these choices aren’t 
  enough to describe what’s actually going on in the story. On 
  way to address the complexities that arise in normal game 
  play is attach a setback to a success or an opportunity to a 
  failure.
   A setback means that the activity succeeds, but with a 
  downside. For example, a warrior wants to kick down a 
  door that goblins secured with an iron bar. The warrior has 
  a high Strength score, but a simple success doesn’t feel right 
  in this situation, so you introduce a setback. You rule that 
  she kicks open the door, but doing so causes the metal bar 
  to fly across the room; it might smash a valuable treasure 
  inside, injure an important contact, or just make a lot of 
  noise.
   Similarly, an opportunity is a possible workaround 
  gained from failing at an attempt. It can be much more 
  interesting than a simple failure. Say a rogue tries to 
  pick a lock in the middle of a fight, but the challenge 
  roll results in a failure. The rogue doesn’t pick the lock 
  but happens to spot the key dangling from the belt of an 
  enemy’s corpse or notices footprints leading across the 
  floor to a secret door.
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  Option: Player-Driven 
  Setbacks and Opportunities
  A fun variation on this idea is to let the player decide on an 
  appropriate setback or opportunity, rather than making the 
  call yourself. This option can make success and failure more 
  interesting and opens up other avenues for the game to take.
   Whenever a player would make a roll with at least 1 
  boon, the player can forgo 1 boon to gain an opportunity if 
  the result of the roll is a failure. Likewise, whenever a player 
  would roll with at least 1 bane, the player can forgo 1 bane 
  to take a setback if the roll succeeds. No more than 1 boon 
  or bane can be forgone this way. You and the player should 
  work together to decide the setback or opportunity.
   For example, Allie’s character makes an attack with a 
  sword against a dragon. The attack roll would normally be 
  made with 1 bane because her character is frightened. She 
  decides to forgo the bane for a better chance of succeeding, 
  but with a setback. She rolls and gets a success. The GM 
  decides that the attack was a glancing blow and deals half 
  the normal damage.
  Describing Outcomes
  You can just say that an attempted activity resulted in a 
  success or a failure, but adding detail enriches the play 
  experience. This game is about telling stories, after all. 
  Once you decide the outcome, take a moment to describe 
  what happens, using the following examples as a guide.
  Example 1
  Jay’s character makes an attack roll with his longbow 
  against a goblin but gets a failure. “You loose the arrow from 
  your bow, but your shot goes wide and ends up sticking in 
  the door behind the goblin.”
  Example 2
  Mindy’s character is caught in an explosion created by a fireball 
  spell. She makes an Agility challenge roll to resist the effect and 
  gets a success. “The flames roll over you, but you twist away in 
  time, escaping with little more than singed clothing.”
  Example 3
  Matt’s character makes a Perception challenge roll to find 
  a trap and gets a success. “You scan the floor and spot a 
  discolored tile. You think that if you put pressure on it, 
  something fun might happen.”
  Damage and Healing
  Sometimes an attempted activity should result in damage 
  being dealt or possibly healed. Most such game effects are 
  already defined: spell descriptions, weapon entries, talent 
  descriptions, and creatures’ statistics all instruct you what 
  dice to roll for damage and under what circumstances. 
  Sometimes, though, it’s not clear how much damage is 
  appropriate for an outcome.
   The Baseline Damage table sets out expected damage for 
  effects based on the group’s level, both for damage dealt and 
  for damage healed. Refer to the Unlimited column for an 
  ongoing effect, such as catching fire or immersion in a pool 
  of acid. Use the Limited column for a one-time effect, such as 
  in a cave-in, explosion, or applying a healing poultice.
  Baseline Damage
  Group Level
  Unlimited
  Limited
  Starting
  1d6
  1d6 + 2
  Novice
  1d6 + 1
  2d6 + 1
  Expert
  2d6
  4d6
  Master
  4d6
  8d6
  Time and Pacing
  Time within the game moves at whatever rate makes 
  dramatic sense. In tense and interesting scenes, the game 
  might progress at the same pace as real time or even slower. 
  When nothing much is happening, you might briefly 
  narrate the events of a few weeks to move the story forward 
  to when things get interesting.
   Unless it’s somehow important to the overall story, 
  you don’t have to worry about precise timekeeping. If 
  a character spends a few months working in a shop or 
  researching in a library, the only reason to track time for 
  these activities is if something important happens during 
  this period. Even then, you should speed time up again 
  after the important event until the players need to make 
  decisions about what to do next.
  Switching to Rounds
  Rounds usually matter only in combat, but you can also 
  drop into rounds to cover other tense scenes, such as when 
  the characters spring a death trap or when they pursue 
  an enemy through a crowded marketplace. Rounds also 
  help you manage complex situations, such as exploring 
  a dangerous dungeon or sneaking up on any enemy 
  encampment. Make sure everyone gets a turn each round 
  until the scene is over.
  Styles of Horror
  Shadow of the Demon Lord is a game of horror fantasy, so 
  your adventures should include horrific moments. Don’t 
  confuse the horrific with the merely gross, however. Horror 
  should shock and create discomfort and dismay in the 
  players as well as their characters.
  Shock
  Horror works best when it takes everyone by surprise. The 
  key to surprising your players is to defy their expectations. 
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  Hiding horrific elements behind mundane or even virtuous 
  facades make them all the more troubling when they are 
  discovered.
   For example, there’s a scene in John Carpenter’s film In 
  the Mouth of Madness where a nice old woman talks to Sam 
  Neill’s character. When the camera moves to reveal what’s 
  going on behind the desk, we’re treated to the sight of an old, 
  naked man handcuffed to her ankle. What makes this scene 
  so horrific is the juxtaposition of the kindly woman and the 
  brutal act of dominance over her husband, made worse by 
  the questions such an act raises. Why is he handcuffed? What 
  does she intend do with him? Is he a willing participant?
   Here are some examples for how you might use shock in 
  the game.
  • A trusted ally secretly bathes in the blood of faerie to 
  remain young and beautiful.
  • The town priest’s wife is a ghoul, and he keeps her locked 
  up in the cellar.
  • The victims of a brutal killer prowling the city streets at 
  night are all infested with demonic parasites.
  • After pulling up the floorboards in an old orphanage, the 
  characters discover several hundred withered human 
  fingers, still wearing wedding rings.
  Terror
  Terror is the hardest emotion to create in a game. Rules to 
  simulate the terror the characters experience exist for just 
  this reason. Insanity and madness result from encountering 
  terrifying things, and the frightened affliction makes it 
  harder for characters to act normally in the face of fearsome 
  events. But these mechanics don’t instill terror in the players.
   If you want to add real terror to your game, you have to 
  shake up the players. One way is the classic formula of fear, 
  uncertainty, and doubt. People fear what they can’t explain. 
  When a character wakes up in bed, covered in blood with 
  no explanation, that player will naturally want to know 
  what happened and likely won’t be comfortable until he or 
  she finds the answer.
   Players also become anxious when things happen in the 
  game that are beyond their control. Demonic possession, 
  a sinister curse that gradually erodes one’s sanity, the 
  mysterious deaths of people the characters meet, glimpses 
  of things at the periphery of vision, or weird sounds that 
  no one else can hear—all these things can contribute to a 
  player’s unease and nudge him or her closer to terror.
   Here are some more examples for how you might create 
  terror in the game.
  • One of the characters sees a child’s handprint on an 
  abandoned cottage’s frosty window.
  • A character discovers a black spot on his skin one day. 
  Each morning, the spot moves to a different part of his 
  body.
  • The group reaches a frontier town with a large temple 
  in the center. None of the inhabitants speak, though. If 
  they investigate, the characters discover everyone in the 
  community has had their tongues cut from their mouths.
  • A character notices a large black dog that watches her 
  wherever she goes, eyes blazing with unholy light.
  Revulsion
  Where terror is difficult to inspire, revulsion is simple. 
  Graphic descriptions of depraved acts, deviant behavior, 
  horrific injuries, and other unnatural elements can all 
  cause players to experience disgust.
   It’s tempting to use this technique too often, but doing 
  so is a mistake. An endless parade of revolting images loses 
  its impact over time as the players become inured to awful 
  scenes. Revulsion works best if you use it sparingly, often 
  hand in hand with shock.
   Here are some examples for how you might create 
  revulsion in the game.
  • A vile cultist of the Demon Lord forgoes clothing to show 
  off the human faces stitched to his skin.
  • Cockroaches come boiling out of a hole in a corpse’s head.
  • A tumescent, fleshy sac hangs from the ceiling in an 
  otherwise ordinary cottage.
  • An ogre vomits a stinking slurry in which the characters 
  can see a child’s doll.
  Mature Topics
  This game explores the dark corners of the fantasy genre, and you are encouraged to pull out all the stops when presenting the 
  weird and disturbing. Still, you should always be mindful of the players’ comfort levels. Making them feel a little afraid and even 
  sickened by what their characters find is good, but you don’t want to go so far that you upset anyone. Before you begin running, talk 
  with your players to establish hard limits on how far you can go in the game. Certain topics might be taboo for some. If so, respect 
  their wishes. Similarly, the players should respect your limits and not push the game in directions that make you uncomfortable.
   Even if you all agree on what’s out of bounds for your game, always be mindful of putting the characters into situations where 
  such topics might crop up. Some people might not know what their limits are at the start of the game but discover them during 
  play. You’re in charge of ensuring that everyone has a good time. Not everyone is comfortable announcing that the game is going 
  too far, so be engaged and ready. Stay aware of the mood at the table. Listen to what the players say and watch for distressed 
  body language: crossed arms, lack of engagement, fidgeting, leaving the room frequently, and so on. Should you sense people are 
  becoming uncomfortable, shut the scene down and move on to the next.
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  Hauntings
  Hauntings are memories of once-living people imprinted 
  on the world. Most hauntings manifest as inexplicable cold 
  spots, weird or disgusting odors, knocks in the walls, and 
  other strange phenomena. Sometimes small items vanish 
  or break, or messages appear on mirrors or frosty windows. 
  Encountering any of these things can affect an observer’s 
  sanity, depending on the severity of the haunting.
  Apparitions
  Sometimes, when a mortal dies suddenly and traumatically, 
  the individual’s final moments are scorched into the fabric of 
  reality as an apparition. This spiritual vestige relives those final 
  moments again and again forever. It looks much as the mortal 
  did in its last moments of life, except that it is transparent.
   Apparitions have the horrifying trait (see Chapter 10), 
  cannot gain Insanity, and are immune to all damage and 
  afflictions. They disappear in sunlight and have no ability 
  to communicate with other creatures.
  Running 
  Adventures
  You can create your own stories for Shadow of the Demon 
  Lord or use published adventures. Regardless of which you 
  choose, you should do a few things to prepare before you 
  get started.
  Shadow of the Demon Lord
  The Shadow of the Demon Lord (described later in this 
  chapter) is an optional game element that shows the 
  Demon Lord’s impact on the world. Before you start to run 
  a game, you should decide whether or not the Shadow 
  is an imminent challenge or something that lingers in 
  the background. You can choose an option from the ones 
  listed in the Shadow of the Demon Lord section or make 
  something up. You might decide not to use it at all.
   If you do use the Shadow, you should decide if its effects 
  are happening when the game begins or will manifest later.
  Know the Adventure
  Make sure you are familiar with the adventure before play 
  begins. Published adventures are short, usually no more 
  than a few pages, so they are easy to prepare. Take a few 
  minutes to read through the adventure, making notes as 
  you do. If it uses any special rules, review them so you’re 
  ready to adjudicate when they come up. You’ll already 
  be familiar with an adventure of your own creation, but 
  you should still take a few minutes to note any special 
  circumstances for your group.
   In either case, make sure you look up any creatures that 
  appear in the adventure in Chapter 10 to become familiar 
  with their abilities.
  Assemble the Group
  It might seem obvious, but you can’t play without players. 
  You should all decide on a good time and place to gather, 
  and all the players need to have characters. They can create 
  their characters when you meet up for the first time or 
  make them on their own time.
   You also need to work out as a group what the characters 
  are doing when the story begins and whether or not they 
  know each other. Professions are helpful tools for building 
  connections; the characters might have met while working 
  at these jobs.
   Creating starting characters is quick and easy, so it 
  shouldn’t take much time away from the game. If you want 
  to start with a higher-level group, you’ll need to plan ahead 
  more. The players need to have their characters ready to go 
  when it’s time to start play, and the group should already 
  be established. Work with the players ahead of time to 
  determine how their characters know each other, what 
  keeps them together, and what they have done so far.
   Remember, the group is the most important part of any 
  story you tell. Keep the focus on the characters and let their 
  decisions guide the story’s development.
  Hook the Players
  It doesn’t matter how exciting the story is if the characters 
  don’t get involved. Your job as the GM is to provide those 
  characters with direct links to the story’s plot. Before play, 
  you need to come up with a way to catch the players’ 
  attention and make them want to jump in. This technique 
  is known as a plot hook, and you should be ready with one 
  or two options. Here are some suggestions.
  •  Happenstance: The characters stumble across the 
  adventure while traveling from one location to another 
  or in the midst of another adventure.
  •  A Cry for Help: Someone asks the characters for help in 
  dealing with something central to the story. A local noble 
  with trouble on her hands, a merchant in dire straits, or 
  an injured person on the run could appeal to the group 
  for assistance.
  •  Adventurers for Hire: Someone hires the group to 
  undertake a mission related to the adventure, or offers a 
  reward in exchange for performing this service.
  •  Connection: Something in a character’s past connects 
  the group to the story. Perhaps an imperiled village is 
  also a character’s hometown, or someone the characters 
  know is embroiled in the story’s plot.
  Plant the Seeds
  If you plan to run multiple adventures, it’s always a great 
  idea to introduce plot elements of those future stories into 
  the one you’re running now. Doing so makes it easy to hook 
  the players next time. For example, if you know the next 
  adventure features zombies, you might have the characters 
  hear a rumor about a plague in the next town over.
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  Three Don'ts
  New Game Masters often fall afoul of three basic errors 
  that make the game less fun. By recognizing them, you can 
  avoid making the same mistakes in your game.
  • Don’t tell the players what their characters do, think, 
  or feel. Let them interact with the world in their own 
  ways. Players don’t like the feeling of being “railroaded” 
  along a predetermined plot.
  • Don’t forget that the player characters are the 
  protagonists. They should always be the most important 
  people in every story. Never make the characters 
  bystanders to their own adventure.
  • Don’t tell the players more than they need to know. 
  Needless exposition is boring. If the players want more 
  information, let them ask for it. Discovering important 
  clues is a lot of the fun of an adventure.
  Creating 
  Adventures
  Coming up with your own adventures can be as fun and 
  as rewarding as running them. It’s a great opportunity 
  to put your creative skills to good use. You can make any 
  kind of adventure you like, but looking at some published 
  adventures first can give you a good idea of suitable length 
  and content.
   When designing an adventure, aim for something the 
  players can finish in a single 4-hour game session. Typically, 
  an adventure like this has eight to twelve scenes. You can 
  expand or shrink an adventure as you wish, based on the 
  needs of your players. Completing an adventure should 
  advance the group’s level by 1.
   Here are some tips for creating your own adventures.
  Objective
  An adventure needs an objective: what the characters need 
  to accomplish. The objective can be small and simple, or 
  might take the characters across the world and beyond.
   Write down the objective as a declarative sentence, like 
  the following examples. “The characters . . . ”
  • . . . wrest the Sword of Unmaking from the Undying Knight, a 
  terrible undead abomination that serves the Dark Lady.
  • . . . put a stop to the pig thefts of Marrow Town.
  • . . . foil the Brotherhood of Shadow’s latest plot.
  • . . . find the cure for the Festering Pox to save the villagers 
  of Four Falls.
  • . . . unmask a poisoner in the court of the duchess.
  • . . . bring to justice the Leering Grin, a vile assassin who 
  murdered a powerful merchant prince.
  • . . . defend Chilltop, a mountain village, from warg raiders.
  • . . . destroy a vampire haunting the streets of Lij.
  • . . . recover a magic mirror from the Great Dragon’s hoard.
  • . . . destroy a great black pyramid drifting over the dunes 
  of the Desolation.
  • . . . escort pilgrims to the Shady Rest, a monastery 
  founded by priests of the New God.
  • . . . unmask and destroy the werewolf preying on the 
  villagers of Archibald’s Crook.
  • . . . track down and destroy the bandits harrying travelers 
  along the Emperor’s Road.
  • . . . slay the monster spawning the cold ones in the frozen 
  lands to the south.
  • . . . recover the fallen star from Niflheim.
  • . . . negotiate safe passage for refugees fleeing from the 
  Empire into the Holy Kingdom.
  • . . . drive out beastmen from a ruined castle.
  • . . . reclaim a dwarfen stronghold overrun by troglodytes.
  • . . . clear a mine of monsters.
  • . . . rescue a noble’s child from kidnappers.
  • . . . uncover and destroy a hidden cult of the Demon Lord.
  Starting Point
  The starting point launches the adventure, but you don’t 
  necessarily need to prepare it ahead of time. Often the 
  players decide where to start; for example, they might 
  have left some challenges unresolved during a previous 
  adventure. They could choose to settle some old scores, 
  follow up on earlier leads, or investigate rumors that might 
  or might not be associated with previous stories.A starting 
  point ought to do all of the following:
  • Determine where the characters are and what they are 
  doing when the story begins.
  • Provide one or more plot hooks to draw the characters 
  into the story.
  • Reveal the story’s objective or, at least, give the players a 
  hint about what they’re supposed to do.
  Scenes
  An adventure’s plot is a sequence of scenes through which 
  the players and their characters move as they head toward 
  the story’s conclusion. During the adventure, the characters 
  might go through some or all of the scenes, depending on 
  the decisions they make. These can be either discovery 
  scenes or obstacle scenes.
  Discovery Scenes
  A discovery scene advances the adventure’s story in a 
  meaningful way. It might introduce new information about 
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  the plot and antagonist; provide aid to the group in the 
  form of wealth, an enchanted object or a relic, or a key to a 
  locked door; reveal the location of the cultists’ hidden base; 
  or any other guidance about what to do next or assistance 
  in doing it.
   The discovery can occur through roleplaying, such as 
  an exchange between a character you control and one 
  controlled by the players. It also often involves exploring 
  the scene’s environment. Active searching, listening, 
  eavesdropping on conversations, or researching in a library 
  are all possible ways for the group to make the discovery.
  Obstacle Scenes
  Obstacle scenes are connectors that challenge the 
  characters in some way as they move toward the next 
  discovery scene. An obstacle scene might be an overland 
  journey, a fight with a monster, avoiding traps protecting 
  a passage, a harrowing climb up a cliff, or sneaking past 
  bandits guarding the entrance to a cave.
  Combat Obstacles
  A combat obstacle is something the characters fight 
  or something they can avoid through clever play or by 
  running away.
   Combat is exciting, but there are limits to how much 
  fighting a group can handle in a single day. Creatures have 
  a Difficulty rating that represents the challenge they pose 
  in a fight. The Difficulty per Day table shows what a group 
  can typically handle in one day of the story. You can use 
  this number as a “budget” for populating your combat 
  obstacles.
   Simply add up the Difficulty of all the creatures you 
  expect the characters to face. If the total is equal to or 
  less than the recommended Difficulty for the day, the 
  characters should be fine. More than this is likely to be 
  lethal if they don’t have ways to heal damage and recover 
  resources during the day. If the total is less than half the 
  recommended Difficulty, you will need to challenge the 
  characters in other ways or stiffen the opposition. See 
  Combat later in this chapter for more about setting up 
  these sorts of obstacles.
  Difficulty per Day
  Group
  Recommended Difficulty
  Starting
  25
  Novice
  100
  Expert
  200
  Master
  500
   These numbers assume a group size of three to five 
  player characters. If your group is smaller, halve the 
  total daily Difficulty. If you have a larger group, the daily 
  Difficulty can as much as double. Also, since the characters 
  might skip obstacle scenes, these numbers are only 
  guidelines.
  Scene Setting
  The setting is where a scene takes place. It can be as small 
  as a single alcove in a crumbling castle or be spread across 
  an entire town. A setting can also host several scenes. 
  Consider the classic dungeon. It might be one giant scene, 
  or the various rooms and corridors could serve as settings 
  for the various scenes in the adventure’s plot.
   Exhaustive details about settings are rarely necessary. 
  You just need enough information to present a scene to the 
  players and fill in other details as needed.
  Scene Structure
  Every scene has a beginning, middle, and end.
  Beginning
  At the beginning, the players should learn any information 
  they need to know. This might include a description of the 
  area, any creatures or characters to interact with, and other 
  pertinent details.
  Middle
  The middle of the scene is where the players make decisions 
  about their characters’ actions and behavior, taking as long 
  as needed. They might explore the environment, talk with 
  other characters, or engage in combat.
  End
  A scene ends when the characters resolve whatever it was 
  about. An obstacle scene ends when the characters overcome 
  it; a discovery scene ends when they make the discovery. 
  Then the characters move on to the next scene in the story.
  Leaving Scenes Early
  The characters might leave a scene before resolving it. 
  This might happen because they were defeated in battle or 
  they failed to learn what they needed to know. They might 
  return to the scene later—but they might not. Whenever 
  characters leave scenes unresolved, note what they have 
  done in that scene already and make any necessary changes 
  in case they return.
   Not completing a scene doesn’t have to bring the story to 
  a halt. In fact, such failures can raise the stakes and create 
  new dramatic opportunities. It’s a good idea to have another 
  scene or two ready, just in case something goes horribly 
  wrong. With a little improvisation, you can use a backup 
  scene to bring the characters back to the main plot.
  Transitions
  A transition occurs when the characters move from one scene 
  to the next. Based on the players’ decisions about what they 
  plan to do and where they intend to go, you fill in the space 
  between scenes by describing what happens. During this time, 
  the characters might take the opportunity to rest, talk, and 
  purchase gear, or just move directly to the next scene.
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  Resting Between Scenes
  The players might want to rest their characters before 
  moving on to the next scene so they can heal damage, 
  recover the castings of their spells, and refresh talents. 
  Characters can attempt to rest anywhere, but they might 
  be interrupted, depending on the safety of the place they 
  choose. See the Random Encounters section later in this 
  chapter for guidelines.
  Conclusion
  The story ends when the characters play through the 
  conclusion. The conclusion might be a scene unto itself or 
  a summary of what happens after the final scene.
   When you create your story, come up with at least three 
  possible conclusions, depending on the final outcome: 
  success, failure, and a partial success or failure. For example, 
  the characters might be trying to stop a dark wizard from 
  completing an evil ritual. If they succeed, the characters stop 
  the ritual and kill the wizard. If they fail, the wizard completes 
  the ritual and gets away. On a partial success or failure, 
  the wizard might complete the ritual but be killed, or the 
  characters could stop the ritual but allow the wizard to escape.
  Plot Structure
  Unlike a book, in which scenes unfold in a predetermined 
  order, the sequence of scenes in an adventure develops during 
  game play, based on the decisions the players make and the 
  outcomes of those decisions. Reactive plots present situations 
  that force the characters to respond to an immediate threat. 
  Proactive plots allow the characters to set their own agenda, 
  often by picking up on earlier adventure seeds.
   Some plots are straightforward, and resolving one scene 
  leads directly to the next in the chain. Others might be 
  complex and allow many choices. Here are some example 
  plot structures.
  Gauntlet
  This is the easiest plot structure to create. It’s a 
  straightforward sequence of scenes, one following the 
  other. Once the characters start the story, they move to 
  scene A, then B, then C, and finally to the conclusion where 
  they complete the objective. Scenes in the gauntlet can be 
  discovery or obstacles, but the characters must complete 
  each in order with few options for backtracking.
   The gauntlet leaves little room for choice, so unless 
  you disguise it well, the players might feel led by the 
  nose. One way to mitigate this sort of linear plot is to 
  create opportunities to skip a scene or two. For example, 
  discovering a secret passage could let the characters bypass 
  a difficult combat obstacle.
  Well
  The well structure is ideal for more complex stories. This 
  sort of plot has three or four “bands,” each containing a 
  number of possible scenes, that move the characters closer 
  to the conclusion. The characters can move from one scene 
  to another in the same band or the next lower band until 
  they reach the end
   The advantage of the well structure is that it gives the 
  players a great deal more freedom than a linear plot. The 
  drawback is that it requires preparing many possible 
  scenes, some of which the players might skip over if they 
  discover a clear track to the end.
  Web
  This plot structure is the most complex. Scenes connect to 
  each other flexibly, in a manner similar to that of the well, 
  but they might lead to dead ends or take the characters 
  back to earlier scenes. The following diagram shows a 
  simplified web structure.
   From the start, the characters can go to scene A, B, or C. 
  Proceeding to B, for example, leads the characters to C and 
  then E. Each of these paths might ultimately lead to F, but 
  that is a dead end; proceeding to G leads to the next part of 
  the adventure. From there the group can move on to H or to 
  J, and ultimately to the conclusion.
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  Adventures by Level
  The kinds of adventures you create depend on the group’s 
  level.
  Starting Adventures  
  (Level 0)
  Starting adventures set the stage for everything to come. 
  Think of them as prologues. They explain how the group 
  forms and why it stays together. The story also creates 
  avenues for the characters’ development, directing their 
  choice of paths as they advance in level.
   During a starting adventure, the players learn the basic 
  rules of the game. By the end, they should know how to make 
  the various kinds of rolls, understand how combat works, 
  and have a basic knowledge of what characters can do. The 
  adventure should also let the player characters find and 
  acquire equipment to help them survive novice adventures.
  Reactive Plot
  Their first adventure should start with the player characters 
  reacting to a threat to their lives, their community, and 
  their loved ones. The plot lets the characters explore what 
  steps they must take to deal with the threat and give them a 
  chance to come together as a group.
  Character Development
  The adventure should create opportunities for the players 
  to feel out what their characters might be good at. Try to 
  include at least one combat, so they can decide who is best 
  at fighting or, at least, who fights the most. There should 
  also be at least one magical element to offer a reason for 
  characters to pursue magical training. Other opportunities 
  include investigation, roleplaying, and exploration.
  Story Ideas
  Here are some example ideas for starting adventures.
  • The characters travel with a caravan that comes under 
  attack by brigands and must rescue an important person 
  who was abducted by the criminals.
  • Giant rats cause problems in the group’s hometown. The 
  characters are recruited to clear out the nest, only to 
  discover the rats are fleeing something far worse.
  • The characters are members of a militia sent to gather 
  information about an enemy force that’s moving into 
  their homeland. Along the way, they might take shelter 
  in a ruined tower that isn’t as empty as it seems.
  Novice Adventures  
  (Levels 1-2)
  Novice characters are tougher and more varied than 
  starting characters, able to face more challenging and 
  involved plots. These adventures should strengthen the 
  connections between the characters. During the first 
  novice adventure, the players should learn how to use 
  their characters’ new capabilities: magicians and priests 
  cast spells, while warriors and rogues gain additional 
  tactical options. By the time the characters reach level 2, 
  the players should have a good understanding of how the 
  game plays.
  Reactive or Proactive Plots
  Novice adventures should be simple and straightforward, 
  probably not lasting more than a couple of days of game 
  time. This is a good time to plant seeds for future stories. 
  Let the characters hear rumors about foreboding places 
  to explore, dangerous monsters that need to be slain, 
  and fabulous treasures just waiting to be unearthed. You 
  might also introduce a recurring villain to vex the group 
  throughout the campaign. In this way, you encourage 
  the group to undertake adventures on their own without 
  having to be drawn into the plot.
  Character Development
  During their time as novices, the players should be 
  looking ahead to possible expert paths. Let the players 
  become familiar with their characters’ path talents and 
  spells at level 1. Then create opportunities at level 2 based 
  on how they played to make future path selection easier. 
  The group might find magical writings that encourage a 
  magician to continue studying as a witch or wizard, or a 
  holy relic that guides a priest to more focused religious 
  paths. Fighters might discover a chance to destroy a 
  powerful foe through further specialization, and rogues 
  can find more chances to develop their skills and cunning. 
  If the players already have paths in mind, shape the story 
  to explain the characters’ progression.
  Story Ideas
  Here are some example ideas for novice adventures.
  • A plague strikes the characters’ hometown. Healers 
  and medical supplies can’t reach the town because of 
  rampaging beastmen. The characters must find the 
  monsters’ lair and destroy them.
  • A patron friendly to the characters sends them to 
  recover an enchanted object from a ruined castle on the 
  borderlands.
  • An insidious cult works evil within a small town. The 
  characters must unmask the cultists and stop a ritual to 
  release a demon into the world before the incantation is 
  completed.
  Expert Adventures  
  (Levels 3-6)
  By the time the players choose their expert paths, they 
  should have a strong understanding of how the game 
  works and be invested in their characters. Now they are 
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  ready to leave behind the place where they began and seek 
  adventure in the wider world.
   As with novice adventures, you should be planting 
  the seeds of what is to come. The successes and failures 
  of these expeditions might have repercussions that 
  aren’t realized until much later in the game. When the 
  characters eventually undertake those adventures, the 
  players should see that their earlier choices mattered to 
  the world’s development.
  Proactive Plots
  The player characters are likely undertaking expeditions 
  on their own at this point, based on rumors and seeds you 
  planted in earlier stories. They might mount expeditions 
  to vanquish a terrible evil or to deal with a threat to the 
  lands where they lived. Perhaps they seek out fame, glory, 
  treasure, or aim for something else that’s important to 
  them.
   The characters’ expert paths should also advance their 
  personal objectives. Before you start the first adventure 
  at this tier, work with the players to identify any such 
  objectives. Then turn them into story objectives for the 
  adventures you run. Each adventure should allow the 
  characters to complete one or more of their story objectives. 
  By the time the characters finish the last expert adventure, 
  they should be ready to pick their master paths.
  Character Development
  Expert characters adopt specific tactical styles, favor certain 
  traditions, or develop along particular themes. You should 
  encourage and reward such focus, since it will guide each 
  player’s decision when it comes time to choose a master path.
  Story Ideas
  Here are some example ideas for expert adventures.
  • A fabled relic was lost in a ruined temple long ago. Now 
  undead and other dreadful monsters haunt the place.
  • Two tribes have waged war against each other for 
  generations. After the chieftain of one tribe is murdered, 
  the fighting escalates and threatens to spill over into 
  neighboring lands.
  • A traveler tells a tale of a fabled city in the Desolation 
  and provides the group with a map to the place.
  Master Adventures  
  (Levels 7-10)
  When the characters choose their master paths, they 
  become some of the most powerful people in the region. 
  They have a bevy of spells, powerful fighting techniques, 
  and a range of talents to help them overcome almost any 
  obstacle. With great power comes great responsibility, 
  though: the characters will be pitted against dangerous 
  monsters, in deadly locations, to stop threats that could 
  plunge the Empire, if not the world, into darkness.
   Although future supplements will expand the level 
  range beyond 10, the types of stories the players tell with 
  their characters won’t change much beyond this level. The 
  group likely has one or more great quests to accomplish. 
  This quest defines what the player characters should be 
  doing, and their adventures should bring them closer to 
  completing this ultimate objective.
  Between Adventures
  When they aren’t adventuring, the player characters 
  resume their normal lives. They work, play, conduct 
  research, make equipment, and do all the other things 
  people do from day to day. You can summarize these 
  activities or let the players describe what they do.
  Campaigns
  Adventures make up a campaign in the same way that 
  scenes make up adventures. Each adventure contributes 
  to the campaign’s plot, with events in one determining the 
  circumstances of the next. Creating campaigns enriches the 
  play experience by letting the players see how their characters’ 
  successes and failures affect the overarching story. Adventures 
  that drive the campaign’s plot increase this impact.
   Since completing one adventure advances the group level 
  by 1, a typical campaign includes eleven adventures: one 
  starting, two novice, four expert, and four master. At the end 
  of the campaign, the group should have reached level 10.
   You create a campaign in the same way that you build 
  an individual adventure, just on a larger scale. Beyond the 
  earlier guidelines about plot structure and scene creation, 
  you should keep a few things in mind.
  Campaign Objective
  What should the characters accomplish by the end of the 
  campaign? The objective should be something that makes 
  a lasting impact on the game: the characters might drop a 
  dangerous relic into the Lake of Fire in Hell, slay the Great 
  Dragon, or defeat the Dark Lady before her undead legions 
  overrun the world.
  Three-Act Structure
  Just as a scene has a beginning, middle, and end, your 
  campaign is best divided into three major acts. The first 
  act sets the stage and should be no more than three 
  stories long. The third leads to the climax and conclusion, 
  comprising one to two stories. All the stories in between 
  constitute the second act, raising the stakes through a series 
  of victories and setbacks.
   Once you have a structure in place, decide about what 
  stories fit best into the various acts and make notes. What 
  should happen, what are the obstacles the characters face, 
  and how does each story transition to the next? These 
  notes will help you create the framework for the first story. 
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  You might also work a bit ahead, sketching in details for 
  adventures to come, but don’t set too much in stone. The 
  player characters can and usually do head in unexpected 
  directions, which might require you to adjust your plans.
  Exploration  
  and Travel
  The nature of the story dictates how much attention 
  you should pay to travel. If the plot focuses on a specific 
  location, you can summarize what happens en route to that 
  location with a few words of description. However, if the 
  story is about exploration and discovery, you might spend 
  considerable time describing in detail what the characters 
  find, based on where they go.
  Using Perception
  Characters rely on Perception to hear noises, find clues, or 
  detect hidden foes.
  Listen
  When a character tries to listen for sounds, you can just tell 
  the player if there’s anything to hear or you might call for 
  a Perception challenge roll. Trying to hear a faint noise or 
  eavesdrop on a conversation through a closed door might 
  impose 1 or more banes on the roll.
  Notice
  A character might find a detail while exploring an area. 
  For example, he or she might track footprints on the floor, 
  search a section of wall for a hidden button to open a secret 
  panel, hear a noise through a closed door, or spot a trap. A 
  Perception challenge roll is appropriate if a detail is difficult 
  to notice. You might impose 1 or more banes on the roll, 
  depending on the size of the area searched or whether 
  something is well hidden or in a poorly lit spot.
   If a character examines a specific area, such as the 
  contents of a wardrobe, the darkness under a bed, or a 
  closet, tell the player if there’s something noteworthy there. 
  However, if the area contains something that’s deliberately 
  hidden, such as a trap, you might still call for a Perception 
  challenge roll.
  Travel
  A group of characters can travel 3 miles in about 1 hour. The 
  characters can reduce the travel time by riding horses or 
  picking up their pace, though they risk taking damage and 
  becoming fatigued if they sustain a fast pace for long (see 
  Speed in Chapter 2).
   Terrain increases travel time, as shown on the Terrain 
  and Movement table. Just multiply the time it would 
  normally take for a group to move 3 miles by the listed 
  multiplier for that terrain. For areas that have several 
  terrain types, add the multipliers together. For example, 
  a group moving at a normal pace would need to travel 3 
  hours to cover 3 miles of forested hills (1.5 + 1.5 = 3).
  Terrain and Movement
  Terrain
  Time Multiplier
  Desert
  × 1.5
  Forest
  × 1.5
  Hills
  × 1.5
  Mountains
  × 3
  Plains, roads
  × 1
  Swamp
  × 2
  Weather
  Traveling groups might also have to contend with bad weather. 
  At the start of each day of travel, choose an appropriate 
  weather condition or roll 3d6 and consult the Weather table to 
  determine the prevailing condition for that day.
   Multipliers imposed by weather conditions are cumulative 
  with any imposed by terrain. So a group traveling through 
  mountains in the middle of heavy snowfall would require 4½ 
  hours to travel 3 miles (3 + 1.5 = 4.5).
  Weather
  3d6
  Weather
  Time Multiplier
  3
  Powerful storm
  × 4 (see text)
  4–5
  Heavy precipitation
  × 1.5
  6–8
  Unseasonably cold
  × 1
  9–12
  Normal conditions
  × 1
  13–15
  Unseasonably warm
  × 1
  16–17
  Precipitation
  × 1.5
  18
  Storm
  × 2
  Normal Conditions
  Normal conditions are any that are appropriate for the 
  season.
  Unseasonably Cold or Warm
  This result indicates that temperatures are higher or 
  lower than normal for the time of year, usually by about 
  3d6 degrees Fahrenheit. You can make the weather more 
  extreme, possibly imposing the effects of exposure.
  Precipitation
  Based on the climate and season, rain, sleet, ice, or snow 
  falls for much of the day. Precipitation partially obscures 
  terrain in which it falls.
  Heavy Precipitation
  Based on the climate and season, heavy rain, sleet, ice, or 
  snow falls for much of the day. It heavily obscures terrain in 
  which it falls.
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  Storm
  A storm passes through the area, usually preceded and 
  followed by bands of normal precipitation. Stormy 
  conditions might be brief or occur at various times through 
  the day. A storm heavily obscures terrain where it occurs.
  Powerful Storm
  A powerful storm might be a hurricane, blizzard, tornado, 
  or an unnatural phenomenon. The storm heavily obscures 
  terrain where it occurs and devastates the landscape, 
  knocking down trees, flattening buildings, or burying 
  everything under feet of snow. Travel isn’t usually possible; 
  if the attempt is made, multiply travel time by 4.
  Getting Lost
  Unless the characters follow a road, use a map, or hire 
  a guide, they have a chance of becoming lost while 
  traveling. At the start of each day, secretly roll a d20. On 
  a 10 or higher, the characters move in the direction they 
  intended. Otherwise, they get turned around and move in 
  a direction you choose, becoming lost in the process.
   Boons or banes might apply to the roll based on prevailing 
  conditions, as shown on the Travel Conditions table. These 
  are cumulative; for example, traveling through forested hills 
  during rain would impose a total of 4 banes.
   “Navigator” means a character with some ability to find 
  the correct path, such as the navigation or guide profession.
  Random Encounters
  Travel can be dangerous beyond the reach of civilization. 
  While traveling or resting in the wilderness, the group 
  might run across a potential hazard. The Encounter 
  Frequency table shows how often you should check for 
  such random encounters based on the threat level of the 
  group’s current location.
  • Extreme: A haunted ruin or underground complex 
  infested by foes.
  • Major: Within 1 mile of a place of extreme danger.
  • Moderate: A wilderness capable of sustaining living things.
  • Minor: A barren wilderness.
  Travel Conditions
  Conditions
  Effect
  Navigator
  3 boons
  Plains
  1 boon
  Desert
  1 bane
  Forest
  2 banes
  Hills
  1 bane
  Mountains
  2 banes
  Swamp
  2 banes
  Precipitation
  1 bane
  Storm
  2 banes
  Powerful Storm
  3 banes
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   A group traveling in a city, town, or other civilized place 
  should not risk random encounters.
  Encounter Frequency
  Threat Level
  Check
  Extreme
  Hourly
  Major
  Once per 4 hours
  Moderate
  Once per 8 hours
  Minor
  Once per day and once per night
   At each time interval, consult the Encounters table to see 
  what happens. Find the appropriate column under Threat 
  Level, then roll a d20 and read across for the result.
  Encounters
  —Threat Level—
  Encounter
  Minor
  Moderate
  Major
  Extreme
  Helpful
  20
  20
  —
  —
  Harmless
  18–19
  18–19
  20
  —
  Environment
  14–17
  14–17
  18–19
  19–20
  Nothing
  6–13
  8–13
  14–17
  17–18
  Easy combat
  2–5
  4–7
  8–13
  13–16
  Average combat
  1
  2–3
  4–7
  7–12
  Challenging combat
  —
  1
  2–3
  3–6
  Hard combat
  —
  —
  1
  1–2
  Helpful
  A person or group of people offers assistance, such as 
  information, healing, food and water, or shelter. Examples 
  include pilgrims, a wandering knight, caravan, a band of 
  merchants, or nomads.
  Harmless
  The characters notice a creature or creatures at some 
  distance from them. The creatures might be dangerous or 
  not, but they are too far away to pose a threat to the group.
   Alternatively, the characters come upon an interesting 
  but harmless site; a ruined building, the wreckage from an 
  old battlefield, a toppled statue, or a forgotten monument.
  Environment
  Something changes in the characters’ immediate environs. 
  The event is not dangerous but can heighten tension or 
  build atmosphere. Examples include a cold wind through 
  the trees, thunder, a rising fog, a shrill scream in the 
  distance, weird knocking noises, rain or snow, or anything 
  else suitable to the setting.
  Combat Encounters
  A combat encounter features hostile creatures that are 
  likely to attack the group. Most combat encounters are 
  planned, but if a random encounter is combat, you can 
  quickly create an appropriate threat by consulting the 
  appropriate encounter difficulty table for the group’s level.
  Combat
  Many situations in the game place characters in battles 
  with dangerous creatures. Combat might be the result of 
  a random encounter or a planned event, or the characters 
  might decide to take the fight to an enemy.
  Combat Difficulty
  A combat encounter has four danger categories: easy, 
  average, challenging, and hard. An easy combat should not 
  tax the group overmuch, while a hard one could very well 
  end with one or more characters dying. 
   The danger category determines the total Difficulty of the 
  hostile creatures present for the encounter, as shown on the 
  following tables. You populate the encounter by choosing 
  appropriate creatures and summing their Difficulty, up to 
  the maximum recommended for the encounter’s danger. 
  The table also indicates the maximum Difficulty for any 
  individual creature present in the encounter. You can 
  exceed this number, but be careful—using higher Difficulty 
  creatures can be lethal.
   Consult the Difficulty per Day table earlier in this 
  chapter for an idea of how many combat encounters of 
  varying difficulties are appropriate for the group.
  Adjusting  
  Encounter Difficulty
  These tables assume a group size of three to five player 
  characters. If your group is smaller than three, halve the 
  Difficulty numbers. For groups larger than five, increase 
  them by half again or double them for really large groups.
  Fudging the Numbers
  The Difficulty totals in these tables are only guidelines. You 
  might need to adjust the numbers up or down, depending 
  on your group’s composition and any special resources 
  available to them (such as relics or powerful enchanted 
  objects).
  Outnumbering the Group
  If the number of hostile creatures is double the number 
  of characters in the group (rounding down), the danger 
  increases by one step. For example, an otherwise easy 
  encounter featuring ten creatures against a group of four 
  characters would become an average encounter. Each 
  time the opposition doubles, increase the danger of the 
  encounter by one step. For groups of twenty or more, 
  consider creating mobs as described in Chapter 10.
  Example Encounters
  An easy encounter for novice characters can have a total 
  Difficulty of up to 40. You could use any combination 
  of creatures whose total Difficulty is 40, though if the 
  number of creatures is more than that of the number 
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  of characters in the group, the danger increases by one-
  step. So, a group of four Difficulty 10 creatures would 
  be an easy encounter, while a group of eight Difficulty 5 
  creatures would be an average encounter, even though the 
  total Difficulty is 40 or less.
   If you wanted to create a combat encounter of 
  challenging difficulty for novice characters, the total 
  Difficulty would fall somewhere between 76 and 150, with 
  no individual creature having a Difficulty of more than 
  50. So, you could build an encounter of three creatures of 
  Difficulty 25 or an encountering featuring one creature of 
  Difficulty 50 and one creature of Difficulty 25.
  Battlefields
  The battlefield is wherever combat takes place. It can be 
  inside a desecrated temple, on the slopes of Mount Fear, on 
  the legendary Uncounted Steps, across sheets of ice floating 
  atop the dark waters of the Bay of Blood, or anywhere else 
  a fight happens to break out. A battlefield can have few 
  notable features or be a complex environment as dangerous 
  as the creatures the characters fight.
  Battlefield Elements
  Complex battlefields make combats more challenging, but 
  they also make them more exciting. Introducing battlefield 
  elements gives the player characters new tactical options 
  and lets them engage with the game in different ways. 
  Be careful about adding too many battlefield elements, 
  though, since they can slow down game play. Simple fights 
  shouldn’t include more than one element. For big, set-piece 
  battles, three or four is a good limit.
  • Obscured Terrain: Reduced visibility from precipitation, 
  shadows, darkness, foliage, and other factors can make 
  a combat more challenging, imposing banes on attack 
  rolls against obscured targets. Obscured terrain also 
  creates opportunities for characters and their enemies to 
  become hidden.
  • Obstacles: Large objects such as doors, pillars, altars, and 
  idols can block sightlines and grant varying degrees of 
  cover to one or both sides.
  • Difficult Terrain: Rubble, undergrowth, staircases, 
  slippery surfaces, and narrow surfaces hinder movement 
  on the battlefield, channeling combatants into cleared 
  areas where they can maneuver more easily.
  • Challenging Terrain: Some kinds of terrain require a 
  success on a challenge roll to traverse safely can also 
  make combats more exciting. For instance, a battle might 
  start while the group is climbing up the side of a cliff; the 
  increased danger means a character might fall at any time.
  • Hazards and Traps: You can turn an ordinary battle into 
  a memorable one by adding dangerous elements such 
  as explosive spores, hidden traps, magical energy fields, 
  teleportation zones, and anything else you can think of. 
  See Traps later in this chapter for some ideas.
  • Interactive Elements: You can create opportunities 
  for the player characters to improvise in combat by 
  adding ways to interact with the battlefield environment. 
  Examples include a chandelier to swing from, ropes to 
  climb, banisters to slide down, furniture to knock over or 
  smash, and staircases for thrilling sword fights.
  Incapacitated  
  and Prone Creatures
  When a creature on the battlefield becomes incapacitated 
  or is knocked prone, it remains where it falls. Other 
  creatures can move through its space, which is difficult 
  terrain until the creature gets up or its body is removed.
   In general, creatures should ignore incapacitated 
  characters during the combat unless the creature’s 
  description says otherwise. An ogre, for example, will take a 
  round to eat an incapacitated creature if it can.
  Starting Positions
  After describing the battlefield, you determine the starting 
  positions for all the combatants based on what they were 
  doing when the combat began. Players determine the 
  positions for their own characters, while you set up the 
  enemy creatures.
   The starting distance between the group and their 
  opponents depends on where the fight takes place. Indoors, 
  the combatants might not become aware of each other 
  until they come within medium or even short range. In fog, 
  forests, or other areas where sight is limited, the characters 
  might start within medium range of their opponents. In 
  open environments, long or even extreme range might be 
  appropriate.
   Before the first round of combat begins, determine 
  if either side is surprised. The combatants are usually 
  aware of each other, but circumstances can increase the 
  Encounter Difficulty
  —Danger—
  Group
  Easy
  Average
  Challenging
  Hard
  Max. Creature Difficulty
  Starting
  3 or less
  4–15
  16–30
  31 or more
  25
  Novice
  10 or less
  11–30
  31–50
  51 or more
  100
  Expert
  30 or less
  31–50
  51–125
  126 or more
  250
  Master
  50 or less
  51–125
  126–200
  201 or more
  None
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  possibility of surprise, such as the distance between the two 
  sides, whether any creatures or characters are hidden, or 
  battlefield elements that limit sightlines or hinder senses.
  Using Miniatures and Maps
  It’s possible to play out combat in Shadow of the Demon Lord 
  entirely in the imagination, without using maps or ways to 
  represent the combatants. Many groups, though, find that 
  visual references help them keep track of where everyone 
  is in relation to their opponents. Accessories such as battle 
  maps and miniatures or tokens clear up confusion, but the 
  price for using such props is that game play slows down. 
  For this reason, use these accessories only as needed. An 
  enormous battle featuring scores of combatants would 
  benefit greatly from visual aids, but a minor fight between 
  a few creatures probably doesn’t require more than a 
  sketched map for reference.
   If you’re sketching a rough battlefield on scratch paper, 
  precision isn’t that important; the map is just to give a 
  general idea of the area. You can draw it to whatever scale 
  you like, or even ignore scale. When using miniatures or 
  tokens, though, it’s best to use a scale that corresponds to 
  the combatants’ space and Speed. A typical battlefield map 
  uses 1 inch to represent 1 yard; if it’s drawn on a square or 
  hexagonal grid, 1 square or hex corresponds to 1 yard. A 
  typical character occupies 1 square inch on the map and 
  moves 1 inch for each yard traveled.
  Optional Rule: 
  Surrounding
  You might allow creatures working together to surround a 
  foe; each surrounding creature makes attack rolls against 
  that target with 1 boon. This rule works best if you’re using 
  miniatures. A target is considered to be surrounded if it 
  is within the reach of a number of hostile creatures equal 
  to its Size + 1. For example, a Size 1 creature is surrounded 
  while within the reach of two enemies.
  Area Effects
  Area effects originate from points on the battlefield. 
  Determining the origin point of an effect depends on how 
  the battle is laid out.
  •  No Grid: If you’re fighting out the combat on a tabletop 
  or rough map without a grid, you can choose any point 
  within range as the origin. Measure or estimate the 
  effect’s area from that point. Treat any miniature or token 
  as affected if it’s at least halfway inside the area. As GM, 
  you make the final call when the situation is unclear, but 
  it’s best to err in favor of the players.
  •  Square Grid: The origin point is always the intersection of 
  two gridlines within range. When determining the radius 
  of a sphere, circle, or cylinder, you have two options. If 
  you want a more realistic representation, treat diagonal 
  paths from the origin point as 1½ yards per 1-inch square. 
  Otherwise, just count diagonals as 1 yard each to create a 
  “square circle” that is slightly larger but simpler to use.
  •  Hexagonal Grid: Choose any intersection of three 
  gridlines within range as the origin point and count out 
  hexes from that point equal to the number of yards. In 
  the case of cubes, the area should be roughly square in 
  shape centered on that spot; cut across hexes as needed 
  rather than following their borders.
  Rounds, Turns,  
  and Actions
  Whenever a fight breaks out between the characters and 
  their enemies, the game switches from freeform narrative 
  mode to rounds, during which time each combatant has a 
  chance to act. This structure ensures that each player and 
  each opponent has a chance to contribute to the scene’s 
  outcome.
   As described in Chapter 2, a combat round has three 
  parts: fast turns, slow turns, and the end of the round. 
  Unless the rules instruct you otherwise, creatures under 
  your control always take their turns after the player 
  characters during each fast and slow turn. Each creature 
  you control must complete its turn before another can take 
  a turn. A few creatures can take multiple turns in a round, 
  as noted in their statistics boxes.
   The creatures under your control can take fast turns 
  or slow turns as appropriate for the combat situation. 
  Creatures with simple thought processes, such as animals, 
  constructs, and mindless undead, usually take fast turns in 
  an effort to bring down opponents quickly. They take slow 
  turns only if they need to move into combat range. More 
  intelligent opponents might use slow turns more often to 
  set up advantageous attacks.
  Improvised 
  Activities
  The freeform nature of the game encourages player 
  creativity, so the players might attempt activities during 
  combat that aren’t covered by the rules. Don’t panic. Most 
  likely, such an activity is similar to something else that the 
  rules do handle.
   First, consider what’s being attempted. Can you imagine 
  the character performing the activity multiple times in a 
  round? If so, it’s a minor activity. If not, it requires an action. 
  It should also require an action if it would harm a creature 
  in some way.
   If the activity is something that can be reasonably 
  accomplished within 10 seconds, then it can probably 
  happen during a single turn, using an action. If the activity 
  is complicated or involves multiple steps, you can either 
  break it up into separate actions or allow the character to 
  resolve it as a single action by making an attack roll or a 
  challenge roll with 1 or more banes.
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  Improvised Attacks
  The players might describe unusual or improvised attacks. 
  Most of the time, these descriptions simply add narrative 
  color; combat is abstract, and the rules can handle most 
  of the fancy things a character might attempt without you 
  having to do anything special. You only need to make a call 
  if the player wants the attack to do something more than 
  deal damage. Here are some guidelines for adjudicating 
  these situations.
  Extra Damage
  Generally, a talent is required to increase the damage 
  from an attack. If a player describes an attack that might 
  deal extra damage, and the character doesn’t have an 
  appropriate talent to cover the situation, you might allow 
  the attack roll with 1 bane. On a success, the character treats 
  a 1 on the damage roll as if it was a 2.
  Attack Multiple Targets
  As with extra damage, multiple attacks normally require 
  talents to pull off. In some situations, though, allowing the 
  attempt might be appropriate: a magician wielding a staff 
  attempts to push two bandits away; a dwarf launches a wild 
  roundhouse swing with a warhammer; an orc kicks a table 
  at a group of goblins. When a player describes an attack 
  that can affect multiple targets and you rule it’s possible, 
  have the player make the attack roll with 2 banes for each 
  target beyond the first.
   You also need to decide what attribute or characteristic 
  is being attacked. For example, the magician in the 
  above example might make the attack roll against each 
  bandit’s Strength score; the dwarf’s swing would attack 
  the enemies’ Defense; and the orc’s kick would target the 
  goblins’ Agility.
  Impose Affliction
  A player might describe an attack that hinders the target 
  in some way. You might rule that it’s possible, imposing an 
  affliction on a success. Such afflictions should not be so 
  serious that they prevent the creature from using actions. 
  For example, the slowed or frightened afflictions impose 
  disadvantages but allow a creature to act normally, so they 
  are reasonable outcomes; the stunned condition prevents it 
  from doing anything and is too severe for a typical attack.
   If you rule that the proposed attack is reasonable and 
  possible, you can allow it to impose a suitable affliction. 
  If the proposed effect replaces dealing damage, the player 
  makes the attack roll with 1 bane. If the effect is in addition 
  to dealing damage, the attack roll is made with 2 banes.
   For example, Kyle states that his goblin archer wants to 
  pin an enemy knight’s cloak to a nearby wall with an arrow. 
  The GM rules this is possible, and Kyle makes the Agility 
  attack roll with 1 bane since this effect replaces damage. 
  Kyle gets a success on the attack roll. The GM interprets the 
  outcome by causing the knight to become slowed until the 
  end of the round because of the pinned cloak.
  Ending the Combat
  The combat ends when one side defeats the other. Defeat 
  results when one side flees, surrenders, or is completely 
  eliminated.
   Only mindless creatures sacrifice themselves without 
  reason. When faced with overwhelming odds or clear 
  defeat, enemies usually choose to give up or run 
  away.
  Fleeing
  Creatures risk their lives when the cause is 
  worthy, the fear of failure outweighs the fear of 
  death, or they have no alternative. Otherwise, they 
  flee if the battle turns against them 
  and there is a clear avenue of 
  retreat.
        If you’re not sure whether 
  enemies would retreat, you can make 
  Will challenge rolls for them. Each 
  creature that gets a failure on the roll 
  becomes frightened for 1 round. If 
  it is already frightened, it must take 
  the next turn it can to use an action to 
  rush away by the safest available route. 
  If prevented from fleeing, the creature 
  surrenders.
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  Surrender
  Creatures surrender when they have no chance of victory, 
  flight is not an option, and they stand a chance of surviving 
  if captured. A creature that surrenders drops its weapons 
  and does not move or take actions until it is secured 
  or given a chance to flee. It obeys the commands of its 
  captors unless doing so would put itself, its property, or its 
  loved ones in danger. Should it receive such a command, 
  the creature is free to act in whatever manner you deem 
  appropriate.
  Player 
  Characters
  The ensemble cast of characters created by your players 
  stand at the center of the game. Their efforts, their 
  triumphs, and their defeats advance the story through play 
  and shape the overarching plot.
  Character Creation
  Although you don’t have to be present during character 
  creation, it helps if you are. Not only can you assist your 
  group in making their characters, but you can also gather 
  important information about the players’ interests and the 
  sorts of stories they want to tell. Even if you aren’t there, 
  you should look over the characters before the game 
  starts so you can familiarize yourself with their abilities. 
  Be sure to note two or three important details about 
  each character, such as where he or she comes from, 
  friends and rivals, family members, past experiences, and 
  anything else you can use to personalize adventures for 
  the group.
  Starting Levels
  The game assumes that characters start at level 0. Doing 
  so gives players the chance to become acquainted with 
  the rules and the world, and lets them make decisions 
  about their characters’ future development based on what 
  happened in the starting adventure. This approach works 
  well for new players and casual players, but it can be 
  unsatisfying for more experienced groups who want to dive 
  in right away.
   If you decide to start the game at a level higher than 0, 
  it’s best to choose a point where players would normally 
  pick a path: level 1, 3, or 7. Doing so gives the players time to 
  experience the full range of levels for a given path and helps 
  guide future character development in a satisfying way.
   In a higher-level game, you and the players should 
  spend some time working out the details about how the 
  group formed and what the characters have done so far. 
  Try to come up with at least one important event for each 
  member of the group to give each player a hook for story 
  development. You don’t need a full accounting of what 
  happened at each level—just enough for everyone to have a 
  place in the group and a reason to stay together.
  Character Exits
  Characters leave the story from time to time, for a variety 
  of reasons. Someone could have objectives that are at odds 
  with the rest of the group. Another might be burdened 
  with crippling madness or a lingering plague that makes it 
  impossible to go on. Sometimes a player just wants to try 
  something different.
   A character’s exit can be good for the game, especially 
  if it makes the story more interesting. He or she doesn’t 
  have to leave the game, but instead becomes a secondary 
  character under your control. In this role, the former player 
  character can continue to interact with the group, perhaps 
  as an occasional ally, a source of information, someone to 
  visit when the characters return to the area, or a bitter rival 
  who vies against the group.
  Character Death
  Characters can and should die in Shadow of the Demon 
  Lord. Death is the risk they take when they explore the 
  world. A string of bad die rolls, incautious exploration, or 
  impulsive action can all bring a player character to a swift 
  and sudden end. It’s possible for dead player characters 
  to return to life, but doing so is beyond the capabilities 
  of all but those who reach the highest levels in this 
  book. For this reason, death usually means the end of a 
  character’s story—but it also marks the beginning of a 
  new character’s journey.
   Since you are the players’ advocate, it’s in your interest 
  to limit the frequency of character death in the game. 
  Eradicating an entire group can and will happen once in a 
  while, but if it happens all the time the players will come 
  to see you as an adversary. If your characters keep dying 
  horribly, you might want to scale back the challenge of the 
  encounters they face.
   Sometimes a character simply has a poor run of luck. 
  It’s okay to fudge the numbers in such cases, perhaps 
  disabling the character instead of accepting a lethal 
  outcome. Alternatively, a dead character could return to life 
  through the intercession of a powerful being—though such 
  circumstances almost always require a great expenditure 
  of funds or a favor owed to the benefactor, or might saddle 
  the character with a dark secret. But you can always choose 
  to just let the character die. Violent death is certainly in 
  keeping with the game’s grim tone.
  Introducing New 
  Characters
  Whether a new player joins an existing group, or a player 
  wants to bring in a new character to replace one who died 
  or left the story, you should introduce that character into 
  the game as quickly as possible. Don’t make the player 
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  wait. Sitting on the sidelines and waiting for the chance to 
  contribute isn’t fun for anyone. If you have to bend the story 
  to accommodate the new character’s entrance, do so. Here 
  are some suggestions.
  Secondary Character Apotheosis
  The easiest way to introduce a new character is to have him 
  or her take over an existing secondary character. He or she 
  could be a hireling or companion, someone the characters 
  met in town, or a person they rescued from danger.
  Seeking the Characters
  The new character has been searching for the group and 
  finally catches up to them. He or she might have heard of 
  their exploits and wants to share in the glory. Perhaps the 
  new character has dire news or a warning to deliver. New 
  characters can also be old friends from the past or the 
  siblings, parents, or the offspring of existing characters.
  Chance Encounter
  The new character happens upon the group. He or 
  she might have recently escaped a dangerous situation 
  and needs the group’s help. Perhaps the character is 
  undertaking a similar mission and wishes to join forces to 
  accomplish a common goal.
  Secondary 
  Characters
  As GM, you control and portray all the people and 
  creatures the player characters meet, interact with, and 
  fight. Keeping such a large cast of secondary characters 
  straight can be a challenge. The easiest way to manage 
  this situation is divide characters into three groups: major, 
  minor, and background.
  Major Characters
  Major characters play a significant part in a story. They 
  might be villains and their subordinates, temporary 
  companions, patrons and employers, contacts the 
  characters rely on, and anyone else you deem significant. 
  Since major characters are important to the story, they need 
  the most detail.
  Name
  These characters deserve appropriate names. Sample 
  names for various ancestries can be found in Chapter 1.
  Background
  Major characters’ histories and personalities are 
  important to how they interact with the player characters. 
  For each such character, come up with at least one 
  significant event from his or her past. As well, choose one 
  or two professions that make sense for the character’s role 
  in the story.
  Physical Trait
  Everyone has a distinctive physical trait, even if that trait 
  is the lack of notable traits. Physical traits help make a 
  character memorable to the players and should be one of 
  the first things their characters notice. You can add other 
  traits, but the first thing mentioned is what stands out 
  most. You can use the Physical Traits table to generate 
  traits quickly or as inspiration to come up with your own.
  Physical Traits
  d20
  Trait
  d20
  Trait
  1
  Odd odor
  11
  Ugly
  2
  Grubby-looking
  12
  Nice clothing
  3
  Wrinkled
  13
  Bare feet
  4
  Oddly-shaped mouth
  14
  Perfumed
  5
  Strange coloration
  15
  Diseased
  6
  Lots of hair
  16
  Foul breath
  7
  Little hair
  17
  Unseemly wen
  8
  Noticeable limp
  18
  Freckles
  9
  Nasty scar
  19
  Tattoo
  10
  Attractive
  20
  Missing body part
  Motivation
  d20
  Motivation
  d20
  Motivation
  1
  Adventure
  11
  Love
  2
  Atonement
  12
  Magic
  3
  Chaos
  13
  Order
  4
  Glory
  14
  Peace
  5
  Good
  15
  Power
  6
  Immortality
  16
  Salvation
  7
  Improvement
  17
  Security
  8
  Justice
  18
  Validation
  9
  Knowledge
  19
  Vengeance
  10
  Liberty
  20
  Wealth
  Personality Traits
  d20
  Trait
  d20
  Trait
  1
  Insane
  11
  Calm
  2
  Wicked
  12
  Reasonable
  3
  Cruel
  13
  Generous
  4
  Loud
  14
  Honest
  5
  Vulgar
  15
  Noble
  6
  Ignoble
  16
  Genteel
  7
  Scheming
  17
  Quiet
  8
  Greedy
  18
  Benevolent
  9
  Erratic
  19
  Virtuous
  10
  Nervous
  20
  Focused
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  Motivation
  Everyone wants something. What drives this character: 
  wealth, glory, fame, security, or something else? Noting the 
  motivation ahead of time means a realistic portrayal when 
  the character has an opportunity to gain the thing he or she 
  wants, or is at risk of losing that thing.
  Personality Trait
  Next, give the character a personality trait that you can use 
  when portraying him or her. You can play this up or not 
  as you decide, but a distinct personality helps bring the 
  character to life.
  Other Details
  The more details you add to your characters, the more 
  alive they become. However, you should always weigh the 
  effort you put in against the importance of the character to 
  your game. A patron who stays offstage much of the time 
  probably doesn’t need much detail. A villain who will vex 
  the characters for an entire campaign needs a complete 
  history, a well-established personality, and specific 
  objectives and plans, at the very least.
   If you intend a final confrontation between the group 
  and this character, or if this character will accompany them 
  on their adventures, you need to produce detailed game 
  statistics. You can build the character from scratch using 
  the rules in Chapter 1, picking paths as necessary, or use a 
  template (see Customizing Creatures in Chapter 10).
  Minor Characters
  Minor characters play bit parts in the story. You portray 
  them for a scene or two and then move on. Examples 
  include sources of information, lesser opponents, major 
  characters from previous stories, a player character’s 
  relatives, and individuals hired to perform a specific task.
   Minor characters don’t require the same kind of 
  attention to detail as major characters. Usually all you 
  have to note is the character’s name, profession, why he or 
  she is important, and one thing that’s notable about the 
  character.
   You usually don’t need full game statistics for minor 
  characters. You might create one quickly by assigning a 
  role; see Customizing Creatures in Chapter 10.
  Background Characters
  Everyone else is a background character. These people 
  are little more than scenery. You might describe what 
  they’re doing as a group—a crowd gathered in the town 
  square, stevedores working on the docks, a gang of bandits 
  springing out of an ambush—but they don’t have names, 
  backgrounds, or histories. They exist solely to add texture 
  to scenes or to present obstacles.
   Background characters don’t need more than a simple 
  description.
  Roleplaying  
  Secondary Characters
  You should portray secondary characters just as you would 
  a player character you created. Play up an element that 
  makes that person distinct. If he or she has a facial tic, 
  you might adopt one while you play the character. If the 
  character speaks in whispers, do the same. An arrogant 
  character should boast, sneer at the player characters, and 
  give them backhanded compliments. A cowardly one might 
  cringe, be overly suspicious, and be reluctant to take risks.
   Above all, be consistent. People can change, but rarely so 
  much that their personalities are no longer recognizable.
  Shadow of the 
  Demon Lord
  The game world is in crisis—a crisis created by the Demon 
  Lord. A malevolent and eternal force of entropy, it exists to 
  devour universes and consume the souls inhabiting them. 
  Although it is an entity of staggering power, the Demon 
  Lord cannot pass through the boundary between the Void 
  and the universe—at least not yet. Cracks and fissures 
  appear in the barrier from time to time, though, allowing 
  evil to slip through.
   Once the Demon Lord’s attention falls on a particular 
  universe and its hordes have begun to intrude, its influence 
  starts bleeding out from the Void like an evil stain. The 
  Shadow of the Demon Lord disrupts the cosmic order, 
  weakening and ultimately unraveling the barrier that keeps 
  the ultimate darkness at bay.
    The influence of the Shadow can be local, regional, 
  or global. Should it touch a being of immense magical 
  power, magic might behave in strange and unexpected 
  ways. If it falls over the Gates of the Underworld, they 
  might seal shut and prevent the souls of the dead from 
  leaving their corpses.
  Using the Shadow
  The Shadow of the Demon Lord is an optional element that 
  can greatly enhance the mood of foreboding and terror in 
  your game. It might loom over the entire campaign or be an 
  unstable effect that changes once, twice, or many times. It 
  can be the main crisis in your stories or a distant threat that 
  lurks in the background. For example, a campaign might 
  begin at the time of the orc uprising, which some believe 
  was sparked when the Shadow fell upon Drudge, now king 
  of the orcs. From there the Shadow moves on to the Great 
  Druid, who watches over the hidden Well of Life, leading to 
  a global pandemic. Toward the end of the campaign, it falls 
  over a demon prince that the group imprisoned and looses 
  it into the world. 
   If you want to use the Shadow in your game, you can roll 
  a d20 and consult the Shadow of the Demon Lord table to 
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  randomly determine its effect. Alternatively, you can choose 
  a suitable effect or come up with one of your own, using 
  these examples to guide your design.
   Next, you need to think of a reason for why the Shadow 
  behaves as it does. Does it fall randomly or does it have 
  a cause? For example, the “restless dead” effect could 
  happen when a powerful necromancer coming under the 
  Demon Lord’s influence, or the Shadow might have fallen 
  over the Underworld. When possible, tie the Shadow to 
  the group in some way. Perhaps its influence corrupts a 
  patron, or the characters’ actions somehow triggered the 
  event.
   Once the Shadow falls, lifting or changing it should be 
  difficult. If an individual is responsible, the group might 
  have to track down and free that person from the Demon 
  Lord’s influence, whether through compelling argument 
  or brute force. Other situations require different methods. 
  For example, the characters might halt the spread of a 
  pandemic by finding a cure or end a demonic incursion by 
  sealing the fissures in the boundary of the Void.
  Black Sun
  The Shadow eclipses the sun, turning it black. Impossibly, 
  light still emanates from the shadowed disk, but it is 
  brown, sickly, and unwholesome. The sun’s gentle warmth 
  becomes a hellish furnace, destroying life as the landscape 
  becomes a bone-strewn dustbowl.
  Game Effect
  Food and water grow scarce, and 
  temperatures climb to intolerable levels. 
  Creatures are subject to the effects of 
  exposure (see Game Master’s Toolbox) 
  for each hour spent unprotected in the 
  tainted sunlight. If exposure causes a 
  creature to take a penalty to Health, it 
  becomes badly burned and blistered.
   
  The dreadful radiation oppresses 
  all that it falls over. From the hours 
  of 9:00 to 11:00 AM and 2:00 to 4:00 
  PM, creatures in the black sun’s light make all d20 rolls with 
  1 bane. From the hours of 11 AM to 2 PM, they make the 
  rolls with 2 banes.
  Bloom
  The Shadow infuses flora with malevolent power, causing 
  plants to shoot up to astonishing size. Forests spring up 
  overnight. Vines swallow cities. Overland travel becomes 
  almost impossible. In this new environment, strange 
  creatures skulk through grasses a dozen feet tall or higher 
  to make a meal of whatever they can grab.
  Game Effect
  The wilderness largely reclaims civilized lands, making 
  travel challenging. Roads disappear, and overland 
  movement is at one-quarter the normal rate. Lakes and 
  streams become choked with the roots of towering trees. 
  The wilderness becomes much more threatening: when 
  checking for random encounters, roll twice and use the 
  higher number.
  Corrupted Organization
  A powerful organization, such as the Inquisition, the druids, 
  or the Black Hand, comes under the sway of the Demon Lord 
  and bends its efforts toward hastening the end of the world.
  Game Effect
  The effects of the Shadow vary with the organization, but 
  usually it induces an obsession with mass destruction. 
  For example, the Inquisition might persecute anyone who 
  uses magic, not just those who dabble in the dark arts. 
  The Black Hand might turn to assassinating the rulers of 
  nations, plunging the land into chaos.
  Curse of the Beastmen
  Overnight, one person in ten transforms into a beastman 
  such as a fomor or warg (see Chapter 10). The victims go 
  mad and turn against their families in an orgy of violence. 
  Chaos and upheaval spread as the beastmen gather into 
  hordes to destroy the civilized world.
  Game Effect
  The flood of new beastmen emboldens the existing tribes, 
  making them more powerful. All beastmen make attack 
  rolls with 1 boon, and their attacks with weapons deal 1d6 
  extra damage.
  Demonic Incursion
  The edge of reality buckles and cracks as 
  hairline fissures appear in the air and loose 
  demons from the Void. The demons 
  embark on a mad spree to create as much chaos and 
  destruction as possible. It’s impossible to predict when 
  and where the demons will appear.
  Game Effect
  Once each day, when the total of a player’s attack 
  roll or challenge roll is 0 or less on a d20, roll a 
  d6 and consult the Demonic Incursion table. The 
  Shadow of the Demon Lord
  d20
  Effect
  d20
  Effect
  1
  Black sun
  11
  Infectious madness
  2
  Bloom
  12
  Infestation
  3
  Corrupted 
  organization
  13
  Invaders
  4
  Curse of the 
  beastmen
  14
  Looming star
  5
  Demonic incursion
  15
  Pandemic
  6
  The dragon awakens
  16
  Restless dead
  7
  Dreams of the dead 
  god
  17
  Unruly earth
  8
  Fall of civilization
  18
  Weird magic
  9
  Famine and drought
  19
  The Wild Hunt
  10
  Herald of the Demon 
  Lord
  20
  Winter’s grasp 
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  demon or demons appear within 1d6 yards of the character 
  who triggered this effect.
  Demonic Incursion
  d6
  Effect
  1
  Nothing happens.
  2
  1 small demon appears.
  3
  1d6 small demons appear.
  4
  1 medium demon appears.
  5
  1d6 medium demons appear.
  6
  1 large demon appears.
  The Dragon Awakens
  The Shadow falls on the Great Dragon, a being of terrifying 
  power that has slept under a lonely peak for countless 
  centuries. Upon waking, the ancient dragon shakes off 
  the mountain and lifts into the skies to hunt. It is an 
  indiscriminate killer, plundering cities and devouring 
  anything it can.
  Game Effect
  The Great Dragon, also known as the Father of Dragons, is 
  far more powerful than others of its kind, well beyond the 
  capabilities of the characters. Thus it should be seen only at a 
  distance, its presence revealed by the destruction it creates. 
  The ancient dragon might show up at important moments, 
  attack a city where the characters are staying, or strike a 
  location they are exploring to uncover a relic, locate an 
  important person, or accomplish some other story objective.
  Dreams of the Dead God
  Many great and terrible things lie buried in the world, 
  beings of hideous aspect and nature believed by some to 
  have been gods. These entities sleep for eternity, dreaming 
  of their former lives and the power they once commanded. 
  When the Shadow of the Demon Lord touches one of 
  them, those dreams become reality.
  Game Effect
  The dead god rests somewhere deep in the earth, 
  dreaming in its lightless catacomb. The Shadow amplifies 
  those dreams and causes weird phenomena to occur all 
  over the world. Great chunks of the earth tear free from 
  the ground and float into the sky. Water droplets rise 
  from lakes, raining in reverse, while clouds become solid 
  enough for people to stand on. Stars arrange themselves 
  into different patterns each night, the sun goes days before 
  setting, or the moon breaks up in the sky. Unexpected 
  events are the rule; nothing stays the same for long.
  Fall of Civilization
  Civilization collapses and chaos reigns. This effect is the 
  default assumption of the game world described in Chapter 
  8. Though few know the truth, the Shadow’s fall resulted in 
  the orc uprising that toppled the once-mighty Empire.
  Game Effect
  The fall of civilization has no special game rules. The 
  Shadow’s effect is largely one of tone and mood. Signs 
  of civilization’s decline are everywhere, from overgrown 
  roads to crumbling cities, bands of brigands terrorizing the 
  countryside, and monsters boldly stalking the night.
  Famine and Drought
  The rain stops. Weeks turn into months and months turn 
  into years without a drop from the sky. Water becomes 
  more precious than gold, and ultimate power belongs to 
  those mortals who can reliably create water with magic.
  Game Effect
  The world becomes a desert. Water is almost impossible to 
  find. A character attempting to cast a Water spell must first 
  get a success on a Will challenge roll. Otherwise the spell fails, 
  the casting is expended, and the action to cast it is wasted.
  Herald of the Demon Lord
  The Void gives birth to a demon prince to usher in the 
  arrival of the Demon Lord. A mad cult might perform a 
  ritual to bring it forth, or the demon might be powerful 
  enough to breach reality’s borders on its own.
  Game Effect
  As with the Great Dragon, the demon prince is likely 
  beyond the characters’ ability to fight directly. Rather, they 
  will have to deal with the effects of its baleful presence—
  chaos, madness, and slaughter—as they search for a way to 
  exorcise it from the world.
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  Infectious Madness
  Insanity spreads through civilized lands. People experience 
  dreadful hallucinations, frightful dreams, and delusions 
  that lead to suicide, violence, or aberrant behavior.
  Game Effect
  Whenever a creature gains 1 or more Insanity, it gains 1 
  extra Insanity. In addition, each time a creature completes 
  a rest, it gains 1 Insanity unless it gets a success on a Will 
  challenge roll with 1 boon.
  Infestation
  Appalling numbers of vermin such as rats, locusts, hornets, 
  roaches, or maggots swarm across the countryside. The 
  infestation grows exponentially, devouring foodstuffs, 
  invading living spaces, and spreading sickness.
  Game Effect
  Increase the Size of all swarms by 1d3 and increase their 
  Speed by 4 yards. In addition, all swarms deal 2d6 extra 
  damage with their attacks and other damage-dealing abilities.
  Invaders
  Horrors from another reality, perhaps fleeing the 
  destruction of their own universe, spill into the world of 
  Urth. They do not come as refugees or in peace. They are 
  here to conquer.
  Game Effect
  The invading creatures can be anything you like; you could 
  modify the monster statistics, for example. The incursion 
  might be preceded by reen. The invaders make landfall in 
  an area and gradually spread out from there to conquer 
  neighboring territory. They are much more powerful than 
  the indigenous people and a serious threat to all.
  Looming Star
  A new “star” appears in the night sky. Each night, it grows a 
  little brighter, a little larger as it moves toward Urth. Within 
  a few months, the star is close enough to turn night into day. 
  After a year, it dominates the sky. The radiance from this 
  celestial object emits no heat, but it causes bizarre mutations.
  Game Effect
  Once the star starts moving toward Urth, it takes 2d6 
  months for it to affect the world. At the end of this time, 
  its weird radiation causes physical mutations in creatures 
  exposed to its light. Once per day, a creature in an area 
  directly lit by the looming star gains a mutation unless it 
  gets a success on a Strength challenge roll. Roll a d20 and 
  consult the Mutations table, or pick a mutation that makes 
  sense to you.
  Pandemic
  A virulent plague creeps across the land, laying low cities 
  and wiping out entire towns. The merciless disease strikes 
  down young and old, rich and poor alike. A few escape, 
  but the refugees carry the plague wherever they go. Plumes 
  of greasy smoke rise from the victims’ pyres, and smaller 
  settlements stand empty but for the carrion-eaters feasting 
  on the dead and nearly dead.
  Game Effect
  Diseases deals 2d6 extra damage. Moreover, creatures that 
  contract a disease do not recover without the use of magic 
  and spread the disease by physical contact, whether they 
  are alive or dead.
  Restless Dead
  The Shadow falls upon the Underworld’s gates, preventing 
  souls from descending there. Graveyards vomit hordes of 
  mindless undead powered by the souls trapped within the 
  rotting corpses. The shuffling mobs remember nothing of 
  their mortal existence. They are driven by an unspeakable 
  hunger for the flesh of the living, and each death only 
  swells their numbers.
  Game Effect
  When a living creature dies, it rises as a zombie 1d6 
  minutes later.
  Unruly Earth
  Mountains explode, belching plumes of lava, smoke, and 
  cinders that set fire to the heavens. Earthquakes and tidal 
  waves threaten to destroy the world’s lands and send them 
  tumbling into the seas.
  Mutations
  d20
  Effect
  1
  Facial features assume a melted, horrific 
  appearance.
  2
  A crown of teeth grows from the scalp.
  3
  A second face appears somewhere on the body.
  4
  One orifice closes up or disappears.
  5
  An arm or leg turns into a tentacle.
  6
  A tail sprouts.
  7
  An eye, the nose, or an ear falls off.
  8
  1d6 digits drop from hands and feet.
  9
  Skin coloration develops a weird pattern.
  10
  Body hair grows profusely.
  11
  Skin or hair coloration becomes exotic.
  12
  All body hair falls out.
  13
  1d6 extra digits grow on hands and feet.
  14
  An extra eye, nose, or ear appears.
  15
  A new orifice opens somewhere on the body.
  16
  Gills appear under the ribs, allowing underwater 
  breathing.
  17
  Hands and feet grow wide and flat, granting the 
  climber trait.
  18
  The creature glows in the dark, turning darkness 
  within a 5-yard radius around it into shadows.
  19
  The creature’s ancestry becomes one of the GM’s 
  choice, though its attributes do not change.
  20
  GM’s choice.
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  Game Effect
  The landscape becomes hostile to living creatures. Once 
  each day, roll a d6. On a 6, a geological disaster strikes 
  within 1d20 miles of the group. Example disasters include 
  an earthquake that affects an area 2d20 miles across, an 
  erupting volcano that engulfs a city, or a tsunami erasing a 
  coastline.
  Weird Magic
  The Shadow taints magic, causing it to behave unpredictably. 
  Wielding magic carries a risk of corruption—the Dark One’s 
  influence stains any who call upon its power.
  Game Effect
  Whenever a creature attempts to cast a spell, it must make 
  a Will challenge roll. On a failure, the spell is replaced by 
  a random effect. Roll a d20 and consult the Weird Magic 
  table to see what happens.
  The Wild Hunt
  When the Shadow falls upon the faerie, their resentment 
  over lands lost becomes hatred, and they take up arms 
  against the mortals. These armies, called the Wild Hunt, 
  race out from the Hidden Kingdoms to eradicate humanity 
  from the world.
  Game Effect
  Faerie creatures, other than those controlled by players, 
  become hostile to mortals. Brownies kill farmers in their 
  sleep, pixies ambush travelers making their way through 
  forests, and elves astride unicorns lead raids against towns 
  and forts on civilization’s fringes.
  Winter's Grasp
  Temperatures plunge as a new ice age begins. At the start, 
  the climate turns colder than normal. After a few weeks 
  of falling temperatures, all precipitation becomes snow 
  and ice. Within a few months, the cold reaches all the 
  way to the equator, turning the landscape into a frozen 
  wasteland.
  Game Effect
  Food becomes scarce, and temperatures are cold 
  enough to be lethal. Creatures are subject to the effects 
  of exposure each hour spent unprotected in the cold. If 
  exposure causes a creature to take a penalty to Health, it 
  develops frostbite.
   
  The extreme cold also makes activity difficult. From the 
  hours of 4:00 PM to 7:00 PM and 2:00 AM to 4:00 AM, 
  creatures exposed to the cold weather make all d20 rolls 
  with 1 bane. From the hours of 8:00 PM to 2:00 AM, they 
  make the rolls with 2 banes.
  Weird Magic
  Roll
  Effect
  1
  The caster disappears for 1d6 minutes. At the end of this time, it returns to the space it left or to the open space 
  nearest to it if that space is occupied.
  2
  The caster expends an extra casting of the spell. If it has no castings remaining, it gains 1d6 Insanity.
  3
  Raw magical energy spreads in a sphere with a 1d6-yard radius originating from a point within the caster’s space. 
  Everything in the area takes 2d6 damage.
  4
  The caster becomes dazed for 1 round.
  5
  The caster swaps position with a randomly determined creature within 8 yards of it.
  6
  The caster transforms into an object of the GM’s choice for 1 round.
  7
  The caster transforms into a tiny animal of the GM’s choice for 1d6 rounds. During this time, it is under the GM’s 
  control.
  8
  The spell fizzles out with no effect, and the casting is wasted.
  9–10
  A minor, harmless visual effect occurs, such as sparkling lights, iridescent bubbles, or tiny screaming skulls.
  11
  The caster gains 1d6 Insanity and becomes stunned for 1 round.
  12
  For 1 minute, each time you roll on this table, you roll twice and can use either number. If both numbers come up 
  the same, the caster vanishes for 1d6 rounds. At the end of this time, it returns to the space it left or to the open 
  space nearest to it if that space is occupied.
  13
  For 1 round, the caster makes attack rolls and challenge rolls with 1 boon.
  14
  For 1 round, the caster can use a triggered action at any time to do anything that would normally require an action.
  15
  A wave of raw magical energy blasts out in a 1d6-yard-long cone from a point the caster can reach. Everything in 
  the area takes 2d6 damage.
  16
  The caster teleports to an open space of its choice within long range of the space it occupied.
  17
  Choose a target creature or object within medium range of the caster. The target teleports to an open space on 
  a solid surface of your choice within 10d20 miles of the space it occupied. If the target is a creature, it can make a 
  Will challenge roll, negating the effect on a success.
  18
  If the spell deals damage, it deals the maximum amount. Otherwise, the caster gains 1 Insanity.
  19
  At any point before the end of the round, each creature within 1 yard of the caster can use a triggered action to do 
  anything that normally requires an action.
  20
  For 1 hour, the caster makes attack rolls and challenge rolls with 1 boon.
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  Game Master's 
  Toolbox
  You have access to a wide variety arsenal of challenges, 
  obstacles, and mood-enhancing opportunities while 
  running the game.
  Corruption
  No expectation exists that the player characters in Shadow of 
  the Demon Lord will be heroic or virtuous. In fact, the game 
  is intended to showcase complex characters with good traits 
  and bad ones. Even those who have virtuous inclinations 
  might be tempted to do evil things, just as murderers, 
  thieves, and other villainous sorts can be moved to do good. 
  The players are free to portray their characters in whatever 
  manner they like, but extreme acts of evil have a price.
  Granting Corruption
  Player characters gain Corruption when they commit truly 
  heinous acts driven by selfishness, greed, hatred, or some 
  other dark motive. Frequently, situations arise in which the 
  characters might do questionable things, such as minor 
  theft or killing someone who probably deserves to die. 
  But only seriously dark acts are worthy of Corruption—
  things that make the world a little worse than it was before. 
  Examples include torturing an innocent person, burning 
  down a town, stealing from the poor and hungry, or 
  committing cold-blooded murder. Such an act should earn 
  1 Corruption for the character responsible.
  Deprivation
  Living creatures have three basic necessities: food, water, 
  and sleep. Depriving them of any of these quickly leads to 
  weakness and ultimately death.
   At the end of each day a creature goes without food, 
  it must make a Strength challenge roll, with 1 bane for 
  each day of deprivation after the first. For each day it goes 
  without sleep or water, increase the number of banes by 
  1. If a creature is deprived of two necessities for a day (for 
  example, both food and water), increase the number of 
  banes by 1.
   On a failure, the creature becomes fatigued. If it is 
  already fatigued, it instead takes 1d6 damage. The creature 
  cannot heal this damage until has a steady supply of the 
  necessity for a number of days equal to the number of days 
  it was deprived.
  Disease
  Living creatures risk contracting disease when they 
  explore filthy and crowded conditions. They also might 
  become infected by a creature’s bite. Disease takes many 
  different forms, from parasitic infections to flesh-eating 
  bacteria to terrible viruses that liquefy their victims’ 
  innards. You can describe these effects in any way you 
  like, but most diseases work the same way in the game. 
  The rules information for creatures, spells, or other 
  effects that can spread disease spells out how the illness is 
  transmitted.
  Lethal Disease
  A creature affected by a lethal disease is diseased. As well, 
  each time the creature completes a rest, it must make a 
  Strength challenge roll. On a failure, it takes a −1d6 penalty 
  to Health. If this penalty reduces its Health to 0, the 
  creature dies. After three successes, the creature removes 
  the diseased affliction; and the next time it completes a rest, 
  the reduction to Health ends.
  Designing a Disease
  If you are creating a disease, consider the following factors.
  • Transmission: How does the disease spread? Most 
  diseases require contact with or injury from something 
  infected. Others might be transmitted through 
  contaminated fluids or even spread through the air.
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  • Virulence: How nasty is the disease? Diseases can 
  be normal, in which case it just applies the diseased 
  affliction, or lethal, using the lethal disease mechanics 
  above and with other possible consequences such as 
  disfigurement, Insanity, or worse.
  • Infection: When a creature is exposed to a disease, it must 
  make a Strength challenge roll. It makes the roll with 1 
  bane against a major disease or 2 banes against a lethal 
  disease. On a failure, the creature becomes diseased.
  Exposure
  Each hour a living creature is subject to extreme cold 
  (temperatures of −50 degrees Fahrenheit or lower) or 
  extreme heat (temperatures of 150 degrees Fahrenheit 
  or higher), it must make a Strength challenge roll. On 
  a failure, the creature becomes fatigued. If it is already 
  fatigued, it instead takes a cumulative −1d6 penalty to 
  Health. This penalty remains until the creature is no longer 
  fatigued and is no longer subject to exposure. A creature 
  fatigued from exposure removes this affliction when it 
  completes a rest in a comfortable environment.
  Fire
  Fire ignites combustible materials it touches. Objects that 
  catch fire take 1d6 damage at the end of each round until 
  they are destroyed or the fire is extinguished.
   Creatures can also catch fire, usually taking 1d6 damage 
  each round as above; some effects might deal more damage. 
  A creature can use an action to extinguish the flames on 
  itself or another creature within its reach by smothering 
  them or by dousing them with water or some other 
  nonflammable liquid or substance.
  Insanity
  The player characters might gain Insanity whenever they 
  encounter the truly horrific. Various creatures, spells, and 
  other special effects impose Insanity, but characters are also at 
  risk when they witness acts of terrible depravity or experience 
  events that cause them to doubt everything they believe.
   The characters are bound to encounter disturbing things 
  during their explorations, but you should use Insanity 
  sparingly and only to reinforce really disturbing scenes. 
  Removing Insanity is much harder than healing damage, so 
  too much can cripple the characters and bring the game to 
  an abrupt halt.
   Situations that might impose Insanity run the gamut 
  from the relatively mild to the mind-shatteringly awful. 
  Here are some examples.
  • Minor: Finding a mutilated corpse in a place where it’s 
  least expected; witnessing a ritual sacrifice; discovering a 
  parasite in one’s body.
  • Moderate: Witnessing a loved one’s violent death; being 
  tortured; returning from the dead; seeing a person eaten 
  alive by ghouls; discovering a weird mutation on one’s body.
  • Major: Speaking with the shade of a loved one in the 
  Underworld; being buried alive.
  • Severe: Seeing Hell for the first time.
  • Extreme: Witnessing the arrival of a demon prince and 
  the devastation it wreaks.
  Gaining Insanity
  When a character encounters something that could impose 
  Insanity, he or she must make a Will challenge roll. Boons 
  or banes might apply to the roll depending on the severity 
  of the experience, as set out in the Resisting Insanity table. 
  On a failure, the character gains 1 Insanity.
  Resisting Insanity
  Severity
  Boon/Bane
  Minor
  1 boon
  Moderate
  —
  Major
  1 bane
  Severe
  2 banes
  Extreme
  3 banes
  Quirks
  A character can reduce his or her Insanity total by gaining a 
  quirk. You should fit the quirk to the character’s story, either 
  by choosing from the following possibilities or by designing 
  one of your own.
  Addiction
  The character becomes physically and emotionally 
  dependent on a substance or a behavior. That addiction 
  is as important as food, drink, and sleep. A character 
  who fails to satisfy the addiction suffers the effects of 
  deprivation.
  Compulsion
  The character must engage in a particular activity at least 
  once each day. Examples include keeping armor polished, 
  constant cleaning, touching or counting things, and so on. 
  If prevented from carrying out the activity, the character 
  becomes impaired until he or she performs it again.
  Delusion
  The character believes something to be true that isn’t. The 
  false belief might be about the character, about the world, 
  or about other people.
  Depression
  The character suffers from crippling bouts of melancholy. 
  Whenever the character gains Insanity, he or she cannot 
  take fast turns and makes attack rolls and challenge rolls 
  with 1 bane. The effect lasts a number of rounds equal to 
  the character’s Insanity total.
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  Flashbacks
  The character is caught up in sudden memories of previous 
  encounters. Whenever the character gains Insanity, he or 
  she also becomes impaired for a number of rounds equal 
  to his or her Insanity total. While impaired this way, the 
  character is also slowed.
  Memory Loss
  The character loses all memory of the most recent event 
  that caused him or her to gain Insanity. A character who 
  gains this quirk reduces his or her Insanity total to 0 but 
  henceforth gains double Insanity from all sources.
  Narcolepsy
  Whenever the character gains Insanity, he or she falls 
  asleep for a number of minutes equal to his or her 
  Insanity total. At the end of this time, the character wakes 
  up and behaves normally. Another person can wake the 
  character as normal.
  Nightmares
  The character suffers from terrible nightmares. Each time 
  he or she completes a rest, the character must make a Will 
  challenge roll. On a failure, the character gains 1 Insanity.
  Phobia
  The character develops a powerful fear of something and 
  becomes frightened while in its presence. At the end of 
  each round while frightened this way, the character must 
  make a Will challenge roll, removing this affliction on a 
  success. Example phobias include fear of darkness, open 
  or confined spaces, rats, spiders, kinds of people, strangers, 
  certain foods, milk, and so on.
  Stammering
  The character stammers when he or she speaks. The 
  difficulty in speaking imposes 1 bane on attack rolls made 
  in social settings.
  Unhinged Acceptance
  The character is immune to the horrifying trait of a 
  particular kind of creature. However, he or she develops 
  unusual habits that might impose banes on attack rolls 
  made in social settings.
  Unusual Behavior
  The character develops a minor disorder, 
  odd mannerism, strange belief, or atypical 
  behavior. Nervous tics, forgetfulness, breaking 
  into laughter at inappropriate times, tremors, or 
  unusual cravings are all suitable options.
  Suffocation
  A living creature generally needs to breathe air (or water, 
  if it is aquatic). It can go without breathing for a number 
  of minutes equal to one-quarter its Strength score. If the 
  creature uses an action during this time, it reduces the 
  minutes it has remaining by 1 unless it gets a success on a 
  Strength challenge roll.
   When the creature runs out of time, it must make 
  a Strength challenge roll. On a failure, it takes a −2d6 
  penalty to Health. At the end of each additional round it 
  goes without breathing, the creature repeats the roll, but 
  with 1 bane for each additional round it has gone without 
  breathing. If the creature uses an action during a round 
  when it cannot breathe, it makes this roll with 1 additional 
  bane. Each failure imposes another cumulative 1d6 penalty 
  to Health. If the accumulated penalty reduces the creature’s 
  Health to 0, it dies. The penalty to Health ends after the 
  creature spends a few minutes breathing clean air or water.
  Traps
  Fusillades of poisoned darts, pits covered by false floors, or 
  alarms that emit a deafening noise when sprung—all traps 
  protect areas from intruders. You can use traps to create 
  tension when the player characters explore dangerous 
  areas. Try not to overuse them, though; too many traps can 
  make the players so cautious that they spend all their time 
  scouring their surroundings.
   Some natural (and unnatural) hazards work much like 
  traps. They might be native to a location or placed there by 
  canny occupants. They can be detected and avoided, but it 
  isn’t usually possible to disarm a hazard.
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  Interacting with Traps
  Traps work well in any scene. A simple trap throws a 
  complication into an otherwise routine encounter, while 
  a complex, dangerous mechanism might be the primary 
  obstacle in an area or the final challenge to achieving an 
  objective.
   To remove the threat posed by a trap, a character must first 
  find the trap, then either disarm it or activate it harmlessly.
  Finding a Trap
  Nearly all traps are hidden. A creature examining an area 
  that contains a trap can make a Perception challenge roll 
  to locate it. You secretly decide how many banes apply 
  to the roll, based on how well hidden the trap is and 
  other circumstances, such as time pressure. Unlike other 
  challenge rolls, you roll that many d6 instead of the player 
  and adjust the player’s roll accordingly. If the total of the 
  player’s roll is 0 or less, the character makes challenge rolls 
  to find the trap or avoid its effects with 1 bane.
  Disarming a Trap
  A character can use a tool kit to disarm a trap by succeeding 
  on an Intellect challenge roll. Complex traps might impose 
  1 or more banes on the roll. Failure to disarm a trap might 
  spring it, at your discretion.
   A character might attempt an unorthodox action or 
  improvise tools to neutralize a trap. You decide whether to 
  allow the attempt, imposing banes if necessary. Refer to the 
  guidelines for improvisation earlier in this chapter.
  Designing Traps
  Each trap has a specific method of activation, which you 
  decide when you create it. A character might activate a trap 
  by stepping on a pressure plate or snagging a tripwire. Other 
  traps spring when a character opens the lid to a chest or 
  pushes open a door. Even a loud noise might spring a trap. 
  Decide the trap’s method of activation when you create it.
   Most traps fall into one of four categories: alarm, obstacle, 
  snare, or lethal.
  •  Alarm: An alarm alerts nearby creatures to the presence 
  of intruders. Silent alarms give no obvious sign that they 
  were activated but might send a psychic signal or trigger 
  a noise some distance away.
  •  Obstacle: An obstacle creates a barrier to intruders’ 
  progress. Such a trap could lock doors, close off a passage 
  by dropping a stone block or portcullis, or spray a curtain 
  of flame from the walls.
  •  Snare: Snares confine and contain intruders. Pit traps, 
  falling cages, self-sealing rooms, and similar mechanisms 
  fulfill this function.
  •  Lethal: A lethal trap is intended to maim or kill 
  intruders. Refer to the Baseline Damage table earlier 
  in this chapter to judge appropriate damage. Use the 
  Unlimited column if the trap can deal damage each 
  round or if the trap’s effect also imposes an affliction. 
  Otherwise, use the Limited column.
  Sample Traps and Hazards
  You can drop the following example traps into your 
  adventure or use them as guides for designing your own 
  traps. The Traps by Threat table summarizes them, noting 
  each trap’s type and the level of groups for which it is 
  appropriate. The trap is equivalent to an average combat 
  encounter. A master trap, for example, is suitable for 
  characters of level 7 and higher. 
   You can make traps easier or harder by adjusting damage, 
  imposing or removing banes, and so on as you choose.
  Collapsing Ceiling
  The ceiling above an area is rigged to collapse when a 
  creature steps on a hidden pressure plate below. When 
  a creature that is unaware of the pressure plate enters its 
  space, roll a d6. On an even number, the creature steps on 
  the plate and springs the trap.
   When the trap is sprung, the ceiling falls and everything 
  in the area under it takes 6d6 damage. Creatures in the area 
  take half the damage with a success on an Agility challenge 
  roll. As well, the floor in the area becomes difficult terrain.
   The trap is difficult to notice. Perception challenge rolls 
  to find the pressure plate and the Intellect challenge roll to 
  disarm it are both made with 1 bane.
  Concealed Pit
  A 2-yard-square section of false floor in a room or corridor 
  covers a pit 5 yards deep. The false floor collapses when 
  a Size 1/2 or larger creature steps on it or when a Size 
  1/2 or larger object is placed on it. A creature that gets a 
  success on an Agility challenge roll does not fall into the 
  pit. Anything that falls takes 2d6 damage on landing at the 
  bottom.
  Traps by Threat
  Trap
  Category
  Group
  Dart trap
  Lethal
  Starting
  Poisoned needle
  Lethal
  Starting
  Webs
  Obstacle hazard
  Starting
  Concealed pit
  Snare
  Novice
  Spear trap
  Lethal
  Novice
  Concealed spiked pit
  Snare, lethal
  Expert
  Falling portcullis
  Obstacle
  Expert
  Flesh-eating slime
  Lethal hazard
  Expert
  Pendulum blade
  Lethal
  Expert
  Collapsing ceiling
  Lethal, obstacle
  Master
  Flame jet
  Lethal
  Master
  Magical rune
  Lethal, alarm
  Master
  Poison gas
  Lethal
  Master
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   The false floor cannot be disarmed but can be safely 
  triggered.
  Concealed Spiked Pit
  This trap functions as a concealed pit, but spikes line the 
  floor. Anything that falls to the bottom of the pit takes 4d6 
  damage.
  Dart Trap
  A nearly invisible tripwire stretches across an entrance, 
  such as a doorway or archway, at ankle level. When a 
  creature that is unaware of the tripwire moves through the 
  entrance, roll a d6. On an even number, the creature snags 
  the tripwire and springs the trap.
   A dozen darts fly toward the entrance from the 
  surrounding walls. The creature that sprung the trap must 
  make an Agility challenge roll with 1 bane, taking 1d6 + 2 
  damage on a failure. On a success, the darts fly past the 
  creature. If there’s a creature behind the one that sprung 
  the trap, that creature must also make an Agility challenge 
  roll with 1 bane to avoid this damage.
  Falling Portcullis
  This trap uses bait, such as a treasure chest, a closed door, 
  or a bottle of spirits, to lure intruders into a room or the end 
  of a corridor. A creature springs the trap by touching the 
  bait.
   Springing the trap causes a portcullis to fall from a 
  hidden gap, filling the entrance into the area and closing off 
  the sole avenue of escape. Each creature in the area must 
  make an Agility challenge roll. On a failure, it is pinned by 
  the portcullis
  it takes 2d6 damage, falls prone, and becomes immobilized. 
  On a success, the creature must roll a d6. On an odd 
  number, it springs into the area beyond the portcullis, 
  where it is imprisoned. On an even number, the creature 
  tumbles backward and remains free.
   Raising the portcullis or breaking it down requires a 
  success on a Strength challenge roll, which is made with 3 
  banes.
  Flame Jet
  A hidden pressure plate is on the floor 2 yards from a 
  concealed nozzle in the wall. When a creature that is 
  unaware of the pressure plate enters its space, the trap 
  springs. Flame spews from the nozzle into a 6-yard-long 
  cone that includes the space containing the pressure plate. 
  Everything in the area takes 6d6 damage; creatures take 
  half the damage with a success on an Agility challenge roll.
   The trap is well hidden and hard to deactivate. 
  Perception challenge rolls to find the pressure plate and the 
  Intellect challenge roll to disarm it are made with 1 bane.
  Flesh-Eating Slime
  Found in warm, damp places underground, this semi-
  mobile fungus dissolves flesh, turning it into more slime. 
  The slime clings to ceilings and drops onto creatures 
  passing under it. It blends in with its surroundings, so 
  Perception challenge rolls to spot the slime are made with 
  2 banes.
   When the slime drops, each creature under it must 
  make an Agility challenge roll with 1 bane. On a failure, 
  it doesn’t avoid the slime. A creature made of flesh and 
  bone takes 2d6 damage from acid when the slime drops 
  on it and another 2d6 damage at the end of each round. 
  A creature that becomes incapacitated while covered in 
  slime dies instantly and becomes a new pool of flesh-
  eating slime in the space it occupied.
   Up to the end of the first round after exposure, a creature 
  can use an action to scrape the slime off itself or another 
  creature it can reach. After this time, the slime can be 
  removed only by dealing any amount of damage to it with 
  cold or fire or by cutting off the body part that it coats.
  Magical Rune
  An invisible rune magically protects a door, chest, or other 
  object that can be opened or closed. Creatures that are able 
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  to perceive invisible things can detect the rune. It counts 
  as a rank 3 spell for purposes of the destroy magic spell and 
  similar defensive effects.
   If a creature opens the protected object, the rune 
  explodes. Magical fire spreads out from it in a 3-yard-radius 
  sphere, dealing 4d6 damage to everything in the area. 
  Creatures in the area take half the damage with a success 
  on an Agility challenge roll.
   Triggering the rune might also alert the trap’s creator to 
  the intrusion.
  Pendulum Blade
  A pressure plate is hidden in the floor in front of a door, 
  archway, or other entrance. When a creature that is 
  unaware of the pressure plate moves into its space, roll a 
  d6. On an even number, the creature steps on the plate and 
  springs the trap.
   A hatch opens overhead to release a heavy pendulum 
  blade into that space. The creature that sprang the trap must 
  make an Agility challenge roll with 1 bane. On a failure, the 
  creature takes 4d6 damage. On a success, the blade swings 
  1 yard past the creature into the space behind. If another 
  creature is there, it also takes the above damage unless it gets 
  a success on an Agility challenge roll with 1 bane.
   The pressure plate and the hatch are very well hidden. 
  Perception challenge rolls to find the pressure plate are 
  made with 2 banes and the Intellect challenge roll to 
  disarm the trap is made with 1 bane.
  Poison Gas
  This trap is held within a chest, box, or other similar 
  container. Opening the container causes thick green gas to 
  spread out in a 10-yard radius around the container. The gas 
  totally obscures its area and remains for 1 minute or until 
  dispersed by wind. Each living creature in the area must 
  make a Strength challenge roll when the gas appears and 
  at the end of each round until dispersed. On a failure, the 
  creature takes 2d6 damage and becomes dazed for 1 minute. 
  While dazed this way, the creature also becomes poisoned; 
  if it is already poisoned, it instead takes 1d6 extra damage.
   Detecting the presence of the gas is extremely difficult 
  without opening the container. Perception challenge rolls 
  to find the trap and the Intellect challenge roll to disarm it 
  are made with 2 banes.
  Poisoned Needle
  This trap is normally found inside a lock. Any creature that 
  attempts to open the lock without using the key springs the 
  trap, causing a poisoned needle to shoot out. The triggering 
  creature must make an Agility challenge roll with 1 bane. 
  On a failure, it takes 1 damage and must then make a 
  Strength challenge roll with 1 bane. If the creature gets 
  a failure on the second roll, it also takes 1d6 damage and 
  becomes poisoned for 1 hour.
   Perception challenge rolls to find this trap are made with 
  1 bane.
  Spear Trap
  A pressure plate is hidden on the floor. When a creature 
  that is unaware of the pressure plate moves into its space, 
  roll a d6. On an even number, the creature steps on the 
  plate and springs the trap.
   Spears shoot up from the floor in a 3-yard-radius circle 
  around the pressure plate. The spears deal 2d6 + 1 damage 
  to everything on the floor in the area. A creature that 
  gets a success on an Agility challenge roll takes half the 
  damage. The spears then retract as the trap automatically 
  resets.
   Perception challenge rolls to find the pressure plate and 
  the Intellect challenge roll to disarm the trap are made with 
  1 bane.
  Webs
  Large spiders and similar creatures sometimes spin webs 
  across passages and entrances near their lairs. They are 
  never immobilized by their own webs and can move across 
  them at full speed.
   A creature that enters a space containing the webs 
  becomes immobilized. It can use an action to make a 
  Strength challenge roll with 1 bane. A success removes this 
  affliction as the creature pulls free from the webs.
   Perception challenge rolls to spot the webs are made with 
  1 bane.
  Rewards
  Rewards encourage the players to undertake dangerous 
  expeditions. Coins, gemstones, enchanted objects, or 
  powerful relics not only improve the player characters’ 
  capabilities, they also create an appetite for more stories, 
  more adventures, and more excitement.
  Level Increase
  The most valuable and immediate reward you can grant is to 
  increase the group’s level. A level increase can occur whenever 
  you choose, but it’s best to award it when the group completes 
  an adventure objective: bringing a dastardly spy to justice, 
  thwarting a cult’s plot to release a demon prince into the 
  world, or wresting a potent relic from a villain’s grip.
   Path selection changes the way the game plays since 
  it gives players the chance to develop their characters in 
  significant ways. For this reason, you shouldn’t advance the 
  group level to the point where they choose new paths until 
  they have accomplished a significant campaign objective or 
  have completed a major quest.
  Option: Training
  You can require characters to spend time training before 
  they advance a level. Training immerses players in the story 
  by making their characters seek out teachers to instruct 
  them in their new talents. Those teachers and, in turn, their 
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  contacts can open up further possibilities for new stories.
   Despite these advantages, training also has drawbacks. It 
  delays the gratification of a level increase and can frustrate 
  players who feel they have already earned the reward for 
  achieving the story objective. If you’re considering this 
  optional rule, talk it over with your players first, and don’t 
  use it if they aren’t enthusiastic.
  Training for Level Advancement
  A character must find a willing trainer who follows the same 
  path or the path the character wants to enter. Advancing to 
  the next level takes 1 week per level the character has already 
  attained. Aside from living expenses, the character must also 
  pay his or her instructor 1 ss per week.
  Training for New Path
  Rather than require training for each level, you can just 
  require training when a character would choose a new 
  path. Such training has the same time requirement as 
  above and the same cost. For example, a character entering 
  an expert path from a novice path would require 2 weeks of 
  training (to advance from 1st level to 3rd level).
  Treasure
  Treasure isn’t the main reason for an adventure, and the 
  player characters aren’t guaranteed to find riches during 
  their expeditions. Still, they need some coin to replace and 
  improve weapons and armor, pay for living expenses, and 
  replenish their supply of potions, incantations, and other 
  expendable equipment, so you should ensure they earn 
  some wealth along the way. The characters might loot a 
  defeated enemy or discover a lost hoard while exploring an 
  ancient site. Or they could instead earn a reward, perhaps 
  for rescuing a prisoner or helping someone in need.
   You can award as much treasure as you like, but try to 
  avoid giving too much at a time. The Treasure Limits 
  table shows the maximum recommended total treasure the 
  group should find at a particular level.
  Treasure Limits
  Group
  Treasure per Level (gc)
  Starting
  1
  Novice
  5
  Expert
  50
  Master
  500
  Awarding Treasure
  Treasure can come in in many forms: chests filled with 
  coins, precious gems, jewelry, paintings, statues, or 
  anything else of value.
  Coins
  At lower levels, distribute treasure with smaller coin 
  denominations. For example, you shouldn’t hand out more 
  than 1 gold crown at level 0, which doesn’t sound like much 
  at all. However, if you translate that amount into 10 silver 
  shillings, 100 copper pennies, or 1,000 bits, you can spread 
  the treasure throughout the story rather than just dump it 
  all at the end.
  Gems and Jewelry
  Coins can become cumbersome at higher levels, especially 
  when they number in the thousands. Instead, award some 
  treasure as the equivalent value in gems and pieces of 
  jewelry.
  Other Valuables
  You can mix up treasure awards by swapping out coins for 
  art objects such as paintings, tapestries, statuettes, and 
  idols; fine clothing; rare spices; trade goods such as bars of 
  iron; livestock; or other valuable goods. Aside from 
  being more interesting than mere coin, such items 
  can become seeds for future stories. For example, 
  a tapestry the characters find might contain a clue 
  about the location of a fabled tomb or insights on the 
  resting place of a legendary relic.
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  Special Items
  Rather than award monetary treasures, you can provide the 
  equivalent amount of coin as unusual goods or advantages 
  to the player characters. Such treasure might be in the form 
  of alchemical items, potions, incantations, engineering 
  workshops, black market goods, property, vehicles, or 
  anything else that seems fun to you.
  Connections
  Not all rewards have monetary value. Sometimes a reward 
  can be a connection made with a person or an organization 
  whose capabilities or resources could be valuable to the 
  player characters.
  Companions
  Companions are secondary characters who join the group 
  for one reason or another and, if permitted, accompany the 
  player characters on their expeditions. Companions might 
  join up because of the group’s reputation, to gain help, to 
  offer assistance in accomplishing a particular goal, or for 
  any other reason that makes sense to you.
   Adding companions to a group increases its survivability 
  simply by increasing the number of characters, so 
  you should be cautious about introducing too many, 
  especially to a large group. Also keep an eye on temporary 
  companions who join from talents or cast spells.
   Companions have no obligation to stay; if they are poorly 
  treated, they might leave. As well, they remain with the 
  group only as long as doing so makes sense in the story. 
  For example, someone might not want leave his homeland 
  or is unwilling to go to a place where death seems 
  certain. Another companion might decide to settle down 
  somewhere the characters visit to start a new life there.
  Creating Companions
  A companion is a major character under your control, as 
  described in Secondary Characters earlier in this chapter. 
  He or she advances in level at half the rate of the player 
  characters.
  Contacts
  The characters meet many people during their adventures, 
  forming contacts with some of them. A contact’s value lies 
  in the assistance he or she can provide. Contacts are minor 
  characters (see Secondary Characters). Determine how the 
  contact is useful to the group by choosing one or two of the 
  following options.
  Influence
  The contact can open doors for the characters and make 
  things happen by pulling the right strings. An influence 
  contact could have the ear of a powerful noble (or might be 
  the noble); alternatively, he or she might be a merchant, the 
  captain of the guard, or a ranking member of a criminal guild.
  Information
  The contact knows or can acquire information about a 
  particular topic. Such a person might be a scholar at a 
  university, a bartender with a penchant for eavesdropping, 
  or a member of the criminal underworld with ears 
  everywhere.
  Security
  The contact provides the characters with a haven when 
  they need it. He or she could be a lover, a family member, 
  or a wealthy patron with plenty of room to spare.
  Enchanted Objects
  The wreckage of ancient civilizations is scattered across the 
  world. Ruined castles, barrow mounds, old tombs, buried 
  cities, and sprawling underground complexes offer great 
  dangers and greater rewards. These hidden places might 
  hold items with a different sort of value from mundane 
  wealth: enchanted objects, imbued with magical power.
  Awarding
  Awarding enchanted objects is completely up to you. They 
  have a substantial impact on the game, since they improve 
  characters’ existing capabilities or grant new ones, so it’s 
  a good idea to restrict their acquisition. As a general rule, 
  a character should not have more enchanted objects than 
  he or she has paths: thus, a novice character should not 
  have more than one enchanted object, an expert two, and a 
  master three.
  Identifying
  Enchanted objects might reveal their functions to their 
  owners or require discovery through use. An enchanted 
  ring’s power is usually obvious when it is slipped onto 
  a finger, while an enchanted sword erupts into eldritch 
  flames when used to attack. Some objects, especially those 
  bearing a curse, keep their functions secret and require 
  research, magic, or expert consultation to learn their 
  capabilities.
  Buying and Selling
  Enchanted objects are not the sorts of things one can just 
  buy from a vendor. They are strange discoveries made in 
  Treasure Maps
  Treasure maps are a great way to plant the seeds of future 
  stories. A map has value in its own right to interested parties, 
  but it has the potential to lead the group to even greater 
  rewards. However, be careful of using this device too often. If 
  every treasure needs a map to claim, you delay the acquisition 
  of rewards and can create a sense of being railroaded.
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  Enchanted Object Table 1
  d20
  Effect
  1
  You make challenge rolls with 1 boon to avoid becoming 
  diseased or recover from disease. You take half damage 
  from disease.
  2
  You make challenge rolls with 1 boon to avoid becoming 
  poisoned or to remove the poisoned affliction. You take 
  half damage from poison.
  3
  You take half damage from fire.
  4
  You do not become fatigued from exposure to extreme 
  heat or cold.
  5
  You can use an action to cause the object to shed light 
  in a 2-yard-radius around it until you use a triggered 
  action on your turn to end the effect.
  6
  When brought within 100 yards of a demon, the object 
  slightly darkens the shadows surrounding the demon, 
  negating the creature’s horrifying trait.
  7
  You can speak one additional language, determined by 
  the object’s creator.
  8
  You always float 1 inch above the ground, though you 
  still take damage on landing from a fall.
  9
  When you move, you can choose to do so without 
  making a sound, regardless of the surface.
  10
  You can use an action to damp light in a 2-yard radius 
  around the object. If lit, the area becomes shadows; if 
  shadows, it becomes darkness.
  11
  When you attempt to climb, you make the Strength 
  challenge roll with 1 boon.
  12
  When you attempt to swim, you make the Strength 
  challenge roll with 1 boon.
  13
  You learn one additional profession, as determined by 
  the object’s creator.
  14
  Your Perception Increases by 1.
  15
  Others cannot use magic to read your thoughts or 
  communicate with you against your will.
  16
  If the object is a container, it can hold up to four times 
  its apparent volume. Otherwise, when the object is 
  placed inside a container, it multiplies the container’s 
  volume by four.
  17
  Neither you nor the object ever gets dirty.
  18
  You always know the exact time.
  19
  You always know which way is north.
  20
  The object has legs and acts as a compelled construct 
  of its Size.
  stranger places. A character might loot an item from the 
  corpse of a powerful foe, or discover it in a dragon’s treasure 
  hoard or among the funerary goods in an old tomb. On the 
  other hand, such a treasure might turn up in a curiosity 
  shop, on a dusty shelf between the skull of some weird 
  creature and a glass jar containing a bright green worm 
  floating in alcohol.
   Conversely, characters can’t just cash in the enchanted 
  objects they find. They might find a buyer for a particular 
  item, depending on what it does and who might want it. 
  Finding a buyer and agreeing on a price can itself be the 
  basis of an adventure.
  Creating Enchanted Objects
  The ability to make enchanted objects belongs to the most 
  powerful individuals in the world, and thus is out of the 
  reach of characters created using the rules in this book. 
  Player characters must seek out these objects, wrest them 
  from their owners, or discover them by chance.
  Sample Enchanted Objects
  No such thing as a standard enchanted object exists. Each 
  is unique. You can create an enchanted object of your 
  own design by choosing its form and properties from the 
  following tables, or simply roll dice to create a random item.
  Enchanted Object Properties
  An enchanted object’s property tells you what it does. 
  To use an enchanted object, a character must be holding 
  or wearing it, depending on the form it takes. A ring 
  that turns a character invisible isn’t going to do any 
  good when it’s tucked away in a boot, and a magic wand 
  Enchanted Object Form
  d20
  Form
  Examples
  1
  Light armor
  Robes, soft leather, hard leather
  2
  Melee weapon
  Sword, staff, spear
  3
  Jewelry
  Ring, necklace, bracelet
  4
  Furniture
  Chair, mirror, rug
  5
  Sculpture
  Statuette, idol
  6
  Coin
  Copper penny, gold crown
  7
  Tool
  Hammer, scales, wrench
  8
  Clothing
  Hat, cloak, shirt, shoes
  9
  Instrument
  Lute, drums, flute
  10
  Container
  Bag, box, chest
  11
  Inscription
  Tome, scroll, clay tablet
  12
  Implement
  Wand, crystal ball, knife
  13
  Technology
  Pocket watch, pistol
  14
  Game or toy
  Cards, dice, doll
  15
  Accessory
  Key, monocle, scabbard
  16
  Vehicle
  Cart, rowboat, wagon
  17
  Religious
  Holy symbol, book, beads
  18
  Weird
  Mummified hand, bezoar
  19
  Ranged weapon
  Longbow, crossbow
  20
  Medium/heavy armor
  Chainmail, plate and mail
  Enchanted Object Properties
  d20
  Table
  1–4
  Table 1
  5–8
  Table 2
  9–12
  Table 3
  13–16
  Table 4
  17–20
  Table 5
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  Enchanted Object Table 2
  d20
  Effect
  1 
  The object warms a cold area within a 5-yard radius 
  around it until the temperature is just above freezing.
  2
  When placed in a liquid, the object sinks and freezes the 
  liquid around it in a 1-yard radius. Removing the frozen 
  ball from the liquid deactivates the object, and the frozen 
  material thaws as normal.
  3
  You can use an action to place the object on any flat 
  surface no more than 6 inches thick that you can reach. 
  The object and the surface it covers become transparent 
  until it is removed from the surface.
  4
  You can use an action to cause flames to swirl around 
  the object for as long as you concentrate, up to 1 minute. 
  The flames shed light as a torch and deal 1d6 damage to 
  anything they touch other than the creature wielding the 
  object. The object has three uses. You regain expended 
  uses once each day when you place the object in a fire.
  5
  The object is poisonous. Any living creature that comes into 
  contact with it takes 1d6 damage from poison unless it gets 
  a success on a Strength challenge roll.
  6
  The object radiates menace. Creatures within 5 yards of 
  it make Will challenge rolls with 1 bane to resist being 
  frightened.
  7
  You can use an action to place the object on any surface you 
  can reach. The object stays there, no matter what, until you 
  touch it and use an action to pick it up.
  8
  The object changes color to match its surroundings perfectly.
  9
  The object vibrates slightly when within 100 yards of a 
  troll or giant.
  10
  You can use an action to extinguish all flames within 10 yards 
  of you. The object has three uses. You regain expended uses 
  once each day when you douse the object with water.
  11
  The object turns green when within 10 yards of a poison or 
  a poisonous creature.
  12
  You can use an action to cause all doors, containers, and other 
  objects that can be closed or opened within 10 yards of you 
  to close or open as you decide. The object has three uses.
  13
  The object emits a field in a 10-yard-radius sphere around 
  it that keeps out normal insects.
  14
  You can use a triggered action when you heal damage to heal 
  twice the normal amount of damage. The object has one use.
  15
  You can use a triggered action on your turn to become 
  invisible for 1 minute. You immediately become visible if 
  you make an attack or cast a spell that deals damage. The 
  object has one use.
  16
  You can use an action to choose one target creature or 
  object within 10 yards of you. Make an Agility attack roll 
  against the target’s Agility. On a success, the target takes 
  2d6 damage from one of the following sources: acid, cold, 
  fire, lightning, thunder, or something else of the GM’s choice. 
  The object has three uses.
  17
  You can use an action to choose one target living creature 
  within 10 yards of you. Make a Will attack roll against the 
  target’s Will. On a success, the target becomes charmed for 
  1 minute or until it takes damage. The object has three uses.
  18
  You can use an action to gain a +10 bonus to your Speed 
  for 1 minute. After this time, you become fatigued for 1 
  minute. The object has three uses.
  19
  You can use an action to fly up to 100 yards and then land 
  safely. The object has three uses.
  20
  You can use an action to toss the object onto an open 
  space on the ground within 20 yards of you. The object 
  disappears and a compelled small animal appears in 
  the space. It serves you for 1 minute or until it becomes 
  incapacitated. When the effect ends, the animal 
  disappears and the object reappears in the space it left. 
  The object has one use.
  Enchanted Object Table 3
  d20
  Effect
  1
  You can use an action to cause the object to emit soft 
  music until you use a triggered action at any time to 
  silence it.
  2
  You can use a triggered action at any time to grant 1 
  boon on the next roll you make before the end of the 
  round. The object has one use.
  3
  You can use a triggered action on your turn to change 
  your appearance so you look like someone else. The 
  effect lasts for 1 hour or until you take any damage. 
  Suspicious creatures can make Perception challenge 
  rolls to see through the disguise. The object has three 
  uses.
  4
  You can use an action to cause fog to spread out 10 
  yards around the object. The fog remains for 1 minute or 
  until dispersed by wind and partially obscures its area. 
  The object has three uses.
  5
  You can use an action to choose one target object you 
  can see. You learn one true thing about the target. The 
  object has three uses. 
  6
  You can use an action to choose a point on the ground 
  within 20 yards of you. Grass, thick vines, and other 
  growth spreads across the ground from that spot in a 
  5-yard-radius circle. The ground in the area is difficult 
  terrain. The object has one use.
  7
  You can use an action to regain one casting of a rank 1 
  spell you know. The object has one use.
  8
  You can use an action to transform the object into a 
  different object worth no more than 1 ss. The new form 
  cannot have any magical properties. The object retains 
  this shape until used again. The object has one use.
  9
  You can use an action to create 1 gallon of pure, clean 
  water. The object has one use.
  10
  You can use an action to create a permeable, opaque 
  hemisphere with a radius of 5 yards centered on the 
  object. The hemisphere remains in place for 8 hours. The 
  object has one use.
  11
  You can use a triggered action on your turn to teleport 
  to an open space you can see within 100 yards of you. 
  The object has one use.
  12
  You can use an action to choose a point within 100 
  yards of you. You can hear from that spot as if you were 
  there for as long as you concentrate, up to 1 minute. The 
  object has three uses.
  13
  You can use a triggered action on your turn to 
  communicate telepathically with any willing creature 
  that knows at least one language and is within 20 yards 
  of you. The effect lasts for 1 minute. The object has three 
  uses.
  14
  You move at full speed across difficult terrain.
  15
  You can use an action to grant 1 boon on all challenge 
  rolls you make for 1 minute. The object has one use.
  16
  You can breathe normally when submerged in liquid.
  17
  You can use an action to clear away vapors, gases, fog, 
  smoke, or mist within 10 yards of the object. The object 
  has one use.
  18
  You can use an action to reduce by 1d3 (to a minimum 
  of 0) the number of banes on attack rolls and challenge 
  rolls you make for 1 minute. The object has one use.
  19
  You can use an action to cause the object to vanish into 
  an extradimensional space. At any time thereafter, you 
  can use a triggered action to call the object back to 
  hand.
  20
  You can use an action to grant 2 boons on the next roll 
  you make before the end of the round. The object has 
  one use.
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  Enchanted Object Table 5
  d20
  Effect
  1
  You make Will challenge rolls with 1 boon to avoid 
  gaining Insanity.
  2
  You make challenge rolls with 1 boon to break down 
  doors, open chests, and lift heavy weights.
  3
  You can use an action to cause the object to emit a 
  deafening noise in a 10-yard radius around it for 1 minute. 
  During that time, all creatures in the area are deafened 
  while they remain in the area, and creatures within 100 
  yards of the object make Perception challenge rolls to 
  listen with 1 bane. The object has three uses.
  4
  You can use a triggered action on your turn to deal 1d6 
  extra damage with all attacks you make for 1 round. The 
  object has three uses.
  5
  The object is buoyant and never sinks. It always floats 
  back to the surface of any liquid into which it is placed.
  6
  The object is possessed by a tiny demon. When you 
  become incapacitated, you immediately heal damage equal 
  to your healing rate and become controlled by the demon 
  for 1 minute. See Demonic Possession in Chapter 10.
  7
  The object is invisible in light.
  8
  The object is a weapon. You reduce by 1 the number of 
  banes imposed on rolls you make to attack with it (to a 
  minimum of 0).
  9
  When you cast a rank 1 or 2 spell, roll a d6. On a 1, you 
  gain 1 Insanity. On a 6, you regain the casting of that 
  spell. On any number, there is no effect.
  10
  You do not need to breathe.
  11
  You make all attack rolls in social settings with 1 boon.
  12
  When you move, you either leave no tracks or your 
  tracks look like they were left by a creature you choose.
  13
  Areas of shadows caused by demons within 100 yards 
  of you become lit, and you are immune to the creatures’ 
  horrifying trait.
  14
  You do not need to eat or drink.
  15
  You cannot become frightened.
  16
  The object makes a chiming noise whenever it is 
  brought within 20 yards of a trap.
  17
  The object contains a rank 1 spell of the GM’s choice. 
  You can cast the spell from the object regardless of 
  your Power. This spell has one casting, which is regained 
  once each day at dawn.
  18
  The score and modifier of one of your attributes of the 
  GM’s choice increases by 1.
  19
  The object has two properties. Roll again and ignore 
  further rolls of 19 or 20 on this table.
  20
  The object has three properties. Roll again and ignore 
  further rolls of 19 or 20 on this table.
  Enchanted Object Table 4
  d20
  Effect
  1
  You make challenge rolls with 1 boon to see Illusions for 
  what they are.
  2
  You can use a triggered action on your turn to jump 
  forward in time. You disappear and reappear at the end of 
  the round in the same space or the open space nearest to 
  it if it is occupied. The object has three uses.
  3
  You can use a triggered action when you make an attack 
  roll with a spell you cast to grant 1 boon on that roll. The 
  object has one use.
  4
  Each hour you rest, roll a d6. On a 6, you heal 2d6 
  damage.
  5
  You cannot be surprised.
  6
  Your jumping distance is doubled.
  7
  You can move across and stand on liquid surfaces as if 
  they were solid ground.
  8
  You can use a triggered action on your turn to 
  become insubstantial until the end of the round. While 
  insubstantial, you take half damage from weapons, can 
  move through solid objects and other creatures, and 
  ignore the effects of moving across difficult terrain. If 
  you end your movement inside a solid object, you die 
  instantly. The object has three uses.
  9
  This object is a suit of armor with no Strength 
  requirement.
  10
  This object is a weapon or a piece of ammunition that 
  can never break or be lost. When you succeed on an 
  attack roll using this weapon, you can use a triggered 
  action to fill the target of the attack with dread. The 
  target becomes frightened for 1 round unless it gets a 
  success on a Will challenge roll.
  11
  The object glows whenever someone within 5 yards of it 
  knowingly speaks a lie.
  12
  You gain shadowsight.
  13
  You increase your healing rate by an amount equal to 
  your level.
  14
  When you get a failure on a challenge roll required by a 
  spell, you can use a triggered action to turn the failure 
  into a success. The object has one use.
  15
  You can use an action to transform the object into a 
  10-foot-long ladder. The object remains in this form until 
  you use an action to transform it back.
  16
  You can use an action to transform into a tiny animal. 
  You remain in that form for up to 1 hour, until you 
  become unconscious, or until you use a triggered action 
  on your turn to return to your normal form. The object 
  has one use.
  17
  You can use an action to instantly and safely transport 
  yourself and up to five other willing creatures within 
  your reach to a destination chosen by the GM. The 
  destination can be the same each time you use the 
  object or a different one. The object has one use.
  18
  You can use a triggered action when a creature gets a 
  failure on an attack roll with a melee weapon to teleport 
  to an open space within 1 yard of the triggering creature.
  19
  You can use an action to touch the object. The object 
  disappears and becomes a tattoo on your body, where 
  it remains until you use a triggered action on your turn 
  to retrieve it. Once retrieved, the object appears in your 
  hand or in an open space within your reach.
  20
  You can use an action to protect yourself from magic for 
  1 round. Until the effect ends, you make challenge rolls 
  required by spells or other magical effects with 1 boon. 
  As well, creatures make attack rolls with 1 bane when 
  attacking you with spells. The object has one use.
  doesn’t function unless it is in hand. If the object has a 
  limited number of uses, it regains expended uses once 
  each day at dawn unless the property description says 
  otherwise.
   An enchanted object shouldn’t have more than one 
  property unless you intend it to be the central focus of 
  an adventure or campaign. Once it falls into the player 
  characters’ hands, an overly powerful item can be a 
  problem if you don’t plan for it.
   You can choose the object’s properties from the following 
  tables or randomly generate them. Choose or randomly 
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  select one of the Enchanted Object Properties tables and 
  then select from or roll on the indicated table. If the effect 
  doesn’t make sense for the object, roll again or choose a 
  property from that table that works better.
   The property entry addresses the object’s user.
  Relics
  A robber descends through a hole in the ceiling, 
  breaching the innermost vault to recover the dreaded 
  Book of Whispers from the Witch-King’s tomb. An ordinary 
  girl draws a sword from a stone and discovers her destiny. 
  A burglar finds a golden ring seemingly by chance in a 
  dank cave, changing not only his fate but also the fate of 
  the whole world when he places it in his pocket. All these 
  treasures are relics of a bygone age, legendary objects 
  whose discovery and recovery are events of great and 
  lasting significance in the game.
  Characteristics of Relics
  A relic should not be something the characters just happen 
  upon but the ultimate objective of an entire story. It could 
  be the source of a villain’s power or the only way for the 
  group to complete a quest. Once attained, a relic can stay 
  with the characters for the rest of their careers, or it might 
  fade away after some time.
  Unique
  Each relic is created for a unique purpose. Even though 
  many possess properties like those of lesser enchanted 
  objects, relics have unusual quirks, histories, and roles in 
  the world that set them apart.
  Priceless
  People who possess relics are rarely willing to part with 
  them, especially for fleeting material wealth. A relic might 
  even call to its possessor and demand constant attention 
  and protection.
  Nearly Indestructible
  Relics ignore damage from almost all sources. It is 
  possible to destroy a relic, but the means of doing 
  so is a guarded secret and involves traveling to 
  dangerous places. Such quests are the basis of great 
  stories but are risky ventures at best, suicide missions 
  at worst.
  Using Relics
  Just as with other enchanted objects, a character has to 
  hold a relic or wear it to use its powers or benefit from its 
  properties.
  Identifying Relics
  The magical properties of a relic can be revealed simply 
  by using it, or they might require magical study or 
  experimentation. For example, a character discovers the 
  Sword of Unmaking’s property the first time he or she strikes 
  down a living target with it. The Book of Whispers reveals its 
  powers only to those who read its pages.
  How Many?
  Acquiring any relic substantially alters how the game 
  plays. It allows the group to create advantages, bypass 
  obstacles, and accomplish far more than ordinarily 
  possible. No hard limit exists for awarding relics, but you 
  should always be cautious about how they can affect your 
  campaign.
   As a general rule, no character should gain a relic before 
  reaching level 3. Even by the time the group reaches level 
  10, the characters should have no more than two or three 
  relics among them.
   A given character can have multiple relics, though 
  some might interact poorly with others. In such cases, let 
  common sense be your guide.
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  Sample Relics
  You can use the relics presented here as they are or let them 
  serve as models for those you create. Some have detailed 
  information relating to the default setting of Urth as 
  described in Chapter 8; others are left for you to define. You 
  can always revise the information for a given relic to make 
  it fit better into your game.
  Book of Whispers
  A desiccated tongue is nailed to the blackened cover 
  of this sinister tome. Leafing through its pages reveals 
  strange, writhing text that surrounds obscene illustrations 
  conjured from the fantasies of an unhinged mind. One with 
  sufficient force of will might coax forth strange power from 
  its writings.
  Game Effect
  Forbidden Secrets At the end of each hour you spend 
  reading the Book of Whispers, make a Will challenge roll 
  with 1 bane per hour you have already read the book. 
  On a success, you learn one spell of the GM’s choice of 
  a rank you can cast. On a failure, you gain 1 Insanity and 
  you cannot read the book again. Any attempt to do so 
  causes you to automatically gain 1 Insanity.
  Circlet of Eyes
  Seven staring glass eyeballs are arranged evenly around this 
  silver circlet. A paranoid wizard is thought to have carved 
  out the eyes of her enemies, binding their souls to the relic.
  Game Effect
  Bound in Silver When you don the circlet, spikes emerge 
  from the inside and embed themselves in your skull. You 
  take a -1d6 penalty to Health until the circlet is removed, 
  which cannot be done until you become unconscious.
  Clear Sight While you wear the circlet, you can see in 
  all directions at once. You see into areas obscured by 
  shadows or darkness as if those areas were lit, out to the 
  normal range of your vision. You automatically recognize 
  any illusion you can see for what it is. Finally, you make 
  Perception challenge rolls that rely on sight with 2 boons.
   
   
  However, you cannot avert your eyes from monsters’ 
  gazes, and you make challenge rolls with 1 bane against 
  harmful effects that rely on sight.
  Detach Eye You can use a triggered action on your turn 
  to remove one of the eyes from the circlet. You can see 
  through that eye regardless of how far you are away 
  from it.
  Floating Skull of Ugrash
  Black, spidery runes cover the Floating Skull, and two 
  bright red gemstones have been fitted into its sockets. A 
  malevolent spirit is imprisoned within.
   Long ago, before the Empire’s founding, a powerful 
  wizard named Rabadius led an army of undead to conquer 
  the lands and lord over them as a despot. Old edifices raised 
  to honor the wicked magician still recall his rule. Each is 
  carved to look like a pillar of skulls.
   Rabadius’s reign was brutal but brief, abbreviated when 
  his apprentice, Malachi, dragged a blade across his throat. 
  Malachi lacked his master’s power, though, and was soon 
  dragged down by his rivals. It is unknown which of the two 
  now haunts the skull, or if it is some other spirit, but it is 
  filled with bitterness and hatred for the living.
  Game Effect
  Evil Aura Dark power imbues this relic, staining the world 
  wherever it rests. Even when fully covered or contained, 
  it turns light within a 5-yard radius around it into 
  shadows.
  Power of the Skull You can use an action while you’re 
  touching the Skull to call forth the spirit within. Make a 
  Will challenge roll with 1 bane.
   
   
  On a failure, you take 3d6 damage, gain 1 Insanity, and 
  cannot call on the spirit again until you complete a rest. 
  If you go mad from gaining Insanity this way, you die 
  instantly and a wraith wriggles free from your corpse 1d6 
  rounds later.
   
   
  On a success, the Skull rises 6 feet in the air and 
  gathers shadows around it, assuming a semi-transparent 
  humanoid shape that functions as a wraith compelled by 
  you for up to 1 hour. At the end of this time, the shadows 
  dissipate and the relic slowly descends until it rests on a 
  flat surface.
   
   
  While the Skull is in wraith form, incapacitated 
  creatures within 8 yards of it make the fate rolls twice 
  and use the lower number.
  Sword of Unmaking
  Many believe the Demon Lord sent the dreaded Sword 
  of Unmaking as a curse on humanity, for woe and death 
  follow in its wake. This greatsword’s black blade is set with 
  crimson jewels, close inspection of which reveals they hold 
  the tiny images of people inside them: the souls of those the 
  sword has devoured.
  Game Effect
  Unmake When you get a success on an attack roll with 
  the Sword of Unmaking, you can use a triggered action 
  to call on its power. Make a Will attack roll against 
  the target’s Strength. On a success, the target takes 
  damage equal to half its Health. On a failure, you take 
  damage equal to half your Health. A creature that 
  becomes incapacitated by this damage dies instantly, 
  and its soul is trapped in one of the gemstones. Such a 
  character cannot be restored to life by any means.
   
   
  When discovered, the sword has 1d6 + 2 empty 
  gemstones. When the last gemstone is filled, the weapon 
  disappears.
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  Life abounds in the world of the Demon Lord. In the 
  forests and mountains, the ocean depths and the trackless 
  plains are all home to creatures both familiar and strange. 
  Urth is home to all the species of animal, from the tiniest 
  bug to enormous whales, found in our own world, and so 
  much of the things characters see and interact with should 
  be familiar. But the world is also home to many other 
  creatures, some benign, most malevolent, some alive, others 
  not. The magic suffusing the world spawns mutations in 
  ordinary creatures and enables wholly new and interesting 
  things to exist as well. This chapter merely scratches the 
  surface at the kinds of dangerous creatures at large in the 
  lands of Rûl and their appearance can test the characters 
  both in body and mind.
   A creature’s entry includes both game rules and 
  descriptive material, including the creature’s appearance 
  and behavior. It also includes information on how the 
  creature fits into the game world.
   An entry can represent a wide range of creatures. The 
  Horse entry, for example, can describe riding horses, 
  ponies, mules, camels, zebras, and other similar animals. 
  You can also use an existing entry to express a creature 
  you create, simply by altering how you describe it. A 
  creature with natural weapons such as claws or teeth 
  could instead attack with horns, hoofs, or tusks. A 
  creature that spits fire could shoot lightning or spray 
  acid instead. If you want to create something unique, 
  see Customizing Creatures later in this chapter for 
  guidelines on modifying creatures by adding traits, 
  talents, attacks, and actions to existing entries.
   If a creature knows any languages, they’re noted in its entry. 
  Otherwise, it does not speak or understand spoken language.
  A Statistics Box
  The statistics box is a standard format for presenting a 
  creature’s game information. It contains both descriptive 
  material and numerical entries for how to use the creature 
  in the game.
   Numerical entries are for a typical example of the 
  creature. You can adjust these numbers to make a variant; 
  see Customizing Creatures for more information.
  Basic Information
  The first two lines of the box state basic information about 
  the creature.
  •  Name: The creature’s common name. A creature might 
  be known by other names in different areas or by other 
  cultures.
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  •  Difficulty: A creature’s Difficulty rating represents its 
  overall power. When creating encounters (see Combat 
  Encounters in Chapter 9), simply add up the Difficulty 
  rating of all the creatures or groups of creatures present 
  to determine the threat for that encounter.
  Creature Difficulty
  Difficulty
  Recommended Group Tier
  1
  Starting
  5
  Starting
  10
  Novice
  25
  Novice
  50
  Expert
  100
  Expert
  250
  Master
  500
  Master
  •  Size: This line indicates the creature’s normal Size.
  •  Frightening/Horrifying: Some creatures have a 
  disturbing appearance, an otherworldly nature, or an 
  uncanny effect on the world around them. This entry is 
  absent if the creature lacks these traits.
   Frightening: A creature that does not have the frightening 
  or horrifying trait must make a Will challenge roll when 
  it first sees one or more creatures with this trait. It makes 
  the roll with 1 bane if it can see four or more frightening 
  creatures at once.
    On a failure, the creature becomes frightened for 
  a number of rounds equal to 1d3 + its Insanity total 
  or gains 1 Insanity if it is already frightened. Once a 
  creature makes this roll, whether it succeeds or fails, it 
  cannot again be affected by this trait of the creature or 
  creatures it saw until after it completes a rest.
   Horrifying: A creature that does not have the horrifying 
  trait must make a Will challenge roll when it first sees 
  one or more creatures with this trait. It makes the roll 
  with 1 bane if it can see four or more horrifying creatures 
  at once.
    On a failure, the creature gains 1 Insanity, or 1d3 
  Insanity if it is already frightened. Once a creature makes 
  this roll, whether it succeeds or fails, it cannot again be 
  affected by this trait of the creature or creatures it saw 
  until after it completes a rest.
    Regardless of the outcome of the challenge roll, 
  creatures that lack the frightening or horrifying trait make 
  attack rolls against horrifying creatures with 1 bane.
   Frightening and Horrifying: If a group of creatures contains 
  some with the frightening trait and some with the 
  horrifying trait, the frightening creatures count as if they 
  had the horrifying trait.
  •  Descriptor: This word tells you to what group the 
  creature belongs and gives you a sense of how it fits into 
  the game. A creature might be an animal, a faerie, a 
  monster, or something else. Usually, descriptors do not 
  have special rules. Those that do are summarized here. 
  Special descriptors can apply to any creature and appear 
  in parentheses after the main entry.
   
  (Aquatic) An aquatic creature breathes water and has 
  the swimmer trait (see Speed, below). The creature is 
  defenseless when it is on dry land.
   
  Clockwork A clockwork can be a creature or an object. 
  While a creature, it is never affected by deprivation or 
  exposure. It ignores any effect that would age it. While 
  incapacitated, the clockwork is an object but is still 
  subject to the rules for incapacitated creatures.
   
  Construct A construct is not alive. It ignores the effects 
  of deprivation or exposure, as well as any effect that 
  would age it. When it becomes incapacitated, the 
  construct ceases to be a creature and is an object.
   
  Demon A demon ignores the effects of deprivation and 
  exposure, as well as any effect that would age it. When 
  a demon becomes incapacitated, its form dissipates and 
  its essence returns to the Void.
   
  Faerie A faerie is immortal and grows no older, ignoring 
  effects that would age it, after reaching maturity. It 
  finds the touch of iron painful and is impaired while it 
  maintains contact with the metal.
   
   (Devils are special kinds of faerie that inhabit Hell.)
   
  Genie A genie ignores the effects of deprivation and 
  exposure, as well as any effect that would age it. When 
  a genie becomes incapacitated, its form loses coherency 
  and dissipates.
   
  Spirit A spirit is not alive. It is never affected by 
  deprivation or exposure and it ignores any effect that 
  would age it. When it becomes incapacitated, it vanishes 
  NAME 
  DIFFICULTY #
  Size # [frightening/horrifying] descriptor (special)
  Perception # (+#); special senses
  Defense # (armor); Health #
  Strength # (+#), Agility # (+#), Intellect # (+#), Will # (+#)
  Speed #; special movement traits
  Immune List of things by which the creature is unaffected
  Defensive Trait Name and description of how it works.
  Vulnerability Description of how it works.
  Other Trait or Passive Talent Name and description of how 
  it works.
  ATTACK OPTIONS
  Attack (melee; [reach +#]) +# [with # boon(s)] (damage 
  [plus attack talent])
  Attack (range) +# [with # boon(s)] (damage [plus attack 
  talent])
  Attack Talent Description of how it works.
  SPECIAL ATTACKS
  Name Description of how it works.
  SPECIAL ACTIONS
  Name Description of how it works.
  MAGIC
  Power #
  Tradition name (#), name (#), name (#)
  END OF THE ROUND
  Effect Description of what happens.
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  and reappears 24 hours later in the Underworld, Hell, the 
  Void, or wherever else it came from.
   
  (Swarm) A swarm is a group of smaller creatures. It 
  covers all surfaces in its space. If it has the flier trait, it 
  fills its space. When moving, the swarm can move freely 
  through openings large enough to permit the passage 
  of a single member and through the spaces of other 
  creatures. Other creatures can enter the swarm’s space 
  and move through it. The swarm’s space counts as 
  difficult terrain.
   
   A swarm takes half damage from effects that use an 
  attack roll and double damage from effects that require 
  it to make a challenge roll.
   
  Undead Undead are not alive. An undead creature 
  is never affected by deprivation or exposure and 
  ignores any effect that would age it. When it becomes 
  incapacitated, the animating force dissipates, leaving 
  behind dead remains.
   
   Some undead creatures are nearly mindless and are 
  immune to many afflictions that affect thought and 
  awareness. Intelligent, self-directed undead are more 
  susceptible to such effects.
  Characteristics  
  and Attributes
  The next few lines present numbers representing the 
  creature’s characteristics and attributes.
  • Perception: This entry tells you the creature’s Perception 
  score and modifier.
  • Special Senses: If a creature has a special sense, it is 
  noted here. Rules for the most common types of senses 
  follow. Special senses beyond these are described in full 
  in the creature’s entry.
   
  Shadowsight The creature can see in areas obscured by 
  shadows as if those areas were lit.
   
  Darksight The creature can see in areas obscured by 
  shadows and darkness within medium range of it as if 
  those areas were lit. Beyond this distance, the creature 
  treats darkness as shadows and shadows as lit.
   
  Sightless The creature relies on senses other than 
  sight to perceive its surroundings and can pinpoint the 
  location of each creature and object within long range 
  of it. Creatures within the area cannot hide from the 
  creature, and it ignores banes imposed by obscurement 
  on rolls to perceive things. A sightless creature is never 
  subject to the blinded affliction.
   
  Truesight The creature can see in areas obscured by 
  shadows and darkness as if those areas were lit. The 
  creature can also see invisible creatures and objects, and it 
  automatically recognizes illusions it sees for what they are.
  • Defense: This entry tells you the creature’s Defense 
  score. A creature’s Defense score might be higher than 
  its Agility, due to natural armor or intrinsic abilities. 
  Creatures that wear armor or use shields note them 
  parenthetically after the score.
  • Health: The creature’s Health score. When a creature 
  that is not a player character becomes incapacitated, it 
  dies instantly unless you decide otherwise.
  • Attributes: The scores and modifiers for the creature’s 
  four attributes are listed here. If an attribute entry has a 
  “—” instead of a number, the creature does not have that 
  attribute and is immune to anything that would target 
  that attribute or require a roll using it.
  • Speed: The creature’s Speed, measured in yards. If the 
  creature has any special movement traits, they are noted 
  here. If a special movement entry includes a number, 
  the creature uses that number in place of its normal 
  Speed when moving in this way. See Special Forms of 
  Movement in Chapter 2 for more information.
   
  Climber The creature ignores difficult terrain from 
  climbing.
   
  Flier The creature can move by flying.
   
  (Swoop) While flying, the creature’s movement never 
  triggers free attacks.
   
  Swimmer The creature ignores difficult terrain from 
  swimming.
  • Immune: If the creature is unaffected by certain damage 
  sources or afflictions, they are listed here. Otherwise, this 
  line is absent.
  • Defensive Trait: If the creature has any special defenses, 
  they are described here. Otherwise, this line is absent.
  • Vulnerability: If the creature gains afflictions from or is 
  otherwise harmed by certain environments or situations, 
  they are described here. Otherwise, this line is absent.
  • Other Trait or Passive Talent: If the creature has any 
  other special trait or a talent that doesn’t require it to 
  take an action, it is noted here. Otherwise, this line is 
  absent.
  Insanity and Corruption
  At your discretion, a creature might have Insanity or 
  Corruption scores, provided the creature isn’t immune to 
  gaining Insanity. Demons, devils, spirits, and undead typically 
  have Corruption scores equal to half their Will scores.
  Attack Options
  When the creature uses an action to attack, it may choose 
  from any of the listed options. Unless otherwise noted, the 
  creature attacks one target creature or object and makes its 
  attack roll against the target’s Defense.
  • (Reach +#): Most creatures have a reach of 1 or their Size, 
  whichever is larger. If a creature has a longer reach, that 
  is noted here.
  • (Range): Ranged attacks note the range (short, medium, 
  long, or extreme).
  • Natural Weapon: Natural weapons can be anything a 
  creature uses to hunt or to protect itself, such as teeth, 
  claws, spines, horns, or a tail spike.
  Attack Talents
  This entry describes any additional effects on the target 
  from a success on the attack roll using this talent. Certain 
  attack talents take effect only if the creature gets a success 
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  on an attack roll total of 20 or higher and exceeds the 
  target’s Defense by 5 or more. This is written in abbreviated 
  form as “on attack roll 20+” on the attack line.
  Special Attacks
  Some creatures have talents that grant them special attacks, 
  which are described in this entry. Using a special attack 
  counts as an attack action. If the creature has no special 
  attacks, this entry is absent.
  • Multiple Attacks: Many creatures can make two or 
  more attacks using a single attack action. For example, a 
  creature with Double Attack can use one action to make 
  two attack rolls. Unless otherwise noted, these attacks 
  can be against the same target or different ones.
  Special Actions
  Some creatures can use special actions, which are 
  described in this entry. Taking a special action uses an 
  action unless otherwise specified. If the creature has no 
  special actions, this entry is absent.
  Magic
  This category is present only if the creature knows any spells.
  • Power: The creature’s Power score.
  • Tradition and Spells: The spells the creature knows are 
  organized alphabetically by tradition. Each tradition 
  is set out on a separate line. Each spell includes 
  the number of castings available for that spell (in 
  parentheses).
  End of the Round
  This entry describes anything that happens at the end of 
  the round if the creature is not incapacitated. When combat 
  starts, you resolve any such effects as though a previous 
  round had ended and then proceed with the first round.
  Creature 
  Descriptions
  This chapter presents creatures in alphabetical order, 
  followed by entries for typical characters who might be 
  encountered. For an index of all the creatures in the game, 
  presented in order of Difficulty, see the end of this chapter.
  Amphisbaena
  From the deserts of the Desolation to the dungeons of 
  powerful wizards, amphisbaenas infest places rich in 
  magical energies. Amphisbaenas grow up to 12 feet long 
  and have two heads, one at each end of their bodies. Their 
  coloration varies based on their environment, such that 
  those dwelling in the Desolation have red and brown 
  scales, subterranean breeds have black scales, while arctic-
  dwelling amphisbaenas are white and blue. Regardless of 
  their coloration, all amphisbaenas have emerald eyes that 
  gleam in the dark.
  AMPHISBAENA 
  DIFFICULTY 25
  Size 2 monster
  Perception 14 (+4); darksight
  Defense 16; Health 20
  Strength 13 (+3), Agility 15 (+5), Intellect 8 (–2), Will 11 (+1)
  Speed 12
  Immune damage from cold; gaining Insanity; dazed, 
  impaired, stunned
  Two Heads An amphisbaena can take both a fast turn and a 
  slow turn and can use two triggered actions each round.
  ATTACK OPTIONS
  Fangs (melee) +5 (1d6 + 1 plus Poison)
  Poison The target must make a Strength challenge roll with 
  1 bane. On a failure, it takes 1d6 damage and becomes 
  poisoned for 1 minute. If it is already poisoned, the target 
  instead takes 1d6 extra damage.
  SPECIAL ACTIONS
  Pinning Gaze The amphisbaena uses a triggered action 
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  on its turn to fix its gaze on one target creature within 
  medium range of it. The target must make a Will 
  challenge roll. On a failure, it becomes immobilized until 
  it uses an action to remove the affliction. On a success, 
  it becomes immune to that amphisbaena’s Pinning Gaze 
  until the target completes a rest.
  Animal
  Animals come in a variety of sizes and environments. They 
  might be ordinary beasts or gigantic versions of mundane 
  animals. You can customize animals quickly by adding 
  traits and talents.
  HUGE ANIMAL 
  DIFFICULTY 50
  Size 3 or larger animal
  Perception 12 (+2)
  Defense 11; Health 80
  Strength 16 (+6), Agility 10 (+0), Intellect 6 (–4), Will 12 (+2)
  Speed 8
  ATTACK OPTIONS
  Natural Weapon (melee) +6 with 1 boon (3d6)
  Huge animals include dinosaurs, elephants, rhinoceroses, 
  hippopotami, and giant versions of large animals. Add the 
  aquatic trait to create enormous sharks, whales, and similar 
  creatures.
  LARGE ANIMAL 
  DIFFICULTY 25
  Size 2 animal
  Perception 12 (+2)
  Defense 12; Health 40
  Strength 15 (+5), Agility 11 (+1), Intellect 6 (–4), Will 11 (+1)
  Speed 2
  ATTACK OPTIONS
  Natural Weapon (melee) +5 with 1 boon (2d6)
  This entry can represent large animals such as bulls, 
  elk, giant lizards, gorillas, and giant varieties of medium 
  animals. Add the swimmer trait to create crocodiles or the 
  aquatic trait for sharks and other large fish. The flier trait 
  creates rocs, giant eagles, and the like.
  MEDIUM ANIMAL 
  DIFFICULTY 10
  Size 1 animal
  Perception 12 (+2)
  Defense 14; Health 20
  Strength 13 (+3), Agility 13 (+3), Intellect 6 (–4), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS
  Natural Weapon (melee) +3 with 1 boon (1d6 + 2)
  Medium animals include apes, boars, mastiffs, and giant 
  versions of small animals. You can add the aquatic trait to 
  create a barracuda or a medium-sized shark. Add the Pack 
  Fighting talent to create a wolf.
  SMALL ANIMAL 
  DIFFICULTY 1
  Size 1/2 animal
  Perception 12 (+2)
  Defense 13; Health 5
  Strength 8 (–2), Agility 13 (+3), Intellect 6 (–4), Will 8 (–2)
  Speed 10
  ATTACK OPTIONS
  Natural Weapon (melee) +3 (1d6 + 1)
  Small animals can be badgers, dogs, cats, and giant versions 
  of tiny animals. Add the climber trait to create a monkey, 
  the flier trait for an eagle or a hawk, Pack Fighting to create 
  a wild dog or jackal, the poisonous trait for a viper, and the 
  infectious trait for a giant rat.
  TINY ANIMAL 
  DIFFICULTY 1
  Size 1/4 or smaller animal
  Perception 14 (+4)
  Defense 14; Health 1
  Strength 5 (–5), Agility 14 (+4), Intellect 6 (–4), Will 8 (–2)
  Speed 10
  ATTACK OPTIONS
  Natural Weapon (melee) +4 with 2 banes (1)
  SPECIAL ATTACKS
  Distract One target creature within the animal’s reach 
  must make a Will challenge roll. On a failure, the target 
  becomes impaired for 1 round or until it is no longer 
  within the animal’s reach.
  Tiny animals include rabbits, squirrels, nonvenomous 
  snakes, and toads. Add the flier trait to create a bird, or flier 
  and darksight for a bat, the aquatic trait to create a fish, and 
  the climber and swimmer traits to create a rat.
  ANIMAL SWARM 
  DIFFICULTY 5
  Size 1 animal (swarm)
  Perception 12 (+2)
  Defense 13; Health 20
  Strength 8 (–2), Agility 13 (+3), Intellect 5 (–5), Will 8 (–2)
  Speed 8
  Immune charmed, dazed, deafened, frightened, grabbed, 
  immobilized, prone, slowed, stunned
  Multitude A swarm takes half damage from effects that 
  use an attack roll and double damage from effects that 
  require it to make a challenge roll.
  Revulsion Creatures that are not swarms are impaired 
  while they remain in the swarm’s space or within 1 yard 
  of it.
  ATTACK OPTIONS
  Natural Weapon (melee) +3 with 1 boon (1d6, or 1d3 if the 
  swarm is injured)
  END OF THE ROUND
  Swarming Animals Each creature that isn’t a swarm and 
  that is in the swarm’s space or within 1 yard of it must 
  make an Agility challenge roll. On a failure, the creature 
  takes 1d6 damage and becomes slowed for 1 round.
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  Animal swarms comprise groups of bats, rats, frogs, 
  sparrows, or any other tiny animal. In large numbers, even 
  normally harmless creatures can be dangerous. Add the 
  flier trait to create flocks of flying creatures and the aquatic 
  trait to create schools of piranha.
  Animated Corpse
  The remains of once-living creatures now infused by dark 
  magic, animated corpses make obedient servants that shuffle 
  where directed without concern for themselves. Animated 
  corpses appear in whatever state their makers found them, 
  ranging from little more than clattering bones held together 
  with leather straps to fully intact corpses that could pass for 
  living if not for their deathly pallor and lack of response.
  ANIMATED CORPSE 
  DIFFICULTY 1
  Size 1/2 or 1 frightening undead
  Perception 5 (–5); sightless
  Defense 8; Health 10
  Strength 10 (+0), Agility 8 (–2), Intellect —, Will 15 (+5)
  Speed 6
  Immune damage from cold, disease, or poison; gaining 
  Insanity; asleep, blinded, charmed, dazed, deafened, 
  diseased, fatigued, frightened, poisoned, stunned
  ATTACK OPTIONS
  Fist (melee) +0 (1d6 + 1)
  Barghest
  Barghests race out from Hell’s gates to hunt down and 
  destroy those damned souls whose time is up. Resembling 
  great hounds with coal black coats, fiery red eyes, and curls 
  of sulfurous smoke rising from their bodies, they evoke 
  dread in all who look upon them.
  BARGHEST 
  DIFFICULTY 250
  Size 2 horrifying faerie (devil)
  Perception 20 (+10); truesight
  Defense 17; Health 100
  Strength 15 (+5), Agility 14 (+4), Intellect 10 (+0), Will 15 (+5)
  Speed 14
  Immune damage from cold or fire; gaining Insanity; 
  charmed, compelled, frightened
  Resilience A barghest takes half damage from weapons.
  Spell Defense A barghest takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the barghest with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A barghest is impaired while it is in 
  contact with iron.
  Consumed by Hellfire When a barghest becomes 
  incapacitated, hellfire fills a 10-yard-radius sphere 
  centered on a point within its space, consuming its body. 
  Each creature in the area must make an Agility challenge 
  roll with 2 banes, taking 5d6 + 10 damage on a failure or 
  half the damage on a success.
  Life Sense A barghest knows the location of each living 
  creature within 1 mile of it. Such creatures cannot 
  become hidden from the barghest, and the barghest’s 
  attack rolls ignore banes imposed by obscurement 
  against living targets.
  ATTACK OPTIONS
  Teeth (melee) +5 with 3 boons (4d6 + 2 plus 2d6 from fire)
  SPECIAL ATTACKS
  Hell Awaits The barghest uses an action or a triggered 
  action on its turn to make a Will attack roll against the 
  Will of one target creature within medium range that can 
  see it. The barghest makes the attack roll with 3 boons if 
  the target has any Corruption. On a success, the target 
  gains 1 Insanity and becomes cursed for 1 hour or until 
  the barghest becomes incapacitated. Until the curse is 
  lifted, the target cannot heal damage and is impaired. 
  A creature cursed by the barghest dies instantly when 
  it becomes incapacitated, and Hell claims its soul. The 
  creature cannot be restored to life by magic.
   
   Once the barghest uses Hell Awaits, it cannot do so 
  again for 1 minute.
  SPECIAL ACTIONS
  Fires of Hell When a creature within the barghest’s reach 
  deals damage to it, the barghest can use a triggered 
  action to spew flames from its mouth. The triggering 
  creature must get a success on an Agility challenge roll 
  or take 2d6 damage.
  Hound of Hell When a creature moves out of the 
  barghest’s reach, the barghest can use a triggered action 
  to move up to its Speed toward the triggering creature. 
  This movement does not trigger free attacks.
  END OF THE ROUND
  Burned by Sunlight The barghest takes 2d6 damage if it is 
  in an area lit by sunlight.
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  Barrow Wight
  Barrow wights rise from the remains of great warriors and 
  chieftains, men and women noted for their courage and 
  skill in battle. Devotion to their people, anger over a wrong 
  done, or a vile curse placed on them by their enemies 
  prevents them from finding the peace of oblivion promised 
  by the Underworld. And so they wait in their graves, their 
  souls trapped inside their moldering bodies, for the time 
  when their people need them again.
   Barrow wights look like emaciated humans, skin drawn 
  taught over the bones, eyes replaced by pools of darkness 
  in which float pinpricks of blue light. Most wear the armor 
  they wore in life, and some still wield whatever weapons 
  they were interred with. They retain the ability to speak, 
  usually in ancient languages such as High Archaic, in quiet, 
  whispering voices.
  BARROW WIGHT 
  DIFFICULTY 25
  Size 1 horrifying undead
  Perception 13 (+3); darksight
  Defense 15 (mail); Health 35
  Strength 13 (+3), Agility 11 (+1), Intellect 10 (+0), Will 13 (+3)
  Speed 10
  Immune damage from cold, disease, or poison; gaining 
  Insanity; asleep, diseased, fatigued, poisoned
  Sunlight Vulnerability A barrow wight is impaired while in 
  an area lit by sunlight.
  ATTACK OPTIONS
  Claws (melee) +3 with 3 boons (2d6 plus Life Drain)
  Life Drain If living, the target must make a Strength 
  challenge roll with 1 bane. On a failure, the target 
  becomes impaired for 1 minute. When a creature 
  impaired this way becomes incapacitated, it dies 
  instantly and rises as a compelled animated corpse 1d6 
  rounds later.
  Basilisk
  A magnificent serpent of incredible size, a basilisk is 
  covered with glittering black scales from its wide, flat head 
  to its tapering tail. Its maw sports four fangs, each as long 
  as a scimitar and dripping with steaming poison. The 
  basilisk’s most notable features, however, are its golden 
  gleaming eyes. Few survive looking into their dreadful 
  gaze.
   Basilisks make their lairs in sinkholes, caves, and old 
  ruins, where their noxious presence sickens the land and 
  drives off or kills living things. The longer the monster 
  remains, the greater the blight, until the ground around 
  its lair is strewn with brittle bones and blackened, skeletal 
  trees.
   Basilisks prefer to live alone, gathering in numbers only 
  to mate. Powerful magicians and dark priests sometimes 
  compel basilisks to serve as guardians for ancient and 
  powerful treasures, or to protect entrances into their lairs.
  BASILISK 
  DIFFICULTY 250
  Size 3 monster
  Perception 12 (+2); darksight
  Defense 18; Health 150
  Strength 17 (+7), Agility 11 (+1), Intellect 8 (–2), Will 11 (+1)
  Speed 12
  Captivating Appearance On first seeing a basilisk, a creature 
  must make a Will challenge roll with 3 banes. On a failure, 
  the creature gains 1 Insanity and cannot avert its eyes from 
  the basilisk for 1 round. Whether it gets a success or failure, 
  it is immune to that basilisk’s Captivating Appearance until 
  after that creature completes a rest.
  ATTACK OPTIONS
  Fangs (melee) +7 with 3 boons (4d6 plus Poison)
  Poison The target must make a Strength challenge roll with 
  3 banes. It takes 4d6 damage and becomes poisoned for 
  1 minute on a failure, or just takes half the damage on a 
  success. If the target is already poisoned, it instead takes 
  4d6 extra damage.
   
   At the end of each round, a creature poisoned this way 
  must make a Strength challenge roll. On a failure, it takes 
  2d6 damage and also becomes dazed for 1 round.
  END OF THE ROUND
  Killing Gaze Each creature within medium range of the 
  basilisk that can see it must either use a triggered action 
  to avert its eyes from the basilisk’s gaze or make a 
  Strength challenge roll with 2 banes.
   
   For 1 round, a creature that averted its eyes makes 
  attack rolls with 2 banes and other creatures make 
  attack rolls against it with 2 boons.
   
   
  A creature that gets a failure on the Strength 
  challenge roll takes 3d6 damage. A creature that 
  becomes incapacitated by this damage dies instantly.
  Bear
  This entry describes especially large bears, such as grizzly 
  and polar bears, which are more dangerous than other 
  animals of their size. Ogres sometimes keep bears as pets.
  BEAR 
  DIFFICULTY 50
  Size 3 animal
  Perception 12 (+2); shadowsight
  Defense 14; Health 55
  Strength 16 (+6), Agility 10 (+0), Intellect 7 (–3), Will 9 (–1)
  Speed 12
  ATTACK OPTIONS
  Claw (melee) +6 (2d6 + 1, or 2d6 + 13 on attack roll 20+)
  SPECIAL ATTACKS
  Maul The bear attacks twice with its claw against one 
  target creature. If it gets a success on both attack rolls, 
  the target takes 2d6 extra damage.
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  Beastman
  These primitive and brutal beings fuse animalistic 
  characteristics with humanoid forms. Beastmen are 
  usually fur-covered and have the heads of beasts, such 
  as goats, wolves, bears, rats, bulls, and others. They 
  wield simple weapons and strap crude armor on their 
  bodies, often adorning their equipment with symbols 
  of the demon prince honored by their particular tribe. 
  Filth and dried blood cling to them, crusting on seeping 
  wounds from battles fought with their age-old enemies 
  or each other.
   According to legend, the beastmen rejected the gods of 
  the Old Faith in a long-past age. For their blasphemies, the 
  gods took from them the gift of the human form, rendering 
  them little better than animals. The curse plunged the 
  beastmen into madness and evil, impelling them to pledge 
  service to the demons of the Void and do the dark work of 
  the Demon Lord.
   Beastmen gather in wild places: deep forests, empty 
  plains, and abandoned, ruined cities, where they raise 
  profane altars. Their bizarre rituals involve cutting into 
  their flesh, rutting with each other, killing and eating, 
  and mad raving. Their hoots and barks form an unholy 
  chorus that carries for miles around. As the tribes grow 
  larger, shamans emerge to direct the hordes against human 
  settlements to plunder, take slaves, or simply vent their 
  ever-present bloodlust.
  FOMOR 
  DIFFICULTY 1
  Size 1 beastman
  Perception 10 (+0); shadowsight
  Defense 14 (soft leather, small shield); Health 10
  Strength 10 (+0), Agility 12 (+2), Intellect 8 (–2), Will 7 (–3)
  Speed 10
  Craven A fomor is frightened while within the reach of two 
  or more creatures that are hostile to it.
  ATTACK OPTIONS
  Spear (melee) +2 (1d6)
  Pack Fighting When the fomor attacks a target within 
  the reach of another creature with Pack Fighting that is 
  friendly to the fomor, it makes the attack roll with 1 boon. 
  Otherwise, it makes the attack roll with 1 bane.
  The twisted fomors make a mockery of the humanoid form, 
  resembling fur-covered people with goat heads perched 
  atop scrawny necks. They wear cured human hides and 
  paint clan sigils in dung or blood on their shields.
   The most numerous of the accursed beastmen, these 
  bleating bands live out their days struggling for survival, 
  feeding on those weaker than themselves and being preyed 
  upon by their betters. In the face of the powerful, individual 
  fomors cringe and whine. When they have numbers, 
  though, they are every bit as dangerous as the other wild 
  folk of the woods and hills.
   Fomors speak Dark Speech.
  WARG 
  DIFFICULTY 10
  Size 1 beastman
  Perception 11 (+1); shadowsight
  Defense 16 (hard leather, large shield); Health 15
  Strength 13 (+3), Agility 12 (+2), Intellect 9 (–1), Will 10 
  (+0)
  Speed 12
  ATTACK OPTIONS
  Battleaxe (melee) +3 with 1 boon (1d6 + 2)
  Spear (melee or short range) +3 with 1 boon (1d6)
  SPECIAL ACTIONS
  Vicious Bite When a warg takes damage from a 
  creature within its reach, it can use a triggered action to 
  bite the triggering creature. The warg makes a Strength 
  attack roll with 1 boon against that creature’s 
  Defense, dealing 1d6 damage on a success.
  The most aggressive of the beastmen, wargs gather in 
  howling bands of hunters, scouring the forests where 
  they live for fresh meat, preferably human. Wargs 
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  enslave lesser beastmen, such as fomors, driving them 
  ahead to flush out prey for the wargs to pick off one at a 
  time.
   A warg has a human body covered in patchy brown, gray, 
  or white fur that grows thicker toward its wolf-like head. 
  When one moves, it alternates between walking on its 
  legs and running on all fours. Wargs steal gear from their 
  victims but rarely care for it, so their weapons are rusty and 
  notched and their armor is falling apart.
   Wargs know Dark Speech.
  MINOTAUR 
  DIFFICULTY 100
  Size 2 beastman
  Perception 15 (+5); shadowsight
  Defense 16; Health 80
  Strength 16 (+6), Agility 10 (+0), Intellect 8 (–2), Will 13 
  (+3)
  Speed 10
  Uncanny Accuracy When a minotaur makes an 
  attack roll or a challenge roll with 1 or more 
  banes, it reduces the number of banes by 1.
  ATTACK OPTIONS
  Greataxe (melee) +6 with 2 boons (3d6 + 2)
  Horns (melee) +6 with 2 boons (1d6)
  SPECIAL ATTACKS
  Bull Rush The minotaur moves up to 
  twice its Speed. Once at any point during 
  this movement, it attacks with its horns. On 
  a 
  success, the target takes 2d6 extra damage and falls 
  prone.
  Sweeping Horns When a creature moves into the 
  minotaur’s reach, the minotaur can a triggered action to 
  attack the triggering creature with its horns.
  The largest and fiercest of the beastmen, minotaurs have 
  the heads of bulls and the bodies of muscular humans. 
  Most have thick black, brown, or white fur covering the 
  upper torso, and some have cloven hooves in place of 
  feet. Minotaurs tattoo or brand themselves with images of 
  horned skulls and desecrated religious symbols.
   Other beastmen fear minotaurs, with good reason. 
  Minotaurs love fighting, rutting, eating, and drinking. 
  Other creatures—including beastmen—exist solely to feed 
  their appetites. Shamans keep these powerful beastmen 
  under control by supplying them with great quantities of 
  booze, raw meat, and slaves.
  Bloody Bones
  A vile curse condemned the bloody bones to an eternity of 
  suffering, their oozing bodies stripped of skin and forced to 
  endure the agony of exposed nerves. Now they hunt for fresh 
  skins to replace those stolen from them, flensing strips away 
  from victims with slashes from their long, tangled claws.
   Bloody bones typically know Elvish and a few words in 
  High Archaic or the Common tongue. They whine and 
  gibber, weep piteously or shriek at their victims while 
  raking them.
  BLOODY BONES 
  DIFFICULTY 25
  Size 1 horrifying faerie
  Perception 11 (+1); shadowsight
  Defense 15; Health 25
  Strength 10 (+0), Agility 15 (+5), Intellect 9 (–1), Will 9 (–1)
  Speed 12
  Immune damage from disease; gaining Insanity; charmed, 
  diseased
  Iron Vulnerability A bloody bones is impaired while it is in 
  contact with iron.
  Slippery Body A creature attempting to grab a bloody 
  bones makes the attack roll with 2 banes. A bloody bones 
  makes the attack roll to escape a grab with 2 boons.
  ATTACK OPTIONS
  Claws (melee) +5 with 2 boons (2d6 plus Flay on attack 
  roll 20+)
  Flay The target takes 1d6 extra damage and becomes 
  impaired for 1 round. If the target is already impaired, it 
  instead takes another 1d6 extra damage.
  SPECIAL ATTACKS
  Frenzied Attack The bloody bones attacks two different 
  targets with its claws, making each attack roll with 1 bane.
  Boggart
  Boggarts gambol naked in small bands through the high 
  hills and mountains, hooting and barking as they give 
  chase to prey and copulate with it before devouring what’s 
  left from their disturbing sport. They cannot be reasoned 
  with and are a serious threat to anyone living near their 
  hunting grounds.
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   A boggart’s hideous form embodies a majestic awfulness, 
  with skin the color of an old bruise and parts assembled 
  almost haphazardly. Four to eight arms of varying size 
  sprout all over its wide, flabby torso. No head surmounts its 
  shoulders. Instead, a crude face leers from the center of its 
  body, its wide, slobbery maw filled with shovel-like teeth 
  and uttering all manner of strange and unholy sounds.
   When a boggart bothers to speak, it does so in a brutish, 
  rumbling tongue, spraying its audience with stinking spittle 
  and punctuating what passes for words with belches and 
  mad laughter.
  BOGGART 
  DIFFICULTY 50
  Size 2 frightening monster
  Perception 8 (–2); shadowsight
  Defense 15; Health 50
  Strength 16 (+6), Agility 11 (+1), Intellect 8 (–2), Will 13 (+3)
  Speed 12
  Immune gaining Insanity; frightened
  ATTACK OPTIONS
  Fist (melee) +6 with 2 boons (2d6 + 6)
  SPECIAL ATTACKS
  Fists of Fury The boggart makes one attack with its fist 
  against each target within its reach.
  Bone Machine
  A great, clattering heap of bones animated by dark magic, 
  a bone machine draws itself up into a towering humanoid 
  form to tear apart any creature that draws near.
   Bone machines sometimes form when mass graves are 
  exposed to Necromancy spells. The remains assemble into 
  a giant skeletal horror with a nightmarish anatomy. A bone 
  machine is nearly mindless and wanders around the area 
  where it was made, seeking fresh bones to repair breaks 
  and replenish its form.
  BONE MACHINE 
  DIFFICULTY 250
  Size 3 horrifying undead
  Perception 15 (+5); sightless
  Defense 15; Health 180
  Strength 15 (+5), Agility 15 (+5), Intellect 6 (–4), Will 14 (+4)
  Speed 12; climber (Malleable Body)
  Immune damage from cold, disease, and poison; gaining 
  Insanity; asleep, blinded, charmed, dazed, deafened, 
  diseased, fatigued, frightened, immobilized, poisoned, 
  stunned
  Flying Bones When a bone machine takes 10 or more 
  damage from a single attack with a weapon, bone 
  fragments spray from its body. Each creature within 
  short range of the bone machine must make an Agility 
  challenge roll, taking 1d6 damage on a failure.
  Malleable Body The bone machine can move freely 
  through openings large enough to permit the passage 
  of a Size 1/4 or larger creature. This movement does not 
  trigger free attacks.
  ATTACK OPTIONS
  Jagged Bones (melee) +5 with 2 boons (4d6)
  SPECIAL ATTACKS
  Triple Attack The bone machine attacks three times with 
  its jagged bones.
  SPECIAL ACTIONS
  Assimilate Bones The bone machine uses an action or a 
  triggered action on its turn to wrench the bones from 
  one target incapacitated or dead creature within its 
  reach; a living target dies instantly. The bone machine’s 
  Health permanently increases by 2d6.
  Boneguard
  Dark magic gives a semblance of life to the bones of 
  dead creatures, transforming them into obedient slaves. 
  Unfettered by flesh and blood, boneguards move with 
  surprising quickness and attack with deadly speed.
   A boneguard looks like a human skeleton held together 
  with strips of linen and leather. Green pinpricks of fire burn 
  in its empty eye sockets.
  BONEGUARD 
  DIFFICULTY 25
  Size 1 frightening undead
  Perception 11 (+1); darksight
  Defense 15 (mail); Health 25
  Strength 13 (+0), Agility 15 (+5), Intellect 8 (–2), Will 14 (+4)
  Speed 12
  Immune damage from cold, disease, and poison; gaining 
  Insanity; asleep, diseased, fatigued, poisoned
  ATTACK OPTIONS
  Scimitar (melee) +5 with 1 boon (2d6 + 1)
  Bow (long range) +5 with 1 boon (2d6)
  SPECIAL ATTACKS
  Twin Strike The boneguard attacks twice with its scimitar. 
  It makes each attack roll with 1 bane.
  Swift Strike When a creature enters the boneguard’s reach, 
  the boneguard can use a triggered action to attack the 
  triggering creature.
  Broodling
  For as long as humans have existed, there have been 
  broodlings. A self-interested, secretive people, they adopt 
  human forms to influence events in their favor. A few use 
  their shapeshifting abilities to hunt humans in towns and 
  cities, while others orchestrate vast conspiracies to keep 
  themselves well fed and protected from discovery. They 
  enjoy manipulating mortals and construct elaborate ruses 
  to trick them, often with fatal consequences.
   A broodling can pass for human, though close inspection 
  reveals the flaws in its disguise. Hairless and corpulent, with 
  waxy flesh, broodlings don’t quite fit into their clothes, and 
  they continually shed tiny worms and beetles. Many don dark 
  glasses to conceal their strange eyes, which never point in the 
  same direction. Should a broodling become injured, it sheds 
  its fleshy exterior and reveals its horrid true nature: a seething 
  cloud of gray flies rushes out from the deflating flesh.
   Broodlings speak High Archaic and the Common Tongue.
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  BROODLING 
  DIFFICULTY 100
  Size 1 monster
  Perception 15 (+5); darksight
  Defense 15; Health 80
  Strength 10 (+0), Agility 15 (+5), Intellect 12 (+2), Will 13 (+3)
  Speed 8
  Immune damage from cold, disease, and poison; gaining 
  Insanity; asleep, diseased, fatigued, poisoned
  Shed Skin When the broodling becomes injured, it 
  immediately sheds its human form and assumes its 
  swarm form. It can return to its human form, using a 
  triggered action on its turn, if its damage total is less 
  than its Health.
  Swarm Form  In this form, the broodling is a Size 2 cloud 
  of stinging and biting insects. It moves only by flying 
  and can move freely through openings large enough 
  to permit a Size 1/8 or larger creature and can move 
  through other creatures’ spaces. Other creatures can 
  move into its space, which is difficult terrain.
   
   While in swarm form, the broodling takes half damage 
  from effects that use an attack roll and takes double 
  damage from effects that require it to make a challenge 
  roll. It is immune to being grabbed and being knocked 
  prone.
  Stinging Cloud While the broodling is in its swarm form, all 
  creatures, other than broodlings or swarms, are impaired 
  while in the broodling’s space or within 1 yard of it.
  ATTACK OPTIONS
  Touch (melee) +5 with 1 boon (4d6)
  SPECIAL ACTIONS
  Sudden Dissolution When the broodling takes damage 
  from a weapon, it can use a triggered action to assume its 
  swarm form. It returns to its normal form at the end of the 
  round in any space it occupied while in its swarm form.
  END OF THE ROUND
  Biting Cloud While the broodling is in its swarm form, 
  each target living creature it chooses within its area and 
  within 1 yard of it must make an Agility challenge roll 
  with 2 banes. On a failure, the target takes 2d6 damage. 
  Swarms and broodlings are immune to this effect.
  Burrowing Centipede
  Burrowing centipedes are horrific parasites that chew their 
  way into other creatures and nest inside their bodies for 
  protection. A burrowing centipede might remain inside its 
  host for weeks or even months, emerging only to feed.
  BURROWING CENTIPEDE 
  DIFFICULTY 5
  Size 1/4 animal
  Perception 15 (+5); darksight
  Defense 15; Health 8
  Strength 8 (–2), Agility 15 (+5), Intellect 5 (–5), Will 6 (–4)
  Speed 14
  ATTACK OPTIONS
  Mandibles (melee) +5 (1d6 plus Burrow on attack roll 20+ 
  against a living target)
  Burrow The centipede burrows inside the target, which 
  becomes its host. It remains inside until the host 
  becomes incapacitated or the centipede makes an 
  attack.
   
   While the centipede is inside it, the host is impaired. 
  The centipede moves with it and cannot perceive 
  anything outside the host’s body. The centipede can 
  attack only that host, and its attack roll results in an 
  automatic success. Doing so causes the centipede to exit 
  from the host’s body into an open space of its choice 
  within 1 yard of the host.
   
   
  A creature with the Academic (Medicine) profession 
  and a healer’s kit can attempt to remove the centipede 
  from its host by spending 1 hour and making an Intellect 
  challenge roll with 3 banes. On a success, it extracts the 
  centipede, which dies. On a failure, the host takes 1d6 
  damage.
  Catoblepas
  A catoblepas resembles a bison with thick armored plates 
  covering its back and a shaggy head equipped with two 
  small, curling horns. Despite their appearance, herds of 
  catoblepases are uncommon; most roam the Desolation 
  singly, scouring the landscape for the rare green growth 
  clumped around the few oases in the blasted lands. 
  Though normally docile, if threatened or surprised, a 
  catoblepas reacts with a blast of poisonous green vapor 
  from its nostrils that petrifies anything it kills.
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  CATOBLEPAS 
  DIFFICULTY 100
  Size 2 monster
  Perception 11 (+1)
  Defense 18; Health 80
  Strength 15 (+5), Agility 10 (+0), Intellect 6 (–4), Will 9 (–1)
  Speed 8
  ATTACK OPTIONS
  Horns (melee) +5 with 1 boon (2d6)
  SPECIAL ATTACKS
  Poisonous Cloud The catoblepas exhales a toxic cloud in a 
  6-yard-long cone that spreads from a point it can reach. 
  The cloud partially obscures the area and remains for 1 
  round or until dispersed by wind.
   
   Each living creature in the area that is not a catoblepas 
  must make a Strength challenge roll with 1 bane, taking 
  6d6 damage on a failure or half the damage on a 
  success. A creature incapacitated by this damage dies 
  instantly and turns into a stone statue.
   
   
  After the catoblepas uses Poisonous Cloud, it cannot 
  do so again for 1 round.
  Chainbound
  A chainbound is created by binding together a dozen or 
  more animated corpses to form a gigantic human-shaped 
  monstrosity. It moves with a lurching gait, crushing 
  the corpses that make up its legs beneath its bulk, its 
  chains screeching as they drag on the ground behind it. 
  Chainbound protect sites important to necromancers, 
  cultists, and other beings of dread power.
  CHAINBOUND 
  DIFFICULTY 50
  Size 3 horrifying undead
  Perception 10 (+0); darksight
  Defense 10; Health 50
  Strength 14 (+4), Agility 8 (–2), Intellect 5 (–5), Will 11 (+1)
  Speed 8
  Immune damage from cold, disease, or poison; gaining 
  Insanity; asleep, charmed, dazed, diseased, fatigued, 
  frightened, poisoned, stunned
  Spawn Animated Corpses When the chainbound becomes 
  injured, it immediately expels 1d3 animated corpses. The 
  corpses fall prone in spaces within 1 yard of its space and 
  take the next possible turn.
  ATTACK OPTIONS
  Chain (melee; reach +2) +4 with 1 boon (3d6 plus Drag on 
  attack roll 20+)
  Drag The chainbound moves the target 1d6 yards toward 
  itself.
  SPECIAL ATTACKS
  Double Attack The chainbound attacks twice with its chain.
  END OF THE ROUND
  Stench Each living creature within short range of the 
  chainbound must make a Strength challenge roll with 2 
  banes. On a failure, the creature becomes impaired for 1 
  round.
  Changeling
  Called imposters, spies, and worse, changelings live in 
  fear of being discovered for what they truly are. They were 
  created by mischievous faerie to take the place of stolen 
  humans, and they live as those people until the magic that 
  made them begins to fail. In their true form, changelings 
  are often hideous, since their bodies are fashioned from 
  plants, dirt, bits of wood, and rock. For this reason, as well 
  as human distrust, changelings constantly wear disguises. 
  A changeling can become anyone it sees: a member of the 
  watch, a local priest, a bartender who knows the names 
  of all her patrons, a wizened elder, or a young child. 
  Changelings have trouble making meaningful connections 
  with others or developing interests independent of the 
  individuals whose forms they borrow. As a result, they 
  drift from one goal to the next, caring little whether they 
  accomplish it or not.
   Humans know about changelings and ascribe all manner 
  of sinister qualities to them. In some lands, especially those 
  near the realms of faerie, people must submit to the test 
  of iron to prove they are what they appear to be. The test 
  is simple: merely take and hold a piece of iron. Faerie and 
  their kin cannot abide its touch and are impaired while 
  they remain in contact with it.
   Most changelings speak the Common Tongue.
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  CHANGELING 
  DIFFICULTY 10
  Size 1 faerie
  Perception 12 (+2); shadowsight
  Defense 13 (soft leather); Health 17
  Strength 9 (–1), Agility 12 (+2), Intellect 11 (+1), Will 9 (–1)
  Speed 10
  Immune damage from disease; charmed, diseased
  Iron Vulnerability A changeling is impaired while it is in 
  contact with iron.
  ATTACK OPTIONS
  Bronze Scimitar (melee) +2 with 1 boon (2d6 + 1)
  Bow (long range) +2 with 1 boon (2d6)
  SPECIAL ACTIONS
  Steal Identity The changeling uses an action or a triggered 
  action on its turn to alter its appearance to match that of 
  a target living creature it can see within short range. The 
  target must be Size 1 or 1/2 and have a humanoid shape 
  of flesh and blood. The changeling’s body changes so it 
  looks like the target, though its clothing and possessions 
  remain unchanged. The effect lasts until the changeling 
  uses this talent again. If it becomes incapacitated 
  or comes into contact with iron, the changeling 
  immediately reverts to its normal appearance. When the 
  changeling steals a creature’s identity, its attack rolls 
  against that creature are made with 1 boon while it has 
  that creature’s appearance.
  Clockwork
  Clockworks are machines imbued with mortal souls stolen 
  from the Underworld. All clockworks, regardless of form, 
  feature keys in places they can’t reach. When the key stops 
  turning, they become insensate objects until someone else 
  cranks them up again.
   Clockworks typically speak the Common tongue. The 
  clockwork presented here has a human form and functions 
  as a soldier.
  CLOCKWORK 
  DIFFICULTY 25
  Size 1 clockwork
  Perception 10 (+0)
  Defense 14 (small shield); Health 32
  Strength 12 (+2), Agility 8 (–2), Intellect 10 (+0), Will 10 (+0)
  Speed 8
  Immune damage from disease or poison; asleep, diseased, 
  fatigued, poisoned
  Key A clockwork has a key somewhere on its body that 
  it cannot reach. When the key is cranked and turning, 
  the clockwork counts as a creature, becoming an object 
  when the key stops. Its key stops turning when the 
  clockwork becomes incapacitated. It also stops turning 
  at the end of any round in which the clockwork got a 
  total of 0 or lower on an attack roll or challenge roll.
   
   While it is an object, the clockwork cannot use actions, 
  move, talk, or perceive its surroundings. Any creature 
  that can reach the clockwork can use an action to wind 
  up the key; if not incapacitated, the clockwork becomes 
  a creature once more.
  Grind the Gears A clockwork can increase the number of 
  actions it can use on its turn by one. When it finishes 
  its turn, roll a d6. On an odd number, the clockwork 
  becomes an object at the end of the round.
  ATTACK OPTIONS
  Sword (melee) +2 with 1 boon (2d6 + 2)
  Cockatrice
  A cockatrice looks like a miniature two-legged dragon with 
  the head of a rooster. It is ill-tempered and dangerous: a 
  single peck from its beak can harden flesh into stone. The 
  frozen forms of creatures that ran afoul of a cockatrice 
  decorate the landscape around its lair.
  COCKATRICE 
  DIFFICULTY 25
  Size 1 monster
  Perception 11 (+1)
  Defense 14; Health 20
  Strength 12 (+2), Agility 12 (+2), Intellect 6 (–4), Will 10 (+0)
  Speed 6; flier
  ATTACK OPTIONS
  Beak (melee) +2 with 1 boon (4d6 plus Petrify on a 20+ 
  against a living creature)
  Petrify The target becomes slowed for 1 minute as its body 
  grows heavy. If the target is already slowed this way, it 
  instead takes 4d6 extra damage. A target that becomes 
  incapacitated by the cockatrice’s attack turns into a 
  statue, dying instantly.
  Construct
  Constructs include a variety of creatures fashioned from 
  nonliving materials. A construct can have whatever 
  appearance its maker desires: it might be an ordinary object 
  animated by magic, a simulacrum of another creature 
  woven from threads of magic, or a machine built in an 
  engineer’s workshop to fulfill a specific purpose.
  Appendage
  A construct attacks with any part of its body that can 
  function as a weapon, or simply slams its body into 
  enemies. Those constructed to look like creatures might use 
  fists, horns, or feet. A wardrobe rams opponents or batters 
  them with its doors. An animated rug moves like a serpent, 
  rearing back and darting forward to pummel enemies.
  HUGE CONSTRUCT 
  DIFFICULTY 100
  Size 3 or larger construct
  Perception 5 (–5); darksight
  Defense 13; Health 100
  Strength 17 (+7), Agility 7 (–3), Intellect 5 (–5), Will 11 (+1)
  Speed 8
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, diseased, fatigued, frightened, poisoned
  ATTACK OPTIONS
  Appendage (melee) +7 (3d6)
  SPECIAL ATTACKS
  Double Attack The construct attacks twice with its appendage.
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  LARGE CONSTRUCT 
  DIFFICULTY 50
  Size 2 construct
  Perception 5 (–5); darksight
  Defense 13; Health 70
  Strength 16 (+6), Agility 8 (–2), Intellect 5 (–5), Will 11 (+1)
  Speed 10
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, diseased, fatigued, frightened, 
  poisoned
  ATTACK OPTIONS
  Appendage (melee) +6 (2d6 + 1)
  SPECIAL ATTACKS
  Double Attack The construct attacks twice with its 
  appendage.
  MEDIUM CONSTRUCT 
  DIFFICULTY 10
  Size 1 construct
  Perception 5 (–5); darksight
  Defense 13; Health 25
  Strength 13 (+3), Agility 9 (–1), Intellect 5 (–5), Will 11 (+1)
  Speed 10
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, diseased, fatigued, frightened, poisoned
  ATTACK OPTIONS
  Appendage (melee) +3 (2d6)
  SPECIAL ATTACKS
  Double Attack The construct attacks twice with its appendage.
  SMALL CONSTRUCT 
  DIFFICULTY 5
  Size 1/2 or smaller construct
  Perception 5 (–5); darksight
  Defense 13; Health 8
  Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 11 (+1)
  Speed 10
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, diseased, fatigued, frightened, 
  poisoned
  ATTACK OPTIONS
  Appendage (melee) +3 (1d6)
  Demon
  The Void belongs to the demons. These malevolent 
  shadows flit through the endless darkness and infest the 
  wreckage of the untold worlds destroyed by the Demon 
  Lord. As slaves to the Ender of All Things, evil and madness 
  consume these entities. Demons’ obsession with killing 
  and destroying makes them utterly unreasonable and 
  unpredictable.
   Demons lack physical forms. Only when they enter 
  the universe do they gain bodies, almost always of a 
  horrid and monstrous aspect, as if assembled from 
  discarded parts by an idiotic and insane god.
         Under their own power, demons cannot pierce the 
  boundary that separates the Eternal Darkness from the 
  universe beyond. They scour the edges for the rare gaps 
  where their master’s influence bleeds through or rely on 
  foolish mortals to summon them and let them loose to 
  visit ruin on the world. Once they have escaped the 
  Void, demons do not willingly return. Only the utter 
  annihilation of their physical forms or powerful 
  magic can cast them back whence they came.
   
  Demons’ malevolent essence interacts 
  with the magic pervading the universe to create 
  their physical form, so they are naturally resistant 
  to magical effects. They bring some of the Void’s 
  darkness with them when they materialize, plunging 
  their environs into shadow. Even so, their forms are 
  eerily visible; even creatures that cannot clearly see 
  them are subject to the demons’ horrifying trait.
  Demonic Talent
  Every demon takes on a unique appearance when 
  it materializes. The more powerful demons gain 
  unique abilities, represented by random rolls on 
  the Demonic Talents table. Instead of a demonic 
  talent, you can instead increase the demon’s 
  Health as directed in its statistics box.
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  HUGE DEMON 
  DIFFICULTY 500
  Size 3 or larger horrifying demon
  Perception 15 (+5); truesight
  Defense 20; Health 200
  Strength 19 (+9), Agility 15 (+5), Intellect 14 (+4), Will 18 (+8)
  Speed 18
  Immune damage from disease or poison; gaining Insanity; 
  dazed, fatigued, frightened, immobilized, impaired, 
  poisoned, slowed, stunned
  Spell Defense A demon takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the demon with a spell makes the 
  attack roll with 1 bane.
  Demonic Shadows Lit areas out to 4 yards around the 
  demon become shadows.
  Demonic Talent Roll three times on the Demonic Talents 
  table or increase the demon’s Health by 60.
  ATTACK OPTIONS
  Natural Weapon (melee) +9 with 3 boons (6d6)
  SPECIAL ATTACKS
  Frenzied Attack The demon attacks two different targets 
  with its natural weapon, making each attack roll with 1 
  bane.
  SPECIAL ACTIONS
  Void Step The demon uses an action or a triggered action 
  on its turn to teleport to a space it can see within 
  medium range. Roll a d6. On a roll of 1, the demon cannot 
  use Void Step again for 1 minute.
  LARGE DEMON 
  DIFFICULTY 250
  Size 2 horrifying demon
  Perception 15 (+5); truesight
  Defense 19; Health 140
  Strength 18 (+8), Agility 14 (+4), Intellect 13 (+3), Will 17 (+7)
  Speed 18
  Immune damage from disease or poison; gaining Insanity; 
  dazed, fatigued, frightened, immobilized, impaired, 
  poisoned, slowed, stunned
  Spell Defense A demon takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the demon with a spell makes the 
  attack roll with 1 bane.
  Demonic Shadows Lit areas out to 4 yards around the 
  demon become shadows.
  Demonic Talent Roll twice on the Demonic Talents table or 
  increase the demon’s Health by 40.
  ATTACK OPTIONS
  Natural Weapon (melee) +8 with 3 boons (4d6)
  SPECIAL ATTACKS
  Frenzied Attack The demon attacks two different targets 
  with its natural weapon, making each attack roll with 1 
  bane.
  SPECIAL ACTIONS
  Void Step The demon uses an action or a triggered action 
  on its turn to teleport to a space it can see within 
  medium range. Roll a d6. On a roll of 1, the demon 
  cannot use Void Step again for 1 minute.
  MEDIUM DEMON 
  DIFFICULTY 100
  Size 1 horrifying demon
  Perception 14 (+4); truesight
  Defense 18; Health 60
  Strength 17 (+7), Agility 13 (+3), Intellect 12 (+2), Will 16 (+6)
  Speed 18
  Immune damage from disease or poison; gaining Insanity; 
  dazed, fatigued, frightened, immobilized, impaired, 
  poisoned, slowed, stunned
  Spell Defense A demon takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the demon with a spell makes its 
  attack roll with 1 bane.
  Demonic Shadows Lit areas out to 2 yards around the 
  demon become shadows.
  Demonic Talent Roll once on the Demonic Talents table or 
  increase the demon’s Health by 20.
  ATTACK OPTIONS
  Natural Weapon (melee) +7 with 2 boons (3d6)
  SPECIAL ATTACKS
  Frenzied Attack The demon attacks two different targets 
  with its natural weapon, making each attack roll with 1 
  bane.
  SPECIAL ACTIONS
  Void Step The demon uses an action or a triggered action 
  on its turn to teleport to a space it can see within 
  medium range. Roll a d6. On a roll of 1, the demon cannot 
  use Void Step again for 1 minute.
  Demonic Possession
  If a creature goes mad as a result of gaining Insanity from 
  a demon’s horrifying trait, the demon can use a triggered 
  action to possess that creature. The demon makes a Will 
  attack roll against the triggering creature’s Will. On a success, 
  it disappears and enters the creature’s body, replacing the 
  creature’s Intellect and Will with its own and supplanting the 
  creature’s personality. The demon makes a prisoner of the 
  possessed creature’s soul and learns everything the creature 
  knows and remembers.
   The demon can choose to hide within the possessed 
  creature, allowing the creature’s soul to take charge of the 
  body once again. The possessed creature has no recollection 
  of what happened while the demon was in control and does 
  not know of the possession. The demon can reassert control 
  at any time it chooses.
   A creature possessed by a demon typically displays some 
  physical manifestation of the evil presence. It might reek 
  of rotting meat, expel foul substances, become sexually 
  aggressive, display weird markings on its flesh or assume an 
  unusual color, become afflicted with boils, sores, and bruises, 
  or have some other disturbing characteristic.
   A possessing demon can be forced out of the creature’s 
  body, usually by magic. Once forced out, the demon must 
  make a Will challenge roll. On a success, it appears in an 
  open space of its choice within 10 yards of that creature. On a 
  failure, the demon disappears into the Void.
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  Demonic Talents
  d20
  Talent
  1
  Incarnation of Death The radius of the demon’s Demonic Shadows increases by 1 yard. At the end of each round, each 
  living creature in the area that is not a demon must make a Strength challenge roll. On a failure, the creature takes 2d6 
  damage.
  2
  Foment Discord Once per round, the demon can use a triggered action on its turn to make a Will attack roll against the 
  Will of one target creature within medium range of it. On a success, the target becomes consumed by hate for 1 round. 
  While consumed by hate, it must take the first turn it can and use an action to charge or make an attack with a weapon 
  against a target chosen by the demon.
  3
  Demon Seed When the demon gets an attack roll total of 20 or higher with its natural weapon and exceeds the target’s 
  Defense by 5 or more, it attempts to implant its seed in the target’s body. The target must make an Agility challenge roll 
  with 1 bane. On a failure, the target becomes implanted with a demon seed. The seed takes 1d6 rounds to mature. At the 
  end of each round until then, the target takes 1d6 damage and must make a Will challenge roll. On a failure, the target is 
  dazed from pain for 1 round. At the end of the round in which the seed matures, the target takes 3d6 damage and a tiny 
  demon tears free from its body, entering an open space within 1 yard of it.
  4
  Poisonous The demon’s claws, fangs, or other natural weapons drip with venom. It gains the poisonous trait (see 
  Customizing Creatures).
  5
  Dread The demon uses an action or a triggered action on its turn to send a wave of terror into an 8-yard-long cone 
  originating from a point it can reach. Each creature in the area must make a Will challenge roll. On a failure, the creature 
  gains 1 Insanity. If the creature is already frightened, it also becomes stunned for 1 minute. Once the demon uses Dread, it 
  cannot do so again for 1 hour.
  6
  Weapon of Chaos The demon wields a weapon of chaos, a manifestation of its dark will, in place of its natural weapon. 
  Attack rolls with this weapon are made with 1 boon, dealing 1d6 + its natural weapon damage. In addition, a creature 
  that takes damage from the weapon of chaos gains 1 Corruption.
  7
  Erratic At the end of each round, roll a d6. On an odd number, the demon is dazed for 1 round. On an even number, the 
  demon can take both a fast turn and a slow turn during the next round, making attack rolls and challenge rolls with 1 
  boon.
  8
  Legion The demon’s form is a fusion of several smaller demons. The first time it takes any damage, it collapses into a pile 
  of small demons. Divide the original demon’s Difficulty by 50 to determine how many appear; each enters an open space 
  within 1 yard of the original demon’s space and can take the next available turn. The new demons do not have this talent.
  9
  Stench At the end of each round, each living creature within short range of the demon must make a Strength challenge 
  roll. On a failure, the creature becomes impaired for 1 round.
  10
  Plague-Bearer The demon carries a loathsome disease. It gains the infectious trait (see Customizing Creatures).
  11
  Barbed Tendrils The demon uses an action to launch 1d6 barbed tendrils from its body, dividing them as it chooses 
  between any number of target creatures within short range of it. For each tendril, the demon makes a Strength attack 
  against the target’s Agility. On a success, the tendril punches into the target’s body, dealing 1d6 damage. Until it frees 
  itself, the target cannot move away from the demon and is pulled along (remaining at the same distance) if the demon 
  moves away from it. The target can free itself by destroying all the tendrils attached to it. Each tendril has Defense 5 
  and Health 5. Once the demon uses Barbed Tendrils, it cannot do so again for 1 hour.
  12
  Pincers When the demon gets a success on an attack roll using its natural weapon, it can use a triggered action to grab 
  the target.
  13
  Infested Tiny animals, such as rats or frogs, infest the demon’s body. When the demon takes damage from a weapon, 1d6 
  tiny animals spill out of it and attack the creature that damaged their host. Each enters an open space within 1 yard of the 
  demon’s space and can take the next available turn. Once the demon uses Infested, it cannot do so again for 1d6 rounds.
  14
  Spiked Tail The demon uses an action or a triggered action on its turn to make a Strength attack roll with 1 boon against 
  the Defense of one target creature within the demon’s reach + 1. On a success, the target takes 2d6 damage.
  15
  Flatulence The demon uses an action or a triggered action on its turn to expel a foul cloud of gas from its orifices. The 
  cloud spreads out in an 8-yard-long cone from a point the demon can reach. Each creature in the area must make a 
  Strength challenge roll. On a failure, the creature becomes poisoned while it remains in the cloud and for 1 round after it 
  leaves. While poisoned this way, the creature is also dazed.
  Once the demon uses Flatulence, it cannot do so again for 1 hour.
  16
  Wings The demon can fly at its listed speed.
  17
  Spellcaster (Minor) The demon has Power 1. Choose one tradition. The demon knows one rank 0 spell and two rank 1 
  spells from that tradition. If the demon already has a Spellcaster talent, instead increase the demon’s Health by 20.
  18
  Spellcaster (Major) The demon has Power 2. Choose one tradition. The demon knows one rank 0 spell, two rank 1 spells, 
  and one rank 2 spell from that tradition. If the demon already has this talent or a Spellcaster talent from a higher roll, 
  instead increase the demon’s Health by 20.
  19
  Spellcaster (Superior) The demon has Power 3. Choose one tradition. The demon knows one rank 0 spell, two rank 1 
  spells, two rank 2 spells, and one rank 3 spell from that tradition. If the demon already has this talent or a Spellcaster 
  talent from a higher roll, instead increase the demon’s Health by 20.
  20
  Spellcaster (Diverse) The demon has Power 3. Choose two traditions. The demon knows one rank 0 spell, one rank 1 
  spell, one rank 2 spell, and one rank 3 spell from each tradition. If the demon already has this talent, instead increase its 
  Health by 20.
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  SMALL DEMON 
  DIFFICULTY 25
  Size 1/2 horrifying demon
  Perception 13 (+3); truesight
  Defense 17; Health 20
  Strength 16 (+6), Agility 13 (+3), Intellect 11 (+1), Will 15 (+5)
  Speed 18
  Immune damage from disease or poison; gaining Insanity; 
  dazed, fatigued, frightened, immobilized, impaired, 
  poisoned, slowed, stunned
  Spell Defense A demon takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the demon with a spell makes its 
  attack roll with 1 bane.
  Demonic Shadows Lit areas out to 1 yard around the 
  demon become shadows.
  ATTACK OPTIONS
  Natural Weapon (melee) +6 with 2 boons (2d6)
  SPECIAL ATTACKS
  Frenzied Attack The demon attacks two different targets with 
  its natural weapon, making each attack roll with 1 bane.
  SPECIAL ACTIONS
  Void Step The demon uses an action or a triggered action 
  on its turn to teleport to a space it can see within 
  medium range. Roll a d6. On a roll of 1, the demon cannot 
  use Void Step again for 1 minute.
  TINY DEMON 
  DIFFICULTY 10
  Size 1/2 or smaller horrifying demon
  Perception 12 (+2); truesight
  Defense 16; Health 10
  Strength 15 (+5), Agility 13 (+3), Intellect 10 (+0), Will 15 (+5)
  Speed 18
  Immune damage from disease or poison; gaining Insanity; 
  dazed, fatigued, frightened, immobilized, impaired, 
  poisoned, slowed, stunned
  Spell Defense A demon takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the demon with a spell makes its 
  attack roll with 1 bane.
  Demonic Shadows Lit areas out to 1 yard around the 
  demon become shadows.
  ATTACK OPTIONS
  Natural Weapon (melee) +5 with 1 boon (1d6)
  SPECIAL ATTACKS
  Frenzied Attack The demon attacks two different targets 
  with its natural weapon, making each attack roll with 1 
  bane.
  SPECIAL ACTIONS
  Void Step The demon uses an action or a triggered action 
  on its turn to teleport to a space it can see within 
  medium range. Roll a d6. On a roll of 1, the demon cannot 
  use Void Step again for 1 minute.
  Dire Wolf
  Dreaded predators of the faerie realms, dire wolves 
  slip across the borders between the worlds to hunt, kill, 
  and feed. A dire wolf resembles an ordinary wolf but is 
  much larger, standing up to 5 feet at the shoulder. It has 
  humanoid features, thick with fur, and its forelegs end in 
  clawed hands.
   Dire wolves cannot speak, but they understand Elvish.
  DIRE WOLF 
  DIFFICULTY 50
  Size 2 faerie
  Perception 13 (+3); darksight
  Defense 16; Health 45
  Strength 15 (+5), Agility 13 (+3), Intellect 8 (–2), Will 11 (+1)
  Speed 12
  Immune damage from disease; charmed, diseased, frightened
  Iron Vulnerability A dire wolf is impaired while it is in 
  contact with iron.
  ATTACK OPTIONS
  Teeth (melee) +5 with 2 boons (3d6 + 1 plus Trip)
  Trip The target must make an Agility challenge roll. On a failure, 
  it falls prone or takes 1d6 extra damage if already prone.
  SPECIAL ATTACKS
  Darting Attack The dire wolf moves up to half its Speed 
  and then attacks with its teeth. If it gets a failure on the 
  attack roll, it can use a triggered action to retreat.
  Dragon
  Dragons come in many different shapes and sizes. Some 
  have colorful or drab scales, while others feature hair, 
  spines, and other characteristics. All dragons have the same 
  general shape: a sinuous body with a long tail that extends 
  to about twice the body’s length. Two leathery wings extend 
  out from the shoulder blades, large enough to carry the 
  heavy creature into the air. A dragon’s large head tips a long, 
  flexible neck and boasts a crown of horns and an enormous 
  maw filled with sharp teeth. All dragons can belch up a 
  noxious fluid similar to naphtha that ignites when ejected 
  from their mouths.
   Dragons can be found in all climates and terrains, from 
  coastal caves to the depths of forests to caverns deep under 
  the mountains. They are solitary creatures and emerge 
  from their lairs only to feed; they eat anything they catch. 
  Dragons prize shiny, glittering things, and many decorate 
  their lairs with fantastical treasures.
  DRAGON 
  DIFFICULTY 500
  Size 2 or 3 frightening monster
  Perception 19 (+9); truesight
  Defense 23; Health 160
  Strength 17 (+7), Agility 13 (+3), Intellect 14 (+4), Will 16 (+6)
  Speed 16; flier (swoop)
  Immune damage from fire; charmed, dazed, frightened, 
  sleep, stunned
  Spell Defense A dragon takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking the dragon with a spell makes the 
  attack roll with 1 bane.
  ATTACK OPTIONS
  Claws (melee) +7 with 3 boons (2d6)
  Teeth (melee) +7 with 3 boons (3d6 plus 1d6 from fire)
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  SPECIAL ATTACKS
  Flurry of Attacks The dragon attacks twice with its claws 
  and once with its bite.
  Spew Fire The dragon sprays flames in a 10-yard-long cone 
  from a point it can reach. Everything in the area takes 
  4d6 + 5 damage. Each creature in the area must make 
  an Agility challenge roll with 2 banes. On a failure, the 
  creature takes 4d6 + 5 extra damage and catches fire. 
  Once the dragon uses Spew Fire, it cannot do so again 
  for 1 round.
  Drake
  Drakes are winged reptiles similar to dragons, though usually 
  smaller and less dangerous. Corrosive venom drips from their 
  long fangs, capable of scorching metal and melting flesh. 
  Drakes haunt the deep forests, hunting other predators.
  DRAKE 
  DIFFICULTY 100
  Size 1 or 2 frightening monster
  Perception 17 (+7); darksight
  Defense 18; Health 75
  Strength 16 (+6), Agility 13 (+3), Intellect 12 (+2), Will 14 (+4)
  Speed 18; flier (swoop)
  Immune damage from poison; frightened, poisoned
  ATTACK OPTIONS
  Fangs (melee) +6 with 1 boon (2d6 plus Poison)
  Poison The target must make a Strength challenge roll with 
  1 bane. On a failure, it takes 1d6 damage and becomes 
  poisoned for 1 minute. If the target is already poisoned, it 
  instead takes 1d6 extra damage.
  SPECIAL ATTACKS
  Spew Poison The drake spits venom in a 1-yard wide, 10-
  yard long line from a point it can reach. Each creature in 
  the area must make an Agility challenge roll. On a failure, 
  it takes 1d6 damage and must then make a Strength 
  challenge roll with 1 bane. A failure on this roll means the 
  creature takes 1d6 extra damage and becomes poisoned 
  for 1 minute. If the creature is already poisoned, it instead 
  takes another 1d6 extra damage. Once the drake uses 
  Spew Poison, it cannot do so again for 1 round.
  Dread Mother
  Dread mothers inhabit the most far-flung hinterlands 
  of the civilized world. They inspire terror as they wing 
  through the night skies, descending to feed and to deposit 
  their young in the living flesh of their victims. A dread 
  mother has a human-shaped form with great feathery 
  wings, similar to those of moths, spreading from its back. 
  It has shriveled arms and legs and a heavy abdomen 
  distended by the eggs it carries.
   When a dread mother attacks, it flies toward a living 
  creature and unhinges its jaw to let loose a long, prehensile 
  tongue that ends in a sharp spike. The tongue injects a 
  toxin that renders its victim insensate. The dread mother 
  squats over the fallen creature and uses a special organ to 
  implant the eggs inside the wound. Its belly now empty, the 
  monster flutters off to feed elsewhere, leaving its young to 
  eat their way free from the host.
  DREAD MOTHER 
  DIFFICULTY 25
  Size 1 frightening monster
  Perception 12 (+2)
  Defense 14; Health 20
  Strength 12 (+2), Agility 14 (+4), Intellect 7 (–3), Will 10 (+0)
  Speed 10; flier (Flutter)
  ATTACK OPTIONS
  Tongue (melee) +4 (2d6 plus Poison)
  Poison The target must make a Strength challenge roll with 2 
  banes. On a failure, it becomes poisoned for 1 minute. While 
  poisoned this way, the target is defenseless. If it is already 
  poisoned this way, it instead takes 4d6 extra damage.
  SPECIAL ACTIONS
  Implant Eggs The dread mother implants 1d6 eggs in 
  one target defenseless creature within its reach that 
  is not already so implanted. The eggs remain inside 
  that creature until they hatch or are removed. While a 
  creature is host to the eggs, it is impaired.
   
   After 2d6 hours, the implanted eggs hatch and tiny 
  larvae eat their way out of the host’s body, appearing 
  in open spaces within 1 yard of it. The host takes 2d6 
  damage and gains 1 Insanity per egg; if it becomes 
  incapacitated by this damage, it dies instantly. Each larva 
  is size 1/8 and has Health 1.
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   Removing an egg requires 1 hour of work by a 
  character with the Academic (Medicine) profession using 
  a healer’s kit. At the end of this time, the attempting 
  character makes an Intellect challenge roll. On a success, 
  the egg is safely removed. On a failure, the egg breaks, 
  killing the larva but dealing 1d6 damage to the host.
  END OF THE ROUND
  Flutter Roll a d6. The dread mother flies a number of 
  yards equal to the number rolled, but not farther than its 
  Speed. This movement does not trigger free attacks.
  Dryad
  Dryads live in the depths of untamed woods. These willful, 
  capricious sprites dance through the trees, silvery laughter 
  echoing weirdly as they pass. They lure humans who catch 
  their fancy into their homes, imprisoning them for months 
  or years before releasing the captives from their charms.
   Dryads hide within their chosen trees unless they choose 
  to reveal themselves; finding one that doesn’t want to be 
  discovered is almost impossible. When a dryad steps forth, 
  it resembles a young and beautiful woman, with pointed 
  ears, glittering eyes, and hair that matches the colors of the 
  leaves on its tree.
   Dryads speak Elvish.
  DRYAD 
  DIFFICULTY 50
  Size 1 faerie
  Perception 15 (+5); shadowsight
  Defense 18; Health 20
  Strength 10 (+0), Agility 14 (+4), Intellect 12 (+2), Will 16 (+6)
  Speed 10; Tree to Tree
  Immune damage from disease; charmed, diseased
  Spell Defense A dryad takes half damage from spells 
  and makes any challenge roll resist a spell with 1 boon. 
  A creature attacking the dryad with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A dryad is impaired while it is in contact 
  with iron.
  Treebound A dryad is bound to a particular tree. It is impaired 
  while it is more than long range away from that tree.
  Charming Beauty On first seeing a dryad, a living creature 
  must make a Will challenge roll with 1 bane. On a failure, 
  the creature becomes charmed until the dryad that 
  charmed it becomes incapacitated or uses a triggered 
  action on its turn to remove the affliction. On a success, 
  it becomes immune to that dryad’s Charming Beauty 
  until after that creature completes a rest.
  Lure When the dryad ends its move on its turn, each 
  creature charmed by it and within medium range of it 
  moves up to half its Speed toward the dryad.
  Tree to Tree While moving, a dryad can enter one tree’s 
  space and instantly exit from that tree or from a different 
  tree within medium range of the tree it entered.
  ATTACK OPTIONS
  Rooting Touch (melee) +4 with 1 boon (2d6 + 1 and the 
  target becomes immobilized for 1 round)
  MAGIC
  Power 5
  Enchantment presence (6), charm (3), mind bondage (2)
  Nature magic acorns (6), overgrowth (3), ensnaring vines 
  (2), brambles (2), form of the oak guardian (1)
  Dwarf
  Dwarfs delve deep into the earth, digging for gold, silver, 
  gemstones, and other treasures from the unyielding stone. 
  A people of short stature and broad build, they are strong 
  and hardy, able to withstand the hardships of their work 
  and the depths into which they descend. Most dwarfs, 
  both male and female, have extensive facial hair, which 
  they wear in beards and mustaches braided or greased into 
  fanciful shapes. Dwarfs have long memories and never 
  forget a slight. They despise goblins and trolls, and their 
  grudges sometimes impel them to attack on sight.
   Legend holds the dwarfs were not always as they are 
  today. Grimnir, their maker, fashioned them to be tall, 
  beautiful, and powerful. But their vanity was the dwarfs’ 
  undoing. They saw the gods not as their masters, but as 
  their rivals. They built a great tower to climb through 
  the skies so they could lay siege to heaven and take the 
  gods’ thrones for themselves. For their hubris, Grimnir 
  cursed them. He stripped from them their beauty and 
  stature, leaving them and all their descendants a stunted, 
  embittered people. The god doomed them to grub for the 
  treasures of earth instead of seeking the glories of heaven, 
  and so all dwarfs are born with a lust for gold and gems.
   Dwarfs speak Dwarfish and the Common Tongue.
  DWARF 
  DIFFICULTY 10
  Size 1/2 dwarf
  Perception 11 (+1); darksight
  Defense 16 (mail, small shield); Health 16
  Strength 12 (+2), Agility 9 (–1), Intellect 10 (+0), Will 10 (+0)
  Speed 8
  Robust Constitution A dwarf takes half damage from 
  poison and makes challenge rolls with 1 boon to avoid or 
  remove the poisoned affliction.
  ATTACK OPTIONS
  Pick (melee) +2 with 1 boon (1d6 + 2)
  Crossbow (long range)–1 with 1 boon (2d6)
  SPECIAL ACTIONS
  Shake It Off The dwarf heals 4 damage and removes 
  one of the following afflictions: fatigued, impaired, or 
  poisoned. Once it uses Shake It Off, the dwarf can’t do so 
  again until it completes a rest.
  Elf
  The lords and ladies of the hidden kingdoms, elves 
  abandoned the mortal world long ago for the wondrous 
  realms spun into being with their great magical power, such 
  as Alfheim or the Lands of the Ever Young. A few retreated 
  into the deep wilderness, unwilling to surrender their 
  homelands to the talking beasts that stink of iron. Most 
  elves prefer their isolation, but some leave the bright lands 
  to walk in the world and gaze with wonder or horror on 
  mortal works.
   Elves are slender and comely people, with heart-shaped 
  faces, canted eyes, pointed ears, and androgynous features. 
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  They dress in clothing made from strange and impossible 
  materials such as shadows, moonbeams, or a lover’s breath.
   All elves appreciate beautiful things. They have no 
  sense of ownership; an elf sees nothing wrong with taking 
  something that catches his or her fancy, whether an object 
  such as a painting or the eyes of a young child.
   Elves speak Elvish. Most also know the Common Tongue 
  or High Archaic.
  ELF 
  DIFFICULTY 25
  Size 1 faerie
  Perception 14 (+4); shadowsight
  Defense 15 (soft leather); Health 40
  Strength 9 (–1), Agility 14 (+4), Intellect 13 (+3), Will 11 (+1)
  Speed 12
  Immune damage from disease; charmed, diseased
  Spell Defense An elf takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking the elf with a spell makes the attack 
  roll with 1 bane.
  Iron Vulnerability An elf is impaired while in contact with iron.
  ATTACK OPTIONS
  Bone Scimitar (melee) +4 with 1 boon (1d6 + 1)
  Bone Long Knife (melee) +4 with 1 boon (1d6)
  Bow (long range) +4 with 1 boon (1d6)
  SPECIAL ATTACKS
  Swift Shot When the elf makes an attack with its bow, it 
  can use a triggered action to repeat the attack against 
  the same or a different target.
  Twin Strike The elf attacks once with its bone scimitar and once 
  with its bone long knife. It makes each attack roll with 1 bane.
  SPECIAL ACTIONS
  Countless Doors The elf can use a triggered action at 
  any time to teleport to an open space it can see within 
  medium range. Once it uses Countless Doors, the elf 
  cannot do so again for 1 minute.
  Emerald Darter
  These flying insects of incredible size resemble dragonflies. 
  An emerald darter has a long, thin body with a bright green 
  carapace. Its head features four globelike eyes, and it moves 
  about on three pairs of wings that beat too quickly for the 
  eye to follow. In the wild, darters hunt small mammals. Some 
  cultures have managed to tame them for use as mounts.
  EMERALD DARTER 
  DIFFICULTY 25
  Size 2 animal
  Perception 14 (+4)
  Defense 17; Health 20
  Strength 12 (+2), Agility 17 (+7), Intellect 6 (–4), Will 12 (+2)
  Speed 18; flier (swoop)
  ATTACK OPTIONS
  Mandibles (melee) +7 (2d6)
  SPECIAL ATTACKS
  Darting Bite The emerald darter flies up to half its Speed 
  and attacks with its mandibles.
  Fungal Hulk
  Fungal hulks and their mite offspring are mobile colonies 
  that prowl the deep caverns in search of living hosts in 
  which they can implant their spores. A fungal hulk looks 
  like an enormous mushroom with a drooping, perforated 
  cap, a thick trunk with two armlike appendages ending in 
  heavy knobs, and two rubbery legs.
   When a fungal hulk kills a creature, it injects the corpse 
  with spores. After 1d6 hours, 1d6 fungal mites emerge. A 
  fungal mite matures into a fungal hulk in 1d6 days.
  FUNGAL HULK 
  DIFFICULTY 50
  Size 2 fungus
  Perception 11 (+1); sightless
  Defense 9; Health 50
  Strength 15 (+5), Agility 9 (–1), Intellect 5 (–5), Will 15 (+5)
  Speed 12
  Immune gaining Insanity; asleep, blinded, dazed, deafened, 
  fatigued, frightened, stunned
  Corrosive Spores When the fungal hulk takes damage from 
  a weapon, it releases a cloud of spores that spread into a 
  3-yard-radius sphere centered on a point within its space. The 
  cloud partially obscures its area and remains until the end of 
  the round or until dispersed by wind. Any living non-fungus 
  creature that is in the cloud when it appears or that enters it 
  takes 2d6 damage, or half the damage with a success on a 
  Strength challenge roll. Once the fungal hulk uses Corrosive 
  Spores, it cannot do so again until after the end of the round.
  ATTACK OPTIONS
  Appendage (melee) +5 with 2 boons (2d6 + 3)
  SPECIAL ATTACKS
  Double Attack The fungal hulk attacks twice with its appendage.
  FUNGAL MITE 
  DIFFICULTY 10
  Size 1/4 or 1/2 fungus
  Perception 11 (+1); sightless
  Defense 11; Health 20
  Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 15 (+5)
  Speed 8
  Immune gaining Insanity; asleep, blinded, dazed, deafened, 
  fatigued, frightened, stunned
  ATTACK OPTIONS
  Appendage (melee) +3 with 1 boon (1d6 + 3)
  Fury
  Furies fly out from the depths of Hell to visit doom on 
  oathbreakers and traitors, on their own or at the behest 
  of their infernal masters. Once a fury sets its sights on a 
  victim, it pursues the offending mortal to the ends of the 
  earth, determined to drag the soul to Hell.
   Furies as appear as winged women dressed in diaphanous 
  gowns spotted with blood, their long hair held back in 
  braids. They would be beautiful were it not for the hatred 
  contorting their features. All furies wield fiery swords.
   Furies speak High Archaic.
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  FURY 
  DIFFICULTY 250
  Size 1 frightening faerie (devil)
  Perception 13 (+3); truesight
  Defense 18; Health 100
  Strength 16 (+6), Agility 14 (+4), Intellect 10 (+0), Will 15 (+5)
  Speed 12; flier (swoop)
  Immune damage from disease and poison; gaining Insanity; 
  diseased, frightened, poisoned, sleep
  Spell Defense A fury takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking the fury with a spell makes the attack 
  roll with 1 bane.
  Iron Vulnerability A fury is impaired while it is in contact 
  with iron.
  ATTACK OPTIONS
  Blazing Blade (melee) +6 with 2 boons (2d6 + 2 plus 2d6 
  from fire)
  Burning Bow (long range) +4 with 2 boons (2d6 + 1 plus 
  2d6 from fire)
  SPECIAL ATTACKS
  Twin Strike The fury attacks twice with its blazing blade or 
  its burning bow. It makes each attack roll with 1 bane.
  SPECIAL ACTIONS
  Oath of Ruin The fury can use an action or a triggered 
  action when it takes damage to swear to destroy one 
  target creature it can see. Until it or the target becomes 
  incapacitated, the fury makes attack rolls with 1 boon 
  against the target. Once the fury uses Oath of Ruin, it 
  cannot do so again until the target is dead.
  END OF THE ROUND
  Dread Each creature that is not a faerie within 1 yard of 
  the fury must make a Will challenge roll. On a failure, the 
  creature becomes frightened for 1 round. If it is already 
  frightened, it instead becomes dazed for 1 round.
  Genie
  When the universe sprang into 
  existence eons ago, it brought with 
  it bodiless entities, awakened 
  by creation’s magic. Such 
  spirits usually drift through 
  the worlds, unseen, unfelt, 
  unnoticed but for a tingling of 
  the skin, a sensation of someone 
  or something nearby, or a faint 
  noise that has no obvious source. 
  Genies live in dancing flames, 
  stirring breezes, hulking mountains, 
  and crashing waves, heedless of the 
  oblivious mortals.
   Rarely do genies trouble other 
  creatures, unless compelled by magic. 
  Practitioners of elemental magic summon 
  them to learn the spells that manipulate these primal 
  forces. When summoned, a genie assumes a physical form 
  infused with elemental power to become a wild, dangerous 
  entity.
  EARTH GENIE 
  DIFFICULTY 100
  Size 2 or larger genie
  Perception 10 (+0); truesight
  Defense 16; Health 40
  Strength 20 (+10), Agility 9 (–1), Intellect 7 (–3), Will 12 (+2)
  Speed 8; Earth Stride
  Immune damage from disease or poison; gaining Insanity; 
  blinded, dazed, deafened, diseased, fatigued, frightened, 
  immobilized, poisoned, prone, slowed, stunned
  Resilience An earth genie takes half damage from weapons.
  Air Vulnerability An earth genie cannot fly or jump. It 
  makes challenge rolls to resist Air spells with 1 bane and 
  takes double damage from Air spells.
  Earth Stride An earth genie ignores the effects of moving 
  across difficult terrain made from earth, sand, or stone. It 
  can also enter and move through solid objects made of 
  earth, sand, or stone and remain in those areas indefinitely.
  Empowered by Earth When an earth genie would take 
  damage from an Earth spell, it instead adds the damage 
  as a bonus to its Health. The bonus lasts for 1 minute. 
  While the genie’s Health is at least 60, its Size becomes 
  3. While its Health is 120 or higher, its Size becomes 4.
  ATTACK OPTIONS
  Fist (melee) +10 (6d6, or 36 to an object); the genie makes 
  the attack roll with 1 boon if the target is contact with 
  earth, sand, or stone.
  END OF THE ROUND
  Unruly Earth Each creature that is not a genie on the ground 
  within short range of the earth genie must make an Agility 
  challenge roll with 1 bane, falling prone on a failure. A creature 
  that is already prone instead takes 2d6 damage. Objects on 
  the ground in the area automatically take 2d6 damage.
  What at first looks like a stack of rocks and dirt reveals its 
  true nature when it moves. The rocks making up the genie’s 
  body behave like limbs, streams of dust and small stones 
  spilling from its earthen form. Black chips of glittering 
  obsidian serve as its eyes.
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  FLAME GENIE 
  DIFFICULTY 100
  Size 2 or larger genie
  Perception 10 (+0); truesight
  Defense 16; Health 40
  Strength 14 (+4), Agility 14 (+4), Intellect 7 (–3), Will 12 (+2)
  Speed 2; Fire Leap
  Immune damage from disease, fire, or poison; gaining 
  Insanity; blinded, dazed, deafened, diseased, fatigued, 
  frightened, immobilized, poisoned, prone, slowed, stunned
  Fiery Form A flame genie takes half damage from 
  weapons. As well, it blazes brightly, shedding light out to 
  10 yards around it.
  Water Vulnerability A flame genie cannot move across or into 
  water or ice. It makes challenge rolls to resist Water spells 
  with 1 bane and takes double damage from Water spells.
  Fire Leap While moving, when a flame genie enters a space 
  of its Size or larger that is filled with fire, it can instantly 
  exit from another space that is filled with fire of the same 
  Size or larger within medium range.
  Empowered by Fire When a flame genie would take 
  damage from a Fire spell, it instead adds the damage as 
  a bonus to its Health. The bonus lasts for 1 minute. While 
  the genie’s Health is at least 60, its Size becomes 3. 
  While its Health is 120 or higher, its Size becomes 4.
  ATTACK OPTIONS
  Fiery Touch (melee) +4 (4d6 plus Ignite); the genie makes 
  the attack roll with 2 boons if the target is on fire or in a 
  fire-filled area.
  Ignite The target must make an Agility challenge roll with 1 
  bane. On a failure, it catches fire.
  END OF THE ROUND
  Heat Shimmer Each creature that is not a genie within 
  short range of the flame genie must make a Strength 
  challenge roll with 1 bane, taking 1d6 damage from fire 
  on a failure. If the total of the challenge roll is 0 or less, 
  the creature is also fatigued for 1 minute.
  Waves of heat roll off this great, mobile ball of fire. A 
  hunched bipedal form is faintly visible through the roiling 
  flames, its white-hot eyes glowing with the intense heat in 
  its hate-filled heart.
  WATER GENIE 
  DIFFICULTY 100
  Size 2 or larger genie
  Perception 10 (+0); truesight
  Defense 16; Health 40
  Strength 17 (+7), Agility 12 (+2), Intellect 7 (–3), Will 12 (+2)
  Speed 16; swimmer
  Immune damage from acid, disease, or poison; gaining 
  Insanity; blinded, dazed, deafened, diseased, fatigued, 
  frightened, immobilized, poisoned, prone, slowed, stunned, 
  and any effect that would change the genie’s shape
  Watery Form A water genie takes half damage from 
  weapons. When it takes damage from cold, for 1 round it 
  gains a 1d6 bonus to Defense and is slowed.
  Fire Vulnerability A water genie makes challenge rolls to 
  resist Fire spells with 1 bane and takes double damage 
  from Fire spells.
  Amorphous A water genie can move freely through openings 
  wide enough to permit the passage of water, and it can 
  move through spaces occupied by other creatures.
  Empowered by Water When a water genie would take 
  damage from a Water spell, it instead adds the damage 
  as a bonus to its Health. The bonus lasts for 1 minute. 
  While the genie’s Health is at least 60, its Size becomes 
  3. While its Health is 120 or higher, its Size becomes 4.
  ATTACK OPTIONS
  Fist (melee) +7 (5d6 plus Smash); the genie makes the attack 
  roll with 2 boons if the target is in or in contact with a liquid.
  Smash The target must make a Strength challenge roll. On 
  a failure, it falls prone.
  END OF THE ROUND
  Tidal Forces Each creature that is not a genie and within 
  medium range of the genie must make a Strength challenge 
  roll. A creature in or in contact with a liquid makes the roll 
  with 2 banes. On a failure, the creature is moved 1d6 yards 
  away from the genie if within 10 yards of it, or 2d6 yards 
  toward the genie if more than 10 yards from it. If the creature 
  encounters an obstacle before moving the full distance, it 
  takes 1 damage for each yard it was prevented from moving.
  A water genie is shaped like a giant, corpulent human 
  made from water, its form filled with fish swimming amid 
  swirling silt and strands of seaweed. Its eyes glow azure.
  WIND GENIE 
  DIFFICULTY 100
  Size 2 or larger genie
  Perception 10 (+0); truesight
  Defense 18; Health 40
  Strength 14 (+4), Agility 16 (+6), Intellect 7 (–3), Will 10 (+0)
  Speed 20; flier (swoop)
  Immune damage from disease or poison; gaining Insanity; 
  blinded, dazed, deafened, diseased, fatigued, frightened, 
  immobilized, poisoned, prone, slowed, stunned, and any 
  effect that would change the genie’s shape
  Resilience A wind genie takes half damage from weapons.
  Earth Vulnerability A wind genie makes challenge rolls to 
  resist Earth spells with 1 bane and takes double damage 
  from Earth spells.
  Amorphous A wind genie can move freely through 
  openings wide enough to permit the passage of air, and 
  it can move through spaces occupied by other creatures.
  Empowered by Air When a wind genie would take damage 
  from an Air spell, it instead adds the damage as a bonus 
  to its Health. The bonus lasts for 1 minute. While the 
  genie’s Health is at least 60, its Size becomes 3. While its 
  Health is 120 or higher, its Size becomes 4
  Deafening Winds Creatures are deafened while they are 
  within short range of a wind genie.
  ATTACK OPTIONS
  Fist (melee) +6 (3d6 + 2 plus Scatter); the genie makes the 
  attack roll with 2 boons if the target is flying.
  Scatter If the target is not a genie and is smaller than the 
  genie, it must make a Strength challenge roll. It makes 
  the roll with 1 bane if it’s flying. On a failure, the target 
  takes 1d6 extra damage and is moved a number of yards 
  away from the genie equal to the extra damage.
  END OF THE ROUND
  Howling Wind Each creature that is not a genie and that is 
  within medium range of the genie must make a Strength 
  challenge roll, making the roll with 1 bane if it is smaller 
  than the genie. On a failure, the creature is moved 2d6 
  yards away from the genie and falls prone. If the creature 
  encounters an obstacle before moving the full distance, it 
  takes 1 damage for each yard it was prevented from moving.
  Swirling air, dust, and debris resolve into a wavering 
  humanoid form, only just holding its shape as it moves.
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  Ghastly Chorus
  A ghastly chorus is made from stripping the faces of a dozen 
  or more victims from their skulls and fusing them into a 
  sheet of stretched skin. It moves by fluttering and lurching 
  over the ground, eyes flicking back and forth, its many 
  mouths yawning wide as they whisper dire secrets of the 
  afterlife.
   Ghastly choruses lurk in old ruins and cemeteries, 
  where dabblers in the dark arts ruminate over the 
  forbidden knowledge they have accumulated. 
  The chorus serves its maker as a herald, 
  announcing the sovereignty of its master to 
  any who stumble into the lair.
   The deboned heads used to create a ghastly 
  chorus retain scraps of memory from their lives. 
  Their mouths whisper or shriek in the Common 
  Tongue or, rarely, High Archaic. The abomination 
  craves conversation and gibbers madly at anyone who 
  will listen, lashing out violently at those who won’t. Its mad 
  pronouncements and horrific appearance assault mortal 
  minds, leaving their owners gasping in terror.
  GHASTLY CHORUS 
  DIFFICULTY 50
  Size 2 horrifying undead
  Perception 15 (+5); darksight
  Defense 12; Health 50
  Strength 10 (+0), Agility 12 (+2), Intellect 11 (+1), Will 13 (+3)
  Speed 8; Creep
  Immune damage from cold, disease, and poison; gaining 
  Insanity; asleep, diseased, fatigued, immobilized, 
  poisoned, prone
  Amorphous A ghastly chorus can move freely through 
  openings wide enough to permit the passage of water, and 
  it can move through spaces occupied by other creatures.
  Dazing Horror Creatures that gain Insanity from the 
  ghastly chorus’s Mournful Song are also dazed while they 
  are frightened this way. A creature that is already dazed 
  is instead stunned for the duration.
  ATTACK OPTIONS
  Mouths (melee) +0 with 4 boons (6d6 + 6 plus Crushing 
  Grab on attack roll 20+)
  Crushing Grab The target is grabbed. If it was already 
  grabbed, the target instead takes 3d6 extra damage.
  SPECIAL ATTACKS
  Mournful Song Each creature with medium range of the 
  ghastly chorus that can hear it must make a Will challenge 
  roll with 1 bane. On a failure, the creature gains 1 Insanity.
  END OF THE ROUND
  Creep The ghastly chorus moves up to half its Speed.
  Ghoul
  Most societies forbid humans to knowingly feed on other 
  humans. To do so invites a horrid curse: transformation 
  into a ghoul.
   Ghouls are corpse-eaters, shunned for their unspeakable 
  appetites. They prowl graveyards, breaking into tombs 
  and digging up coffins to get at the choice morsels within. 
  Eternally hungry, ghouls eat any flesh, no matter how 
  rancid or putrid. However, when given the choice, they 
  favor fresh meat pulled from the bones of children.
   A ghoul adopts the likeness of the last creature it ate. As 
  its unholy appetite grows, it reverts to its usual gaunt and 
  sickly form, its crusted maw filled with pointed black teeth 
  and a forked, sore-ridden tongue.
   Ghouls speak the Common Tongue.
  GHOUL 
  DIFFICULTY 25
  Size 1 frightening monster
  Perception 12 (+2); shadowsight
  Defense 15; Health 15
  Strength 11 (+1), Agility 13 (+3), Intellect 8 (–2), Will 11 (+1)
  Speed 8
  Immune damage from disease or poison; diseased, poisoned
  Fear of the Gods A ghoul makes attack rolls with 1 bane 
  against a creature wearing or wielding a holy symbol.
  ATTACK OPTIONS
  Claws and Teeth (melee) +3 with 1 boon (2d6 + 3 plus 
  Drink Blood on attack roll 20+)
  Drink Blood If the target is a living creature of flesh and 
  blood, it takes 1d6 extra damage and becomes fatigued 
  for 1 minute. While fatigued this way, the target is 
  also slowed. If it was already fatigued, it instead takes 
  another 1d6 extra damage.
  SPECIAL ACTIONS
  Unholy Feast The ghoul eats one dead creature it can 
  reach, which requires concentrating for 1 minute. At 
  the end of this time, the ghoul utterly consumes the 
  corpse and assumes the creature’s appearance for 24 
  hours. While wearing this new form, the ghoul loses its 
  frightening trait.
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  Giant
  Giants are primitive, backward, and incredibly stupid. 
  They pay little attention to where they go and leave a trail 
  of smashed houses, flattened wagons, and partly eaten 
  livestock when wandering through settled lands.
   A typical giant stands about 15 feet tall and weighs about 
  2,000 pounds. It looks like an enormous human with a 
  slouched posture and exaggerated features: a broad nose, 
  drooping eyebrows, and a slack mouth filled with stained 
  teeth the size of shields. Most giants eschew clothing, 
  though the more modest might strap livestock, living or 
  dead, over their nether regions, or don carnival tents.
   Giants speak the Trollish language. More intelligent 
  giants might also know the Common Tongue.
  GIANT 
  DIFFICULTY 100
  Size 3 or larger giant
  Perception 10 (+0)
  Defense 15; Health 100
  Strength 17 (+7), Agility 11 (+1), Intellect 8 (–2), Will 13 (+3)
  Speed 12
  Stupidity A giant makes Intellect attack rolls and challenge 
  rolls with 1 bane. Creatures make attack rolls against the 
  giant’s Intellect with 1 boon.
  Crushing Footfalls When a giant moves into a space 
  occupied by a creature on the ground, the creature must 
  make an Agility challenge roll. On a failure, it takes 3d6 
  damage and falls prone. If it’s already prone, it takes 1d6 
  extra damage. A creature makes this roll once per round 
  per giant regardless of how many times the giant moves 
  through its space.
  Giantfall When an effect knocks the giant prone, the 
  giant’s body covers an area on the ground that is as long 
  and as wide as it is tall, starting at the edge of its space 
  and extending away from the source of the effect that 
  knocked it prone. The giant deals damage equal to 2d6 × 
  its Size to everything in the area where it falls. Creatures 
  in the area are trapped under the giant’s body.
   
   A trapped creature is prone, blinded, immobilized, and 
  totally covered. It can use an action to make an Agility 
  challenge roll with a number of banes equal to the giant’s 
  Size × 1. On a success, the creature moves to the nearest 
  open space and removes all afflictions imposed by Giantfall.
  ATTACK OPTIONS
  Fist (melee) +7 with 3 boons (5d6)
  Boulder (long range) +7 with 1 boon (3d6)
  Goblin
  Cast out from the realms of faerie long ago, goblins now 
  make their way in the mortal world. They occupy the 
  bottom rung of the social ladder, performing the work no 
  one else is willing to do. Many goblins delight in making 
  mischief, and the worst of their kind live as thieves, 
  scoundrels, and troublemakers.
   Goblins reproduce like rats. They live in crowded 
  conditions in underground warrens, often in human cities, 
  using scraps and stolen materials. No two goblins are exactly 
  alike. Most stand around 3 feet tall and weigh about 40 or 50 
  pounds, but all have a unique characteristic that sets them 
  apart. Horns, fangs, snouts, tails, blotchy skin, extra digits or 
  eyes, and worse mar their forms.
   Goblins speak the Common Tongue and Elvish.
  GOBLIN 
  DIFFICULTY 1
  Size 1/2 faerie
  Perception 12 (+2); shadowsight
  Defense 14 (soft leather); Health 8
  Strength 8 (–2), Agility 13 (+3), Intellect 11 (+1), Will 9 (–1)
  Speed 10
  Immune damage from disease; charmed, diseased
  Iron Vulnerability A goblin is impaired while it is in contact 
  with iron.
  Sneaky A goblin attempting to hide or move silently makes 
  the Agility challenge roll with 1 boon.
  ATTACK OPTIONS
  Spear (melee) +3 (1d6)
  Bow (long range) +3 (1d6)
  SPECIAL ACTIONS
  Spring Away When a creature the goblin can see gets a 
  failure on an attack roll against the goblin’s Defense or 
  Agility, the goblin can use its triggered action to retreat.
  Golem
  Golems are massive, lumbering beings formed from clay 
  and animated by magic to serve their creators. Prized for 
  their great strength and their obedience, golems carry 
  out whatever instructions they receive to the letter. A 
  golem might spend a century digging a tunnel through a 
  mountain or stand guard for a thousand lifetimes without 
  growing tired or feeling the need to do anything else. Each 
  golem abides by a list of three rules, unique to itself, that its 
  maker has inscribed inside its head.
  GOLEM 
  DIFFICULTY 500
  Size 2 or 3 construct
  Perception 7 (–3); darksight
  Defense 21; Health 200
  Strength 18 (+8), Agility 9 (–1), Intellect 7 (–3), Will 10 (+0)
  Speed 8; Unstoppable Advance
  Immune damage from cold, disease, and poison; gaining 
  Insanity; all afflictions. A golem ignores all banes on rolls 
  it makes.
  Damage Resistance A golem takes half damage from fire 
  and weapons.
  Spell Defense A golem takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the golem with a spell makes its 
  attack roll with 1 bane.
  ATTACK OPTIONS
  Fist (melee) +8 with 3 boons (4d6)
  SPECIAL ATTACKS
  Double Attack The golem attacks twice with its fist.
  END OF THE ROUND
  Unstoppable Advance The golem moves up to its Speed.
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  Gorgon
  The Witch-King created the gorgons from his brides, whose 
  beauty was unmatched by any in the world. He gifted 
  them with eternal life, but to keep their vanity in check, he 
  also cursed them, transforming them into monstrosities 
  whose gaze turned the living to stone statues. Somehow, 
  the gorgons survived the Witch-King’s defeat and scattered 
  across the Empire’s lands.
   An echo of the beauty that earned their place as the 
  Witch-King’s brides still lingers in gorgons’ shapely upper 
  bodies and striking features. But the rest of their forms are 
  monstrous: crowns of eyeless serpents emerge from their 
  heads and long serpent tails replace their legs.
   Gorgons dwell in old ruins, under cities, or in remote 
  wilderness areas where they pass the endless years in 
  isolation. Some offer guidance to mortals who dare 
  approach, conferring on them the wisdom accumulated 
  over their long lives.
   A gorgon’s gaze retains power for 1d6 days after the 
  gorgon dies, provided its eyes remain intact. A creature 
  wielding the gorgon’s head can subject others to the 
  gorgon’s Petrifying Appearance and Petrifying Gaze.
   Gorgons communicate in High Archaic.
  GORGON 
  DIFFICULTY 500
  Size 1 monster
  Perception 17 (+7); darksight
  Defense 18; Health 120
  Strength 12 (+2), Agility 16 (+6), Intellect 12 (+2), Will 17 (+7)
  Speed 8
  Immune gaining Insanity; charmed, compelled, dazed, 
  frightened, stunned
  Petrifying Appearance On first seeing a gorgon, a creature 
  must make a Will challenge roll with 2 banes. On a failure, 
  the creature gains 1 Insanity, cannot avert its eyes from the 
  gorgon, and becomes slowed for a number of rounds equal 
  to the creature’s Insanity total. Whether it gets a success or a 
  failure, it cannot again be affected by that gorgon’s Petrifying 
  Appearance until after that creature completes a rest.
  ATTACK OPTIONS
  Scimitar (melee) +6 with 3 boons (2d6 + 1)
  Longbow (long range) +6 with 3 boons (2d6 + 1)
  SPECIAL ATTACKS
  Twin Strike The gorgon attacks twice with its scimitar or 
  longbow. It makes each attack roll with 1 bane.
  Serpent Hair The gorgon uses an action or a triggered 
  action on its turn to attack with the serpents crowning 
  its head. One target creature within the gorgon’s 
  reach must make an Agility challenge roll with 1 
  bane, or with 3 banes if it averted its eyes. On a 
  failure, the target takes 2d6 damage, becomes 
  poisoned for 1 minute, and cannot avert 
  its eyes for 1 round. If the target is already 
  poisoned this way, it instead takes 2d6 extra 
  damage.
  END OF THE ROUND
  Epic Recovery The gorgon removes one affliction from 
  itself.
  Petrifying Gaze Each creature within medium range of the 
  gorgon that can see it must either use a triggered action 
  to avert its eyes from the gorgon or make a Strength 
  challenge roll with 1 bane. For 1 round, a creature that 
  averts its eyes makes attack rolls with 2 banes, and other 
  creatures make attack rolls against it with 2 boons.
   
   A creature that gets a failure on the Strength challenge 
  roll takes 4d6 + 20 damage and becomes slowed for 
  1 minute. If the creature is already slowed, it instead 
  becomes immobilized. A creature that is incapacitated 
  by this damage dies instantly, transformed into a stone 
  statue.
  Epic Adversary Roll 1d3 + 1 to determine how many actions 
  the gorgon can use during the next round. The gorgon can 
  use these actions during any turn and can do so before its 
  enemies act. Each time the gorgon uses an action, it can 
  move up to its Speed before or after the action.
  Grave Thrall
  Grave thralls haunt old battlefields, clinging to the mortal 
  world to complete some unfinished task. Their bodies are 
  worm-eaten, with tattered bits of skin hanging from their bones 
  and blue pinpricks of light glowing in their empty eye sockets.
   Grave thralls do not speak, though they understand those 
  who have the power to command them.
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  GRAVE THRALL 
  DIFFICULTY 10
  Size 1 frightening undead
  Perception 12 (+2); darksight
  Defense 14 (brigandine, small shield); Health 20
  Strength 12 (+2), Agility 10 (+0), Intellect 8 (–2), Will 13 (+3)
  Speed 10
  Immune damage from cold, disease, and poison; gaining 
  Insanity; asleep, diseased, fatigued, poisoned
  Sunlight Weakness A grave thrall is impaired while in an 
  area lit by sunlight.
  ATTACK OPTIONS
  Sword (melee) +2 with 1 boon (1d6 + 2)
  Great Cat
  Great cats such as lions, pumas, and tigers are skilled 
  hunters, making them more dangerous than other animals 
  of their size. They wait for prey to draw near and pounce to 
  take it down quickly.
  GREAT CAT 
  DIFFICULTY 50
  Size 1 or 2 animal
  Perception 15 (+5); shadowsight
  Defense 15; Health 50
  Strength 14 (+4), Agility 13 (+3), Intellect 7 (–3), Will 11 (+1)
  Speed 12
  ATTACK OPTIONS
  Claws and Teeth (melee) +4 with 1 boon (1d6)
  SPECIAL ATTACKS
  Pounce The great cat moves up to its Speed and attacks 
  twice with its claws and teeth, dealing 1d6 extra damage 
  on each success. Once the great cat makes this attack, it 
  cannot do so again for 1 round.
  SPECIAL ACTIONS
  Swift Attack When a creature within the great cat’s reach 
  moves, the great cat can use a triggered action to attack 
  the triggering creature with its claws and teeth.
  Gremlin
  Cunning mischief-makers, gremlins delight in creating 
  chaos. Their mere presence causes even the best-laid 
  plans to go awry. Gremlins followed the goblins out of the 
  Hidden Kingdoms and now wreak havoc on human cities. 
  Explosions, misfires, and constructs that behave erratically 
  are all signs of a gremlin infestation.
   Technology attracts gremlins. A gremlin wants nothing 
  more than to take a device apart to see how it works. When 
  it puts it back together again, though, the item never seems 
  to work quite right and has a tendency to break at the most 
  inopportune times.
   Gremlins are tiny human-shaped creatures with gray skin 
  and spindly bodies, standing 8 inches tall and weighing no more 
  than a pound or two. They often have one feature of unusual 
  size, such as a tooth, ear, or nose. Most gremlins forgo clothing.
   Gremlins speak Elvish.
  GREMLIN 
  DIFFICULTY 5
  Size 1/4 faerie
  Perception 13 (+3); shadowsight
  Defense 15; Health 5
  Strength 8 (–2), Agility 15 (+5), Intellect 11 (+1), Will 9 (–1)
  Speed 8
  Immune damage from disease; charmed, diseased
  Spell Defense A gremlin takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking the gremlin with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A gremlin is impaired while it is in 
  contact with iron.
  Vexing Presence Each creature that is not a faerie and is 
  within short range of the gremlin makes attack rolls and 
  challenge rolls with 1 bane.
  ATTACK OPTIONS
  Teeth (melee) +5 with 1 boon (1 plus Curse)
  Curse If the target is not a faerie, it must make a Will 
  challenge roll with 3 banes. On a failure, the target 
  becomes cursed for 1 minute. While cursed, whenever 
  the target makes an attack roll or a challenge roll, it must 
  roll twice and use the lower number.
  SPECIAL ACTIONS
  Jinx The gremlin uses an action or a triggered action on its 
  turn to choose one target object within short range of it that 
  is neither worn nor carried. The target takes 1d6 damage.
  Break When a creature within short range of the gremlin 
  makes an attack roll using a weapon that is not enchanted, 
  the gremlin can use a triggered action to make an Intellect 
  challenge roll. On a success, the triggering weapon takes 
  damage equal to its Health and breaks.
  Griffon
  Griffons comprise a wide range of hybrid creatures that 
  incorporate features of different animals. The most 
  common variety combines the body of a lion with the 
  talons, head, and wings of an eagle. Other hybrids might 
  combine horse and hawk, bear and owl, or eagle and stag.
  GRIFFON 
  DIFFICULTY 50
  Size 2 animal
  Perception 17 (+7)
  Defense 17; Health 50
  Strength 15 (+5), Agility 14 (+4), Intellect 6 (–4), Will 12 (+2)
  Speed 12; flier (swoop)
  ATTACK OPTIONS
  Claws and Beak (melee) +5 with 2 boons (3d6)
  Hag
  Nymphs are wilderness faerie of surpassing beauty. 
  But when a nymph’s joy becomes sorrow and bitterness 
  replaces happiness, hate causes the nymph’s beauty to 
  wither and die. What’s left is a horror called a hag. Green-
  skinned and warty, it is a monstrous reflection of the 
  nymph’s former self, intent on making everyone else as 
  miserable as itself.
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   Hags live in dark, foreboding forests, wastelands, and 
  other desolate areas. They creep through the night hours, 
  luring children from their beds and stealing them away. 
  Their vile magic withers crops, sickens livestock, spoils 
  milk, and brings bad luck.
   Hags speak Elvish.
  HAG 
  DIFFICULTY 500
  Size 1 horrifying faerie
  Perception 16 (+6); shadowsight
  Defense 19; Health 80
  Strength 15 (+5), Agility 11 (+1), Intellect 16 (+6), Will 16 (+6)
  Speed 8
  Immune damage from disease; gaining Insanity; charmed, 
  dazed, diseased, sleep, stunned
  Spell Defense A hag takes half damage from spells and makes 
  any challenge roll to resist a spell with 1 boon. A creature 
  attacking the hag with a spell makes the attack roll with 1 bane.
  Iron Vulnerability A hag is impaired when in contact with iron.
  Mind-Bending Horror A creature that gains Insanity 
  from seeing a hag also becomes compelled while it is 
  frightened this way.
  See Magic A hag sees auras around creatures, objects, and 
  places affected by magic.
  ATTACK OPTIONS
  Claws (melee) +5 with 3 boons (4d6)
  SPECIAL ATTACKS
  Double Attack The hag attacks twice with its claws.
  Accursed Eye The hag uses an action or a triggered action 
  on its turn to make a Will attack roll against the Strength 
  of one target creature it can see within medium range of 
  it. On a success, the target becomes impaired for 1 minute.
  Accursed Sleep The hag makes a Will attack roll against 
  the Strength of one target impaired creature it can see 
  within medium range of it. On success, the target falls 
  asleep for 1 minute. At the end of this time, the hag can 
  use a triggered action if it is within medium range of 
  the target to make a Will attack roll against the target’s 
  Will. On a success, the target remains asleep for as long 
  as the hag wishes or until the hag is incapacitated.
  Wychfire The hag hurls a ball of green fire at one target 
  creature within medium range of it, making a Will attack 
  roll against the target’s Agility. On a success, the target 
  takes 6d6 damage.
  SPECIAL ACTIONS
  Change Shape The hag uses an action or a triggered 
  action on its turn to transform into a young human 
  man or woman of a pleasing appearance. While in 
  this form, the hag loses its horrifying trait and cannot 
  use Streaming Smoke; it can use its other attacks and 
  talents. It remains in this form until it uses a triggered 
  action at any time to return to its normal form.
  Streaming Smoke The hag uses an action or a triggered 
  action on its turn to transform its body into a roiling 
  cloud of smoke, fly up to its Speed, and then resume its 
  normal form. While in this form, the hag is immune to all 
  damage, can move freely through openings wide enough 
  to permit the passage of air, and can move through 
  spaces occupied by other creatures.
  MAGIC
  Power 4
  Curse hex (5), frighten (2), weakness (2), swine (1)
  Enchantment presence (5), bewitch (2), charm (2), compel (2)
  Forbidden harm (5), hateful defecation (2), tongue rip (2), 
  desire’s end (1), soul exchange (1)
  END OF THE ROUND
  Epic Recovery The hag removes one affliction from itself.
  Epic Adversary Roll 1d3 + 1 to determine how many actions 
  the hag can use during the next round. The hag can use 
  these actions during any turn and can do so before its 
  enemies act. Each time the hag uses an action, it can 
  move up to its Speed before or after the action.
  Halfling
  Halflings are diminutive farmers living on the outskirts of 
  human cities. Their idyllic communities, neat and orderly, 
  produce much of the foodstuffs on which human nations 
  depend. Halflings pride themselves in their work, live simply, 
  and have few ambitions beyond enjoying the time afforded 
  to them. They are fiercely independent and self-sufficient.
   Halflings are cousins to humans, similar in all ways except 
  height. They stand about 3 feet tall and weigh about 50 pounds. 
  Halflings have the same range of coloration that humans have.
   Halflings speak the Common Tongue.
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  HALFLING 
  DIFFICULTY 1
  Size 1/2 halfling
  Perception 10 (+0)
  Defense 14 (hard leather, small shield); Health 10
  Strength 10 (+0), Agility 11 (+1), Intellect 10 (+0), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS
  Spear (melee) +1 (1d6)
  Bow (long range) +1 (1d6)
  SPECIAL ACTIONS
  Good Fortune Whenever a creature within short range of the 
  halfling rolls a 1 on any die, the halfling can use a triggered 
  action to let the creature ignore the roll and roll again.
  Uncommon Courage When the halfling becomes 
  frightened, it can use a triggered action to make a Will 
  challenge roll. On a success, it removes the frightened 
  affliction.
  Harpy
  Sweet, alluring voices call travelers to their destruction. 
  They belong to the harpies, a hideous race of accursed 
  faerie that despise mortals and feed on any they get in 
  their grasp. Harpies have the wings, tails, and talons of 
  ravens merged with the torso of nymphs. Beneath the 
  feces, blood, and hateful behavior, harpies are quite 
  beautiful.
   The harpies were once the loveliest of the nymphs, but 
  with great beauty came great vanity. They believed they 
  were greater and more alluring than the Faerie Queen 
  herself. The Faerie Queen, upon hearing of their boasting, 
  dismissed them from her court and sent them flying away 
  as ravens, whose shape still disfigures their forms.
   Harpies speak Elvish.
  HARPY 
  DIFFICULTY 50
  Size 1 faerie
  Perception 12 (+2); shadowsight
  Defense 15; Health 60
  Strength 10 (+0), Agility 15 (+5), Intellect 9 (–1), Will 13 (+3)
  Speed 10; flier (swoop)
  Iron Vulnerability A harpy is impaired while it is in contact 
  with iron.
  ATTACK OPTIONS
  Talons and Teeth (melee) +5 with 2 boons (3d6 plus 
  Painful Compulsion)
  Painful Compulsion If living, the target must make a Will 
  challenge roll. On a failure, it becomes compelled for as 
  long as the harpy concentrates. On a success, it becomes 
  immune to that harpy’s Painful Compulsion until that 
  creature completes a rest.
  SPECIAL ACTIONS
  Seductive Song The harpy uses an action or a triggered 
  action on its turn to begin singing. It continues to sing 
  for 1 round and can take only triggered actions during 
  that time. Each creature that is within or that moves into 
  long range of a singing harpy must make a Will challenge 
  roll, with 1 bane for each singing harpy within range 
  beyond the first.
   
   On a failure, the creature gains 1 Insanity and becomes 
  charmed for a number of rounds equal to its Insanity 
  total. While charmed this way, the creature must take 
  the first turn it can each round and use an action to 
  rush toward the nearest singing harpy by the shortest 
  available route. Once the creature is within short range 
  of a singing harpy, it stops moving and becomes stunned 
  until it is no longer charmed.
   
   
  On a success or after removing the charmed affliction, 
  the creature becomes immune to all harpies’ Seductive 
  Song until after it completes a rest.
  Harvester
  Harvesters haunt the Empire’s oldest cities. Direct 
  descendants of some ancient society, most likely struck 
  down by offended gods, they perpetuate their existence by 
  stealing what they need from humans. When something 
  breaks in a harvester’s body, it replaces the defective 
  part with whatever it can take until it looks like it has 
  been cobbled together from a dozen or more creatures. 
  Harvesters hide their grotesqueness behind heavy clothing 
  to help them move among their victims without attracting 
  attention to themselves.
  ORGAN FILCH 
  DIFFICULTY 10
  Size 1 horrifying harvester
  Perception 14 (+4); shadowsight
  Defense 12; Health 15
  Strength 11 (+1), Agility 12 (+2), Intellect 14 (+4), Will 13 (+3)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS
  Scalpel (melee) +2 with 2 boons (2d6)
  SPECIAL ATTACKS
  Extract Organ The organ filch steals an organ from a target 
  incapacitated or defenseless living creature within its 
  reach, killing the creature instantly. The filch gains a 2d6 
  bonus to Health until it completes a rest.
  SPECIAL ACTIONS
  Skittering Dance The filch uses an action or a triggered 
  action on its turn to move up to its Speed. This 
  movement does not trigger free attacks.
  Organ filches scour the shadowed streets of densely 
  populated cities for vagrants from which they harvest 
  fresh parts to replace their failing organs. They open up 
  their victims with long scalpels and carry bottles filled 
  with preservative fluid to hold their harvests until they 
  can return to their lairs and install the stolen flesh in their 
  bodies.
   An organ filch goes about covered by a hooded canvas 
  cloak that is stained with blood from previous hunts. 
  Beneath is a ghastly figure wrapped in snug linens and 
  wearing elaborate headgear fitted with lenses to help it 
  perform surgery.
   Organ filches speak High Archaic.
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  TEAR THIEF 
  DIFFICULTY 50
  Size 1 horrifying harvester
  Perception 14 (+4); darksight
  Defense 17; Health 50
  Strength 12 (+2), Agility 17 (+7), Intellect 10 (+0), Will 12 (+2)
  Speed 12
  Immune gaining Insanity; blinded
  ATTACK OPTIONS
  Long Knife (melee) +7 with 2 boons (3d6 plus Extract Tears)
  Extract Tears If living, the target must make a Will 
  challenge roll with 1 bane. On a failure, it gains 1 Insanity 
  and the tear thief heals 1d6 damage. If the total of the 
  challenge roll is 0 or lower, the tear thief also plucks out 
  one of the target’s eyes.
  SPECIAL ACTIONS
  Hide in Shadows The tear thief can attempt to 
  hide when it is at least partially obscured by 
  shadows, even if it is being observed.
  Skittering Dance The tear thief uses an action or 
  a triggered action on its turn to move up to its 
  Speed. This movement does not trigger free 
  attacks.
  Harvesters discovered that replacing 
  every part of their bodies numbed their 
  ability to feel and to experience emotion. After 
  extensive study, they learned to concoct an elixir made 
  from human tears that lets them feel again, if only for a 
  short while. Tear thieves extract tears by causing their 
  victims to experience horrific pain.
   A tear thief wears black leather clothing along with a 
  heavy coat, white gloves, a top hat, and black lenses over its 
  eyes. It carries a thin knife with a serrated edge designed to 
  maximize the victim’s suffering.
   Tear thieves speak High Archaic.
  Hell Swine
  Hell swine are a breed of ill-tempered hogs that grow to 
  obscene size. Vicious and temperamental, they destroy 
  their habitats and kill just about anything they can catch. 
  Hell swine have thick, leathery hides, gleaming red eyes, 
  and tufts of black hair rising from their backs. They gore 
  their foes with their sharp tusks.
   Beastmen have had some success in training hell swine 
  to serve as steeds, though the beasts are unreliable and can 
  turn on riders with no warning.
  HELL SWINE 
  DIFFICULTY 50
  Size 2 animal
  Perception 9 (–1); shadowsight
  Defense 16; Health 60
  Strength 16 (+6), Agility 11 (+1), Intellect 7 (–3), Will 12 (+2)
  Speed 12
  Ferocious When a hell swine would become incapacitated, roll 
  a d6. On a roll of 5 or 6, the swine instead heals 10 damage.
  ATTACK OPTIONS
  Tusks (melee) +6 with 2 boons (3d6)
  SPECIAL ACTIONS
  Vicious Rebuke When the hell swine takes damage, it can 
  use a triggered action to attack a randomly determined 
  creature with its tusks.
  Hobgoblin
  Cousins to the exiled goblins, hobgoblins remain in the 
  hidden kingdoms of the faerie, where they live as slaves to 
  the elf lords and ladies. They are given to frequent bouts 
  of madness that manifest as random acts of senseless 
  violence, and often fight on the front lines in defense of the 
  faerie realms.
   Unlike goblins, who have wildly varied appearances, 
  hobgoblins are identical, regardless of gender. Each one 
  stands exactly 5 feet, 4 ½ inches tall and weighs 166 pounds. 
  All have thick bellies, spindly limbs, and heavy jowls that 
  hang to their shoulders. 
   Hobgoblins speak Elvish.
  HOBGOBLIN 
  DIFFICULTY 5
  Size 1 faerie
  Perception 10 (+0); shadowsight
  Defense 15 (brigandine, large shield); Health 13
  Strength 13 (+3), Agility 11 (+1), Intellect 9 (–1), Will 11 (+1)
  Speed 10
  Immune damage from disease; charmed, diseased
  Iron Vulnerability A hobgoblin is impaired while it is in 
  contact with iron.
  ATTACK OPTIONS
  Cleaver (melee) +3 with 1 boon (1d6 + 2)
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  END OF THE ROUND
  Frenzy If the hobgoblin is not in a frenzy, roll a d6. On a roll 
  of 6, the hobgoblin goes into a frenzy that lasts 1 minute. 
  Until the frenzy ends, the hobgoblin deals 1d6 extra 
  damage with its attacks and is immune to the frightened 
  affliction, and other creatures make attack rolls against it 
  with 1 boon.
  Hood
  Hoods were created by a secret society known as the Cabal 
  of the Black Sun, a largely forgotten group of dark wizards 
  set on finding immortality. They employ hoods as spies, 
  thieves, and assassins.
   Hoods haunt city streets on fell errands for their 
  inscrutable masters. They don heavy black cloaks that seem 
  to drink the light and render them nearly invisible when 
  in shadows or darkness. They say little and seem skilled in 
  magic.
   The few who have managed to see a hood clearly report it 
  has craggy features covered by a thick mustache and beard, 
  much like a dwarf. Only removing their cloaks reveals the 
  awful truth about hoods’ nature. Rather than skulls, they 
  have great glass orbs filled with murky liquid. Lamprey-
  like creatures swim inside the glass vessels, presumably 
  controlling the hoods’ actions.
   Hoods speak High Archaic.
  HOOD 
  DIFFICULTY 25
  Size 1/2 monster
  Perception 15 (+5); darksight
  Defense 15 (hard leather); Health 30
  Strength 11 (+1), Agility 13 (+3), Intellect 11 (+1), Will 12 (+2)
  Speed 10
  ATTACK OPTIONS
  Long Knife (melee) +3 with 2 boons (2d6)
  Dagger (melee or short range) +3 with 2 boons (1d6)
  Hand Crossbow (medium range) +3 with 2 boons (1d6 plus 
  Shadow Poison)
  Shadow Poison The target must make a Strength 
  challenge roll. On a failure, it becomes poisoned for 
  1 minute. While poisoned this way, the target is also 
  blinded. If it was already poisoned, it just takes 3d6 
  extra damage instead.
  SPECIAL ACTIONS
  Hide in Shadows The hood can attempt to hide when it is 
  at least partially obscured by shadows, even if it is being 
  observed.
  Shadow Step When the hood is in an area obscured 
  by shadows or darkness, it can use an action or use 
  a triggered action on its turn to teleport to another 
  area obscured by shadows or darkness within medium 
  range.
  MAGIC
  Power 1
  Shadow nightfall blade (2), darkness (1), shadow dart (1)
  Horse
  Horses serve as work animals, mounts, and companions. 
  This statistics box can represent camels, ponies, mules, 
  donkeys, zebras, and other similar quadrupeds normally 
  trained to bear riders.
  HORSE 
  DIFFICULTY 1
  Size 2 animal
  Perception 11 (+1)
  Defense 11; Health 15
  Strength 14 (+4), Agility 11 (+1), Intellect 6 (–4), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS
  Hooves (melee) +4 with 1 bane (1d6)
  SPECIAL ACTIONS
  Gallop The horse moves up to three times its Speed.
  Jack-o'-Lantern
  Glowing wisps flicker and dance across the moors. From a 
  distance, they look like torches or lanterns, but at close range 
  they are revealed to be nothing of the sort but in fact plumes 
  of pale fire that bob in the air. When a living creature comes 
  close, the flame turns bright orange and assumes the form of 
  a leering face that moves to incinerate anything it can reach.
   Jack-o’-lanterns are faerie of malevolent disposition 
  and wicked intent. They love to lure travelers into danger 
  and watch them burn. They do not speak, though they 
  understand Elvish.
  JACK-O’-LANTERN 
  DIFFICULTY 250
  Size 1/4 horrifying faerie
  Perception 15 (+5); truesight
  Defense 20; Health 60
  Strength 8 (–2), Agility 20 (+10), Intellect 8 (–2), Will 10 (+0)
  Speed 16; flier (swoop; can’t fall)
  Immune damage from disease; gaining Insanity; charmed, 
  diseased, prone
  Iron Vulnerability A jack-o’-lantern is impaired while it is in 
  contact with iron.
  Mind-Bending Horror A creature that gains Insanity from 
  seeing a jack-o’-lantern also becomes compelled while it 
  is frightened this way.
  Burst of Flame Once per round, when a jack-o’-lantern 
  takes damage, flames burst in a 2-yard-radius sphere 
  centered on a point within 1 yard of it. Each creature in 
  the area other than the jack-o’-lantern must make an 
  Agility challenge roll, taking 3d6 damage on a failure.
  SPECIAL ATTACKS
  Fey Fire The jack-o’-lantern makes an Agility attack roll 
  against the Agility of one target creature within 2 yards of 
  it. On a success, the target takes 3d6 damage. If the total of 
  the attack roll is 20 or higher, the target also catches fire.
  SPECIAL ACTIONS
  Elude When a creature gets a failure on an attack roll 
  against the jack-o’-lantern’s Defense or Agility, the jack-
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  o’-lantern can use a triggered action to retreat. Then roll 
  1d6. On an even number, the jack-o’-lantern regains the 
  ability to use a triggered action this round.
  Killing Mist
  Fog plays tricks on the senses. Sometimes the shadow glimpsed 
  from the corner of the eye is nothing more than a harmless 
  illusion brought on by the shifting clouds. Sometimes, though, 
  there’s reason to heed the prickling of the hairs on the back of 
  the neck, the cold dread spreading through the guts, and the 
  certainty that there is something else in the mist—something 
  utterly malevolent and not of this world.
   Killing mist appears as a great bank of red-tinged fog that 
  spills over the ground, plunging the world into pale gloom 
  as it creeps along. In its depths one can make out weird, 
  distorted images of impossible shapes accompanied by mad 
  laughter and strings of words in a deep, muttering voice. 
  The killing mist never lingers long, dissipating almost as 
  quickly as it appeared. In the clearing air, one might spot a 
  few pale, dry bones, all that remains of the unlucky victims 
  of the entity’s repast.
   Killing mist typically conceals itself inside a larger bank 
  of mundane fog, looking like a particularly dense region of 
  mist. It haunts shorelines and the surface of waters where 
  doldrums are common.
  KILLING MIST 
  DIFFICULTY 250
  Size 10 frightening undead
  Perception 20 (+10); sightless
  Defense 5; Health 100
  Strength —, Agility 5 (–5), Intellect 6 (–4), Will 6 (–4)
  Speed 6; flier, Flowing Fog
  Immune damage from cold, disease, and poison; gaining 
  Insanity; asleep, blinded, charmed, dazed, diseased, 
  fatigued, frightened, poisoned, prone, stunned, and any 
  effect that would change the killing mist’s shape
  Misty Form A killing mist takes half damage from weapons 
  and double damage from fire. It makes challenge rolls 
  to resist Fire spells with 1 bane. Other creatures can 
  move through and end their movement in its space. The 
  killing mist totally obscures its area. A killing mist ignores 
  difficult terrain and can move freely through openings 
  wide enough to permit the passage of air, but it treats 
  liquid water as a solid object.
   
   Once per round, when exposed to wind created by 
  magic, the mist takes 4d6 damage and is moved 1d6 
  yards in the direction the wind is blowing.
  SPECIAL ATTACKS
  Feed Each creature within the killing mist’s space must 
  make a Strength challenge roll with 3 banes. On a failure, 
  the creature takes 6d6 + 5 damage and becomes fatigued 
  for 1 minute. While fatigued this way, the creature is 
  slowed. If it is already fatigued from some other source, it 
  becomes slowed and takes 2d6 extra damage.
  END OF THE ROUND
  Flowing Fog Roll a d6. On an even number, the mist moves 
  a number of yards equal to the roll in a direction of its 
  choice.
  Bewildering Mist Each living creature within the mist’s 
  space must make a Will challenge roll. On a failure, 
  the creature gains 1 Insanity and becomes dazed for 1 
  round. A creature driven mad by the mist also becomes 
  defenseless until the madness ends.
  Large Spider
  Many breeds of large spider exist in the world, ranging 
  from the size of small dogs to specimens bigger than a man. 
  Most are hunters that spring at their prey and inject it with 
  potent venom.
  LARGE SPIDER 
  DIFFICULTY 10
  Size 1/2 or 1 animal
  Perception 16 (+6); darksight
  Defense 14; Health 20
  Strength 12 (+2), Agility 13 (+3), Intellect 7 (–3), Will 10 (+0)
  Speed 14; climber
  ATTACK OPTIONS
  Fangs (melee) +3 with 1 boon (1d6 plus Poison)
  Poison The target must make a Strength challenge roll. On 
  a failure, it takes 1d6 damage and becomes poisoned 
  for 1 minute. If the target is already poisoned, it instead 
  takes 1d6 extra damage.
  SPECIAL ACTIONS
  Scuttle When a creature within the spider’s reach moves, 
  the spider can use a triggered action to retreat.
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  Lash Crawler
  Clinging to walls and ceilings, lash crawlers might pass 
  for spiders. Close observation, though, reveals that their 
  bodies are bloated, pulsing eyeballs, each suspended on 
  seven long, hair-like legs. Lash crawlers spontaneously 
  appear in places scarred by reckless magic and feed on 
  the energy of living creatures to sustain their unnatural 
  existence.
   Lash crawlers gather in small groups of five to ten in 
  caves and ruins, usually in places that have endured 
  bombardment from wild and chaotic magic.
  LASH CRAWLER 
  DIFFICULTY 1
  Size 1/4 frightening monster
  Perception 20 (+10); truesight
  Defense 13; Health 5
  Strength 8 (–2), Agility 13 (+3), Intellect 8 (–2), Will 11 (+1)
  Speed 12; climber
  Immune gaining Insanity
  ATTACK OPTIONS
  Tendril (melee) +3 (1)
  SPECIAL ATTACKS
  Warping Gaze The lash crawler makes a Will attack roll 
  against the Agility of one target creature it can see 
  within medium range of it. On a success, the target takes 
  1d6 damage moves 1 yard in a direction the crawler 
  chooses.
  SPECIAL ACTIONS
  Extract Eye The lash crawler uses an action or a triggered 
  action on its turn to remove an eye from one target 
  defenseless creature within its reach. At the end of the 
  round, the eye becomes a new lash crawler.
  Spring Away When a creature the lash crawler can see 
  gets a failure on an attack roll against the lash crawler’s 
  Defense or Agility, the lash crawler can use a triggered 
  action to retreat.
  Leshy
  The leshy walk the primeval forests, tending to the trees 
  and encouraging saplings to grow tall and strong. Leshy 
  dislike humans for their carelessness but despise orcs and 
  other filthy creatures that wantonly burn and destroy. Leshy 
  sometimes join forces with druids against a common enemy.
   A leshy looks like a tree of any species, though oak is 
  most common. A leshy that stands still is indistinguishable 
  from a normal tree and might hold this position for 
  decades. When it does move, the lower trunk splits into 
  long legs. The leshy’s face peers out from the center of its 
  trunk, and it can bend its branches to use as arms.
   A leshy typically speaks the Common Tongue and 
  Elvish, and it can communicate with any plant within 100 
  yards of it.
  LESHY 
  DIFFICULTY 250
  Size 3 plant
  Perception 15 (+5); shadowsight
  Defense 20; Health 110
  Strength 17 (+7), Agility 10 (+0), Intellect 11 (+1), Will 15 (+5)
  Speed 10
  Immune asleep, blinded, dazed, fatigued, frightened, 
  stunned; a living leshy cannot be moved against its will 
  or knocked prone while it stands on the ground.
  Fire Vulnerability A leshy takes double damage from fire.
  Tree Form A leshy that does not move is indistinguishable 
  from an ordinary tree.
  ATTACK OPTIONS
  Branch (melee) +7 with 3 boons (4d6, or 24 to an object)
  Boulder (long range) +7 with 2 boons (4d6)
  SPECIAL ATTACKS
  Double Attack The leshy attacks twice with its branch.
  SPECIAL ACTIONS
  Awaken the Forest The leshy chooses one target tree 
  within medium range of it. The target becomes a 
  compelled monster of its size for 1 hour or until it or 
  that leshy becomes incapacitated. The leshy can use 
  this action three times. It regains expended uses after it 
  completes a rest.
  Living Tar
  Living tar is a mobile slick of black slime that creeps 
  toward anything it detects with its weird senses. It 
  gathers up its body into pseudopods with which it 
  smashes prey, then absorbs their vital fluids.
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   Some believe that living tar is the essence of slain demons 
  trapped in the mortal world.
  LIVING TAR 
  DIFFICULTY 100
  Size 3 frightening ooze
  Perception 15 (+5); sightless
  Defense 14; Health 80
  Strength 14 (+4), Agility 8 (–2), Intellect 5 (–5), Will 15 (+5)
  Speed 6; climber, swimmer
  Immune damage from cold; gaining Insanity; blinded, 
  charmed, dazed, diseased, frightened, grabbed, 
  poisoned, prone, stunned, and any effect that would 
  change the living tar’s shape
  Corrosive Body A living tar takes half damage from 
  weapons.
   
   When a living tar takes damage from a metal or 
  wooden weapon that is not magical, the weapon 
  becomes partly dissolved, or is destroyed if already 
  partly dissolved. A creature that attacks with a partly 
  dissolved weapon makes the attack roll with 1 bane.
  Division When a living tar takes damage from lightning or 
  a weapon and the damage does not incapacitate it, it 
  divides. A second tar moves out from the original’s space 
  into an open space within 1 yard of it. The Size of each 
  tar drops by 1, and the new tars each have Health equal 
  to half of the original. Each tar has half the damage total 
  of the original before it divided.
   
   A living tar cannot divide if it is smaller than Size 1.
  Amorphous A living tar can squeeze through openings 
  wide enough to permit the passage of water, and it can 
  move through spaces occupied by other creatures.
  ATTACK OPTIONS
  Pseudopod (melee) +4 with 2 boons (5d6 plus Dissolve 
  Armor)
  Dissolve Armor If the target is a creature that is made 
  of metal or that is wearing medium or heavy armor, it 
  takes a -1 penalty to its Defense. If this penalty reduces 
  the Defense provided by the armor to 10, the armor is 
  destroyed. If this penalty reduces a metallic creature’s 
  Defense to 10, the creature becomes incapacitated.
  END OF THE ROUND
  Dissolve Metal and Wood The living tar dissolves 2 inches 
  of wood or 1 inch of metal in contact with it.
  Lizardman
  Before humanity’s rise, visitors from another dimension 
  traveled through the Void to establish colonies in this 
  world. A reptilian race, with vast knowledge of magic, 
  science, and technology, they built cities whose ruins can 
  still be found in remote corners of the world or buried deep 
  underground. Not much is known of them or their society, 
  but sages speculate some calamity caused their collapse 
  and sent the survivors sliding into savagery. Their brutish 
  descendants can still be found in the bogs and swamps 
  of the old Empire and north, in the steaming jungles that 
  spread across much of that region.
   Lizardmen stand about 7 feet tall and weigh around 250 
  pounds. Olive, brown, or black scales cover their bodies, 
  fading to tan on their chests. Most forgo clothing, though 
  warlocks in their communities sometimes wear ceremonial 
  robes decorated with weird glyphs and sigils.
   Lizardmen speak their own language, a sibilant, hissing 
  tongue.
  LIZARDMAN 
  DIFFICULTY 25
  Size 1 lizardman
  Perception 12 (+2); shadowsight
  Defense 15 (large shield); Health 25
  Strength 14 (+4), Agility 11 (+1), Intellect 8 (–2), Will 9 (–1)
  Speed 10; swimmer
  Immune frightened
  Rising Fury When a lizardman takes damage, it makes its 
  next attack roll before the end of the next round with 1 
  boon.
  ATTACK OPTIONS
  Spear (melee) +4 with 1 boon (2d6)
  SPECIAL ATTACKS
  Snapping Fangs The lizardman can use a triggered action 
  on its turn to bite one creature within its reach, making 
  a Strength attack against the target’s Defense. On a 
  success, the target takes 1d6 damage.
  Lurk
  Eerie reptilian forms spring into existence and vanish just as 
  quickly as they hunt in the fetid waters of the swamp. Lurks 
  are deadly predators that use their innate magical nature to 
  take their prey by surprise. They appear from nowhere, rake 
  with their claws, and disappear in a puff of smoke.
   A lurk looks like a bipedal lizard with a mottled gray-
  green hide and glowing red, blue, or green spots. Two 
  rows of six eyes march up either side of its head, each eye 
  moving independently. A lurk’s forelimbs end in long, 
  wicked claws.
  LURK 
  DIFFICULTY 50
  Size 2 monster
  Perception 12 (+2); shadowsight
  Defense 15; Health 40
  Strength 15 (+5), Agility 15 (+5), Intellect 8 (–2), Will 11 (+1)
  Speed 10
  Flickering Form Creatures make attack rolls against a lurk 
  with 2 banes.
  ATTACK OPTIONS
  Claws (melee) +5 with 1 boon (2d6 + 3 plus the target is 
  grabbed on attack roll 20+)
  SPECIAL ACTIONS
  Void Leap The lurk uses an action or a triggered action 
  on its turn to disappear in a puff of acrid smoke. Any 
  creature grabbed by it disappears with it.
   
   Roll a d6. On an even number, the lurk reappears in the 
  space it left at any time it wishes before the end of the 
  round. On an odd number, it reappears at the end of the 
  round in an open space within a number of yards of the 
  space it left equal to the roll. When the lurk reappears, it 
  makes attack rolls with 1 boon until the end of the round.
   
   
  A creature grabbed by the lurk when it disappears 
  gains 1 Insanity and becomes dazed for 1 round after it 
  reappears.
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  Manes
  Death frees the mortal soul from the physical body. Souls that 
  sink into the Underworld become manes and pass the years in 
  the dark and somber place, their memories gradually fading 
  until nothing of their identities remains, at which point the 
  souls travel back to the mortal world to live again.
   When a manes first appears in the Underworld, it has the 
  form it wore in life, albeit ashy, with dark circles around its 
  eyes. As the years pass, its distinctive appearance begins to 
  fade, leaving behind a pale, almost featureless humanoid 
  shape. If attacked, the manes’s fingers lengthen into claws 
  and its mouth yawns wide to issue an awful keening.
   Manes speak the Common Tongue or High Archaic.
  MANES 
  DIFFICULTY 5
  Size 1 frightening spirit
  Perception 10 (+0); darksight
  Defense 13; Health 10
  Strength 10 (+0), Agility 13 (+3), Intellect 8 (–2), Will 9 (–1)
  Speed 6
  Immune damage from cold, disease, fire, and poison; 
  gaining Insanity; asleep, diseased, fatigued, immobilized, 
  poisoned, slowed
  Eternal When a manes becomes incapacitated, it dissolves 
  into a puff of smoke. It re-forms in the Underworld 24 
  hours later with no damage.
  ATTACK OPTIONS
  Claws and Teeth (melee) +3 with 1 boon (1d6 + 2)
  Manticore
  One look at a manticore is enough to know it does not belong 
  in this world. It has the powerful body of a red lion, with great 
  black wings and a scorpion’s tail that drips venom. Instead of 
  a lion’s head it has a monstrous human visage, twisted into a 
  bestial grimace. Manticores hunt and eat humans. They must 
  feed several times each night to appease their terrible hunger.
   Many manticores learn a few words of the Common 
  Tongue, often those cried out by their victims in their last 
  moments. They mockingly parrot those words in guttural 
  voices as they terrorize new prey.
  MANTICORE 
  DIFFICULTY 250
  Size 2 horrifying monster
  Perception 15 (+5); darksight
  Defense 16; Health 150
  Strength 16 (+6), Agility 11 (+1), Intellect 7 (–3), Will 14 (+4)
  Speed 12; flier
  Immune gaining Insanity
  ATTACK OPTIONS
  Claw (melee) +6 with 2 boons (2d6)
  Teeth (melee) +6 with 2 boons (2d6 + 1)
  Stinger (melee) +6 with 2 boons (1d6 plus Poison)
  Poison The target must make a Strength challenge roll with 
  3 banes. On a failure, it takes 5d6 damage and becomes 
  poisoned for 1 minute. If the target is already poisoned, it 
  instead takes 3d6 extra damage.
  SPECIAL ATTACKS
  Rend The manticore attacks twice with its claw and once 
  with its teeth.
  Swift Sting At any point during the round, the manticore 
  can use a triggered action to attack with its stinger.
  Monster
  This category comprises a variety of strange and 
  unnatural creatures. Some are created by Conjuration 
  spells, while many lurk somewhere in the wild. Monsters 
  usually resemble ordinary animals but have some weird 
  physical trait.
  HUGE MONSTER 
  DIFFICULTY 100
  Size 3 or larger monster
  Perception 14 (+4); darksight
  Defense 13; Health 100
  Strength 16 (+6), Agility 12 (+2), Intellect 9 (–1), Will 15 (+5)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS
  Natural Weapon (melee) +6 with 2 boons (4d6)
  SPECIAL ATTACKS
  Frenzied Attack The monster attacks two different targets 
  with its natural weapon, making each attack roll with 1 bane.
  Massive Attack The monster lashes out at all creatures 
  within a cube, 3 yards on each side, extending from a 
  point in its space. Each creature in the area must make 
  an Agility challenge roll with 2 banes, taking 3d6 damage 
  on a failure or half the damage on a success.
  LARGE MONSTER 
  DIFFICULTY 50
  Size 2 monster
  Perception 13 (+3); darksight
  Defense 13; Health 60
  Strength 15 (+5), Agility 11 (+1), Intellect 8 (–2), Will 14 (+4)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS
  Natural Weapon (melee) +5 with 2 boons (2d6)
  SPECIAL ATTACKS
  Frenzied Attack The monster attacks two different targets 
  with its natural weapon, making each attack roll with 1 bane.
  Massive Attack The monster lashes out at all creatures 
  within a cube, 2 yards on each side, extending from a 
  point in its space. Each creature in the area must make 
  an Agility challenge roll with 2 banes, taking 1d6 damage 
  on a failure or half the damage on a success.
  MEDIUM MONSTER 
  DIFFICULTY 10
  Size 1 monster
  Perception 12 (+2); darksight
  Defense 13; Health 20
  Strength 13 (+3), Agility 9 (–1), Intellect 7 (–3), Will 13 (+3)
  Speed 10
  Immune gaining Insanity
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  ATTACK OPTIONS
  Natural Weapon (melee) +3 with 1 boon (1d6 + 2)
  SPECIAL ATTACKS
  Frenzied Attack The monster attacks two different targets 
  with its natural weapon, making each attack roll with 1 
  bane.
  SMALL MONSTER 
  DIFFICULTY 5
  Size 1/2 monster
  Perception 11 (+1); darksight
  Defense 13; Health 15
  Strength 12 (+2), Agility 8 (–2), Intellect 6 (–4), Will 12 (+2)
  Speed 10
  Immune gaining Insanity
  ATTACK OPTIONS
  Natural Weapon (melee) +2 with 1 boon (1d6)
  SPECIAL ATTACKS
  Frenzied Attack The monster attacks two different targets 
  with its natural weapon, making each attack roll with 1 
  bane. For each attack, it makes a Strength attack roll 
  against the target’s Defense. On a success, the target 
  takes 1d6 damage.
  TINY MONSTER 
  DIFFICULTY 1
  Size 1/4 or smaller monster
  Perception 11 (+1); darksight
  Defense 14; Health 5
  Strength 8 (–2), Agility 14 (+4), Intellect 6 (–4), Will 12 (+2)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS
  Natural Weapon (melee) +4 with 1 boon (1d3)
  SPECIAL ATTACKS
  Leaping Attack The monster jumps up to 6 yards 
  and attacks with its natural weapon. This 
  movement does not trigger free attacks.
  Muttering Maw
  Glistening trails of slime mark 
  the passage of muttering maws. 
  Purposeless, strange, and utterly wrong, 
  they seemingly exist only as a remark on 
  the perils of dabbling with forbidden 
  magic.
   These hulking brutes are headless 
  but sport wide, vertical slashes down 
  the center of their fleshy bodies. The 
  slick opening is filled with rotten, brown 
  teeth, the gaps clotted with bits of rotting flesh 
  and caked with yellow-white plaque. A muttering 
  maw lumbers about on elephantine legs and 
  swings club-like appendages ending in 
  three-fingered hands that grab creatures 
  and stuff them into its maw.
  MUTTERING MAW 
  DIFFICULTY 50
  Size 2 horrifying monster
  Perception 14 (+4); sightless
  Defense 14; Health 50
  Strength 13 (+3), Agility 10 (+0), Intellect 7 (–3), Will 13 (+3)
  Speed 8
  Immune gaining Insanity; blinded
  ATTACK OPTIONS
  Fist (melee) +3 with 1 boon (2d6 plus the target is grabbed 
  on attack roll 20+)
  Maw (melee) +3 with 1 boon (4d6)
  SPECIAL ACTIONS
  Infestation of Maws The muttering maw uses an action or 
  a triggered action on its turn to create 1d6 - 2 (minimum 
  0) slobbering maws on solid surfaces within short range. 
  A maw remains for 1 minute or until the muttering maw 
  becomes incapacitated. When the effect ends, all the 
  maws disappear.
   
   
  When a maw appears, and again at the end of each 
  round thereafter, it attempts to bite one target creature 
  within 1 yard of it. The target must make an Agility 
  challenge roll with 1 bane. On a failure, it takes 1d6 
  damage.
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  Nisse
  The elves withdrew from the mortal world far ahead of 
  humanity’s tide, but not all faerie went with them. A few 
  remained, unwilling to retreat to realms of dream and illusion. 
  Among them were the nisse, who haunt the wilderness still.
   Nisse live roam the frontiers of human lands, watching 
  mortals, weighing their actions, and judging them. In 
  winter, nisse might deliver gifts to human and halfling 
  families who have shown respect for the old ways and 
  ancient places, depositing tokens on their doorsteps.
   A nisse looks like a tiny old man, 6 inches tall, bent with 
  the weight of years and hobbling with the support of a tiny 
  twig. It has a long white beard that drags along the ground. 
  Nisse wear scarlet clothing that consists of a heavy coat and a 
  tall, pointed cap. Some keep pigs as companions and steeds.
   Nisse speak the Common Tongue and Elvish.
  NISSE 
  DIFFICULTY 25
  Size 1/8 faerie
  Perception 16 (+6); shadowsight
  Defense 13; Health 40
  Strength 18 (+8), Agility 13 (+3), Intellect 14 (+4), Will 15 (+5)
  Speed 10
  Immune damage from disease; charmed, diseased
  Spell Defense A nisse takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking the nisse with a spell makes the attack 
  roll with 1 bane.
  Iron Vulnerability A nisse is impaired while in contact with iron.
  Bigger and Bigger Each time a nisse takes damage, its Size 
  increases to 1 or by 1. For each point of Size above 1, the 
  nisse’s attacks with weapons deal 1d6 extra damage. The 
  nisse can use a triggered action on its turn to return to 
  its normal Size.
  ATTACK OPTIONS
  Club (melee) +8 (1d6)
  Teeth (melee) +8 (1 plus Gibbering Drool)
  Gibbering Drool The target must make a Will challenge 
  roll. On a failure, it gains 1 Insanity.
  MAGIC
  Power 3
  Illusion clamor (4), figment (2), thimblerig (2), glamer (1), 
  invisibility (1), phantasm (1)
  Oculus
  A quivering red eye drifts across a slick of greenish-yellow 
  slime, reeking of sickness and disease. Visible in its 
  membranous body are floating scraps of skin and pieces of 
  bone. Oculi bubble into the world through mirrors warped 
  by the Demon Lord’s influence.
   Dimly sentient, oculi relentlessly search for flesh to 
  eat. When one discovers something edible, it flows over 
  the prey to dissolve the meat and bones with its corrosive 
  secretions. Its horrific appearance can pin potential prey in 
  place, greatly easing the process.
  OCULUS 
  DIFFICULTY 50
  Size 2 horrifying monster
  Perception 18 (+8); darksight
  Defense 8; Health 50
  Strength 16 (+6), Agility 8 (–2), Intellect 6 (–4), Will 13 (+3)
  Speed 6; Creep
  Immune gaining Insanity; dazed, immobilized, prone, stunned, 
  and any effect that would change the oculus’s shape
  Mind-Blasting Horror A creature that gains Insanity from seeing 
  an oculus also becomes stunned while frightened this way.
  Amorphous An oculus can move freely through openings 
  wide enough to permit the passage of water and can 
  move through spaces occupied by other creatures.
  ATTACK OPTIONS
  Dripping Appendage (melee) +6 with 2 boons (2d6 plus 
  2d6 from acid)
  END OF THE ROUND
  Creep The oculus moves up to half its Speed. This 
  movement does not trigger free attacks.
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  Ogre
  Ogres think about little else other than the rumbling in 
  their prodigious bellies. They stuff their maws with what 
  they catch, gobbling flesh, bone, armor, dirt, and offal, 
  ending the meal with a thundering belch. Within moments 
  of eating, an ogre heads off in search of something else to 
  devour. Having no lands of their own, ogres wander, feed, 
  and then move on, leaving behind great steaming piles of 
  excrement.
   Ogres stand about 9 feet tall. Filth crusts their mottled 
  and sore-dimpled hides. They drape their bodies with 
  rubbish they find, such as furs, tents, banners, and tarps. 
  They are prone to mutation and often sport all manner of 
  unusual physical features.
   Ogres speak Trollish.
  OGRE 
  DIFFICULTY 50
  Size 2 ogre
  Perception 7 (–3)
  Defense 15; Health 45
  Strength 15 (+5), Agility 10 (+0), Intellect 7 (–3), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS
  Morningstar (melee) +5 with 1 boon (2d6 + 2)
  SPECIAL ACTIONS
  Devour The ogre eats one target defenseless or dead 
  creature that is Size 1 or smaller and within its reach. A 
  living creature dies instantly on being eaten.
  Vomit When the ogre takes damage, it can use a 
  triggered action to vomit semidigested food into 
  a 3-yard-long cone originating from a point it can 
  reach. Each creature in the area must make an Agility 
  challenge roll. A creature takes 2d6 damage and 
  becomes impaired for 1 round on a failure, or just takes 
  half the damage on a success.
   
   
  Once the ogre uses Vomit, it cannot do so again until 
  after it eats.
  ETTIN 
  DIFFICULTY 100
  Size 2 ogre
  Perception 10 (+0)
  Defense 15; Health 60
  Strength 15 (+5), Agility 10 (+0), Intellect 7 (–3), Will 9 (–1)
  Speed 10
  Immune dazed, stunned
  Two Heads An ettin can take both a fast turn and a slow 
  turn each round, and it can use two triggered actions 
  each round.
  ATTACK OPTIONS
  Flail (melee) +5 with 1 boon (2d6 + 2)
  SPECIAL ACTIONS
  Devour The ettin eats one target defenseless or dead 
  creature that is Size 1 or smaller and within its reach. A 
  living creature dies instantly on being eaten.
  Vomit When the ettin takes damage, it can use a triggered 
  action to vomit semidigested food from both mouths, 
  spraying everything within a 5-yard radius around it. 
  Each creature in the area must make an Agility challenge 
  roll. A creature takes 2d6 damage and becomes impaired 
  until the end of the round on a failure, or just takes half 
  the damage on a success.
   
   
  Once the ettin uses Vomit, it cannot do so again until 
  after it eats.
  Though many mutations are to ogres’ detriment, the 
  emergence of a second head gives them an advantage. 
  Ogres with two heads are called ettins.
  HORNED OGRE 
  DIFFICULTY 250
  Size 3 frightening ogre
  Perception 11 (+1); darkvision
  Defense 14; Health 100
  Strength 18 (+8), Agility 10 (+0), Intellect 8 (–2), Will 12 (+2)
  Speed 12
  Immune gaining Insanity
  ATTACK OPTIONS
  Hammer (melee) +8 with 3 boons (4d6 + 6 plus Stagger on 
  attack roll 20+)
  Long Blade (melee) +8 with 3 boons (3d6 + 6, plus 2d6 
  extra damage against a dazed target)
  Stagger The target becomes dazed for 1 round.
  SPECIAL ATTACKS
  Double Attack The horned ogre attacks with its hammer 
  and its long blade.
  SPECIAL ACTIONS
  Devour The horned ogre eats one target defenseless or 
  dead creature that is Size 1 or smaller and within its 
  reach. A living creature dies instantly on being eaten.
  Vomit When the horned ogre takes damage, it can use 
  a triggered action to vomit semidigested food into an 
  8-yard-long cone originating from a point it can reach. 
  Each creature in the area must make an Agility challenge 
  roll. A creature takes 3d6 damage and becomes impaired 
  for 1 round on a failure, or just takes half the damage on 
  a success. Once the horned ogre uses Vomit, it cannot 
  do so again until after it eats.
  Horned ogres bear the stain of the Demon Lord’s shadow, 
  transformed into engines of hate and destruction. They 
  are both crueler and more intelligent than their smaller 
  fellows. They pulp their victims with massive hammers or 
  cut them up with their long blades before consuming them 
  in an orgy of gluttony.
  Ooze
  Oozes are predatory slicks of transparent or translucent 
  slime that creep and slide across surfaces in 
  pursuit of prey. They feed by dissolving 
  their prey and absorbing nutrients from 
  the liquefied remains.
   Oozes come in a wide variety of 
  colors, from gray or black to brown 
  to bright green, and can range 
  in size from harmless droplets 
  to pools 4 or 5 yards in 
  diameter.
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  OOZE 
  DIFFICULTY 50
  Size 2 to 4 ooze
  Perception 14 (+4); sightless
  Defense 8; Health 60
  Strength 14 (+4), Agility 8 (–2), Intellect 5 (–5), Will 15 (+5)
  Speed 4; climber
  Immune damage from acid; gaining Insanity; blinded, 
  charmed, dazed, frightened, immobilized, prone, 
  stunned, or any effect that would change the ooze’s 
  shape
  Split When an ooze takes damage from a weapon and the 
  damage does not incapacitate it, it divides. A second 
  ooze moves out from the original’s space into an open 
  space within 1 yard of it. The Size of each ooze drops by 
  1, and the new oozes each have Health equal to half of 
  the original. Each ooze has half the damage total of the 
  original ooze before it divided.
   
   An ooze cannot divide if it is smaller than Size 1.
  Amorphous An ooze can move freely through openings 
  wide enough to permit the passage of water, and it can 
  move through spaces occupied by other creatures.
  ATTACK OPTIONS
  Pseudopod (melee) +4 with 1 boon (3d6; no damage to 
  metal or stone)
  SPECIAL ACTIONS
  Swift Attack When a creature within 1 yard of the ooze 
  moves, the ooze can use a triggered action to attack the 
  triggering creature with its pseudopod.
  Elude When a creature gets a failure on an attack roll 
  against the ooze’s Defense or Agility, the ooze can use a 
  triggered action to retreat.
  Orc
  Centuries ago, the Empire’s dark wizards used magic to 
  transform slaves into orcs, an obedient race of warriors. 
  The Empire relied on orcs to enforce laws and keep order 
  for centuries. They proved a fecund race, though, and their 
  numbers quickly outgrew the Empire’s ability to house 
  and feed them. To keep their numbers in control, orcs were 
  “retired” on their thirtieth birthday, shipped off to secret 
  camps deep underground where they were slaughtered. 
  Their remains, ground up into meal, fed the other orc 
  soldiers. Eventually they rose against their masters, and 
  orcs now seek their own destiny.
   An orc stands about 6 feet tall and can weigh up to 300 
  pounds. It has pronounced bone ridges above the eyes, 
  a short nose, and a wide mouth filled with sharp teeth. 
  Orcs have blotchy skin marred with open, 
  weeping sores, and thick hair on their 
  heads and faces and across much of their 
  bodies. 
   Orcs adorn themselves with 
  grotesque spoils of war, such as a 
  bundle of severed heads hanging 
  from a belt, a necklace of fingers 
  tied around the neck, or the 
  faces of dead enemies 
  nailed to armor.
  ORC 
  DIFFICULTY 10
  Size 1 orc
  Perception 9 (–1); shadowsight
  Defense 13 (brigandine); Health 18
  Strength 13 (+3), Agility 11 (+1), Intellect 8 (–2), Will 9 (–1)
  Speed 12
  Rising Fury When an orc takes damage, it makes its next 
  attack roll before the end of the next round with 1 boon.
  ATTACK OPTIONS
  Battleaxe (melee) +3 with 1 boon (1d6 + 2)
  Spear (melee or short range) +3 with 1 boon (1d6)
  Phantom
  Sudden, unexpected death can leave souls anchored in 
  the mortal world, moored by some task left unfinished, a 
  loved one unguarded, or some magic whose hold cannot be 
  broken. Those with strong personalities become phantoms, 
  ghostly versions of their former selves trapped between the 
  realms of the living and the dead.
   A phantom looks somewhat like it did in life, but its 
  transparent form glows faintly with eerie green light. The 
  true shape of its body is indistinct, with blurred edges.
   Phantoms speak the Common Tongue or High Archaic.
  PHANTOM 
  DIFFICULTY 25
  Size 1 horrifying spirit
  Perception 11 (+1); darksight
  Defense 16; Health 15
  Strength —, Agility 13 (+3), Intellect 9 (–1), Will 11 (+1)
  Speed 10
  Immune damage from cold, disease, fire, and poison; 
  gaining Insanity; asleep, blinded, deafened, diseased, 
  fatigued, immobilized, poisoned, slowed
  Insubstantial A phantom takes half damage from weapons, 
  can move through solid objects and other creatures, and 
  ignores the effects of moving across difficult terrain.
  Naturally Invisible A phantom is invisible to all creatures 
  other than phantoms, animals, and children. While 
  invisible, the phantom lacks the horrifying trait and 
  cannot use its attack options.
  ATTACK OPTIONS
  Phantom Weapon (melee) +3 with 2 boons (2d6 + 2)
  SPECIAL ACTIONS
  Manifestation The phantom uses an action or a triggered 
  action on its turn to become visible. It remains visible 
  until it uses an action or triggered action to become 
  invisible once more.
  Poltergeist
  The trauma of death is only made worse when the soul 
  refuses to move on to the Underworld. It clings to the 
  mortal realm for fear of losing what it was, forgetting what 
  it had known, and fading from the world. Such refusal 
  turns to resentment for the living; when the resentment 
  blossoms into hate, a poltergeist results.
   These “noisy ghosts” haunt places inhabited by the 
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  living. They watch from the shadows and peer through 
  windows, sometimes appearing in a mirror’s reflection 
  or leaving a handprint on a frosty window. The longer 
  a poltergeist spends around the living, the angrier it 
  becomes until it begins trying to drive away what it sees 
  as intruders. A haunting begins with soft knocks, opening 
  and closing doors, or vile messages scrawled in dust or 
  chalked on the walls. If the inhabitants refuse to leave, the 
  poltergeist escalates the effort by hurling dishes, stacking 
  chairs, rearranging rooms, and more. Usually, such 
  displays are enough to panic the living.
   It takes great effort for a poltergeist to show itself, so 
  it rarely does so. When it manifests, it takes the form it 
  had as a living person, usually sporting grievous injuries. 
  Poltergeists speak in whispers or communicate with 
  disturbing messages left in the places they haunt.
  POLTERGEIST 
  DIFFICULTY 5
  Size 1/2 horrifying spirit
  Perception 10 (+0); darksight
  Defense 13; Health 10
  Strength —, Agility 13 (+3), Intellect 8 (–2), Will 12 (+2)
  Speed 8
  Immune damage from cold, disease, fire, and poison; 
  gaining Insanity; asleep, blinded, deafened, diseased, 
  fatigued, immobilized, poisoned, slowed
  Insubstantial A poltergeist takes half damage from weapons, 
  can move through solid objects and other creatures, and 
  ignores the effects of moving across difficult terrain.
  Naturally Invisible A poltergeist is invisible to all creatures 
  other than poltergeists, animals, and children. While 
  invisible, the poltergeist lacks the horrifying trait and 
  cannot use its attack options.
  ATTACK OPTIONS
  Telekinetic Slam (short range) +3 with 1 boon (1d6)
  SPECIAL ATTACKS
  Hurl Object The poltergeist uses an action or a triggered 
  action on its turn to fling one unsecured Size 1 or smaller 
  object within short range of it at one target creature 
  within medium range of it. The target must make an 
  Agility challenge roll with 1 bane to avoid the object. On 
  a failure, the creature takes 1d6 damage.
  SPECIAL ACTIONS
  Manifestation The poltergeist uses an action or a triggered 
  action on its turn to become visible. It remains visible 
  until it uses an action or triggered action to become 
  invisible once more.
  Promethean
  Fashioned out of body parts harvested from dead 
  creatures and restored to life by strange magic or weird 
  science, a promethean exists in a state of perpetual 
  torment. Its mind is assailed by memories from a life 
  it can only dimly remember, its sanity pushed to the 
  breaking point by the horror of its existence. Prometheans 
  grudgingly serve their makers, but if pushed too far, they 
  might rebel, lashing out to destroy everything around 
  them.
   Prometheans understand the Common Tongue but do 
  not speak.
  PROMETHEAN 
  DIFFICULTY 250
  Size 2 construct
  Perception 11 (+1); darksight
  Defense 16; Health 140
  Strength 18 (+8), Agility 11 (+1), Intellect 7 (–3), Will 12 (+2)
  Speed 10
  Immune asleep, charmed, dazed, fatigued, stunned
  Spell Defense A promethean takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the promethean with a spell makes 
  the attack roll with 1 bane.
  Empowered by Lightning When a promethean would take 
  damage from lightning, it instead adds the damage as a 
  bonus to its Health and makes attack rolls and challenge 
  rolls with 1 boon. These effects last for 1 minute.
  ATTACK OPTIONS
  Fist (melee) +8 with 2 boons (3d6)
  SPECIAL ATTACKS
  Double Attack The promethean attacks twice with its fist.
  END OF THE ROUND
  Enrage If the promethean is not enraged, roll a d6. On a roll of 
  4 or higher, it becomes enraged for 1 minute. While enraged, 
  the promethean’s weapon attacks deal 1d6 extra damage, 
  and it can take both a fast turn and a slow turn each round.
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  Redcap
  The most malicious and cruel of the faerie, redcaps take 
  their name for the sodden hats they wear on their heads. 
  They drench these caps in human blood that drips and 
  spatters on their clothing. They must perform this ritual 
  and keep their caps wet or they die.
   Redcaps look like little old men, gnarled and twisted, 
  with glittering eyes beneath beetling brows. Large yellow 
  teeth crowd their mouths, and streaks of blood run down 
  their faces and clot in their white beards. Redcaps wear 
  heavy boots and carry razors to slit their victims’ throats.
   Redcaps speak Elvish and know a few words of the 
  Common Tongue.
  REDCAP 
  DIFFICULTY 5
  Size 1/2 faerie
  Perception 12 (+2); shadowsight
  Defense 14; Health 10
  Strength 12 (+2), Agility 14 (+4), Intellect 10 (+0), Will 13 (+3)
  Speed 10
  Immune damage from disease; charmed, diseased
  Spell Defense A redcap takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking the redcap with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A redcap is impaired when in contact with iron.
  ATTACK OPTIONS
  Razor (melee) +4 with 1 boon (1d6)
  SPECIAL ACTIONS
  Speedy Boots The redcap uses an action or a triggered 
  action on its turn to move up to four times its Speed.
  Murderous Pursuit When a creature within the redcap’s 
  reach moves away from it, the redcap can use a 
  triggered action to move up to its Speed toward the 
  triggering creature. The redcap makes attack rolls with 1 
  boon against that creature for 1 round.
  Reen
  The reen do not belong in the world. They are invaders 
  from another universe, one imperiled by the Demon Lord. 
  The people from that world dispatch reen into the Void to 
  locate a suitable world on which they might start again and 
  to prepare the way.
   A reen looks like a tangle of metallic, segmented 
  tentacles that meet at a central ball with a single, glowing 
  red eye. It flies through the air or pulls itself along with its 
  tentacles.
   Whether or not reen understand spoken languages is 
  unclear, since they ignore efforts to communicate with 
  them. They use lethal force without provocation, though 
  they sometimes take a moment to study their kills.
  REEN 
  DIFFICULTY 50
  Size 1 construct
  Perception 15 (+5); darksight
  Defense 18; Health 25
  Strength 13 (+3), Agility 13 (+3), Intellect 11 (+1), Will 12 (+2)
  Speed 12; climber, flier
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, compelled, diseased, frightened, 
  poisoned
  Detonation When a reen becomes incapacitated, it 
  dies instantly and explodes. The blast extends into 
  a 5-yard-radius sphere centered on a point within 
  its former space. Everything in the area takes 
  3d6 damage. Each creature in the area must 
  make an Agility challenge roll, taking half the 
  damage on a success.
  ATTACK OPTIONS
  Tentacle (melee; reach +2) +3 with 2 boons 
  (1d6)
  SPECIAL ATTACKS
  Tentacle Flurry The reen flails at everything 
  in a 3-yard-long cone originating from a 
  point it can reach. Each creature in the area 
  must make an Agility challenge roll with 1 
  bane. On a failure, the creature takes 3d6 
  damage.
  SPECIAL ACTIONS
  Evade and Strike When a creature 
  makes an attack against the reen’s 
  Defense or Agility, the reen can use 
  a triggered action to impose 1 bane on 
  the triggering creature’s attack roll. If 
  the attack misses, the reen moves up to 
  half its Speed and attacks the triggering 
  creature with its tentacle.
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  Rot Maiden
  From a distance, a rot maiden looks like a seated young 
  woman, head down and hidden by what seems to be a 
  veil. Appearances are deceiving, though. A rot maiden is 
  actually a strange, immobile fungus that lures the unwary 
  to their deaths by the spores it emits. These spores have an 
  enticing aroma that few can resist. When a victim draws 
  near, the rot maiden raises its “head” and disorients its prey 
  with a psychic attack, then launches filaments to infect 
  victims with flesh-eating poison. The virulent poison turns 
  flesh and bone into a stinking slime that enriches the soil 
  around the maiden’s perch.
  ROT MAIDEN 
  DIFFICULTY 25
  Size 1 fungus
  Perception 14 (+4); sightless
  Defense 5; Health 25
  Strength 10 (+0), Agility 5 (–5), Intellect 5 (–5), Will 15 (+5)
  Speed 0
  Immune gaining Insanity; asleep, blinded, dazed, deafened, 
  fatigued, frightened, stunned
  ATTACK OPTIONS
  Filament (melee) +0 with 3 boons (2d6 plus Poison)
  Poison The target must make a Strength challenge roll. On a 
  failure, it takes 3d6 damage and becomes poisoned for 1 
  minute. If the creature is already poisoned, it instead takes 
  3d6 extra damage. At the end of each round, a creature 
  poisoned this way must make a Strength challenge roll. 
  On a failure, it takes 1d6 damage. After three successes, 
  the creature removes this poisoned affliction.
  SPECIAL ATTACKS
  Double Attack The rot maiden attacks twice with its 
  filament.
  Part the Veil The rot maiden gazes at one target creature 
  within short range of it that can see it. The rot maiden 
  makes a Will attack roll against the target’s Will. On 
  a success, the target gains 1 Insanity and becomes 
  impaired for a number of rounds equal to its Insanity 
  total or until the rot maiden becomes incapacitated. 
  While impaired this way, the creature is also slowed.
   
   Once the rot maiden uses Part the Veil, it cannot do so 
  again for 1 minute.
  END OF THE ROUND
  Enticing Spores A cloud of sweet-smelling spores fills the 
  air in a 10-yard radius around the rot maiden. Each living 
  creature in the area that is not a fungus must make a 
  Strength challenge roll with 1 bane. On a failure, the creature 
  gains 1 Insanity and becomes compelled for 1 round.
  Shadow
  A shadow is a soul bearing the stain of the Demon Lord that 
  slips free from the realms of the dead, sustaining its unnatural 
  existence by feeding on the living. Shadows loathe all life and 
  delight in corrupting new souls to add to their numbers.
   Shadows take many forms. Some look like blots of 
  darkness or undulating masses of gloom. Others display 
  hints of who they once were in their shape and physical 
  characteristics, while yet others assume more monstrous 
  shapes that display the range of horrific traits found in 
  demons of the Void.
  SHADOW 
  DIFFICULTY 25
  Size 1 horrifying spirit
  Perception 13 (+3); darksight
  Defense 14; Health 20
  Strength —, Agility 14 (+4), Intellect 7 (–3), Will 11 (+1)
  Speed 10
  Immune damage from cold, disease, fire, and poison; 
  gaining Insanity; blinded, deafened, diseased, fatigued, 
  immobilized, poisoned, sleep, slowed
  Insubstantial A shadow takes half damage from weapons, 
  can move through solid objects and other creatures, and 
  ignores the effects of moving across difficult terrain.
  Become the Night A shadow is invisible while obscured by 
  shadows or darkness.
  SPECIAL ATTACKS
  Draining Touch (melee) +4 with 2 boons (2d6 plus Drain 
  on attack roll 20+)
  Drain If the target is living, it gains 1 Corruption and takes 
  a -6 penalty to Health until it completes a rest. While it is 
  subject to this penalty, the target makes Strength attack 
  rolls and challenge rolls with 1 bane.
   
   If this penalty reduces the target’s Health to 0, the 
  target dies and a new shadow wriggles free from the 
  body at the end of the next round, entering the nearest 
  open space.
  END OF THE ROUND
  Burned by Sunlight The shadow takes 2d6 damage if it is 
  in an area lit by sunlight.
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  Shadow Weaver
  Webs choke the remains of the lost city, pale strands 
  stretching between high towers and across the tangled 
  streets. Wisps of the sticky stuff hang in the air, blown 
  about by the fetid breeze. Such places are home to shadow 
  weavers, a race of intelligent spiders wholly in the thrall 
  of the Demon Lord. Shadow weavers hunt humans and 
  other sentient creatures, paralyzing them with poison 
  and then encasing them in sticky cocoons for later 
  consumption.
   A shadow weaver has a glossy black body with a bulbous 
  abdomen. Bright red numbers glow all over the carapace, 
  but if these have any significance, the monsters have never 
  revealed it.
   Shadow weavers work in small groups that follow 
  prey moving into their territory, creeping through 
  the shadows and waiting for the right time to strike. 
  They sometimes taunt their prisoners in Dark Speech, 
  whispering of the terrifying things they will do before 
  devouring them.
  SHADOW WEAVER 
  DIFFICULTY 25
  Size 1 frightening monster
  Perception 15 (+5); darksight
  Defense 16; Health 25
  Strength 14 (+4), Agility 16 (+6), Intellect 9 (–1), Will 11 (+1)
  Speed 10; climber
  Immune gaining Insanity; immobilized, slowed
  ATTACK OPTIONS
  Fangs (melee) +6 (2d6 plus Corrupting Poison)
  Corrupting Poison The target must make a Strength 
  challenge roll with 1 bane. On a failure, it takes 2d6 
  damage, gains 1 Corruption, and becomes poisoned 
  for 1 minute. While poisoned this way, the target is 
  immobilized. If it is already poisoned, it instead takes 
  another 2d6 extra damage and becomes defenseless 
  for 1 minute.
  SPECIAL ACTIONS
  Cocoon The shadow weaver wraps one defenseless 
  creature within its reach in strands of silk until the 
  creature becomes wholly cocooned. A cocooned 
  creature is immobilized until it is freed. The cocoon has 
  Health 10 and takes double damage from fire.
  Descend The shadow weaver attaches a strand of silk to 
  a surface within its reach and then descends up to 10 
  yards on that strand. It can detach itself from the strand 
  at any time using a triggered action. The strand has 
  Health 5.
  Shadow Blend When the shadow weaver moves into an 
  area obscured by shadows or darkness, it can use a 
  triggered action to automatically become hidden.
  Shrieking Eel
  Shrieking eels resemble ordinary eels but grow up to 12 
  feet long. They take their name for the alarming noise 
  they make when they detect prey, signaling other eels to 
  join the attack.
  SHRIEKING EEL 
  DIFFICULTY 10
  Size 2 animal (aquatic)
  Perception 12 (+2); shadowsight
  Defense 13; Health 20
  Strength 12 (+2), Agility 12 (+2), Intellect 6 (–4), Will 9 (–1)
  Speed 12; swimmer
  ATTACK OPTIONS
  Fangs (melee) +2 with 1 boon (1d6 + 2)
  SPECIAL ACTIONS
  Shriek The eel utters a loud shriek. Until the end of the 
  round, each other shrieking eel within medium range of it 
  makes attack rolls with 1 boon.
  Skinchanger
  Skinchangers hide in plain sight among ordinary people, 
  who do not suspect their neighbor, lover, friend, or family 
  member bears a terrible curse. But when the moon rises 
  full, a change comes over the accursed one, transforming it 
  into a horrible monster until moonset. It becomes a wild, 
  savage killer, driven by an insatiable need to eat the flesh of 
  the living.
   Skinchangers can adopt one of two other forms in 
  addition to their human appearance. One is that of an 
  animal, usually a wolf, though bears, lions, boars, giant rats, 
  and others are possible. In this form, the skinchanger is 
  physically indistinguishable from other animals of its kind, 
  though it behaves strangely and is unusually aggressive. 
  The second form is a hybrid that combines features of the 
  animal and humanoid shapes.
   Only mortal, human-shaped creatures are susceptible to 
  the skinchangers’ curse—humans, halflings, dwarfs, and 
  the like.
  SKINCHANGER 
  DIFFICULTY 25
  Size 1/2 or 1 frightening monster
  Perception 13 (+3); shadowsight
  Defense 15; Health 30 (Regeneration)
  Strength 14 (+4), Agility 12 (+2), Intellect 9 (–1), Will 11 (+1)
  Speed 12
  Silver Vulnerability When a skinchanger takes damage 
  from a silver weapon, it takes a penalty to Health equal 
  to the damage. The penalty lasts until the skinchanger 
  completes a rest.
  ATTACK OPTIONS
  Teeth (melee; hybrid form only) +4 with 2 boons (3d6 plus 
  Skinchanger Curse)
  Skinchanger Curse If the target is human or a similar 
  mortal creature and becomes incapacitated by the 
  skinchanger’s attack but does not die, it must make a 
  Strength challenge roll with 1 bane the next time the 
  moon rises full. On a failure, the target transforms into 
  a skinchanger until moonset. While transformed, it uses 
  the skinchanger’s attributes, characteristics, attacks, 
  talents, and traits in place of its own but can take only 
  hybrid form. When the transformation ends, the target 
  has no memory of its time as a skinchanger.
   
   The curse lasts until lifted or until the target kills the 
  skinchanger that cursed it.
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  SPECIAL ACTIONS
  Change Form The skinchanger uses an action or a 
  triggered action on its turn to assume the form of a 
  medium animal, assume a hybrid form, or return to its 
  human form. While in animal form, it uses that creature’s 
  physical attributes, characteristics, attacks, talents, and 
  traits. It retains its own Intellect and Will.
  END OF THE ROUND
  Regeneration The skinchanger heals 1d6 damage if it is not 
  incapacitated.
  Spriggan
  People who explore the borders between the mortal world 
  and the hidden kingdoms of the faerie sometimes report 
  encountering strange, violent folk of the wood that attack 
  without provocation and seem intent on driving interlopers 
  away. These beings are spriggans, magical creations of the 
  Fair Folk tasked with protecting their borders and places 
  important to their kind.
   A spriggan stands about 5 feet tall and has a willowy, 
  humanoid shape made from twisting vines and thorny 
  branches. It has sparse facial features, little more than a 
  pair of glowing green eyes.
   Spriggans understand Elvish but do not speak.
  SPRIGGAN 
  DIFFICULTY 25
  Size 1 plant
  Perception 15 (+5); shadowsight
  Defense 16; Health 35
  Strength 11 (+1), Agility 14 (+4), Intellect 7 (–3), Will 15 (+5)
  Speed 12; climber
  Immune gaining Insanity; asleep, blinded, dazed, fatigued, 
  frightened, stunned
  Fire Vulnerability A spriggan takes double damage from fire.
  ATTACK OPTIONS
  Claw (melee) +4 with 2 boons (2d6)
  Thorn (medium range) +4 with 1 boon (2d6)
  SPECIAL ATTACKS
  Thorny Vine A vine rises from the ground and attacks one 
  target creature within medium range of the spriggan. 
  The target must make an Agility challenge roll with 1 
  bane. On a failure, it takes 1d6 damage and becomes 
  immobilized until the spriggan dies. If the target is 
  already immobilized, it instead takes 2d6 extra damage.
   
   A creature immobilized this way can use an action to 
  make a Strength challenge roll. A success ends the affliction.
  SPECIAL ACTIONS
  Camouflage If the spriggan is covered or obscured by 
  foliage or natural terrain features and is not being 
  observed, it can use an action or use a triggered action 
  on its turn to automatically become hidden.
  Stone Worm
  Stone worms burrow through the earth, surfacing to snatch 
  livestock or people and drag them into the subterranean 
  darkness. A profusion of deep craters mark places infested 
  with these relentless hunters. From the depths rises the 
  stench of rotting meat mingled with an odd cinnamon smell.
   A stone worm can grow up to 24 feet long and have a 
  diameter of up to 6 feet. Its segmented body has a thick, 
  rubbery hide, mottled brown and gray. Thin slime oozes 
  from the creases between the segments and a great, 
  yawning maw dominates its scarred head, filled with sharp, 
  inward-pointing teeth.
  STONE WORM 
  DIFFICULTY 50
  Size 2 or 3 monster
  Perception 11 (+1); sightless
  Defense 18; Health 40
  Strength 16 (+6), Agility 11 (+1), Intellect 5 (–5), Will 10 (+0)
  Speed 8; Tunnel
  Immune blinded
  ATTACK OPTIONS
  Teeth (melee) +6 (4d6 plus Swallow on attack roll 20+)
  Swallow If the target is smaller than the stone worm, it 
  must make an Agility challenge roll with 1 bane. On a 
  failure, the target is swallowed.
   
   A swallowed creature is defenseless, moves with the 
  worm, and cannot perceive anything outside the worm’s 
  body. At the end of each round, the swallowed creature 
  takes 2d6 damage from the worm’s digestive juices. If 
  the worm becomes incapacitated, it vomits forth any 
  creatures it has swallowed. Each lands prone in an open 
  space within 1 yard of the worm.
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  SPECIAL ATTACKS
  Vomit The stone worm vomits digestive juices and 
  anything it swallowed into a 5-yard-long cone originating 
  from a point it can reach. Everything in the area takes 
  6d6 damage, or half the damage with a successful Agility 
  challenge roll.
   
   Any creatures the worm had swallowed prior to 
  making this attack are expelled, landing prone in an 
  open space within 1 yard of the worm. They make Agility 
  challenge rolls against this attack with 1 bane. Once the 
  stone worm uses Vomit, it cannot do so again for 1 hour.
  SPECIAL ACTIONS
  Tunnel The stone worm moves up to its Speed through 
  earth, sand, or other material of similar consistency. It 
  leaves a 1-yard-diameter tunnel behind it.
  Stranglevine
  From bright yellow flowers dotting these masses of 
  vegetation comes sweet odors living creatures find 
  intoxicating. The stranglevines lure such creatures close 
  with the perfume, and then use their vines to strange and 
  crush their victims’ bodies. The plants then feed on the 
  nutrients that leak from rotting corpses.
  STRANGLEVINE 
  DIFFICULTY 50
  Size 5 plant
  Perception 15 (+5); sightless
  Defense 15; Health 40
  Strength 14 (+4), Agility 6 (–4), Intellect 5 (–5), Will 10 (+0)
  Speed 1
  Immune gaining Insanity; asleep, blinded, dazed, fatigued, 
  frightened, stunned
  Fire Vulnerability A stranglevine takes double damage 
  from fire.
  Intoxicating Scent The stranglevine fills the air out to long 
  range from it with a powerful scent. A living creature 
  that enters the area or starts its turn there must make a 
  Strength challenge roll.
   
   On a failure, the creature becomes dazed for 1 round. 
  While dazed this way, the creature is also impaired 
  and can take only fast turns to rush toward the nearest 
  stranglevine by the shortest available route.
   
   On a success, the creature becomes immune to that 
  stranglevine’s Intoxicating Scent until that creature 
  completes a rest.
  ATTACK OPTIONS
  Vines (melee) +4 with 2 boons (1d6 + 2, and the target is 
  grabbed on attack roll 20+)
  SPECIAL ATTACKS
  Storm of Vines The stranglevine attacks four times with its 
  vines.
  Tomb Scarab Swarm
  Tomb scarabs are beetles that infest the ruins of the 
  Desolation. When they sense prey, they gather into great, 
  heaving swarms that can strip a living creature down to 
  bone in a matter of seconds. Each scarab has a crimson 
  stripe running down the center of its shell.
  TOMB SCARAB SWARM 
  DIFFICULTY 25
  Size 1 animal (swarm)
  Perception 15 (+5); darksight
  Defense 17; Health 30
  Strength 12 (+2), Agility 13 (+3), Intellect 5 (–5), Will 11 (+1)
  Speed 12; climber
  Immune charmed, dazed, deafened, frightened, grabbed, 
  immobilized, prone, slowed, stunned
  Multitude A swarm takes half damage from attacks that 
  use an attack roll and double damage from effects that 
  require it to make a challenge roll.
  Revulsion Creatures that are not swarms are impaired while 
  they remain in the swarm’s space or within 1 yard of it.
  ATTACK OPTIONS
  Mandibles (melee) +3 with 1 boon (2d6 plus Invasion, or 
  just 1d6 if the swarm is injured)
  Invasion If living, the target must make a Strength 
  challenge roll with 1 bane. On a failure, the swarm 
  burrows into its body, dealing 4d6 extra damage, and 
  then exits into an open space within 1 yard of the target. 
  If the target becomes incapacitated by this damage, it 
  dies instantly, the flesh (if any) stripped from its bones.
  END OF THE ROUND
  Swarming Scarabs Each creature that isn’t a swarm that is 
  in the swarm’s space or within 1 yard of it must make an 
  Agility challenge roll. On a failure, the creature takes 2d6 
  damage and becomes slowed for 1 round.
  Troglodyte
  Troglodytes abandoned their humanity when they fled into 
  the bowels of the earth to escape justice for their wicked 
  acts. They survived for generations in the noisome dark, 
  becoming more and more inbred until they were reduced to 
  a gibbering mob.
   Troglodytes have hairless, chalk-white skin crusted with 
  filth and blood. Bruises ring their black eyes, and they 
  file their teeth to sharp points. They rarely bother to wear 
  clothing and instead paint their bodies with white mud.
   Troglodytes speak a debased form of High Archaic 
  peppered with words and phrases from Dark Speech.
  TROGLODYTE 
  DIFFICULTY 10
  Size 1 frightening troglodyte
  Perception 12 (+2); darksight
  Defense 10; Health 20
  Strength 13 (+3), Agility 10 (+0), Intellect 8 (–2), Will 9 (–1)
  Speed 12
  Sunlight Weakness A troglodyte is impaired while in an 
  area lit by sunlight.
  Strength from Pain While the troglodyte is injured, it 
  makes attack rolls with 1 boon and its weapon attacks 
  deal 1d6 extra damage.
  ATTACK OPTIONS
  Pick (melee) +3 with 1 boon (1d6 + 2)
  SPECIAL ACTIONS
  Hide in Shadows The troglodyte can attempt to hide when 
  it is at least partially obscured by shadows, even if it is 
  being observed.
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  Troll
  Trolls have lived in the world almost as long as the faerie. 
  A hateful, spiteful race, they despise the Fair Folk for their 
  beauty, mischief, and joy. In ancient times, they fought 
  bloody, disastrous wars against their foes until the Faerie 
  Queen, sickened by the carnage, stripped them of their 
  magic and left them vulnerable to the sun’s purifying light.
   The accursed trolls retreated to deep valley and dug into 
  caves under mountains and hills to escape the hateful light. 
  Thus began their rapid decline into madness and savagery, 
  until they became little more than lumbering brutes filled 
  with a dim hatred for all living things.
   A typical troll stands 10 feet tall and weighs 750 pounds. 
  It has a stooped body, a bulbous nose, and a wide mouth 
  filled with chisel-like teeth. Most trolls have patches of 
  petrified flesh from brief encounters with the sun. They 
  wear animal hides as clothing.
   All trolls speak Trollish, and most know a little Elvish 
  and the Common Tongue.
  TROLL 
  DIFFICULTY 250
  Size 2 troll
  Perception 15 (+5); darksight
  Defense 16; Health 110 (Regeneration)
  Strength 18 (+8), Agility 10 (+0), Intellect 9 (–1), Will 10 (+0)
  Speed 8
  Hatred During the first round of combat, a troll makes all 
  attack rolls with 1 boon.
  ATTACK OPTIONS
  Fist (melee) +8 with 3 boons (4d6 plus Grab and Bite on 
  attack roll 20+)
  Grab and Bite If the target is smaller than the troll, it takes 
  4d6 damage and falls prone in a space the troll chooses 
  within the troll’s reach.
  SPECIAL ATTACKS
  Double Attack The troll attacks twice with its fist.
  END OF THE ROUND
  Petrified by Sunlight If the troll is in an area lit by sunlight, 
  its Defense increases by 1 and it its Speed decreases by 
  2. These changes are permanent. If its Speed drops to 0, 
  the troll turns into a statue and dies.
  Regeneration The troll heals 1d6 + 2 damage if it is not 
  incapacitated.
  Vampire
  Vampires rule the night. When the sun sinks beneath the 
  horizon, they emerge from their tombs to stalk the living, 
  drawing them close with magic and draining their blood. 
  Vampires possess great power but have several fatal flaws that 
  bold hunters can exploit. For this reason, vampires show great 
  restraint even though they constantly thirst for fresh blood.
   A vampire can create a “child” by draining a victim to the 
  point that it starts dying. It feeds the creature some of the 
  vampire’s own blood, killing the victim almost immediately, 
  then inters the corpse in a tomb, vault, coffin, or somewhere 
  else the sun cannot reach. The corpse rises as a new 
  vampire at the next sunset and is compelled until released 
  or until its maker is destroyed.
   The process of becoming undead leaves a vampire 
  somewhat unhinged, and many develop irrational 
  superstitions. They might recoil from mirrors, compulsively 
  count everything they see, be repulsed by the stench of 
  garlic, or retreat from a brandished holy symbol. None of 
  these things cause real harm to a vampire and, in time, it 
  might overcome its superstition.
   Vampires speak High Archaic and the Common Tongue.
  VAMPIRE 
  DIFFICULTY 250
  Size 1 horrifying undead
  Perception 16 (+6); darksight
  Defense 20; Health 120
  Strength 14 (+4), Agility 15 (+5), Intellect 14 (+4), Will 16 (+6)
  Speed 14
  Immune damage from cold, disease, poison; gaining 
  Insanity; asleep, diseased, fatigued, immobilized, 
  poisoned, slowed
  Resilience A vampire takes half damage from weapons.
  Celestial Vulnerability A vampire takes double damage 
  from Celestial spells and makes challenge rolls to resist 
  Celestial spells with 1 bane.
  Fear of the Gods A vampire makes attack rolls with 1 bane 
  against a creature wearing or wielding a holy symbol.
  Pass for Human A vampire appears human until it takes 
  damage or makes an attack roll, at which point its 
  features contort to assume a monstrous appearance. The 
  vampire retains this appearance until it uses an action to 
  resume its human appearance. While it appears human, 
  the vampire loses its horrifying trait.
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  ATTACK OPTIONS
  Claws (melee) +5 with 3 boons (2d6 plus the target is 
  grabbed on attack roll 20+)
  Fangs (melee) +5 with 1 boon (3d6)
  SPECIAL ATTACKS
  Double Attack The vampire attacks twice with its claws.
  SPECIAL ACTIONS
  Blood Drain The vampire makes a Strength attack roll 
  against the Strength of one target living creature of 
  flesh and blood that it is grabbing. On a success, the 
  target takes 3d6 damage and becomes fatigued until it 
  completes a rest. The vampire heals the same amount 
  of damage. If the target is already fatigued this way, it 
  must make a Will challenge roll. On a failure, it instead 
  becomes charmed until it completes a rest.
  Flowing Mist When the vampire takes damage, it can use 
  a triggered action to turn its body into mist, fly up to its 
  Speed, and then resume its normal form. While in mist 
  form, it is immune to all damage, its movement does not 
  trigger free attacks, and it can move through openings 
  wide enough to permit the passage of air and through 
  spaces occupied by other creatures.
  END OF THE ROUND
  Burned by Sunlight The vampire takes 2d6 damage if it is 
  in an area lit by sunlight.
  Vampire Bat
  Vampire bats are large, fast, and deadly predators, as quick 
  on the ground as they are flying through the air. They 
  scurry after prey, leaping to sink their fangs into the meat 
  and gulp the hot blood spraying from the wound.
  VAMPIRE BAT 
  DIFFICULTY 10
  Size 1/2 animal
  Perception 15 (+5); darksight
  Defense 15; Health 20
  Strength 12 (+2), Agility 15 (+5), Intellect 7 (–3), Will 11 (+1)
  Speed 12; flier (swoop)
  ATTACK OPTIONS
  Teeth (melee) +5 (1d6 + 1 plus Bleed or Blood Drain)
  Bleed If living, the target must make a Strength challenge 
  roll. On a failure, it becomes fatigued for 1 minute or until 
  it heals any damage. At the end of each round while 
  fatigued this way, it takes 1 damage.
  Blood Drain The vampire bat makes a Strength attack roll 
  against the Agility of the target. On a success, the target 
  is grabbed and takes 1d6 extra damage if it is living.
  Void Larva
  In places where the boundaries between the world and 
  the Void have grown thin, the land becomes stained by the 
  demonic leakage, spawning manifestations of its dread 
  nature as wriggling larvae. These fleshy monstrosities look 
  like enormous grubs with rubbery pink skin. Sharp teeth 
  ring their circular maws, from which runs corrosive slime 
  that liquefies whatever it touches.
  VOID LARVA 
  DIFFICULTY 1
  Size 1/4 frightening demon
  Perception 5 (–5); sightless
  Defense 8; Health 10
  Strength 11 (+1), Agility 8 (–2), Intellect 5 (–5), Will 5 (–5)
  Speed 6
  Immune blinded
  ATTACK OPTIONS
  Dripping Teeth (melee) +1 with 2 boons (1d6 plus 1d6 from acid)
  SPECIAL ATTACKS
  Spit Acid The void larva spits corrosive slime at one target 
  creature or object within short range of it. The larva 
  makes an Agility attack roll against the target’s Agility. 
  On a success, the target takes 1d6 + 2 damage.
  Warhorse
  Trained for combat, warhorses have a greater tolerance than 
  others for injury, loud noises, and the smell of blood.
  WARHORSE 
  DIFFICULTY 10
  Size 2 animal
  Perception 12 (+2)
  Defense 15 (mail); Health 20
  Strength 15 (+5), Agility 10 (+0), Intellect 7 (–3), Will 12 (+2)
  Speed 12
  Immune frightened
  ATTACK OPTIONS
  Hooves and Teeth (melee) +5 (1d6 + 1)
  SPECIAL ACTIONS
  Gallop The warhorse moves up to three times its Speed.
  Wraith
  Souls in Hell sometimes slip free to visit evil and suffering 
  on the world. A wraith resembles a human-shaped blot of 
  darkness. Crimson lights burns where the eyes ought to be.
   Wraiths understand High Archaic and the Common 
  Tongue, though they rarely speak.
  WRAITH 
  DIFFICULTY 100
  Size 1 horrifying spirit
  Perception 14 (+4); darksight
  Defense 16; Health 60
  Strength —, Agility 16 (+6), Intellect 11 (+1), Will 14 (+4)
  Speed 14; flier
  Immune damage from cold, disease, fire, and poison; 
  gaining Insanity; asleep, diseased, fatigued, immobilized, 
  poisoned, slowed
  Insubstantial A wraith takes half damage from weapons, 
  can move through solid objects and other creatures, and 
  ignores the effects of moving across difficult terrain.
  ATTACK OPTIONS
  Shadow Blade (melee) +6 with 2 boons (2d6 and Lasting Harm)
  Lasting Harm If living, the target takes a penalty to Health 
  equal to the damage taken from the attack. If this penalty 
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  reduces the target’s Health to 0, the target dies instantly 
  and a new wraith with half the Health of its creator wriggles 
  free from the body. The new wraith appears in an open 
  space within 1 yard of the target’s space and is compelled 
  for 1 hour.
  SPECIAL ACTIONS
  Ethereal Wind The wraith uses an action or a triggered 
  action on its turn to move up to its Speed. This 
  movement does not trigger free attacks.
  END OF THE ROUND
  Burned by Sunlight The wraith takes 3d6 damage if it is in 
  an area lit by sunlight.
  Zombie
  Herds of shuffling corpses, driven by an insatiable hunger for 
  flesh, roam the countryside, created by a plague infused with 
  dark magic from the corpses of the recently dead. Zombies 
  bear the grisly marks that ended their lives, and make do with 
  split bellies with entrails hanging free, broken limbs, and 
  worse. They spread their foul disease through their bites.
  ZOMBIE 
  DIFFICULTY 5
  Size 1/2 or 1 frightening undead
  Perception 10 (+0); shadowsight
  Defense 9; Health 20
  Strength 11 (+1), Agility 9 (–1), Intellect 6 (–4), Will 12 (+2)
  Speed 8; Shuffling Advance
  Immune damage from disease and poison; gaining Insanity; 
  asleep, charmed, dazed, diseased, fatigued, frightened, 
  poisoned, stunned
  Headshot When the total of an attack roll with a weapon 
  against a zombie is 20 or higher, the zombie takes damage 
  equal to its Health instead of the weapon’s normal damage.
  Sluggish A zombie can take only slow turns and cannot use 
  triggered actions.
  ATTACK OPTIONS
  Teeth (melee) +1 with 1 boon (1d6 + 1 plus Zombie Plague); 
  the zombie makes the attack roll with 1 boon against a 
  grabbed creature.
  Zombie Plague If the target is human or a human-like creature, 
  it must make a Strength challenge roll. On a failure, the target 
  becomes diseased. While it is diseased this way, the target 
  cannot heal damage and makes attack rolls and challenge 
  rolls with 1 bane. If it becomes incapacitated while diseased 
  this way, it dies instantly and rises up as a new zombie 
  1d6 rounds later. Each time a creature diseased this way 
  completes a rest, it must make a Strength challenge roll. On a 
  failure, the creature takes a 1d6 penalty to Health. The penalty 
  lasts until this diseased affliction is removed. If this penalty 
  reduces the creature’s Health to 0 while it is diseased this 
  way, it dies and rises as a zombie 1d6 rounds later. After three 
  successes, the creature removes this diseased affliction.
  SPECIAL ATTACKS
  Grasping Hands The zombie makes a Strength attack roll 
  with 1 boon against the Agility of one target creature 
  within its reach. On a success, the target takes 1d3 
  damage and becomes grabbed.
  END OF THE ROUND
  Shuffling Advance The zombie moves 1d3 yards toward 
  the nearest living creature.
  Characters
  In addition to the creatures described here, player 
  characters might encounter other people, many of whom 
  can be just as dangerous as monsters. All the characters 
  described in this section are assumed to be human, though 
  they can have any ancestry you want without significantly 
  altering their statistics.
   Characters speak the languages of their homelands. 
  Educated characters might also read and write one or 
  more languages.
  Acolyte of the New God
  Acolytes of the New God travel the lands of the Empire, 
  working to combat corruption’s spread and fight agents 
  sworn to the Demon Lord.
  ACOLYTE OF THE NEW GOD 
  DIFFICULTY 5
  Size ½ or 1 human
  Perception 10 (+0)
  Defense 17 (mail, large shield); Health 20
  Strength 13 (+3), Agility 9 (–1), Intellect 10 (+0), Will 12 (+2)
  Speed 10
  ATTACK OPTIONS
  Mace (melee) +3 (1d6)
  SPECIAL ACTIONS
  Prayer When a creature within short range of the acolyte 
  makes a challenge roll or an attack roll, the acolyte can use 
  a triggered action to grant 1 boon to the triggering roll.
  MAGIC
  Power 2
  Life minor healing (2), cure (1), vitality burst (1)
  Theurgy denounce (2), blessing (1)
  Apprentice Witch
  On civilization’s frontiers, witches act as healers, advisors, 
  and wisdoms, lending their expertise to helping their 
  neighbors overcome challenges the wilderness presents.
  APPRENTICE WITCH 
  DIFFICULTY 5
  Size ½ or 1 human
  Perception 13 (+3)
  Defense 11; Health 13
  Strength 9 (–1), Agility 11 (+1), Intellect 13 (+3), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS
  Staff (melee) -1 (1d6 + 1)
  MAGIC
  Power 1
  Curse hex (2)
  Divination eavesdrop (2), augur (1)
  Enchantment presence (2), charm (1)
  Life minor healing (2)
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  Apprentice Wizard
  Apprentice wizards have learned enough magic to safely 
  venture into the world and  put their training to use. They 
  hire out their services or accompany groups on expeditions 
  in hopes of uncovering greater secrets of magical power.
  APPRENTICE WIZARD 
  DIFFICULTY 5
  Size ½ or 1 human
  Perception 12 (+2)
  Defense 10; Health 13
  Strength 9 (–1), Agility 10 (+0), Intellect 12 (+2), Will 12 (+2)
  Speed 10
  ATTACK OPTIONS
  Staff (melee) +0 (1d6 + 1)
  MAGIC
  Power 1
  Arcana arcane armor (2), arcane shield (1), arcane sight (1), 
  unerring darts (1)
  Fire flame missile (2), fire blast (1)
  Protection secure site (2)
  Bandit
  Hardship turns ordinary men and women to banditry 
  to make ends meet. In places ravaged by war, famine, 
  or disease, they take up arms against travelers and their 
  wealthier neighbors to get what they need. A typical 
  bandit carries a few bits and some scavenged supplies.
  BANDIT 
  DIFFICULTY 1
  Size ½ or 1 human
  Perception 10 (+0)
  Defense 14 (brigandine, small shield); Health 12
  Strength 12 (+2), Agility 10 (+0), Intellect 10 (+0), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS
  Club (melee) +2 (1d6, or 2d6 against a surprised target)
  Longbow (long range) +0 (1d6 + 1, or 2d6 + 1 against a 
  surprised target)
  Brigand
  Brigands terrorize the countryside. They seek out isolated 
  homes and farmsteads, kicking in doors and brutalize anyone 
  they find inside. After killing their victims, they take anything 
  of value and light the place on fire. Brigands may be former 
  soldiers, tough individuals fallen on hard times, or just cruel 
  and wicked people exploiting the present difficulties to take 
  what they want without fear of repercussion.
  BRIGAND 
  DIFFICULTY 10
  Size ½ or 1 human
  Perception 10 (+0)
  Defense 15 (brigandine, large shield); Health 15
  Strength 13 (+3), Agility 11 (+1), Intellect 9 (–1), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS
  Sword (melee) +3 with 1 boon (1d6 + 2)
  Crossbow (long range) +1 with 1 boon (2d6)
  Commoner/ Professional
  Commoners and professionals include beggars and 
  blacksmiths, porters and laborers, servants, and most other 
  people the characters might encounter in their daily lives.
  COMMONER OR PROFESSIONAL DIFFICULTY 1
  Size ½ or 1 human
  Perception 9 (–1)
  Defense 10; Health 11
  Strength 11 (+1), Agility 10 (+0), Intellect 9 (–1), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS
  Staff (melee) +1 (1d6 + 1)
  Dagger (melee or short range) dagger +1 (1d3)
  Cultist
  In uncertain times, some people look for divine beings 
  to ease their fears and grant them hope that they will 
  somehow survive the catastrophes ravaging their lives. Most 
  turn to the established religions, finding comfort in the 
  Cult of the New God or a place among the devotees of the 
  Old Faith. But some turn to darker, more sinister powers for 
  succor.
   Cultists include any groups of like-minded individuals 
  pledged to serve a mysterious power that might or might 
  not be a god. Many cults, in fact, venerate the Demon Lord 
  in one of its many aspects without realizing their work 
  advances the aims of this terrifying power.
   Most cultists speak the Common Tongue.
  CULTIST 
  DIFFICULTY 1
  Size ½ or 1 human
  Perception 9 (–1)
  Defense 10; Health 11
  Strength 11 (+1), Agility 10 (+0), Intellect 9 (–1), Will 8 (–2)
  Speed 10
  Mad Certainty When a cultist makes a challenge roll or an 
  attack roll, it can make the roll with 1 boon. On a failure, 
  the cultist takes 1d6 damage.
  ATTACK OPTIONS
  Sickle (melee) +1 (1d6)
  High Cultist
  At the center of every cult stands a high cultist, the leader of 
  the deranged band. Such individuals usually possess strong 
  and magnetic personalities that attract the weak-willed 
  and unstable. High cultists possess true power, sometimes 
  gained by bargaining with devils or from encounters with 
  demonic relics, and they use that power to impress, coerce, 
  and corrupt the people who follow them.
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  HIGH CULTIST 
  DIFFICULTY 50
  Size ½ or 1 human
  Perception 14 (+4)
  Defense 13; Health 50
  Strength 11 (+1), Agility 13 (+3), Intellect 14 (+4), Will 8 (–2)
  Speed 10
  ATTACK OPTIONS
  Staff (melee) +3 (1d6 + 1)
  SPECIAL ACTIONS
  Necessary Sacrifice One target cultist within short range of 
  the high cultist that is friendly to it takes damage equal 
  to the cultist’s Health. The high cultist regains the casting 
  of one spell and may cast it immediately.
  MAGIC
  Power 2
  Forbidden harm (3), obedience (2), vision’s end (1)
  Hired Killer
  Hired killers murder for pay. They can usually be found in 
  disreputable taverns and brothels, where they spend their 
  ill-gained coin on distractions until they can line up their 
  next job.
  HIRED KILLER 
  DIFFICULTY 10
  Size ½ or 1 human
  Perception 10 (+0)
  Defense 12; Health 18
  Strength 12 (+2), Agility 12 (+2), Intellect 10 (+0), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS
  Long Knife (melee) +2 with 1 boon (2d6)
  Initiate of the Old Faith
  Initiates of the Old Faith worship the Elder Gods and 
  safeguard the land. Most live on the edges of towns or in 
  the depths of the wilderness, where they can commune 
  with the spirits of nature and perform their rites without 
  interference.
  INITIATE OF THE OLD FAITH 
  DIFFICULTY 5
  Size ½ or 1 human
  Perception 10 (+0)
  Defense 16 (hard leather, large shield); Health 17
  Strength 9 (–1), Agility 12 (+2), Intellect 10 (+0), Will 12 (+2)
  Speed 10
  ATTACK OPTIONS
  Scimitar (melee) +2 (1d6 + 1)
  SPECIAL ACTIONS
  Prayer When a creature within short range of the initiate 
  makes a challenge roll or an attack roll, the initiate can 
  use a triggered action to grant 1 boon on the triggering 
  roll.
  MAGIC
  Power 2
  Life minor healing (2), cure (1), vitality burst (1)
  Nature magic acorns (2), overgrowth (1)
  Mercenary
  Mercenaries sell their swords to the highest bidder. Some 
  haunt taverns and gambling dens, while others belong to 
  reputable military organizations for hire.
  MERCENARY 
  DIFFICULTY 10
  Size ½ or 1 human
  Perception 10 (+0)
  Defense 17 (mail, large shield); Health 20
  Strength 13 (+3), Agility 10 (+0), Intellect 10 (+0), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS
  Sword (melee) +3 with 1 boon (1d6 + 2)
  Crossbow (long range) +0 with 1 boon (2d6)
  Patroller
  Patrollers protect their communities as members of the 
  town watch or city guard. They enforce the law and round 
  up criminals.
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  PATROLLER 
  DIFFICULTY 1
  Size ½ or 1 human
  Perception 11 (+1)
  Defense 14 (hard leather, small shield); Health 11
  Strength 11 (+1), Agility 11 (+1), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS
  Spear (melee) +1 (1d6)
  Torch (melee) +1 with 1 bane (1d6 plus 1 from fire)
  Pickpocket
  Pickpockets work the streets, lifting small items as they 
  move. Most prey on the wealthy, favoring merchants, 
  nobles, and the like over the poor and downtrodden. Many 
  pickpockets belong to the community’s organized crime 
  syndicate if one exists.
  PICKPOCKET 
  DIFFICULTY 10
  Size ½ or 1 human
  Perception 12 (+2)
  Defense 13 (soft leather); Health 16
  Strength 10 (+0), Agility 12 (+2), Intellect 12 (+2), Will 9 (–1)
  Speed 10
  Trickery Once per round, the pickpocket can make a 
  challenge roll or an attack roll with 1 boon.
  ATTACK OPTIONS
  Small Sword (melee) +2 (1d6, plus 1d6 if the pickpocket 
  had 1 boon from Trickery)
  Dagger (melee or short range) +2 (1d3, plus 1d6 if the 
  pickpocket had 1 boon from Trickery)
  SPECIAL ACTIONS
  Threats The pickpocket uses an action or a triggered 
  action on its turn to make an Intellect attack roll against 
  the Will of one target creature within short range of 
  it that can hear and see it. On a success, the target 
  becomes frightened for 1 round. On a failure, the target 
  becomes immune to that pickpocket’s Threats for 24 
  hours.
  Veteran
  Veterans are experienced warriors who have fought in 
  enough battles to learn enhanced fighting skills.
  VETERAN 
  DIFFICULTY 25
  Size ½ or 1 human
  Perception 9 (–1)
  Defense 17 (mail, large shield); Health 22
  Strength 12 (+2), Agility 10 (+0), Intellect 9 (–1), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS
  Sword (melee) +2 with 1 boon (2d6 + 2)
  Longbow (long range) +0 with 1 boon (2d6 + 1)
  Customizing 
  Creatures
  You can modify creatures to suit your needs by changing 
  their Size; adjusting characteristics and attributes; adding 
  traits, talents, or spells; or applying roles.
   Guidelines for such customization follow. However, 
  adjusting creatures is not an exact science, so playtesting 
  your creations is the best way to judge their challenge in 
  a game. Adding traits and talents beyond those discussed 
  here can produce greatly overpowered adversaries.
  Size
  You can shift a Size 1 creature’s down a step, to Size 1/2, without 
  altering its other abilities or its Difficulty. Reducing its Size 
  further is not recommended. Likewise, you can increase a 
  creature’s Size to 1 if it is less than 1 with no other changes.
   You can increase the Size of larger creatures by making 
  the following changes. Repeat these steps for each 1 Size 
  the creature grows; an increase of more than 2 Size is not 
  recommended.
  • Increase the creature’s Health by 50 percent.
  • Increase the creature’s Strength by 1.
  • Increase the creature’s Speed by 2.
  • The creature’s attacks deal 1d6 extra damage.
  • Increase the creature’s Difficulty by one step (for 
  example, a Difficulty 5 creature becomes Difficulty 10).
  Frightening  
  and Horrifying
  You can add the frightening or horrifying trait to any 
  creature. Such a change radically alters the creature’s 
  appearance so that it takes a toll on the sanity of characters 
  who witness it. A human-like being, for example, might 
  wear internal organs on the outside; a bear could have teeth 
  instead of fur; a wolf could have a human head; or a bat 
  might be transformed into a giant eyeball with wings.
   You can assign the frightening trait to any creature 
  that does not have it or the horrifying trait, increasing its 
  Difficulty by one step.
   You can assign the horrifying trait to any creature that 
  does not have it or the frightening trait, increasing its 
  Difficulty by one step and reducing its Defense by 2.
  Characteristics and 
  Attributes
  You can adjust a creature’s fundamental characteristics and 
  attributes by following these guidelines.
  Characteristics
  •  Perception: You can increase or decrease a creature’s 
  Perception by up to 4 without altering its Difficulty.
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  •  Senses: You can grant a creature a special sense without 
  increasing its Difficulty, though such a change should 
  serve the creature’s place in the world. Nocturnal creatures 
  have shadowsight, and creatures that live underground 
  should either have darksight or be sightless. Truesight 
  is rare, usually found only in magical creatures such as 
  dragons or devils.
  •  Defense: Many creatures have an innate bonus to 
  Defense, as a result of magic, thick hide, or unusual 
  alertness. You can adjust a creature’s Defense by up 
  to 2 in either direction without altering its Difficulty. 
  Avoid increasing or decreasing its Defense beyond that 
  amount. If the creature wears armor, you can adjust 
  its Defense by swapping out its armor, as described 
  under Equipment below, or you can give armor to an 
  unarmored creature.
  •  Health: If a creature’s Health is less than 20, you can 
  increase its Health by up to 20, increasing its Difficulty 
  by one step. If the creature’s Health is 20 or more, you 
  can increase its Health until it doubles its original score, 
  increasing its Difficulty by one step.
  •  Speed: You can change a creature’s Speed by up to 
  4 without affecting its Difficulty. As well, granting a 
  creature the aquatic, climber, or swimmer trait does not 
  change its Difficulty. Adding the flier trait increases the 
  creature’s Difficulty by one step.
    A creature with a special movement trait should reflect 
  that trait in its appearance and its role in the world. For 
  example, a horse with the flier trait ought to have wings, 
  like the mythical Pegasus. A human with the aquatic trait 
  might be a mermaid or merman.
  Attributes
  For each 1 point by which you increase an attribute, 
  decrease another attribute by 1 point. You can adjust a 
  creature’s attributes by up to 2 above or below normal, 
  but no attribute should be lower than 5 or no higher than 
  20. Remember, changing an attribute might also change a 
  creature’s characteristics, including Health, Defense, and 
  Perception.
  Equipment
  You can freely change the equipment a creature uses 
  without altering its Difficulty.
  •  Armor: If the creature is wearing armor, subtract the 
  bonus to Defense from the armor it was wearing and 
  then add the new bonus to Defense from the new armor. 
  Do the same with shields. You can also give armor to an 
  unarmored creature.
  •  Weapons: You can give weapons to a creature whose 
  anatomy allows their use, or swap out weapons it uses 
  for different ones. If you trade out a creature’s weapon, 
  adjust the damage die and other attributes to match the 
  new one (for example, if a melee weapon has the finesse 
  quality, the creature’s attack attribute should be Agility if 
  that is higher than its Strength). If the creature’s relevant 
  attribute score does not meet the weapon’s requirement, 
  simply increase that score so that it does.
  •  Other Equipment: You can give a creature whatever 
  equipment you feel is appropriate. Keep in mind, 
  though, that useful equipment such as bombs, pistols, 
  and potions might fall into the characters’ hands if the 
  creature doesn’t use them first.
  Attack Options
  You can alter a creature’s attack options by adding some 
  common traits and talents to the creature’s attacks.
  •  Infectious: An infectious creature carries some sort of 
  contagion and spreads it through natural weapon attacks. 
  To create a creature with the infectious trait, halve its 
  Health and add “plus Disease” to the damage line of one 
  of the creature’s natural weapons. The creature gains the 
  Disease attack talent.
   
  Disease The target must get a success on a Strength 
  challenge roll or become diseased. Each time a diseased 
  creature completes a rest, it must make a Strength 
  challenge roll. On a failure, it takes a -1d6 penalty 
  to Health. If this penalty reduces its Health to 0, the 
  creature dies. After three successes, the creature 
  removes the diseased affliction. The next time it 
  completes a rest, the reduction to Health ends.
  •  Pack Fighting: Creatures that fight in groups are more 
  dangerous than when they are on their own. You can 
  assign this attack talent to any creature.
   
  Pack Fighting When the Pack Fighting creature attacks 
  a target within the reach of another creature with this 
  trait and that is friendly to the Pack Fighting creature, 
  it makes the attack roll with 1 boon. Otherwise, the 
  creature makes the attack roll with 1 bane.
  •  Poisonous: One of the creature’s natural attacks injects 
  venom or is toxic in some way. To create a creature with 
  the poisonous trait, add “plus Poison” to the damage 
  line of one of the creature’s natural weapons and reduce 
  the number of damage dice for the attack by one (to 
  a minimum of 1 damage); 1d6 drops to 1d3, and 1d3 
  becomes 1. The creature gains the Poison attack talent.
   
  Poison The target must make a Strength challenge roll. 
  On a failure, it takes 1d6 damage and becomes poisoned 
  for 1 minute. If the target is already poisoned, it instead 
  takes 1d6 extra damage.
  Magic
  You can grant the ability to cast spells to any creature that 
  cannot already do so. The creature gains a Power rating 
  from 0 to 5 and a number of spells from one tradition 
  depending on its difficulty, as shown in the Magic table. 
  Consult the Castings table in Chapter 7 to determine the 
  number of castings of each spell the creature knows.
   To make a more powerful spellcaster, you can instead add 
  the magician or priest template (see Character Templates).
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  Magic
  Spells by Rank
  Difficulty
  Power
  0
  1
  2
  3
  4
  5
  5 or less
  0
  1
  —
  —
  —
  —
  —
  10
  1
  1
  1
  —
  —
  —
  —
  25
  2
  2
  2
  1
  —
  —
  —
  50
  3
  2
  2
  2
  1
  —
  —
  100
  4
  2
  2
  2
  2
  1
  —
  250 or more
  5
  2
  2
  2
  2
  2
  1
  Role
  Adding a role defines the way a creature fits into a group 
  or works with others. A creature should not have more 
  than one role. Roles are appropriate for creatures of 
  Difficulty 50 or less.
  Leader
  A leader commands a force of creatures similar to itself. In 
  general, there should be one leader per group of roughly 
  twenty creatures. To make a leader, add the Leadership 
  talent to the creature.
   
  Leadership Other creatures within medium range of this 
  creature that are friendly to it and that can see it make 
  attack rolls with 1 boon.
  Musician
  A group of creatures might include a musician to raise 
  their spirits and focus them on defeating their enemies. 
  Musicians might be pipers, drummers, or something else. 
  In general, there should be one musician per group of up to 
  fifty creatures. A musician has the Battle Music talent.
  SPECIAL ACTIONS
   
  Battle Music The creature uses an action or a triggered 
  action on its turn to play music for 1 round; if it takes any 
  other action during this time, this effect ends. Each other 
  creature within medium range of the creature that is 
  friendly to it and that can hear it deals 1 extra damage on 
  attacks with weapons.
  Standard-Bearer
  A standard-bearer carries a group’s colors to serve as a 
  rallying point in battle. In general, there should be one 
  standard-bearer per group of up to fifty creatures. A 
  standard-bearer has the Battle Standard trait.
   
  Battle Standard Each other creature within medium 
  range of this creature that is friendly to it and that can 
  see it cannot be charmed or frightened. The effect lasts 
  as long as this creature carries the standard or until it 
  becomes charmed, compelled, or frightened.
  Champion
  A champion is a fighter of exceptional skill and ability. No more 
  than one in six creatures encountered should be champions. 
  Adjust the champion creature as follows.
  CHAMPION 
  Defense +1; Health +5 Strength +1
  ATTACK OPTIONS
  Weapon Training When attacking with a weapon, the 
  creature makes the attack roll with 1 boon and deals 1 
  extra damage on a success.
  Hero
  A hero is an individual with superior training, extensive 
  experience, or a special destiny. No more than one in twelve 
  creatures encountered should be heroes. Adjust the hero 
  creature as follows.
  HERO 
  ADD 1 DIFFICULTY STEP
  Perception +1 Defense +1; Health +20
  Strength +2, Agility +2, Intellect +2, Will +2
  ATTACK OPTIONS
  Weapon Excellence When attacking with a weapon, the 
  creature makes the attack roll with 1 boon and deals 1d6 
  extra damage on a success.
  Mob
  A mob is a group of ten creatures, similar to a swarm. 
  This option is suitable for Difficulty 1 creatures of Size 1 or 
  smaller. You can group them into mobs of ten by applying 
  the following changes.
  MOB 
  ADD 2 DIFFICULTY STEPS
  Size 3
  Health The base creature’s Health × 4
  Mob A mob takes half damage from attacks that target 
  individual creatures and double damage from attacks 
  that affect an area. The mob acts as a single creature, 
  but it counts as ten creatures for the purpose of 
  choosing targets. A mob makes Strength, Intellect, and 
  Will challenge rolls with 1 boon.
   
   Creatures can move through a mob’s space, but they 
  treat the area as difficult terrain. The mob can squeeze 
  through openings large enough to permit the passage 
  of an individual member and can move through spaces 
  occupied by other creatures.
  Spawn When the mob becomes incapacitated, it dissipates 
  and 1d6 base creatures that made up the mob appear in 
  open spaces within the space it formerly occupied. They 
  can take the next available turn.
  ATTACK OPTIONS
  Melee The mob has the base creature’s reach. It makes the 
  base creature’s attack rolls with 2 boons. On a success, 
  the attack deals 2d6 extra damage if the mob is not 
  injured.
  END OF THE ROUND
  Overwhelm If the mob is not injured, each creature that 
  isn’t a swarm or a mob that is in the mob’s space or 
  within 1 yard of it must make an Agility challenge roll. 
  On a failure, the creature takes 2d6 damage.
  264
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  Bestiary
  Character Templates
  You can give creatures capabilities similar to those 
  possessed by player characters by adding templates based 
  on character paths.
  Step 1: Pick a creature from this chapter.
  Step 2: Choose one of the templates set out below, referring 
  to the appropriate path.
  Step 3: Apply all the changes described in the template.
  Step 4: Equip the creature as you desire.
  Step 5: Name the creature and fill in any important story details.
  Magician
  Creatures with this template might have studied magic 
  from others, discovered magical knowledge through 
  research, or learned to harness their inner power.
   Consult the Castings table in Chapter 7 to determine the 
  number of castings of each spell the creature knows.
  NOVICE MAGICIAN 
  ADD 1 DIFFICULTY STEP
  Health +4 Intellect +1, Will +1
  Talents The creature gains the Cantrip and Spell Recovery 
  talents from the magician path.
  MAGIC
  Power 1
  Spells The creature learns sense magic from the magician path, 
  discovers three traditions and learns four rank 0 or 1 spells.
  EXPERT MAGICIAN 
  ADD 2 DIFFICULTY STEPS
  Health +12 Intellect +2, Will +2
  Talents The creature gains the Cantrip, Counterspell, and 
  Spell Recovery talents from the magician path.
  MAGIC
  Power 3
  Spells The creature learns sense magic from the magician 
  path, discovers three traditions and learns four rank 0 or 
  1 spells, two rank 2 spells, and one rank 3 spell.
  MASTER MAGICIAN 
  ADD 4 DIFFICULTY STEPS
  Health +18 Agility +1, Intellect +3, Will +3
  Talents The creature gains the Cantrip, Counterspell, 
  Improved Spell Recovery, and Spell Recovery talents 
  from the Magician path.
  MAGIC
  Power 5
  Spells The creature learns sense magic from the magician 
  path, discovers three traditions and learns four rank 0 or 
  1 spells, two rank 2 spells, two rank 3 spells, two rank 4 
  spells, and one rank 5 spell.
  Priest
  Creatures with the priest template serve one or more gods 
  or similar powers.
   Consult the Castings table in Chapter 7 to determine the 
  number of castings of each spell the creature knows.
  NOVICE PRIEST 
  ADD 1 DIFFICULTY STEP
  Health +8 Strength +1, Will +1
  Talents The creature gains the Prayer and Shared Recovery 
  talents from the priest path.
  MAGIC
  Power 1
  Spells The creature discovers two traditions and learns 
  three rank 0 or 1 spells.
  EXPERT PRIEST 
  ADD 2 DIFFICULTY STEPS
  Health +24 Strength +2, Will +2
  Talents The creature gains the Combat Prowess, Prayer, 
  and Shared Recovery talents from the priest path.
  MAGIC
  Power 3
  Spells The creature discovers two traditions and learns two 
  rank 0 or 1 spells, two rank 2 spells, and one rank 3 spell.
  MASTER PRIEST 
  ADD 4 DIFFICULTY STEPS
  Health +36 Strength +3, Intellect +1, Will +3
  Talents The creature gains the Combat Prowess, Greater 
  Prayer, Improved Shared Recovery, Prayer, and Shared 
  Recovery talents from the priest path.
  MAGIC
  Power 5
  Spells The creature discovers two traditions and learns two 
  rank 0 or 1 spells, two rank 2 spells, two rank 3 spells, 
  two rank 4 spells, and one rank 5 spell.
  265
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  shadow of the demon lord
  Bestiary
  Rogue
  Creatures with the rogue template might be scoundrels, 
  spies, killers, or tricksters.
  NOVICE ROGUE 
  ADD 1 DIFFICULTY STEP
  Health +6 Agility +1, Intellect +1
  Talent The creature gains Exploit Opportunity, Nimble 
  Recovery, Trickery, and one roguery talent from the 
  rogue path.
  EXPERT ROGUE 
  ADD 2 DIFFICULTY STEPS
  Health +18 Agility +2, Intellect +2
  Talent The creature gains Dirty Tricks, Exploit Opportunity, 
  Nimble Recovery, Rogue Cunning, Trickery, and one 
  roguery talent from the rogue path.
  MASTER ROGUE 
  ADD 4  DIFFICULTY STEPS
  Health +27 trength +1, Agility +3, Intellect +3
  Talent The creature gains Dirty Tricks, Exploit Opportunity, 
  Nimble Recovery, Rogue Cunning, Trickery, and two 
  roguery talents from the rogue path.
  Warrior
  Creatures with the warrior template have special combat 
  training that sets them apart from their fellows.
  NOVICE WARRIOR 
  ADD 1 DIFFICULTY STEP
  Health +10 Strength +1, Agility +1
  Talents The creature gains the Catch your Breath, Combat 
  Prowess, Forceful Strike, and Weapon Training talents 
  from the warrior path.
  EXPERT WARRIOR 
  ADD 2 DIFFICULTY STEPS
  Defense +1; Health +30 Strength +2, Agility +2
  Talents The creature gains the Catch your Breath, Combat 
  Expertise, Combat Prowess, Forceful Strike, and Weapon 
  Training talents from the warrior path.
  MASTER WARRIOR 
  ADD 4 DIFFICULTY STEPS
  Defense +1; Health +45 Strength +3, Agility +3, Will +1
  Talents The creature gains the Catch your Breath, Combat 
  Expertise, Combat Mastery, Combat Prowess, Forceful Strike, 
  Grit, and Weapon Training talents from the warrior path.
  Creating Characters
  You can also create a character using the rules described in 
  Chapter 1. The Character Difficulty by Level table shows 
  the Difficulty for characters based on their group level. 
  From Left to right, it’s Magician, Priest, Rogue, Warrior.
  Character Difficulty by Level
  Level
  Difficulty
  0
  1
  1 or 2
  5
  3 or 4
  10
  5 or 6
  25
  7 or 8
  50
  9 or 10
  100
  266
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  shadow of the demon lord
  Bestiary
  Difficulty 1
  Name
  Descriptor
  Animated Corpse
  Undead
  Bandit
  Human
  Commoner or Professional
  Human
  Cultist
  Human
  Fomor
  Beastman
  Goblin
  Faerie
  Halfling
  Halfling
  Horse
  Animal
  Lash Crawler
  Monster
  Patroller
  Human
  Small Animal
  Animal
  Tiny Animal
  Animal
  Tiny Monster
  Monster
  Void Larva
  Demon
  Difficulty 5
  Name
  Descriptor
  Acolyte of the New God
  Human
  Animal Swarm
  Animal
  Apprentice Witch
  Human
  Apprentice Wizard
  Human
  Burrowing Centipede
  Animal
  Gremlin
  Faerie
  Hobgoblin
  Faerie
  Initiate of the Old Faith
  Human
  Manes
  Spirit
  Poltergeist
  Spirit
  Redcap
  Faerie
  Small Construct
  Construct
  Small Monster
  Monster
  Zombie
  Undead
  Difficulty 10
  Name
  Descriptor
  Brigand
  Human
  Changeling
  Faerie
  Dwarf
  Dwarf
  Fungal Mite
  Fungus
  Grave Thrall
  Undead
  Hired Killer
  Human
  Large Spider
  Animal
  Medium Animal
  Animal
  Medium Construct
  Construct
  Medium Monster
  Monster
  Mercenary
  Human
  Orc
  Orc
  Organ Filch
  Harvester
  Pickpocket
  Human
  Shrieking Eel
  Animal
  Difficulty 10
  Name
  Descriptor
  Tiny Demon
  Demon
  Troglodyte
  Troglodyte
  Vampire Bat
  Animal
  Warg
  Beastman
  Warhorse
  Animal
  Difficulty 25
  Name
  Descriptor
  Amphisbaena
  Monster
  Barrow Wight
  Undead
  Bloody Bones
  Faerie
  Boneguard
  Undead
  Clockwork
  Clockwork
  Cockatrice
  Monster
  Dread Mother
  Monster
  Elf
  Faerie
  Emerald Darter
  Animal
  Ghoul
  Monster
  Hood
  Monster
  Large Animal
  Animal
  Lizardman
  Lizardman
  Nisse
  Faerie
  Phantom
  Spirit
  Rot Maiden
  Fungus
  Shadow
  Spirit
  Shadow Weaver
  Monster
  Skinchanger
  Monster
  Small Demon
  Demon
  Spriggan
  Plant
  Tomb Scarab Swarm
  Animal
  Veteran
  Human
  Difficulty 50
  Name
  Descriptor
  Bear
  Animal
  Boggart
  Monster
  Chainbound
  Undead
  Dire Wolf
  Faerie
  Dryad
  Faerie
  Fungal Hulk
  Fungus
  Ghastly Chorus
  Undead
  Great Cat
  Animal
  Griffon
  Animal
  Harpy
  Faerie
  Hell Swine
  Animal
  High Cultist
  Human
  Huge Animal
  Animal
  Large Construct
  Construct
  Large Monster
  Monster
  Lurk
  Monster
  Difficulty 50
  Name
  Descriptor
  Muttering Maw
  Monster
  Oculus
  Monster
  Ogre
  Ogre
  Ooze
  Ooze
  Reen
  Construct
  Stone Worm
  Monster
  Stranglevine
  Plant
  Tear Thief
  Harvester
  Difficulty 100
  Name
  Descriptor
  Broodling
  Monster
  Catoblepas
  Monster
  Drake
  Monster
  Earth Genie
  Genie
  Ettin
  Ogre
  Flame Genie
  Genie
  Huge Construct
  Construct
  Giant
  Giant
  Huge Monster
  Monster
  Living Tar
  Ooze
  Medium Demon
  Demon
  Minotaur
  Beastman
  Water Genie
  Genie
  Wind Genie
  Genie
  Wraith
  Spirit
  Difficulty 250
  Name
  Descriptor
  Barghest
  Faerie
  Basilisk
  Monster
  Bone Machine
  Undead
  Fury
  Faerie
  Horned Ogre
  Ogre
  Jack-o’-lantern
  Faerie
  Killing Mist
  Undead
  Large Demon
  Demon
  Leshy
  Plant
  Manticore
  Monster
  Promethean
  Construct
  Troll
  Troll
  Vampire
  Undead
  Difficulty 500
  Name
  Descriptor
  Dragon
  Monster
  Golem
  Construct
  Gorgon
  Monster
  Hag
  Faerie
  Huge Demon
  Demon
  Creatures by Difficulty
  267
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  shadow of the demon lord
  Index
  A
  Abjurer ........................................79
  Accessories ...............................105
  Accommodations ....................107
  Acolyte of the New God ....... 260
  Acrobat ........................................79
  Actions ...........................48–50, 191
  Triggered ..................................... 49
  Adventurer’s Pack ...................104
  Adventures........................ 181–186
  Between.......................................186
  Creating .............................182–184
  Expert ..........................................185
  Master .........................................186
  Novice ..........................................185
  Plot Structure ............................184
  Running .............................181–182
  Starting .......................................185
  Aeromancer .........................79–80
  Afflictions ..............................41–42
  Multiple ....................................... 42
  Agility ...........................................33
  Air. .........................................115–116
  Alchemist’s Kit .........................106
  Alertness Potion ......................108
  Alteration (tradition) .......116–117
  Ammunition ............................102
  Amphisbaena............................217
  Ancestries ...............................9–23
  Benefits ..........................................10
  Story ..............................................10
  Tables ..............................................11
  Traits ..............................................10
  Animal ....................................... 218
  Huge .............................................218
  Large ............................................218
  Medium .......................................218
  Small ............................................218
  Swarm .........................................218
  Tiny .............................................218
  Animal Gear .............................107
  Animals .....................................107
  Animated Corpse .................... 219
  Antitoxin Potion ......................109
  Apocalyptist .............................. 80
  Apprentice Witch .................. 260
  Apprentice Wizard ................. 261
  Arcana (tradition) .............117–118
  Arcanist ...................................... 80
  Area Effects ...............................191
  Armor .................................100–101
  for Larger & Smaller  
  Creatures ...........................100
  Putting On .................................101
  Taking Off ..................................101
  Artificer ....................................... 61
  Asleep (affliction) ...................... 41
  Assassin .......................................62
  Astromancer ............................. 80
  Attack (action) ............................48
  Attack Rolls .................................31
  Attacks .................................. 50–52
  Carried Objects ...........................52
  Melee Options ............................ 50
  Ranged Options .......................... 51
  Situational Banes ......................52
  with a Melee Weapon ............. 50
  with an Item ............................... 51
  with a Ranged Weapon ........... 51
  with a Spell .................................. 51
  with Two Weapons ................... 51
  Worn Objects ..............................52
  Attribute and ...............................51
  Attributes ...................... 32–34, 177
  Automatic Success .................. 178
  Availability ..................................99
  Avenger ....................................... 80
  Awareness ...................................46
  Azūl ............................................. 158
  B
  Balance (move) ..........................47
  Balgrendia ..................................155
  Bandit ......................................... 261
  Banes .................................... 32, 178
  Situational ...................................52
  Bard .............................................. 81
  Barghest ..................................... 219
  Barrows ...................................... 165
  Barrow Wight .......................... 220
  Basilisk ...................................... 220
  Battlefield ....................................46
  Battlefields ................................190
  Battle (tradition) ............... 118–119
  Bear ............................................ 220
  Beastman ..........................221–222
  Beastmaster ................................ 81
  Being Moved ..............................38
  Berserker .....................................63
  Black Hand, the ....................... 158
  Black Hills ................................. 165
  Black Sun ..................................196
  Black Waters.............................166
  Blade .............................................82
  Blinded (affliction) .................... 41
  Bloody Bones ...........................222
  Bloom .........................................196
  BlÖtland .....................................161
  Boggart ...............................222–223
  Boneguard ................................223
  Bone Machine .........................223
  Bone Marsh ..............................166
  Book of Whispers ................... 212
  Boons.................................... 32, 178
  Brigand ...................................... 261
  Brigandine .................................101
  Broodling ......................... 223–224
  Brotherhood of Shadows ......160
  Brute .............................................82
  Burning Vaults .........................166
  Burrowing Centipede ............224
  by Level ..............................185–186
  C
  Caecras ...................................... 154
  Called Shot ..................................51
  Campaigns ........................186–187
  Candle ........................................104
  Carrying Limits ................99–100
  Cast a Utility Spell (action) ....48
  Catoblepas ....................... 224–225
  Cavalier ........................................82
  Celestial (tradition) ........ 119–120
  Chainbound .............................225
  Challenge Rolls ..........................31
  Champion ...................................82
  Changeling ........... 13–15, 225–226
  Apparent Ancestry .................... 13
  Apparent Gender ....................... 13
  Background ..................................14
  Personality ....................................15
  Quirk ..............................................14
  True Age ........................................ 13
  Chaos (tradition) ..............120–121
  Chaplain ......................................82
  Character Bonds .......................44
  Characteristics ..............34–37, 177
  Characters .........................193–196
  Background ................................195
  Creation ......................................193
  Death ...........................................193
  Exits .............................................193
  Introducing New .....................193
  Major ...........................................194
  Minor ...........................................195
  Player ..........................................193
  Roleplaying ................................195
  Secondary ...................................194
  Character Templates ....266–267
  Magician ...................................266
  Priest ...........................................266
  Rogue .......................................... 267
  Warrior ...................................... 267
  Charge ..........................................52
  Charmed (affliction) ................. 41
  Chronomancer ..........................83
  Circlet of Eyes .......................... 212
  Cleric ............................................64
  Climb (move) .............................47
  Clockwork ......................15–17, 226
  Age 15
  Appearance ..................................16
  Background ..................................16
  Form ...............................................16
  Personality ................................... 17
  Purpose ..........................................16
  Clothing.....................100, 101, 105
  Cockatrice .................................226
  Cold Lake ..................................166
  Collapsing Ceiling ..................203
  Combat ..................46–52, 189–193
  Difficulty ....................................189
  Ending .........................................192
  Commoner ............................... 261
  Compelled (affliction).............. 41
  Concealed Pit ...........................203
  Concealed Spiked Pit ............ 204
  Concentrate (action) ................48
  Confederacy of Nine Cities ........
  157–161
  Conjuration (tradition)...121–122
  Conjurer ......................................83
  Connections ......................44, 207
  Companions .............................207
  Contacts .....................................207
  Conqueror ..................................83
  Construct ..........................226–227
  Huge ............................................226
  Large ........................................... 227
  Medium ...................................... 227
  Small ........................................... 227
  Control Dolls ............................123
  Corrupted Organization .......196
  Corruption .........................36, 200
  Cosmology .........................173–174
  Crawl (move) ..............................47
  Crossings ...................................168
  Crowbar .....................................106
  Crusaders ..................................169
  268
  I
  
  shadow of the demon lord
  Index
  Crusader States .......................168
  Crystal Ball ...............................106
  Cultist ......................................... 261
  Curse of the Beastmen ..........196
  Curse (tradition) ...............122–123
  D
  Damage ........................ 39–40, 179
  Effects ....................................39–40
  Taking ............................................39
  Dark Forest ...............................166
  Dart Trap .................................. 204
  Dazed (affliction) ....................... 41
  Deafened (affliction) ................ 41
  Death ........................................... 40
  Death Dealer..............................84
  Defend (action) ..........................48
  Defender .....................................84
  Defense ........................................34
  Defenseless (affliction) ............ 41
  Degenerates ..............................170
  Demon .............................. 227–230
  Huge ............................................228
  Large ...........................................228
  Medium ......................................228
  Small ...........................................230
  Tiny ............................................230
  Demonic Incursion ................196
  Demonic Possession ..............228
  Demonic Talents .....................229
  Demon Lord, the ......................174
  Deprivation .............................200
  Dervish ........................................84
  Destroyer .....................................84
  Destruction (tradition) ....123–124
  Dice ................................................31
  Difficult Terrain ........................38
  Dimensional Pockets ..............173
  Diplomat .....................................85
  Dire Wolf ...................................230
  Disabled ..................................... 40
  Disarm ..........................................51
  Disease ..............................200–201
  Diseased (affliction) ................. 41
  Disguise Kit ..............................106
  Distance .......................................43
  Distant Shot ................................51
  Distract .........................................51
  Divination (tradition) .....124–125
  Diviner .........................................85
  Dragging......................................33
  Dragon ...............................230–231
  Drake ...........................................231
  Dread Mother ...........................231
  Dreadnaught ..............................85
  Dreams of the Dead God ...... 197
  Driving Attack ...........................50
  Druid ............................................65
  Dryad .........................................232
  Duelist .........................................86
  Dwarf ..............................17–19, 232
  Age. .................................................18
  Appearance ..................................18
  Background ..................................19
  Build ...............................................18
  Hatred ...........................................18
  Personality ...................................19
  Dying ........................................... 40
  E
  Earth (tradition) ...............125–126
  Edene City .................................157
  Edes ............................................ 158
  Eidolon ........................................87
  Elf ........................................232–233
  Emerald Darter .......................233
  Emperor’s Bulwark ................. 156
  Empire, the ................................153
  Enchanted Objects ........ 207–210
  Awarding ...................................207
  Buying ........................................207
  Creating .....................................208
  Identifying ................................207
  Properties...................................208
  Sample ........................................208
  Selling .........................................207
  Enchanter ...................................86
  Enchantment (tradition) ....126–127
  End an Effect (action) ..............49
  End of the Round .....................46
  Engineer ......................................86
  Equipment .........................99–109
  at Higher Levels .........................29
  Starting ..................................25–27
  Escape ..........................................52
  Ettin ............................................250
  Executioner ................................87
  Exorcist ........................................87
  Expert Paths .........................59–76
  Benefits ..........................................59
  Explorer .......................................87
  Exposure ...................................201
  Extra Damage .......................... 192
  F
  Faerie Queen, the ....................173
  Falling ..........................................38
  Falling Portcullis .................... 204
  Fall of Civilization .................. 197
  Fall, the ......................................166
  Famine and Drought ............. 197
  Fast Turns ...................................46
  Father Death .............................171
  Fatigued (affliction) .................. 41
  Feint ..............................................52
  Fey, the .......................................170
  Fighter .........................................66
  Find (action) ...............................49
  Fire ..............................................201
  Fire Resistance Potion ...........109
  Fire (tradition) ..................127–128
  Flame Jet .................................. 204
  Fleeing ....................................... 192
  Fleeting Youth Potion ............109
  Flesh-Eating Slime ................ 204
  Floating Skull of Ugrash ....... 212
  Fly (move) ...................................47
  Fomor ......................................... 221
  Food ............................................107
  Forbidden (tradition) .....128–130
  Fortune ........................................45
  Foundry .....................................168
  Freehold of Nar ........................161
  Frightened (affliction) .............. 41
  Full Plate ....................................101
  Fungal Hulk .............................233
  Fungal Mite ..............................233
  Fury ....................................233–234
  G
  Garrote .......................................106
  Gateway .....................................168
  Genie ..................................234–235
  Earth ........................................... 234
  Flame ...........................................235
  Water ...........................................235
  Wind ............................................235
  Geomancer .................................88
  Ghastly Chorus .......................236
  Ghoul .........................................236
  Giant ...........................................237
  Gladiator .....................................88
  Goblin .............................19–21, 237
  Age ....... ..........................................20
  Background ..................................21
  Build ..............................................20
  Distinctive Appearance...........20
  Odd Habit ....................................21
  Personality ...................................21
  Golem ........................................237
  Good Fortune...........................168
  Gorgon .......................................238
  Grab ..............................................52
  Grabbed (affliction) .................. 41
  Grand Duchy of the West ......155
  Grave Thrall .................... 238–239
  Great Cat ...................................239
  Gremlin .....................................239
  Griffon........................................239
  Group Identity ...........................54
  Growth Potion .........................109
  Guarded Attack .........................50
  Gunslinger ..................................89
  H
  Hag .....................................239–240
  Halfling .............................240–241
  Hard Leather .............................101
  Harpy ......................................... 241
  Harvester ...........................241–242
  Haunted Forest ........................ 167
  Healer ..........................................89
  Healer’s Kit ...............................106
  Healing ................................40, 179
  Healing Potion .........................109
  Healing Rate...............................34
  Health ..........................................34
  Hell ......................................173–174
  Hell Swine ................................242
  Help (action)...............................49
  Herald of the Demon Lord .. 197
  Hexer ............................................89
  Hidden Kingdoms ...................173
  Hide (action) ...............................49
  High Cultist .............................. 261
  High Stone ................................168
  Hired Killer ...............................262
  Hirelings ....................................108
  Hobgoblin ........................242–243
  Holy Kingdom ..........................155
  Holy Water ...............................106
  Hood ...........................................243
  Horned King, the .....................171
  Horned Ogre ............................250
  Horse ..........................................243
  Hourglass ..................................106
  House of Healing .....................155
  Human .................................... 11–13
  Age .... ..............................................12
  Appearance .................................. 13
  Background ..................................12
  Build ...............................................12
  Personality ...................................12
  Religion .........................................12
  Hydromancer .............................89
  I
  Illumination ...............................43
  Illusionist ................................... 90
  Illusion (tradition) .......... 130–132
  Immobilized (affliction) .......... 41
  269
  I
  
  shadow of the demon lord
  Index
  Impaired (affliction) .................42
  Imperials ...................................169
  Implement of Magic ..............106
  Improvised Activities ..............191
  Incantations .............................109
  Incapacitated ....................40, 190
  Infectious Madness ................198
  Infestation .................................198
  Infiltrator .................................... 90
  Initiate of the Old Faith ........262
  Injured .........................................34
  Inquisition, the .......................... 91
  Inquisitor .................................... 91
  Insanity ................................35, 201
  Instant Death .............................39
  Intellect ........................................34
  Interesting Things ..............26–27
  Invaders .....................................198
  Invisibility ...................................43
  Invisibility Potion....................109
  Iron Peaks ................................. 167
  J
  Jack-of-All-Trades ..................... 91
  Jack-o’-Lantern ...............243–244
  Jump (move) ...............................47
  K
  Kem............................................. 158
  Killing Mist ...............................244
  Kingdom of Sails ......................161
  Kingdom of Skulls .................. 162
  Knock Down ..............................52
  Knuckledusters .......................106
  L
  Landfall .....................................169
  Lantern ......................................104
  Lantern, Spotlight ..................104
  Large Spider .............................244
  Lash Crawler ............................245
  Leshy ..........................................245
  Level Advancement ..................29
  Life (tradition) ...................132–133
  Lifting ...........................................33
  Lij.. .............................................. 159
  Listen .......................................... 187
  Living Expenses ......................100
  Living Tar .........................245–246
  Lizardman .................................246
  Lock Picks .................................106
  Looming Star ...........................198
  Low Country .....................156, 167
  Lunging Attack ..........................50
  Lurk ............................................246
  M
  Madness ......................................35
  Mage Knight ............................... 91
  Magical Rune .......................... 204
  Magician......................................56
  Magnifying Glass ....................107
  Magus...........................................92
  Maiden in the Moon, the .......172
  Mail ..............................................101
  Manes .........................................247
  Manticore ..................................247
  Marauder ....................................92
  March Lands ............................ 156
  Master Paths .........................77–98
  Benefits ..........................................77
  Story Development ...................77
  Matches .....................................104
  Mercenary .................................262
  Miniatures .................................191
  Minotaur ...................................222
  Miracle Worker .........................92
  Mirror Lake .............................. 167
  Mistwood .................................. 167
  Monster ............................247–248
  Huge ............................................ 247
  Large ........................................... 247
  Medium ...................................... 247
  Small ...........................................248
  Tiny ............................................248
  Mount Fear ............................... 167
  Movement .............................37–38
  into Peril .......................................38
  Special Forms ..............................38
  through Creatures .....................38
  Moves ....................................47–48
  Musical Instrument ...............107
  Mutations ..................................198
  Muttering Maw .......................248
  Myrmidon ...................................93
  N
  Narrow Spaces ...........................38
  Nature (tradition) .................... 134
  Navigator’s Instruments ........107
  Necromancer .............................93
  Necromancy (tradition) ....135–136
  Nessus ........................................ 159
  Net ...............................................107
  New God, the ............................172
  Nisse ...........................................249
  Northern Reach ........156, 163–171
  Climate ........................................165
  Cultures ............................. 169–171
  Geography ........................165–167
  Government ...............................169
  History ...............................163–165
  Major Settlements ..........168–169
  People .................................. 169–171
  Politics .........................................169
  Notice ......................................... 187
  Novice Training .................. 54–59
  Benefits ..........................................54
  Training ........................................54
  O
  Objective .....................................59
  Objects .................................. 42–43
  Attributes ..................................... 42
  Breaking ....................................... 42
  Carried ......................................... 42
  Damage ....................................... 42
  Health ........................................... 42
  Worn ............................................. 42
  Obscurement .............................43
  Oculus ........................................249
  Ogre ............................................250
  Oil ...............................................104
  Old Edene ................................. 156
  Old Faith ............................ 171–172
  Old Man Winter .......................172
  Old Wood .................................. 167
  Ooze ....................................250–251
  Opportunities .......................... 178
  Oracle ...........................................67
  Orc ...................................21–23, 251
  Age  ..................................................22
  Appearance ..................................22
  Background ..................................23
  Build ...............................................22
  Personality ...................................23
  Organ Filch............................... 241
  P
  Pacing ......................................... 179
  Paladin .........................................68
  Panacea Potion ........................109
  Pandemic...................................198
  Patchwork Lands ..................... 162
  Patroller .....................................262
  Pendulum Blade ......................205
  Perception ........................... 34, 187
  Personality Traits ......................28
  Phantom .....................................251
  Pickpocket .................................263
  Pirate Isles ................................. 163
  Plate and Mail ...........................101
  Poison .........................................107
  Poisoned (affliction) .................42
  Poisoned Needle .....................205
  Poisoner .......................................93
  Poison Gas ................................205
  Poltergeist ......................... 251–252
  Potions .............................. 108–109
  Power ............................................37
  Prepare (action) .........................49
  Prices ............................................99
  Priest ............................................. 57
  Primal (tradition) .................... 136
  Professional .............................. 261
  Professions .................... 23–25, 178
  Academic ..................................... 24
  Common ...................................... 24
  Creating ........................................25
  Criminal ...................................... 24
  Martial ......................................... 24
  Religious .......................................25
  Starting .........................................25
  Using ..............................................23
  Wilderness .................................. 24
  Promethean ..............................252
  Prone ..........................................190
  Prone (affliction) ........................42
  Protection (tradition) ......137–138
  Pruul ...................................159–160
  Pull ................................................52
  Pyromancer ................................94
  Q
  Qif ...............................................160
  Queen of Summer, the ...........172
  Quirks .........................36, 201–202
  R
  Random Encounters ......188–189
  Range ...........................................43
  Ranger ..........................................69
  Reach............................................37
  Reachers ....................................170
  Redcap .......................................253
  Reen ............................................253
  Reincarnation ........................... 40
  Relics ...................................211–212
  Characteristics .......................... 211
  Identifying ................................. 211
  Sample .........................................212
  Using ............................................ 211
  Religion .............................. 171–173
  Reload (action) ..........................49
  Resting ........................................ 40
  Restless Dead ...........................198
  Retreat (action) ..........................49
  Revel ............................................172
  270
  I
  
  shadow of the demon lord
  Index
  Rewards .............................205–212
  Connections ..............................207
  Enchanted Objects.........207–210
  Level Increase ................205–206
  Relics ................................... 211–212
  Treasure ...........................206–207
  Ride (move).................................48
  Rogue ...........................................58
  Roleplaying .............27–29, 43–45
  Rot Maiden ...............................254
  Rounds ................................. 46, 191
  Rûl ........................................151–163
  Runesmith ..................................94
  Rune (tradition) ............... 138–139
  Rush (action) ..............................49
  S
  Savant ...........................................94
  Scale ............................................101
  Scout .............................................70
  Seeing Potion ...........................109
  Seer, the ......................................172
  Sentinel .......................................95
  Set ...............................................160
  Setbacks .................................... 178
  Shadow ......................................254
  Shadow of the  
  Demon Lord .................195–198
  Shadow (tradition) .........139–140
  Shadow Weaver ....................... 255
  Shapeshifter ...............................95
  Sharpshooter .............................95
  Shifting Attack ...........................50
  Shove ............................................52
  Shoving ........................................33
  Shrieking Eel ........................... 255
  Sixton .........................................169
  Size ................................................37
  Skinchanger ............................. 255
  Slowed (affliction) .....................42
  Slow Turns ..................................46
  Sneak (move) ..............................48
  Social Conflict ...........................45
  Social Interaction .....................45
  Soft Leather ...............................101
  Song (tradition) ...............140–141
  Sorcerer ........................................71
  Space ............................................37
  Spear Trap ................................205
  Speed ............................................37
  Spellbinder .................................72
  Spells .................................... 111–115
  Area ...............................................113
  Casting .........................................111
  Description ........................112–115
  Duration ......................................113
  Effect ....................................114–115
  Exchanging .................................111
  Learning ......................................111
  Range ............................................113
  Requirement .............................. 112
  Target........................................... 112
  Spriggan ....................................256
  Spyglass .....................................107
  Stabilize (action) .......................49
  Staggering Shot ..........................51
  Stone Worm .....................256–257
  Stormbringer .............................95
  Storm (tradition) ......................141
  Stranglevine ............................. 257
  Strength .......................................33
  Stunned (affliction) ..................42
  Suffocation .............................. 202
  Surprise .......................................46
  Surprised (affliction) ................42
  Surrender .................................. 193
  Surrounding ..............................191
  Swim (move) ...............................48
  Sword of Unmaking ............... 212
  Swordspoint ............................. 156
  T
  Tear ..............................................157
  Tear Thief .................................242
  Technomancer...........................96
  Technomancy (tradition) ...... 142
  Teeth, the .................................. 167
  Teleportation (tradition) ....... 143
  Teleport (move) .........................48
  Templar .......................................96
  Tenebrist .....................................96
  Terrain ....................................... 187
  Thaumaturge .............................97
  The Dragon Awakens ............ 197
  Theurge .......................................97
  Theurgy (tradition) .........144–145
  The Wild Hunt ........................199
  Thief .............................................73
  Time .....................................30, 179
  Time (tradition) ...............145–146
  Tomb Scarab Swarm .............. 257
  Tool Kit ......................................107
  Tools ...................................106–107
  Torch ..........................................105
  Torturer’s Tools .......................107
  Tower Arcane ........................... 154
  Traditions ....................................111
  Associated Attributes ...............111
  Dark Magic.................................111
  Discovering .................................111
  Training .....................................205
  Transformation (tradition) ........146
  Transmuter .................................97
  Traps ..................................202–205
  Designing ..................................203
  Disarming .................................203
  Finding .......................................203
  Sample ..............................203–205
  Travel ..................................187–189
  Traveler ........................................97
  Troglodyte ................................. 257
  Troll ............................................258
  Troll Mounts ............................ 167
  Tumbledowns .......................... 167
  Turns ...........................................191
  Turn Tokens ...............................46
  U
  Unbalancing Attack .................50
  Unconscious (affliction) ..........42
  Underworld, the .......................173
  Unruly Earth ............................198
  Use an Item (action) .................49
  V
  Vampire .............................258–259
  Vampire Bat ..............................259
  Veteran .......................................263
  Void Larva .................................259
  Void, the .....................................174
  W
  Warg ........................................... 221
  Warhorse ...................................259
  Warlock ....................................... 74
  Warrior ........................................59
  Water (tradition) .............147–148
  Wealth ..........................................25
  Weapon Master .........................98
  Weapons ........................... 102–104
  for Larger Creatures .............. 102
  Improvised ................................104
  Shattering ................................. 102
  Silvered ...................................... 102
  Weather ..................................... 187
  Webs ...........................................205
  Weird Magic .............................199
  Will ...............................................34
  Winter’s Grasp .........................199
  Witch ............................................ 75
  Witchcraft ..................................172
  Wizard ..........................................76
  Woad Lands.............................. 163
  Woodwose ..................................98
  World Mother, the ...................172
  Wraith ...............................259–260
  Z
  Zealot ...........................................98
  Zombie ..................................... 260
  271
  I
  
  Permission is granted to reproduce this page for personal use only.
  
  Sometimes the world needs heroes. But in the desperation of these last 
  days, the world will take anyone it can get: heroes, blackguards, madmen, and 
  whoever else is willing to stand against the coming darkness. Will you fight the 
  demons or will you burn it all down and dance among the ashes? Who will you 
  become when the world dies?  
  Shadow of the Demon Lord® opens a door to an imaginary world held in the grip 
  of a cosmic destroyer. Enter a land steeped in the chaos and madness unleashed 
  by the end times, with whole realms overrun by howling herds of beastmen, 
  warped spirits freed from the Underworld, and unspeakable horrors stirred 
  awaken by the Demon Lord’s imminent arrival. 
  A complete tabletop roleplaying game in one book, Shadow of the Demon Lord 
  provides everything you need to create and play characters, form groups in 
  pursuit of adventure, and tell exciting stories with your friends. As well, the 
  book gives Game Masters all the tools they need to create adventures, over one 
  hundred foul creatures, a detailed region of the campaign world, and extensive 
  advice to help run the game.
  As the Demon Lord’s shadow creeps across the world, it creates the chance for 
  heroes to seize their destinies and villains to accomplish their despicable goals. 
  As you play the game, you and your friends tell stories about thwarting the plots 
  of twisted cultists, hunting down and destroying bizarre demons, exploring lost 
  lands, investigating weird mysteries, and so much more.
  Shadow of the Demon Lord is ©2015 Schwalb Entertainment, LLC. All rights reserved.
  Shadow of the Demon Lord, Schwalb Entertainment, and their associated logos  
  are trademarks of Schwalb Entertainment, LLC.
  The End Is Just  
  the Beginning...
  Schwalb EntErtainmEnt, llc
  PO Box #12548
  Murfreesboro, TN 37129
  info@schwalbentertainment.com
  www.schwalbentertainment.com
  
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