TEXT: 
  Friends or Foes
  
  dragon Warriors
  
  Here is a selection of intriguing characters for 
  the Dragon Warriors RPG, ranging from 
  the powerful to the obscure, nobles and beggars, 
  figures from folklore, and others with strange 
  and dangerous motives. They include:
  Ealdun the Fool, dwarf jester and master of 
  secrets at the court of King Hadric.
  Sister Dominique, leader of the heretical Novan 
  sect, pitted against the leaders of the True Faith 
  and the noted witch-burner Father Alessandro.
  Rakov, Magus Lim, one of the ruling Magi of 
  the city of Krarth—and a voracious vampire 
  commanding a host of undead.
  Tuanku, beautiful diplomat and 53rd wife of 
  the Emir of Marazid... who appears to have a 
  nail embedded in the back of her neck.
  Plus 33 other unique characters to bring  interest, 
  adventure and a little chaos to your game.
  Friends or Foes presents thirty-seven of the 
  most colourful NPCs from the Lands of Legend, 
  each one ready to be used in your game, to set your 
  players’ characters off on adventure, help them in 
  their hour of need—or stab them in the back.
  Every character is given a full history, description, 
  motivations, game stats, and equipment. They also 
  have a selection of adventure-seeds and connections 
  to other characters in this book and elsewhere in 
  the dragon Warriors universe.
  All the characters in the book are interlinked in a 
  network of relationships, intrigue, past dealings, 
  betrayals, distrust and ambition. They form a 
  web across the world, making it easy to build a 
  believable setting for the game, create adventures 
  on the fly, and bring the Lands of Legend to life.
  Friends or Foes also has information on creating 
  interesting hirelings, stats for a host of general 
  NPC types from soldiers to drunks, and great new 
  artwork from Jon Hodgson and Scott Neil.
  Is your worst enemy sitting next to you?
  this digital edition designed and published in 
  the united kingdom by magnum opus press. all 
  contents copyright 986, 00. all rights reserved. 
  isbn 978--90640--
  
  
  Friends or Foes
  FRIENDS      
  OR  FOES
  Wherein are described the persons and lives 
  of many notables in the several countries of 
  the worlde. Among them are numbered the 
  noble and great, those with hidden power 
  or influence, the holy and unholy, strangers 
  from foreign lands, ne’er-do-wells, some 
  beset by foul sorcery, some who trade in 
  strange goods, and others beside from 
  many stations and walks of life. Appended 
  hereto are also notes on ordinary people, 
  including hirelings and other miscreants.
  Edited by James Wallis
  
  dragon Warriors
  
  Cover
  Jon Hodgson
  Interior artwork
  Jon Hodgson
  Scott Neil
  Cartography by Andy Law
  Dragon Warriors logo by Mark Quire
  Written by
  Shaun Hately, Joshua Kemp, Michael Klein, 
  Robin Low, Damian May, Ben Monroe, 
  Jon Reed, Ian Sturrock, Kieran Turley, 
  James Wallis and Andrew Wright
  Editing, Layout 
  & Publishing
  James Wallis
  DRAGON WARRIORS: FRIENDS OR FOES
  Digital edition
   ISBN 978--90640--
  All text is copyright © 1986, 2010 Dave Morris and Oliver 
  Johnson/Magnum Opus Press. All art and maps are copyright 
  © 2010 the individual creators. All other elements of design are 
  copyright © 2010 Magnum Opus Press. All rights reserved. 
  Dragon Warriors is a trademark of Dave Morris and Oliver 
  Johnson, used under licence by Magnum Opus Press. 
  The authors have asserted their moral rights to be identified as 
  the creators of this work.
  Print edition published by Magnum Opus Press in association 
  with Flaming Cobra.
  Magnum Opus Press
  29a Abbeville Road, London SW4 9LA
  United Kingdom
  hello@magnumopuspress.com
  Flaming Cobra 
  52-54 Cricklade Road, Swindon, Wilts SN2 8AF
  For more information on the Dragon Warriors game and game-
  world, its creators, forthcoming products for it, and other 
  exciting games and game-related books, visit the Magnum 
  Opus Press website at http://www.magnumopuspress.com
  FRIENDS      
  OR  FOES
  
  
  Friends or Foes
  CONTENTS
  5 
  Using this book 
  6 
  Abelard of Clyster  
   
   
  by Robin Low
  8 
  Brother Aelfric 
   
   
   
  by Michael Klein
  10 
  Father Alessandro  
   
   
  by Kieran Turley 
  12 
  Duke Alonso 
   
   
   
  by Jon Reed
  14 
  Father Corbin 
   
   
   
  by Joshua Kemp
  16 
  Baron Darcheaux 
   
   
   
  by Kieran Turley
  18 
  Delilah of the Crossroads 
   
   
  by Joshua Kemp
  20 
  Sister Dominique of Braeburg  
  by Jon Reed
  22 
  Marcus Dorsteny 
   
   
   
  by Ben Monroe
  23 
  Ealdun the Fool 
   
   
   
  by James Wallis
  25 
  Gaston the Wanderer 
   
   
  by Kieran Turley
  26 
  Grifter Grimm 
   
   
   
  by Joshua Kemp
  27 
  Baron Grisaille 
   
   
   
  by Ian Sturrock
  29 
  Sir Gerard Grisaille  
   
   
  by Ian Sturrock
  30 
  Gromark the Smith  
   
   
  by Kieran Turley
  32 
  Captain Hidago 
   
   
   
  by Kieran Turley
  33 
  Itz!!kung 
   
   
   
  by Andrew Wright
  34 
  Jasper 
   
   
   
  by Robin Low
  35 
  Lord Javier of Lavasse 
   
   
  by Jon Reed
  36 
  Guy Lupus 
   
   
   
  by Michael Klein
  37 
  Malcolm the Smith  
   
   
  by Ben Monroe
  38 
  Mistress Marta 
   
   
   
  by Shaun Hately
  39 
  Mhysse of Chaubrette 
   
   
  by Andrew Wright
  40 
  The Old Ash 
   
   
   
  by Joshua Kemp
  42 
  Rakov, Magus Lim  
   
   
  by Andrew Wright
  44 
  Rocelin the Minstrel 
   
   
  by James Wallis
  45 
  Sir Roderick of Pellard 
   
   
  by Shaun Hately
  46 
  Sara the Weaver 
   
   
   
  by Ben Monroe
  47 
  The Silver Stag 
   
   
   
  by Kieran Turley
  48 
  Tarquil, Earl of Casseille 
   
   
  by Kieran Turley
  49 
  Thallson the Elementalist 
   
   
  by Robin Low
  51 
  Thomas and William 
   
   
  by Ben Monroe
  52 
  Tsef Amashin 
   
   
   
  by Andrew Wright
  54 
  Tuanku 
   
   
   
  by Damian May
  56 
  Lucio Vassilvio 
   
   
   
  by Shaun Hately
  58 
  The Wild Man 
   
   
   
  by Robin Low
  59 
  Xaxamedes 
   
   
   
  by Andrew Wright
  60 
  Hirelings 
   
   
   
  by James Wallis
  62 
  Other NPCs 
   
   
   
  by James Wallis
  
  dragon Warriors
  4
  4
  19
  1
  32
  2
  3
  8
  5  9   
  20  26 
  27  36
  6
  7
  12
  10 
  22
  11
  16
  13 
  14
  15
  17 
  33 
  35
  18
  24
  29
  28  21
  23
  25
  30
  31
  34
  37
  
  
  Friends or Foes
  HOW TO USE
  THIS BOOK
  FRIENDS OR FOES is a collection of non-
  player characters from all across the Lands 
  of Legend. They range in professions, social 
  standing, personality and power-levels from 
  negligible to awesome.
   
  All the characters are intended for you to use 
  in your campaign, but that doesn’t mean you 
  have to use all of them, or use them all at once. 
  Obviously it’s unlikely for a low-level group to 
  start mixing with barons, dukes, earls and the 
  Magi of Krarth. On the other hand they would 
  have heard of these people, and would know sto-
  ries about them. If you put references to impor-
  tant or interesting characters into your game’s 
  backstory, it will help to make Legend feel like 
  a living world. Then as your player-characters 
  Locations and characters
  1 
  Abelard of Clyster
  2 
  Brother Aelfric
  3 
  Father Alessandro 
  4 
  Duke Alonso
  5 
  Father Corbin
  6 
  Baron Darcheaux
  7 
  Delilah of the Crossroads
  8 
  Sister Dominique of Braeburg
  9 
  Marcus Dorsteny
  10 Ealdun the Fool
  11 Gaston the Wanderer
  12 Grifter Grimm  
   
  13 Baron Grisaille  
   
  14 Sir Gerard Grisaille 
  15 Gromark the Smith 
  16 Captain Hidago 
   
  17 Itz!!kung 
   
   
  18 Jasper  
   
  19 Lord Javier of Lavasse  
  20 Guy Lupus  
  21 Malcolm the Smith 
   
  22 Mistress Marta  
   
  23 Mhysse of Chaubrette  
  24 The Old Ash  
   
  25 Rakov, Magus Lim  
  26 Rocelin the Minstrel 
  27 Sir Roderick of Pellard 
  28 Sara the Weaver 
   
  29 The Silver Stag  
  30 Tarquil, Earl of Casseille 
  31 Thallson the Elementalist  
  32 Thomas and William 
  33 Tsef Amashin
  34 Tuanku
  35 Lucio Vassilvio
  36 The Wild Man
  37 Xaxamedes
  An underlined number indicates that although the character has 
  their primary base or origin at the location marked on the map, they 
  are a wanderer and may be found elsewhere. See the character ‘s main 
  description for details of where they may be located.
  increase in level and renown, they will start to 
  meet the characters they’ve only heard of or 
  whose lands they’ve walked through.
   
  All the characters are inter-connected, 
  through a network of narrative links. This 
  makes it easy for you to give your players leads 
  to new adventures, patrons or potential enemies 
  around the world—and adds to the feeling that 
  Legend is a real society, where things happen 
  and information spreads without the PCs doing 
  anything about it, or despite their attempts to 
  stop it. When they are sent on a tricky mission 
  to Baron Grisaille, and he greets them with the 
  words, “I’ve heard about you from your former 
  colleague Grifter Grimm,” it makes the game-
  world an altogether more interesting place.
  
  dragon Warriors
  6
  Abelard of Clyster
  Disgraced merchant with a grudge
  THIS GRIMy BEGGAR bears the brand of 
  a thief on his forehead, barely hidden by his 
  greasy hair. His ragged clothes were once quite 
  fine, suggesting that he has a story to tell. His 
  honest blue eyes persuade one to listen.
   
  ‘I was born and raised in Clyster, growing 
  up in my father’s shop. When he died, I sold 
  the shop and became a merchant, travelling 
  between Clyster and outlying towns and mon-
  asteries. I made a name for myself; perhaps too 
  good a name for some to stomach. I captured 
  a market: incense and candles, pigments and 
  parchment. These sold well to pilgrims, priests 
  and monasteries, and I always gave a little more 
  than other merchants, which made me popular 
  with the Church, but not with my peers!
   
  ‘Last year while on the road, I met a friar 
  with a scar on his tonsured head who asked of 
  my wares. I weighed out and sold him incense, 
  and we went on our ways. At dusk I entered 
  a town where I was set upon by the guards of 
  a King’s Court magistrate. That same friar had 
  accused me of cheating him. I denied it, but 
  when my weights and measures were tested 
  they were false! Someone must have switched 
  them, but who or why I know not. 
   
  ‘The magistrate ignored my protests and 
  demands for a judgement in Clyster’s Civil 
  Court, and found me guilty of Robbery on the 
  King’s Highway. In defiance of law and justice 
  I was branded as a common pilferer! With this 
  mark upon my scalp I was no longer trusted as 
  an honest merchant, and all I owned was con-
  fiscated and given to the Church.
   
  ‘I am not undone, though! With quick-wit-
  ted folk to act as my honest face I can run a 
  business, perhaps better than before, as beggars 
  are oft ignored and tongues less guarded around 
  them. Perhaps if you are willing to play the part 
  we can all benefit from some honest trading.’
   
  For a man who has lost everything Abelard is 
  an optimistic survivor, if a little grim and bitter 
  on a bad day. Living on the streets, he has learnt 
  much about Clyster he never knew before, 
  mostly by keeping his eyes and ears open, and 
  respecting the experience of the poor and sick 
  he now lives with. His new knowledge includes 
  which priests will spare a copper, which cellars 
  can be forced open for a dry night’s sleep and 
  how to use oatmeal and pig fat to create a skin 
  disease to provoke pity or wariness. He spends 
  time at the docks, keeping an eye on what’s 
  happening.
   
  The streets are not his chosen home, how-
  ever. Abelard wants to be a merchant again, and 
  he seeks allies who can work the markets under 
  his direction. He would advise on what to buy, 
  who to buy from, who to sell to, and how to 
  make the best deals. If he finds people he trusts 
  then he can draw on his hidden pot of coin to 
  fund the business. He knows many religious 
  
  7
  Friends or Foes
  “I know it will be hard 
  to trust one who carries 
  the brand of a thief, but I 
  beseech you to try.”
  establishments around Clyster and encourages 
  business outside the port.
   
  Although Abelard wants to get trading again, 
  he also wants revenge. Abelard has not discov-
  ered who set him up, but he can name a hand-
  ful of merchants he out-competed. The ‘friar’ 
  was probably a hired man who also switched 
  his weights and scales, but Abelard believes the 
  King’s Judge must have been bribed to pass such 
  an extreme sentence. 
   
  He spends time at the town’s gates and mar-
  ket, keeping an ear open for tales of men with 
  scars on their heads, stories of harsh King’s 
  Judges, or any merchant foolish enough to boast 
  of putting an unnamed rival out of business. He 
  actively questions Clyster’s visitors, wearing a 
  ragged old cap to hide his brand, and his ques-
  tions might form the characters’ first experience 
  of Abelard. He hasn’t realised it, but he could 
  easily become an information broker with his 
  knowledge of travellers in Clyster.
   
  Abelard can offer helpful characters a reward, 
  specifically a share in a business. There is an 
  old eye-for-an-eye law, meaning that if Abe-
  lard can prove another merchant dishonestly 
  destroyed his business, he can lay claim to all 
  of that merchant’s assets. Abelard is willing to 
  share the business with characters inclined to 
  a merchant’s life, or simply pay them a modest 
  monthly percentage. Additionally, the chance 
  to bring a corrupt King’s Judge to justice might 
  appeal to righteous characters, or having a hold 
  over one might prove useful in itself. Characters 
  who prove themselves capable of investigation 
  and upholding justice can earn themselves a 
  good reputation, perhaps encouraging Clyster’s 
  authorities or local nobles to offer them occa-
  sional work or substantial positions. Abelard is 
  canny enough to make all these arguments.
   
  Abelard is a one-man three-act play. Act one 
  is his background. Act two involves the charac-
  ters meeting him, involving themselves in his 
  business plans and making use of his knowledge 
  of the streets. Act three concerns discovering 
  who framed him and seeing justice done.
  CONTACTS
  While on the road in better times, Abelard 
  bumped into the merchant Marcus Dorsteny 
  (see p. 22) on several occasions, and directed 
  him to a couple of monasteries where he might 
  get some sales. Those monasteries have never 
  quite forgiven him. 
   
  Since finding himself on the streets, Abelard 
  has heard the names of some interesting people. 
  Although Abelard hasn’t met him, he has heard 
  of someone called Guy Lupus (see p. 36) oper-
  ating in Clyster, and of his reputation for find-
  ing objects that have been, ah, misplaced.
  ADVENTURE SEEDS
  •  With the brand of a thief, Abelard is an easy 
  suspect if he is around when a purse is cut or 
  a pie stolen.
  •  Having no luck finding respectable allies, 
  Abelard trains his fellow beggars to pull off 
  their first big deal.
  •  Someone hears about the questions a beggar 
  is asking around the gates and markets, and 
  someone (the characters?) is asked to put a 
  stop to them. 
  •  In a tavern, the PCs overhear someone tell-
  ing the tale of how they framed Abelard. If 
  they can find out more and help him to get 
  justice, he would be extremely grateful. 
  Male, 1st rank
  attack 11  
   
   
  Armour Factor 0
  defence 5  
   
   
  Movement 10m (20m)
  magical attack –  
  stealth 12 
  magical defence 3 
  perception 5 (normal)
  Reflexes 12  
   
   
  evasion 3
  Health Points 8
  Treasure: A sealed pot containing 40 florins, 10 crowns 
  and three jewelled broaches worth 50 florins each. 
  
  dragon Warriors
  8
  Brother Aelfric
  Sage and librarian at the Abbey of Saint Marcus
  HIGHLy INTELLIGENT AND possessing 
  an unending drive for knowledge, Brother Ael-
  fric is considered one of the greatest sages in 
  Ellesland by those who know him. 
   
  Aelfric is the librarian of the Abbey of Saint 
  Marcus, on the border of Albion and Cornum-
  bria, and has made its library of hundreds of 
  ancient manuscripts, tomes, scrolls, and relics 
  his personal empire. Most are about religious 
  matters, and many more relate to the history 
  and folklore of Ellesland. But his personal 
  collection, kept well hidden from prying eyes, 
  is concerned with the occult, the dark lore of 
  necromancy, and demonology. He studies these 
  matters not to worship the powers of darkness, 
  but to oppose them. 
   
  To most people Brother Aelfric is gentle and 
  kind, but to those who do evil he is a fierce and 
  tireless opponent. Despite the seriousness of his 
  self-appointed mission he remains jovial and 
  very personable, finding it easy to talk to just 
  about anyone.
   
  Aelfric spent his youthful years as a jour-
  neying monk and pilgrim, travelling Ellesland, 
  learning its history and legends. Now he almost 
  never leaves the abbey, and relies on adventurers 
  to do his work for him, and is willing to trade 
  access to the abbey’s collection for it.
  APPEARANCE
  Brother Aelfric is an elderly man of Albian 
  decent with a wispy ring of white hair and sharp 
  grey eyes. 
  CONTACTS
  Brother Aelfric has many contacts around 
  Ellesland, and a good number of correspondents 
  (mostly other monks) with whom he exchanges 
  letters. The two most unique of his friends 
  are Jasper the Gargoyle (p. 34) with whom he 
  shares a mutual respect for each other’s learning 
  and faith, and Guy Lupus (p. 36) who Brother 
  Aelfric saved from a life of petty crime by intro-
  ducing him to the study of the past. 
  ADVENTURE SEEDS
  •  Adventurers may come to the Abbey seeking 
  some forgotten lore or occult knowledge, but 
  if they are not on a mission for the Church 
  then Aelfric will ask them to do something 
  for him in return. Common tasks are finding 
  and acquiring a particular manuscript, scroll 
  or book to add to the library.
  •  Alternatively a party can gain access to the 
  library if they can procure an item of great 
  value or religious significance for the library.
  •  On rare occasions Aelfric’s research gives 
  him the name of an unholy power: a mighty 
  demon, or a man capable of summoning one. 
  He will call upon adventurers he knows and 
  trusts to deal with such a threat.
  •  A rival Order within the Church learns of 
  Aelfric’s heretical library, and demands that 
  it be destroyed, and he burnt for heresy. Are 
  the party prepared to risk themselves to pro-
  tect their friend and his unique archive?
  Male, 1st rank
  attack 11, staff (d6, 3) 
  Armour Factor 0 (none)
  defence 3  
   
   
   
  Movement 10m (20m)
  magical attack –  
   
  stealth 12
  magical defence 3 
   
  perception 4 (normal)
  Health Points 7 
   
   
  evasion 3
  (Strength 9; Reflexes 9; Intelligence 15; Psychic Ability 12; 
  Looks 10)
  He is fluent (both reading and writing) in the 
  following languages: Elleslandic, Visic, Bacchile, Old 
  Mercanian, Latter Mercanian, Angate, Old Kurlish, 
  Kurlish, and Lughwyd (reading only).
  
  9
  Friends or Foes
  TRAVELLERS  AND  TRADERS
  Tuanku (p. 4),  Abelard of Clyster (p. 6) and Lucio Vassilvio (p. 6)
  
  dragon Warriors
  0
  Father Alessandro
  Self-appointed inquisitor of Algandy and purger of the wicked
  FATHER ALESSANDRO IS one of the most 
  dangerous men in Algandy though to look at 
  his beatific face you would not think so. The 
  priest is a self-appointed inquisitor and a true 
  believer. Algandy has strict laws when it comes 
  to the practice of black arts and Father Ales-
  sandro believes it his duty to travel the land 
  making sure that all witches and heretics burn 
  for their sins. The priest has successfully uncov-
  ered dozens of ‘witches’, mostly innocents with 
  a minor knowledge of herbs or a folk charm or 
  two. Once Father Alessandro believes someone 
  is a witch then that person will almost invari-
  ably burn.
   
  Father Alessandro seeks out more than 
  witches; heretics of all colours are fair game to 
  this zealot and an entourage of like-minded fol-
  lowers assists the inquisitor wherever he goes. 
  Over a hundred foreigners and followers of the 
  old ways have burned for their ‘sins’. Two years 
  ago Alessandro and his followers burned out a 
  small trading post set up by traders from Krarth, 
  earning him the enmity of Mantla’s merchant 
  princes. Only Alessandro’s connections in the 
  church prevent him from having an unfortunate 
  accident at the end of an assassin’s blade.
   
  The priest’s usual modus operandi when arriv-
  ing in a new town is to make for the marketplace 
  or town square and begin extolling the virtues 
  of a pious life, all the while damning those who 
  dare to believe differently. Soon ‘different’ is 
  portrayed as ‘evil’, and a peasant harvest ritual 
  becomes dire witchcraft. Alessandro is a char-
  ismatic speaker, capable of whipping any crowd 
  into a righteous frenzy in a matter of minutes. It 
  takes very little time before the townsfolk turn 
  on each other, seeing heresy and sorcery in the 
  simplest actions.
   
  As a child Alessandro lost his crusader father 
  to a Ta’ashim sorcerer’s spell. Alessandro’s griev-
  ing mother was quick to blame both the faith of 
  the heretic and the evils of sorcery. This hatred 
  quickly caught flame in the young man’s soul 
  and he joined the Selentine church in the hopes 
  of being sent south to purge the Ta’ashim faith 
  from the land. The Church was concerned that 
  Alessandro would ignite a conflict that it was 
  not ready for and sent the furious young priest 
  to a parish in rural Algandy. 
   
  This was a mistake; isolated and without an 
  outlet for his righteous anger Alessandro grew 
  more and more frustrated and suspicious, until 
  finally he went on a rampage, seeking out her-
  etics and witches in the surrounding area. The 
  priest and his parishioners put three heretics 
  to the sword and burned half a dozen witches 
  before Alessandro took to the road and began 
  his ‘purge of the wicked’.
   
  Three years have passed and Alessandro’s 
  reputation has grown significantly. The young 
  man is in danger of re-igniting the witch-burn-
  ing zeal that caused Algandy to ban sorcery 
  outside of its cities thirty years ago. The church 
  is torn over what to do about the young priest; 
  
  
  Friends or Foes
  a sizable faction of the higher-ranking clergy 
  approves of Alessandro’s actions either because 
  they agree with him or because they see an 
  opportunity to use him to break the power of 
  the nobility and merchant class. There are a few 
  amongst the church and nobility who fear—
  possibly correctly—that Alessandro’s crusade 
  could end in a bloodbath.
   
  Whatever the future holds for Father Ales-
  sandro, it is likely to be interesting. Already a 
  formal church inquisition has been instigated 
  to investigate heretical practices and those that 
  might have been ‘polluted’ by foreign gods. A 
  sizable minority of the church and nobility 
  wonder if this new inquisition could be used to 
  topple the power of the Knights Capellars. The 
  knighthood has both temporal and religious 
  power, a combination that makes the church 
  and nobility very nervous.
  APPEARANCE
  Father Alessandro is quite nondescript, even 
  dull in appearance. He wears the plain robes of 
  a low priest of the True Faith and eschews any 
  ornament or sign of wealth or rank. It is only 
  when be begins to preach that the fire flashes in 
  his eyes and his voice sweeps the crowd along 
  with his fervour.
  CONTACTS
  King Vergang himself has taken note of the 
  young priest (see Dragon Warriors, p. 153) and 
  wonders if he can use his excesses as an excuse to 
  curb the power of the Church. Algandy law pro-
  hibits the use of sorcery outside of Mantla and 
  Carind without a special exemption, but since 
  Alessandro does not bring his victims before 
  the local courts he is, strictly speaking, breaking 
  the law. If this witch-fever spreads then Ver-
  gang would be able to accuse key church leaders 
  of encouraging their followers to break the law 
  and have them arrested. 
   
  Alessandro has heard of the efforts of Sister 
  Dominique of Braeburg (see p. 20) and is insane 
  with rage; he is convinced that the woman is 
  possessed by the devil. Should the former nun 
  or her followers arrive in Algandy trouble is sure 
  to follow.
  “I see the blood of innocents 
  on your hands. Tell me my 
  child, confess to me, where 
  is the witch that has caused 
  you to sin so, that we may 
  spare your life?”
  ADVENTURE SEEDS
  •  The adventurers are staying in a town in 
  Algandy when Father Alessandro arrives; any 
  sorcerers in the party had best take cover.
  •  Father Alessandro accuses a knight’s daugh-
  ter of witchcraft based on testimony from a 
  witness that has since vanished. Alessandro 
  claims that the girl spirited the witness away. 
  The knight asks the PCs to find the witness 
  before his daughter burns.
  •  The heroes are escorting a monk from Albion 
  on a mission to bring an ancient sacred text to 
  a monastery in Algandy. Alessandro, hearing 
  about the text and suspecting it is heretical, 
  moves to block the heroes’ passage through 
  Algandy.
  •  Alessandro’s hatred of the Novus cult has 
  reached fever pitch. The crazed priest 
  attempts to raise an army of the faithful to 
  ‘wipe this scourge from the land’.
  Male, 1st rank
  attack 11  
   
   
   
  Armour Factor 0
  defence 5  
   
   
   
  Movement 10m
  magical attack 0  
   
  stealth 13
  magical defence 3 
   
  evasion 3
  Reflexes 10  
   
   
   
  perception 5  
   
  Health points 7
  Treasure: None. Alessandro has forsaken all personal 
  wealth, though his followers carry quite a few 
  expensive trinkets liberated from heretics.
  
  dragon Warriors
  
  Duke Alonso
  Vassal-monarch of the mountainous Duchy of Lavasse
  DESCENDED FROM THE royal Lavas-
  san bloodline, Duke Alonso is regent of the 
  semi-autonomous Duchy of Lavasse, where he 
  has governed his loyal subjects for more than 
  two decades. Like his forebears, he is forced to 
  pledge fealty to the Algandian throne due to the 
  ill fortunes of history, and must always wear the 
  Collar of Lavasse as a symbol of his vassalage to 
  Algandy. Despite this, the honourable Alonso 
  has always obeyed King Vergang of Algandy 
  (see Dragon Warriors, p. 153), just as his coura-
  geous father Anvaro did before him. 
   
  Alonso inherited his title on the death of 
  his father twenty-six years ago, during the War 
  of Trulons—the last armed conflict between 
  Chaubrette and Algandy. The eventual stale-
  mate with its horrendous death toll resulted 
  in an armistice and peace between the states, 
  thus paving the way for the Crusades. How-
  ever, some patriots have persisted in their bitter 
  hatred; when Alonso visited the splendorous 
  cities of Crescentium and Ibrahim five years 
  ago, a Chaubrettan conspiracy to assassinate 
  him was narrowly thwarted by Lord Javier (see 
  p. 35). 
    Alonso has earned the respect of his hardy, 
  Algandarve-speaking Lavassan mountain peo-
  ple, who wear traditional garb of simple kilts 
  and cloaks of wool, leather and fur. At the age 
  of 16 he proved his courage at the traditional 
  Lavassan mid-summer’s day festival; running 
  through narrow limestone canyons pursued 
  by huge, vicious, wild boars. In later years, he 
  traversed the spectacular ravines and canyons 
  that wend their way northwards through the 
  thin Lavasse mountain air to the magnificent 
  glacier of the Great Lavasse Massif and Balan’s 
  Pass—formed, according to legend, by the axe-
  blows of a ferocious Chaubrettan giant. 
    Alonso rules from the mountain fortress of 
  Castava, situated atop an immense sheer wall 
  of granite some forty feet high, amid a majes-
  tic panorama of tall snow-capped peaks at the 
  southern edge of the mighty Lavasse mountain 
  range. In the Great Hall at the heart of the for-
  tress he holds his court, where the  wooden walls, 
  furs and tapestries are dominated by a huge 
  hearth that burns throughout the cold Lavassan 
  winters. Living in chambers above the Great 
  Hall, the elegant and beautiful Duchess Tabeda 
  has been Alonso’s faithful wife for twenty-three 
  years, bearing him one teenage heir, Andelo, and 
  three daughters: Aneda, Estefena and Isabela. 
  Descended from Lavassan nobles, the Duchess 
  is an intelligent and warm-hearted person who 
  cares deeply for her husband and children. 
   
  Castava protects the fertile plateau and val-
  leys that encompass the powerful Lavassan 
  towns of Areja and Ebaso, whose noble leaders 
  are governed directly by Alonso. Meanwhile, 
  scattered valley settlements are overseen by 
  Alonso’s younger brother Fernan, the Earl of 
  
  
  Friends or Foes
  the Mountains. Fernan resides in a fort near 
  the town of Renava, situated North of Balan’s 
  Pass. Although Alonso trusts Fernan implicitly, 
  he has failed to realise that Fernan has grown 
  increasingly resentful of Alonso’s long reign and 
  now secretly covets the Duke’s title for himself. 
  Alonso’s sister Princess Sancha was married at 
  an early age to Prince Jimesto of Algandy at the 
  ‘request’ of King Vergang. Sancha is in regu-
  lar contact with Alonso and is his most trusted 
  representative at the Algandian court. 
   
  The Lavassan Guard is a troupe of lightly 
  armoured Barbarians that wield traditional 
  shortswords and spears. They are entrusted 
  with protecting Alonso, and are commanded by 
  the steadfast Lord Reno. Meanwhile, the elite 
  Morodars fight in foreign fields under the com-
  mand of Lord Javier (see p. 35).
   
  Like his subjects Alonso is fiercely proud 
  and independent, remaining wary of outsiders, 
  including his Algandian ‘cousins’ on his frequent 
  state visits to Algandy. He is also devoted to the 
  True Faith and regularly undertakes pilgrim-
  age to the Sanctuary of San Peteo, a secluded 
  high-altitude monastery that contains the tomb 
  of Saint Petine of Selentium, who converted 
  Lavasse to the True Faith centuries ago.
   
  Now in his autumn years, Alonso longs for 
  the kingship that is his birthright, and has made 
  a solemn oath to regain the Lavassan crown 
  and throne from King Vergang’s vaults in the 
  Algandian city of Carind. 
  APPEARANCE
  Duke Alonso is a tall, stocky, man in his late 
  forties with greying hair, a handsome chiselled 
  face and dark eyes. His courtly attire consists 
  of a fine regal tunic and kilt beneath a dark fur 
  cloak, with a heavy golden collar-chain that 
  drapes around his chest and shoulders. 
  CONTACTS
  Due to the political bond between their two 
  nations, Alonso has always had close contact 
  with the Algandian nobility at tourneys, grand 
  banquets and state occasions—particularly 
  King Vergang (see Dragon Warriors, p. 153) and 
  his sister Princess Sancha (see above). For many 
  years Alonso has sought religious guidance from 
  the Pontiff of the Selentine Church (see Dragon 
  Warriors, p. 164). Direct correspondence with 
  Lord Javier (see p. 35) ensures that Alonso is 
  fully informed of Lavassan military operations. 
  “My people need a king! 
  And by the grace of God, 
  they shall have one!”
  ADVENTURE SEEDS
  •  Alonso may arrange the theft of the Lavas-
  san regalia from King Vergang’s vaults, 
  using third parties to divert the blame if the 
  attempt is unsuccessful (see above).
  •  An Algandian conspiracy could seek to 
  remove Alonso and annex the Duchy.
  •  Fernan (see above) might imprison Alonso 
  and his children in a bid to seize power. 
  •  On a visit to Alonso, Princess Sancha (see 
  above) may be mysteriously abducted.
  •  Under a sorcerous influence, Lord Reno (see 
  above) could betray Alonso.
  •  Renegade Chaubrettan assassins may once 
  again conspire against Alonso.
  Male, 1st rank
  attack 11, +1 enchanted  Armour Factor 0
  dagger (d4 +1,4) 
   
   
  Movement 10m (20m)
  defence 5  
   
   
   
  Reflexes 13
  magical attack –  
   
  stealth 12
  magical defence 3 
   
  evasion 3
  Health Points 8 
   
   
  perception 4 (normal)
  Languages and Literacy: Algandarve (fluent), Bacchile 
  (intermediate), Kurlish (intermediate), Beaulangue 
  (basic) and Classic scripts.
  Treasure and Equipment: +1 enchanted dagger, 
  Golden Collar of Lavasse. Alonso’s treasury contains 
  many fine Lavassan antiquities, including the 
  enchanted silver Eagle Javelin and, hidden from 
  Algandian eyes on the treasury walls, the Lavasse 
  Tapestry—a history of Alonso’s nation. 
  
  dragon Warriors
  4
  Father Corbin
  Ensorcelled priest of the True Faith
  FATHER CORBIN BEGAN his life as the 
  third son of a minor lord of Albion. His father, 
  Lord Edric Turnell, was a stern man who fol-
  lowed the old practice: the firstborn inherited, 
  the secondborn would learn skill at arms, and 
  the third was sent to the clergy. So in his four-
  teenth year Corbin Turnell was sent as a novi-
  tiate to a monastery in the Shriven Hills.
   
  Initially a reluctant student, Corbin eventu-
  ally found peace in his new station. He accepted 
  the lessons of the monks he served. Over time his 
  devotion grew into faith. By his twenty-eighth 
  birthday Father Corbin was overwhelmed by 
  his love of God.
   
  Unlike the monks with whom he prayed, 
  Father Corbin was not content to sit in isola-
  tion. He longed to bring his faith to the world 
  at large. He recalled the years he spent as a child 
  thinking the True Faith a pursuit suitable only 
  for the old or effeminate. Father Corbin set 
  forth to show all the glory of the True Faith.
   
  The young priest proved to be an able 
  preacher. He was young, handsome, kind, gen-
  tle, and his voice rang with joy as he spoke of 
  God’s glory. He drew many to the Faith and 
  his early success swelled his head along with his 
  zealotry. Soon Father Corbin set out upon his 
  foolish mission.
   
  The status of the souls of the Fay, should 
  such strange spirits in fact have souls, had been 
  debated among the religious elite for some time. 
  None had ever been so foolhardy as to journey 
  into the lands of the Fay to spread the gospel. 
  This was precisely what Father Corbin decided 
  to do, to his great misfortune.
   
  Father Corbin wandered for a time, learning 
  what he could of the faeries of Ellesland. Little 
  over a year had passed when he finally encoun-
  tered a group of them, and attracted the atten-
  tion of a Fay lord named Glittergrin Hopesend. 
  Lord Hopesend, as he titled himself, listened 
  to the gospels of Father Corbin, expressing 
  great interest in their content. He also flattered 
  the priest with rich gifts and royal services. He 
  praised the overconfident young man’s superior 
  physical and mental qualities, and soon Father 
  Corbin treated the wild-eyed trickster lord as a 
  trusted companion.
   
  Over time his trust for this faerie exceeded 
  his caution. Lord Hopesend promised the 
  youthful priest safety and wellbeing in his lands 
  ‘until every faerie nook and cranny praises God 
  above’ and then like a spider he entangled Father 
  Corbin into his home and served the trusting 
  fool faerie food and drink, playing him haunt-
  ing melodies which would never quite leave 
  his ear, and with these simple things he bound 
  Father Corbin in chains of magic. ‘At least Hell 
  began with a fine feast!’ Father Corbin will now 
  rant to anyone who will listen, a hundred and 
  fifty years later.
  
  
  Friends or Foes
   
  Since that day, Father Corbin has not aged. 
  He has died several times, to the blades of ban-
  dits or drowned in the sea. Each time he awak-
  ens, whole and unharmed in the feasting hall 
  of Lord Hopesend, who is keeping his promise 
  to keep Father Corbin safe until the faery lands 
  have been converted.
   
  As the years stretched onward Father Corbin 
  grew desperate for his freedom. He had become 
  studied in magic, and spent a great deal of his 
  time learning the ways of the Fay, hoping that 
  some scrap of knowledge might hold the key to 
  breaking his enchantment. This quest has taken 
  him across the length and breadth of Ellesland. 
  With despair beginning to gnaw at his will, and 
  no hope for release from the enchantment in 
  sight, Father Corbin returned to the monastery 
  where he was trained. The site was a deserted 
  ruin, and he has spent the most recent years 
  there in prayer, slowly restoring the site.
   
  With his family and all he knew long dead, 
  Father Corbin is bitter and alone. He feels aban-
  doned by God and has begun to doubt even the 
  existence of his own soul.
  “I am awash in a sea of 
  torments, oh Lord. Hast 
  thou turned thy gaze from 
  your servant? I am bound 
  to the vile whim of my foe. 
  Oh Lord, am I forgotten? 
  Oh Lord, am I damned?”
  APPEARANCE
  Father Corbin is still a man of great charisma. 
  Of average height with a thick head of golden 
  curls, his face is round and jovial, with laugh- 
  lines that appear at the corners of his mouth 
  and eyes. His frame, always thin, has begun to 
  grow sparse and skeletal as despair begins to 
  show its mark upon him.
  CONTACTS
  Father Corbin has recently heard of another 
  Fay-touched soul: the Wild Man of the Hills (p. 
  58). He sees in this roaming madman a shade of 
  himself, and though they have never met Father 
  Corbin wants to encounter the stricken man in 
  hope of supplying him a cure, or at least some 
  measure of solace.
   
  One of Father Corbin’s trips crossed the 
  path of Thallson the Elementalist (p. 49). After 
  hearing the man’s mournful tale, he offered his 
  own. A year later Father Corbin returned to 
  update his story. This cycle has repeated several 
  times, and while the two are far from friends, 
  they find comfort in each other’s shared woes.
   
  The priest has encountered Gaston (p. 25) at 
  gatherings of the Fay; he regards him as a tragic 
  fool but is determined to help him if he can.
  ADVENTURE SEEDS
  •  Father Corbin may draw the PCs into some 
  scheme to break his curse and thereby entan-
  gle them in the Fay realm, for good or ill.
  •  Lord Hopesend may serve as a villain, or a key 
  NPC that must be dealt with, Father Corbin 
  holding the key to successfully defeating or 
  dealing with him.
  Male, 3rd-rank Mystic
  attack 13, unarmed 
   
  Armour Factor 1 
  (d3, 2)  
   
   
   
   
  (gambeson) 
  defence 7  
   
   
   
  Movement 10m (20m)
  magical attack 18 
   
  stealth 14
  magical defence 8 
   
  evasion 3
  Health Points 12  
   
  perception 10  
   
  (Strength 10; Reflexes 9; Intelligence 13; Psychic Talent 
  16; Looks 16)
  Special Abilities: Spell Mastery (Allseeing Eye) (see 
  Dragon Warriors, p. 91), ESP 14%, Premonition 
  41%. If Father Corbin is ever slain he will awaken 
  unharmed, as if from deep sleep, in front of the hearth 
  in the great hall of Lord Hopesend’s castle. 
  Treasure: Father Corbin keeps only thick travelling 
  clothing, a well-worn copy of the scriptures and a 
  small collection of journals with notes from his studies. 
  These would be very valuable to any magic user 
  interested in the ways of the Fay.
  
  dragon Warriors
  6
  Baron Darcheaux
  A haunted noble bent on vengeance
  BARON DARCHEAUX WAS once a good 
  man, full of energy and ruler of one of the most 
  bountiful fiefs in southern Chaubrette. Car-
  nivean, right on the Algandy border, was held 
  up to all Chaubrette nobility as an example of 
  the feudal system at its finest. This is no longer 
  the case.
   
  About seven years ago Tristram, the baron’s 
  only son and heir, was unseated at the Fay 
  Bridge Tourney in Albion and fell badly. The 
  young man died on the spot and a few months 
  later the boy’s mother died of grief. Darcheaux 
  became a virtual recluse after that day, emerging 
  occasionally to mete out harsh punishments at 
  his courts and to appoint a succession of wicked 
  stewards. Carnivean suffers greatly under Dar-
  cheaux’s rule and open rebellion is a real threat.
   
  It was King Vergang, the current ruler of 
  Algandy, who unseated Darcheaux’s son Tris-
  tram. Vergang holds court in Carind, a city 
  famous for long knives and longer memories. 
  The king sits in the middle of a complex web of 
  intrigue; a dark, dangerous politician as capable 
  with contract and pen as he is with sword and 
  lance. Vergang maintains the loyalty of the 
  Church and nobility through clever manipula-
  tion and the careful application of terror. Even 
  Mantla’s powerful merchant princes pay tribute 
  to the king; after all, Vergang has made Algandy 
  rich and safe for the first time since the Selen-
  tine invasions.
   
  Vergang does nothing without a reason and 
  the ‘unfortunate death’ of Darcheaux’s heir was 
  carefully planned from the beginning, part of 
  a plot which the king never needed to expand 
  on following the baron’s ‘madness’. Carnivean 
  lies on the northern borders of Algandy and its 
  rich lands make a tempting prize. King Vergang 
  intends to wait until open rebellion breaks out 
  (inflamed in part by his own men) before send-
  ing the bulk of his army to ‘stabilize the border’. 
  When the land is under his control he plans to 
  bargain with the king of Chaubrette, offering to 
  take this troublesome fife from him in exchange 
  for trade concessions in Mantla.
   
  King Vergang has no idea of the depth of 
  hatred Darcheaux holds for him. On the night 
  after the fatal joust the baron was visited by the 
  shade of his dead son. The ghost revealed the 
  king’s treachery and demanded that his father 
  avenge him. At first the baron resisted but after 
  weeks of mental torture and agonising night-
  mares cumulating in his wife’s death Darcheaux 
  finally broke. The baron has spent the subse-
  quent seven years creating a great network of 
  agents and co-conspirators intended to tear 
  apart both Vergang’s family and his kingdom. 
  And all the while the shade of Darcheaux’s son 
  has whispered madness and secrets in his ear.
  
  7
  Friends or Foes
   
  The baron’s plan is simple; once the king 
  makes his move to capture Carnivean, Ver-
  gang’s enemies amongst the Algandan nobility 
  will rise up in open revolt. In the meantime, 
  assassins will move to strike at Vergang’s fam-
  ily and Chaubrette’s king will receive proof of 
  Algandy’s treachery. Vergang’s world will come 
  crashing down around him. 
  “I know what you did 
  to that priest, and if you 
  want that to stay a secret 
  then it would be in your 
  best interest to grant my 
  request.”
  APPEARANCE
  Baron Darcheaux is a handsome older man, 
  whose eyes hold a subtle mad gleam. The baron 
  frequently appears distracted, as if listening to 
  voices that only he can hear. The voices come 
  from his ghostly son Tristram, who serves as the 
  perfect spy, intangible and invisible, and capable 
  of asking the dead to give up their secrets. 
   
  Darcheaux has not left his castle in Carnivean 
  in years; his ghostly and mortal agents act for 
  him in nearly all regards. The castle servants live 
  in terror of the baron and his ability to know 
  when they are lying to him; they are unsure if 
  he is mad, cursed, haunted or bewitched.
  CONTACTS
  Baron Darcheaux has sought allies from every 
  country in Legend. Delilah of the Crossroads 
  (see p. 18) was one of the baron’s first allies; the 
  vengeful witch was delighted at the opportunity 
  to avenge some imagined insult that Vergang 
  had given to her. The baron’s information net-
  work and Delilah’s raw power make a danger-
  ous combination. 
   
  Darcheaux has links to the assassins of the 
  Clan of Harbingers from Ereworn, whom he 
  has contracted to kill Talia, the niece of Ver-
  gang and wife of Earl Montombre (see Dragon 
  Warriors, p. 153). Those who cross Darcheaux 
  in Ellesland may also find themselves encoun-
  tering the Harbingers on a dark night.
  ADVENTURE SEEDS
  •  One of the characters has something dark 
  in his past, or a secret he would rather not 
  have exposed. Baron Darcheaux approaches 
  the character asking for a ‘small favour’ in 
  exchange for his silence.
  •  The characters inadvertently foil one of 
  Darcheaux’s plans. In revenge the baron sets 
  a friend or family member up as a traitor to 
  the crown. Unless the characters can clear 
  their friend’s name they are likely to be exe-
  cuted. To make matters worse, part of what 
  the friend is accused of is actually true.
  •  Slowly over the course of many adventures 
  the heroes uncover pieces of Baron Dar-
  cheaux’s plot. Can the adventurers stop the 
  plot before it destroys one of the greatest 
  kingdoms in the west?
  •  One of the characters is plagued by night-
  mares in which a dead loved one begs them 
  to release them from their personal hell. 
  They claim their soul is enslaved to a noble 
  from Chaubrette. Could it be that the ghost 
  Darcheaux listens to is not that of his son- 
  or maybe this is just another of Darcheaux’s 
  tricks.
  Male, 5th-rank Knight
  attack 17  
   
   
  Armour Factor 0
  defence 11 
   
   
  Movement 10m
  magical attack 0  
  stealth 14
  magical defence 7  evasion 5
  Reflexes 11  
   
   
  perception 8 (but rarely 
   
   
   
   
   
   
  surprised due to his ghostly 
   
   
   
   
   
   
  ally)
  Health Points 15
  Treasure: The shade of his son provides Darcheaux 
  with a wealth of blackmail material and he has 
  amassed a vast fortune.
  
  dragon Warriors
  8
  Delilah of the Crossroads
  Power-mad witch, weaver of intrigue and deceit
  DELILAH DID NOT begin her days a 
  twisted crone. Born in a small village in south-
  eastern Chaubrette to a loving mother, her early 
  years were spent in happy poverty. Her father 
  was a handsome knight of Albion journeying 
  through Chaubrette on his way to the crusades 
  in Ta’ashim. The promises he whispered in 
  wooing her mother proved empty. For the first 
  eight years of Delilah’s life, all she knew was her 
  mother’s love.
   
  Sibylle, Delilah’s mother, was cast out and 
  scorned for her bastard child. She managed to 
  earn some coin selling herbal cures and poul-
  tices. When able, she would work the fields 
  or wash clothes for anyone willing to hire her. 
  Thus Sibylle eked out a living for herself, gain-
  ing a reputation over time as an able healer and 
  wise woman. This ended in Delilah’s ninth year 
  with the arrival of Alexandre Du’chant.
   
  An overzealous minister who burned with 
  the fires of faith and madness, Du’chant came 
  to Les Ville Coeby and immediately won over 
  the faithful of the region with his sermons of 
  hellfire and brimstone. The times had not been 
  good, a drought had settled. At its tail an ill-
  ness came that left more dead than alive. Many 
  of those who did survive had Sibylle’s care to 
  thank for it. 
   
  The good-hearted woman reaped a poor 
  reward, however. Du’chant blamed the drought 
  and illness on Sibylle, denouncing her as a witch 
  in league with the devil. Du’chant claimed Sib-
  ylle was actively causing the illness in order to 
  profit from her cures. They came for her one 
  evening, blacker than most with the moon 
  absent from the sky. Du’chant led his murderous 
  mob through the darkness to Sibylle’s cottage. 
  They dragged the innocent woman screaming 
  from her bed, then bound her to a pyre where 
  she burned.
   
  Delilah watched her mother’s last moments, 
  hidden in the shadows. From then on she 
  grew up feral. Many stories were attributed to 
  the lost child, and she became something of 
  a ghost story for the children of Coeby. ‘Best 
  not wander the woods at night, or Delilah will 
  get you!’ mothers would warn their children. ‘If 
  you don’t eat your soup Delilah will come for 
  the leftovers.’ The years came and went, and 
  for a dozen of them Delilah wondered among 
  the wild places, learning many secrets. None 
  of Coeby’s villagers associated the tan, raven-
  haired beauty that emerged from the woods 
  with the awkward child of memory. She came 
  asking after a man absent from Coeby for ten 
  years, Alexandre Du’chant.
   
  It took her two years to track Du’chant 
  down. When Delilah did she had little trouble 
  seducing the pious preacher. Alone together in 
  his bedchamber a hidden dagger and two quick 
  stabs to the belly ensured that Du’chant ended 
  his life screaming in pain.
   
  With her vengeance complete Delilah found 
  herself lost. Hatred had been the fire that sus-
  tained her. What next? She wandered for a time, 
  practicing the art as her mother did. Slowly as 
  she studied she began to hunger for more, and 
  discovered a new obsession with which to fill 
  herself: magic.
   
  She began by trading her body for knowl-
  edge. She would learn all she could from the 
  
  9
  Friends or Foes
  fools she bedded then kill them when they were 
  no longer useful. With each murder, however, 
  Delilah grew older and uglier. Eventually she 
  learned enough to barter for knowledge she 
  sought with pieces of her own. She would never 
  take coin, insisting that it was beyond worth-
  less. Finally she abandoned humanity for the 
  second time, to perform her own studies into 
  the deeper and darker mysteries.
   
  Delilah became known as the ‘Witch of the 
  Crossroads’, due to her tower’s location at a fork 
  in an overgrown road. Over time she became an 
  infamous figure in the lore of Chaubrette. 
   
  The years have aged Delilah terribly. With 
  each new piece of magical knowledge she loses 
  a portion of her humanity. Beyond her hideous 
  form, there is a supernatural air about Delilah. 
  Animals grow frightened in her presence and 
  bitter cold accompanies her throughout the 
  year. Strange lights can be seen coming from 
  her home and those who will speak of her dread 
  tower tell tales of bodiless servants, strange 
  artefacts and symbols adorning every corner.
   
  There are visitors though, irregular but not 
  infrequent. Despite Delilah’s vile reputation 
  there are many who are desperate, stupid or 
  wicked enough to seek out the aid of Delilah 
  of the Crossroads. Good or evil, Delilah cares 
  little as long as her price, which must always be 
  something more precious than coin, is met.
  “You offer me gold? I know 
  there are things you value 
  more than riches, child, so 
  let us make a true deal.”
  APPEARANCE
  As wicked as she is ugly, Delilah is a twisted 
  crone with matted black hair streaked with gray 
  and falling to her waist in strands. Her flesh is 
  loose and sags over a frame of bones that seems 
  to jut out at odd angles. Her face hangs in much 
  the same way, drooping over deep sunken emer-
  ald eyes, yellowed by jaundice. A sharply hooked 
  nose sticks forward from her face, looming over 
  a toothless smile.
  CONTACTS
  Delilah has recently become aware of Father 
  Alessandro (p. 10), and sees in him visions of 
  her past. What the witch has in mind is ques-
  tionable, but it will certainly not be good for 
  the priest.
   
  Baron Darcheaux (p. 16) has come to Deli-
  lah more than once seeking her dark sorcery 
  to further his own ends, a fact that is a closely 
  guarded secret for both.
  ADVENTURE SEEDS
  •  Delilah may commit some offense so vile that 
  she can be ignored no longer by the authori-
  ties, and they put a bounty on her head.
  •  The party meet someone who, many years 
  ago, went to Delilah for aid. He profited 
  greatly from it, and has since become a wor-
  thy and godfearing man. But the time for the 
  debt to be paid draws close: he cannot or will 
  not pay, and is terrified of the repercussions.
  •  The party may need Delilah’s aid. What she 
  asks for in return from the players could pro-
  vide an entire string of adventures.
  Female, 11th-rank Sorceress
  attack 13, wand (d6, 3) 
  Armour Factor 0
  defence 7  
   
   
   
  Movement 10m (20m)
  magical attack 29 
   
  stealth 15
  magical defence 18  
  evasion 3
  Hit Points 12  
   
   
  perception 9
  Magic Points 33 (19 with 
  scrolls)
  (Strength 6; Reflexes 5; Intelligence 17; Psychic Talent 18; 
  Looks 2)
  Special Abilities: Calligraphy, Alchemy, Artifice.
  Treasure: Wand of Energy (9 magic points) (Dragon 
  Warriors, p. 33), carved from the blackened portion 
  of an oak struck by lightning with a small crystal orb 
  on top. Any seven scrolls, a Ring of Sentinels (Dragon 
  Warriors, p. 145), an Eye of Foreboding (Dragon 
  Warriors, p. 142).
  
  dragon Warriors
  0
  Sister Dominique 
  Devout prophet of the heretical Novan faith
  SISTER DOMINIQUE PREACHES the 
  heretical message of the newly established 
  Novan Church throughout the County of Brae-
  burg, Chaubrette and Kurland. Like all Novan 
  clergy—known as Pure Souls in the Novan 
  faith—her life is a pious, celibate, ascetic exis-
  tence, and she rejects all earthly vices and mate-
  rial wealth. Dominique is usually accompanied 
  by two Pure Souls: Sisters Analise and Ellise. 
   
  Since being magically healed six years 
  ago, Dominique claims to see a shimmering 
  white aura that radiates from all living mat-
  ter—whether human, animal, saint or sinner—
  which she believes to be the Soul, as described 
  in Novan teachings. She also claims to hear it, 
  which she describes as beautiful ‘music’. 
   
  Orphaned at birth, the baby Dominique 
  was rescued by the kindly Bishop Nimon of 
  Braeburg, and raised as a nun of the Selentine 
  Church. Six years ago, Nimon and Dominique 
  embarked on a fateful mission to Crescentium 
  where they witnessed at first hand the hor-
  rific cruelty of the Knights Capellars towards 
  civilians at the Siege of Bizur. Tragically, the 
  grief-struck Dominique fell from the city wall 
  and gravely injured her head. In an instant, 
  Dominique’s sanity was lost—swept away by 
  constant, traumatic visions of death and excru-
  ciating agony that required her to be physically 
  restrained at all times. 
   
  Eventually, after five long months, a kindly 
  pagan sorcerer removed Dominique’s pain and 
  sealed her terrifying memories within her sub-
  conscious. Since then Dominique has possessed 
  superior sight and hearing. Upon witnessing the 
  merciful healing by the sorcerer, Nimon’s faith 
  in the One God was finally shattered. Gripped 
  by a revelation that the sadistic One God was 
  unworthy of worship, he left the Selentine 
  Church and established the Novan Faith. 
   
  Following his capture in Kurland several 
  months ago, Nimon was tortured and executed 
  for heresy by the Selentine Inquisition (see 
  below). Subsequently, Dominique’s apparently 
  divine gift has led to her adoption as the new 
  leader of the Novans, despite her meek protes-
  tations. 
  THE NOVAN HERESY
  Novan theology radically challenges the per-
  ception of the mortal world. Novan doctrine 
  observes that during their lifetime all living 
  creatures gradually weaken and decay, enduring 
  much pain and torment throughout their jour-
  ney. Critically, it questions why the supposedly 
  ‘merciful’ and ‘all-mighty’ One God does noth-
  ing to prevent wars, plague, famine and other 
  aspects of human suffering. 
   
  Thus Novan doctrine asserts that the mor-
  tal realm and its creator—the One God—are 
  inherently evil. To explain this evil world, 
  Novans preach that the One God and the 
  material world are in reality the Devil and his 
  dominion of Hell. 
   
  In contrast, Novans venerate the non-corpo-
  real Divine Spirit, a god of love. Novans believe 
  that Gatanades was not the son of the evil One 
  God, rather a manifestation of the Divine Spirit 
  in human form. 
   
  Novans believe that after death, the Soul is 
  reincarnated within a newborn child, and so its 
  eternal torment continues. However, Novan 
  scripture asserts that Pure Souls are freed from 
  this cycle when they die and are delivered unto 
  the Divine Spirit, thus releasing them from the 
  One God’s evil prison-realm. Unlike the ascetic 
  Pure Souls, the Novan flock are merely required 
  to worship the Divine Spirit, love one another, 
  and renounce all violence. 
  
  
  Friends or Foes
   
  Novans do not possess church buildings, 
  which they reject as a symbol of material 
  wealth. Instead, the Pure Souls spread the word 
  of Novus in a quiet, unassuming manner; visit-
  ing settlements with a warm smile and working 
  hard for a loaf of bread. Then, on long nights, 
  they will quietly ask villagers to talk with them 
  for a while by their campfires. As more believers 
  are converted, so the Pure Souls move onwards 
  to the prosperous houses of merchants and 
  nobles. 
   
  The Novans have established a heartland 
  of several small, unobtrusive, fortified hilltop 
  settlements in the remote, rocky wilderness 
  of north-western Braeburg; most notably the 
  stronghold of Martimons. The political centre 
  of Braeburg is the south-western town of Cor-
  venna, home to Saint Luc’s Basilica, cathedral 
  of the Selentine Church. Spanning the River 
  Lons, Corvenna’s city walls adjoin Chateau 
  Braeburg, residence of Count Marcel, the noble 
  governer of Braeburg—who is a Novan convert, 
  though he dare never admit so publicly. On a 
  nearby hill overlooking the city lies the forbid-
  ding facade of Chateau Braxus, the Provincial 
  Headquarters of the Knights Capellars. 
   
  Over the last ten centuries, the True Faith 
  has evolved into a monolithic bureaucracy, 
  where some of the most powerful bishops and 
  cardinals—even the Pontiff in Selentium—have 
  become slowly tainted by greed and corruption. 
  In response, some people in more enlightened 
  societies such as Braeburg harbour a resent-
  ment of this injustice, which provides a seed 
  from which the Novan Faith can take root. 
   
  The radical theology of the Novan Faith 
  identifies the True Faith as part of the world 
  created by the Devil, and therefore Novanism 
  presents a critical threat to the authority of the 
  True Faith. To preserve the supremacy of the 
  Church, the Pontiff has created the Selentine 
  Inquisition, a group of zealous, shadowy priests 
  charged with eradicating any organised group 
  that spreads ideas that threaten the True Faith. 
  The Inquisition is headed by the sadistic Grand 
  Inquisitor Dante, who regards all heresy as ‘a 
  poisonous wound to be cauterised by fire’. 
  Novans must always be on guard against those 
  who would betray them to the Inquisition. 
  APPEARANCE
  Sister Dominque is a kind, graceful, fair-haired 
  woman in her late twenties with bright blue 
  eyes. Only her pale, angelic face and hands 
  remain uncovered by her white nun’s habit and 
  cowl. 
  CONTACTS
  Dominique met Runalf of Corvenna on several 
  occassions during his tenure as Provincial Com-
  mander of the Knights Capellars in Braeburg 
  (see Sleeping Gods, p. 67). Before her mission to 
  Crescentium, Dominique briefly met the Pon-
  tiff of the Selentine Church (see Dragon War-
  riors, p. 164) on his official visit to Braeburg. 
  ADVENTURE SEEDS
  •  Dominique may need an armed escort in 
  order to preach the good word of Novus to 
  potential converts in other countries.
  •  The Novans will seek allies to prevent the 
  Selentine Inquisition (see above) and the 
  Knights Capellars from crushing the heresy 
  in Braeburg.
  •  Dominique may need help to convey secret 
  messages to other Novan communities.
  •  Novans may attempt to convert the adven-
  turers to the Novan Faith.
  •  Dominique’s health may suffer a relapse that 
  requires powerful sorcerous healing.
  Female
  attack 10, hands (d3,2) 
  Armour Factor 0
  defence 4  
   
   
   
  Movement 10m (20m)
  magical attack –  
   
  stealth 12
  magical defence 3 
   
  evasion 3
  health points 9  
   
   
  perception 15 (elfsight)
  Languages and Literacy: Beaulangue (fluent), Bacchile 
  (intermediate), Kurlish (intermediate) and Classic 
  scripts.
  Treasure and Equipment: Book of Novan teachings, 
  backpack.
  
  dragon Warriors
  
  Marcus Dorsteny
  Purveyor of equipment and oddities
  MARCUS IS A scrawny, annoying merchant 
  who hawks his wares throughout Ellesland. 
  Always on the move, his travels follow the sea-
  sons to the most pleasant areas (the north in the 
  summer, south in the winter). He can often be 
  found along the road, stopped off for a few days 
  in a town, or at many of the major festivals. 
   
  Marcus is the classic example of a ‘hard-sell’ 
  salesman. He will push, harass and harangue 
  the PCs until they either drive him away or 
  agree to buy his dubious wares. Of course, there 
  is always a tiny chance that something Marcus 
  is selling is actually useful, or special, and worth 
  the exorbitant cost. When he first meets the 
  PCs, he should be able to sell them something 
  useful; enough so that they will welcome the 
  sight of him for the next few encounters. Only 
  after that do they find what a tremendously 
  annoying person Marcus can be.
   
  And woe to the poor character who ever 
  actually buys something from him! Marcus 
  never forgets a face, so once the PCs have done 
  business with him, every time he runs across 
  them from then on he will pester them to buy 
  his latest ‘find’. His insistence on the useful-
  ness of his rummage and salvage will test the 
  patience of even the most hardened characters.
   
  Marcus does some basic trading (bolts of 
  cloth, craftwork, etc.) but he has a knack for 
  finding the strangest items, often of dubious 
  usefulness, but occasionally something of actual 
  value or interest to adventuring characters.
   
  Magical weapons and armor, scrolls or magi-
  cal tomes would rarely (if ever) be found amongst 
  the bric-a-brac in his wagon. Instead the sorts 
  of exotic items Marcus may have—almost never 
  more than one at a time—run toward the things 
  which will bring the gleam of possible adven-
  ture to the eye of most PCs: half of a treasure 
  map; a tome detailing a never-completed quest 
  for riches; an amulet with mysterious runes; a 
  corroded clockwork device which, when acti-
  vated, scratches seemingly (and quite probably) 
  nonsensical designs in the dust. For these items 
  he will ask ridiculous sums of money, and hope 
  the prospective buyer is foolish enough to pay.
  CONTACTS
  Marcus is known throughout the land. Many 
  welcome his arrival, and others harbor resent-
  ment for past purchases. Guy Lupus (see p. 36) 
  frequently unloads his less valuable items on 
  Marcus, with exorbitant backstories, and for a 
  hefty sum.
  ADVENTURE SEEDS
  •  Marcus is involved in a brawl with a dis-
  pleased customer, and rushes to the PCs for 
  protection, causing confusion, and associat-
  ing the PCs with this charlatan.
  •  Perhaps Marcus could hire the PCs to help 
  him recover some item of dubious prove-
  nance; or simply to guard him as he travels.
  •  The PCs learn that Marcus has been selling 
  genuine magic items, and in some quantity. 
  He’s no fence, and pays low prices, so where 
  on earth is he getting these artefacts from—
  and are there more where they came from?
  Male, rank-equivalent 3rd
  attack 7, staff, (d6, 3)   
  Armour Factor 1
  or shortsword (d8, 3)  
  (gambeson)
  defence: 5  
   
   
   
  Movement: 10m (20m)
  magical attack –  
   
  stealth 6
  magical defence 5 
   
  perception 8
  Health Points 7 
   
   
  evasion 3
  Equipment: staff, shortsword, traveling clothes, ‘fair 
  day’ clothes, 100 florins, merchant’s wagon and horse, 
  other items for sale at the GM’s whim.
  
  
  Friends or Foes
  Ealdun the Fool
  Dwarf jester at the court of King Hadric
  LIKE MANy WEAK rulers, King Hadric of 
  Albion is attended by a host of advisors, rela-
  tives, ambassadors and courtiers, who circle him 
  as crows circle the body of a dead horse. But in 
  the king’s palace in Ongus, the man who may 
  wield the most influence is the one who most 
  dismiss as a clown. 
   
  Ealdun the Fool is Hadric’s jester, and has 
  been for the last eight years. However, anyone 
  who spends any time around the king’s court will 
  note that Ealdun is the king’s constant compan-
  ion, and the two of them are alone together for 
  some time each day. 
   
  In fact Ealdun fills two lynchpin roles at 
  court. Firstly he is Hadric’s informer. The king 
  relies on Ealdun to bring him the latest news 
  and gossip about goings-on in the court, and 
  from the other nobles in the rest of the kingdom. 
  As a result Ealdun has a network of informants 
  in the palace, ranging from servants and guards 
  to courtiers, ambassadors, lords and ladies, who 
  feed him the latest news in exchange for gold, 
  information or, in the case of the more highly 
  ranked, access to the king himself.
   
  Secondly, Ealdun controls who can approach 
  the king. By being the only advisor that the king 
  trusts completely, he has the ability to promote 
  or discredit any other member of the court. 
  Usually this is done with a discreet word in 
  the king’s ear, though several times Ealdun has 
  used a jest or comic song at a banquet or state 
  occasion to eviscerate someone’s reputation and 
  make them a laughing-stock.
   
  By determining who the king hears and who 
  he takes seriously, Ealdun essentially guides the 
  politics of Albion. He works hard to keep it on 
  track, as much as he can. Most of Hadric’s advi-
  sors are sharks, out for personal gain instead of 
  the good of the king or the kingdom. Hadric is 
  aware of this, but also knows that his grip on 
  power relies on keeping a majority of his nobles 
  loyal, and that means keeping them happy. He 
  is a poor player of the games of power, and with-
  out Ealdun’s information and advice his control 
  of the kingdom would dissolve within weeks.
   
  Ealdun is a dwarf; that is, he is a human who 
  is afflicted with dwarfism. To observers outside 
  the court he seems to be little more than the 
  king’s fool: he performs at meals and social 
  events, where he rhymes, riddles, philosophises, 
  sings songs, tumbles and does sleight-of-hand 
  magic. He is a gifted improviser, but has been 
  known to borrow or buy songs from travelling 
  minstrels when inspiration deserts him. He 
  also brings other entertainers such as acrobats, 
  contortionists, skilled musicians, mummers and 
  travelling players for the king’s entertainment—
  Hadric revels in such diversions. Ealdun would 
  never bring another clown before the king, lest 
  he endanger his own position.
   
  Ealdun uses his dwarfism to give himself 
  an air of mystery and danger. Although he has 
  never claimed that he is a true dwarf or in any 
  way connected to the Fay realms, he is happy to 
  let such rumours circulate in the palace. Most 
  people believe that there is something super-
  natural about him, and many believe that this is 
  the source of his information. Current rumours 
  say that he is an exiled son of the Dwarven king, 
  a changeling, Hadric’s son by a faerie princess, 
  or a Fay or Dwarf prince sent as an ambassador 
  to the human court. Hadric certainly believes 
  that Ealdun has some supernatural powers: it is 
  one of the reasons he trusts him so completely.
   
  Ealdun’s information-gathering activities 
  have brought him knowledge that he could use 
  to blackmail many members of the court or 
  Albion nobility. At present he doesn’t do any-
  thing of the kind, but if he or his position were 
  threatened he would have no compunction 
  
  dragon Warriors
  4
  about using his influence to ‘persuade’ a young 
  knight to challenge the offender to a duel, or 
  an officer of the guard to make a tragic, fatal 
  mistake on a dark night.
    Ealdun is a born performer and he can be 
  charming, witty, persuasive, self-effacing and 
  scarily direct by turns. He has a cutting, vicious 
  wit and uses humour to make himself seem 
  larger by bringing others low. (GM hint: do not 
  speak to the adventurers using Ealdun’s voice, 
  instead report what he says and does. Saying, 
  ‘Ealdun makes a joke about Baron Aldred’s 
  manhood’ is easier than trying to think of such 
  a joke yourself on the spur of the moment.)
   
  There is one way to persuade Ealdun to 
  arrange an audience with Hadric, or to put in a 
  good word for your cause with the king: you pay 
  him. Often in gold, but frequently in informa-
  tion, favours or debts of another kind. Main-
  taining his position requires a lot of resources, 
  and Ealdun often needs things done at very 
  short notice. Many of the things that he needs 
  done must be at arm’s length so that nobody can 
  trace them back to him.
   
  Through his endeavours and the favour of 
  his monarch Ealdun has become a rich man. 
  He has rooms within the palace, where he is 
  almost always to be found, but also owns a large 
  house nearby where his wife Peony, a former 
  handmaiden of the queen, lives with their three 
  children. However he has a roving eye and has 
  fathered at least four other children that he 
  knows of. None of the children have inherited 
  his dwarfism.
   
  Ealdun does not aspire to the throne himself, 
  but he jealously defends his position close to the 
  king. He has also been currying the favour of 
  Hadric’s children as they grow older and more 
  ambitious; he knows that few advisors survive 
  the death of their royal patron, and he is intent 
  on retaining his grip on power and wealth no 
  matter who rules Albion.
  APPEARANCE
  Ealdun stands just over three feet high, with 
  a domed forehead, brown hair, and a neatly 
  trimmed moustache and beard. He walks with a 
  slight waddle but this is deceptive; he is a trained 
  and practised tumbler, with unusual agility and 
  reflexes. He is in his mid thirties.
  CONTACTS
  Ealdun knows every nobleman and lady in 
  Albion. The intelligent ones know him; the 
  less clever regard him as no more than a minor 
  member of Hadric’s entourage. 
   
  Ealdun knows Sir Roderick of Pellard (p. 45) 
  and the two have the measure of each other. He 
  also knows some dark secrets about Sir Gerard 
  Grisaille (p. 29). He dislikes Rocelin (p. 44), 
  fearing that the man knows too many secrets 
  that Ealdun regards as rightly his.
  ADVENTURE SEEDS
  •  The main thing that gives Ealdun his power 
  is Hadric’s trust. If that slipped, he would be 
  ruined. Perhaps Ealdun fears a young court-
  ier who is becoming the king’s new favourite, 
  and requires some unscrupulous adventurers 
  to see that the rival meets with an accident. 
  Or someone is poisoning Hadric’s opin-
  ions—but who, and how?
  •  Ambitious nobles, aware of Ealdun’s stran-
  glehold on the information that reaches the 
  king, arrange for the dwarf to disappear. The 
  court is thrown into chaos. If Ealdun is not 
  found, Hadric’s reign will surely end.
  •  It becomes known that Ealdun was born to 
  human parents. Stories begin to circulate that 
  his small stature is not a sign of supernatu-
  ral power, but a curse. He loses his favoured 
  position, and the kingdom begins to slide 
  into anarchy. How can the PCs intervene?
  Male, 1st rank
  attack 11  
   
   
   
  Armour Factor 0
  defence 5  
   
   
   
  Movement 10m
  magical attack –  
   
  stealth 13
  magical defence 3 
   
  perception 5
  Reflexes 16  
   
   
   
  evasion 3
  Health points 7
  
  
  Friends or Foes
  Gaston the Wanderer
  The cursed piper of Argwen
  UNTIL FIFTEEN yEARS ago Gaston was a 
  simple goatherd from Chaubrette, herding his 
  uncle’s flock for a living. While hunting for a 
  stray goat he came across a sleeping Fay lady 
  in a forest clearing. Gaston spotted a beautiful 
  set of uilleann pipes at her side and, acting on 
  impulse, carried them away. The stolen pipes 
  bestowed upon him a musical skill surpassing 
  any mortal musician, but at a terrible cost. 
   
  Gaston became an overnight sensation but 
  it was not to last. The pipes carried with them 
  a dire curse; should the owner sleep two nights 
  in the same place the water will foul, the crops 
  rot and the children sicken. The young man is 
  cursed to wander Legend until such time as he 
  can find a way to break the curse.
  APPEARANCE
  Gaston is a white-haired man of slim build who 
  appears to be in his early twenties. His reputa-
  tion as a minstrel of unsurpassed skill should 
  make him highly desired as an entertainer but 
  the legend of his curse is such that few would 
  invite him to stay.
  CONTACTS
  Gaston is compelled to play for any gathering of 
  Fay that demand it, and at one of these courts he 
  met Father Corbin (p. 14). The two men shared 
  their sad tales and swore to tell the other if they 
  found a way to break their Fay bindings. 
   
  Sara the weaver (p. 46) has encountered 
  Gaston in the past and has seen that he will be 
  the source of a great tragedy in the near future. 
   
  Gaston returns to the Old Ash (p. 40) every 
  year for the winter solstice, where he performs 
  for a Fay gathering. The events he witnessed at 
  these celebrations turned his hair white.
  ADVENTURE SEEDS
  •  Agents of the demon Fengris capture Gas-
  ton and hide him in catacombs under Port 
  Clyster. As sickness overcomes the town the 
  burgomaster begs the heroes to help find the 
  source and put an end to it. Sara the weaver 
  or another seer may point the heroes in the 
  right direction. Alternatively Gaston can be 
  jailed for a minor crime in a place where he 
  and his legend aren’t known. 
  •  The PCs are nearby when Fay magic calls 
  Gaston, bringing them along with him. A 
  misunderstanding leads the Fay to accuse 
  them of treachery. The heroes can either 
  spend the rest of their lives as pigs or agree 
  to rescue a Fay maiden secretly held prisoner 
  by a respected member of the clergy.
  Male, 1st rank
  attack 11  
   
   
   
  Armour Factor 0
  defence 5  
   
   
   
  Movement 10m
  magical attack –  
   
  stealth 13
  magical defence 3 
   
  perception 5
  Reflexes 10  
   
   
   
  evasion 3
  Health points 5
  Treasure: Pipes of the Fay (see below)
  Pipes of the Fay
  This cursed artefact transforms even an unskilled 
  player into the greatest musician that Legend has ever 
  seen. The pipes are bestowed with intelligence and use 
  the following abilities to keep their owner safe.
  Whistle up the Wind – The piper transforms into a gust 
  of wind and a mournful tune. The piper is effectively 
  teleported to a location of the pipes’ choosing up 
  to one mile distant. On nights sacred to the Fay 
  the teleportation has almost unlimited range; the 
  Fay invoke this ability to summon Gaston to their 
  gatherings.
  Wake the Dead – Once per week, the piper’s music 
  calls forth up to thirteen corpses buried within a mile. 
  These corpses rise from their graves as Zombies under 
  the control of the pipes. 
  
  dragon Warriors
  6
  Grifter Grimm
  Arrogant Cornumbrian sell-sword
  GRIFTER GRIMM IS a sellsword and occa-
  sional bandit, with a taste for the finer things in 
  life that goes beyond his means.
   
  An extremely deadly man with a blade in 
  his hands, Grifter has had a successful career 
  as a mercenary. This same skill has led to many 
  offers of position, and has made him wealthy 
  more than once. Despite this Grifter has sworn 
  no oath of fealty. He has not yet met a man he 
  considers worthy to be his master. His fortunes 
  are invariably spent either in drunken debauch-
  ery or ill-advised business investments.
   
  Grifter is an attack-dog of a man. He does 
  not plan, he reacts. In his reactions he is quick, 
  cool and confident. He is fast and deadly with 
  his sword and utterly amoral in its use. He serves 
  no master but gold. He has not yet betrayed an 
  employer.
   
  Grifter’s one soft spot is his family. He grew 
  up herding sheep with his father, until the old 
  man took ill and would not die. He teetered 
  on the precipice, eating away food and money. 
  Finally Grifter left his family with a blade inher-
  ited from his grandfather and notions of wealth. 
  His father died four months later. A colder man 
  now, Grifter still sees to the well-being of his 
  family. He works hard to ensure that his aging 
  mother Gertrude, younger sister Helen and 
  younger brother Marius all live comfortably.
   
  Grifter is encountered mainly in Cornum-
  bria, but will travel anywhere a loyal swordsman 
  could find employment.
  APPEARANCE
  Grifter is a tall, lean Cornumbrian who moves 
  with the swift surety of a predator. His tan skin 
  is traced over with many scars. Light red hair 
  falls loose to his shoulders. The features of his 
  face are angular and hawk like, with an oft 
  broken nose dominating his grinning face. He 
  always tries to dress at the peak of fashion and 
  it is a good indication to the state of his purse 
  what condition his clothes are in. 
  CONTACTS
  Grifter knows many people. In particular he has 
  crossed blades with Xaxamedes (p. 59) many 
  times. While he professionally dislikes the man 
  due to their confrontational history, the wan-
  dering philosopher is one of the few men the 
  arrogant Grifter respects.
   
  Grifter has developed a great fondness for 
  the craftsmanship of Gromark the Smith (see 
  p. 31), and will travel well out of his way to pur-
  chase from the Thulander.
  ADVENTURE SEEDS
  •  Grifter can be hired to aid the party or 
  oppose it.
  • Grifter would be grateful to anyone who 
  helped his family. Alternatively he would be 
  extremely upset if anyone harmed his family, 
  even unintentionally.
  Male, 5th-rank Knight
  attack 19, sword (d8, 6) Armour Factor 4 (mail 
   
   
   
   
   
   
   
  armour)
  defence 13 
   
   
   
  Movement 10m (20m)
  magical attack –  
   
  stealth 15
  magical defence: 7  
  perception 7
  Health Points 15  
   
  evasion 7 
  (Strength 13; Reflexes 16; Intelligence 11; Psychic 10; 
  Looks 13)
  Special Abilities: Track, Armour Expert, Ride 
  Warhorse.
  Equipment: Clothes of the previous year’s highest 
  fashion, a blade fashioned by Gromark, mail armour. 
  His family’s housing costs him 260F annually for a 
  cottage and 12 acres (Dragon Warriors p. 134) 
  
  7
  Friends or Foes
  Baron Grisaille
  Brutish, bull-headed overlord of Wincaster
  BARON GRISAILLE IS at his happiest when 
  he is conquering someone, or something. He 
  has learned not to be disappointed if, at any 
  time, he cannot expand his fief by conquest, due 
  to political expediency or other factors, though 
  he keeps a close eye on changing circumstances, 
  in case such an opportunity does arise. 
   
  He has made three attempts at such expan-
  sion in the nearly twenty years he has ruled 
  the area, two of them successful, thanks to an 
  indifferent or distracted king or a particularly 
  weak local rival from whom he can seize power 
  without attracting more than a reprimand. He 
  barely makes any effort to obfuscate or justify 
  such attempts, relying on force of arms and per-
  sonality to deal with dissenters.
   
  When conquest of a neighbouring land is 
  not an option, Grisaille will substitute tourneys, 
  hunts, torture and bullying, so as to have some 
  means of asserting his dominance over others. 
  He is active in the manor court, and very ready 
  to dish out harsh punishments, particularly 
  ones that directly benefit him, such as fines and 
  confiscations.
   
  Grisaille has surrounded himself with ruth-
  less, brutal men-at-arms and knights, and is 
  well aware of their strengths and weaknesses; 
  who among them is suited only to war, and who 
  might be trusted with more complex intrigues, 
  like assassination. 
   
  Notably he has no sorcerer or mystic working 
  for him; he distrusts magic. In his own way, he 
  thinks of himself as a good, god-fearing man. 
  He believes firmly in divine right, and nobility. 
  So far as he can see, God put him in power, and 
  wants him to hold on to power, and enjoy all his 
  rights and privileges to the full.
   
  Wincaster, Grisaille’s castle, lies to the south 
  of Baron Aldred’s fief, and to the west of Earl 
  Montombre’s, on the south road from Braying 
  Cross. It’s on the edge of a large walled town 
  of the same name, with the castle’s walls join-
  ing directly on to the town’s, giving solid mutual 
  support—so long as the residents of the castle 
  and town can trust each other.
  APPEARANCE
  Grisaille is in his mid-forties, a huge, sturdy 
  brute of a man, over six feet tall. He might seem 
  fat, but for the bulging muscles of his shoulders 
  and chest, which distract from his equally titanic 
  stomach. As might be expected, he’s as enthu-
  siastic a trencherman as he is a warrior. In his 
  youth, he placed very highly in several tourneys, 
  and he is still noteworthy as a foot combatant, 
  whether playing at war or in earnest. 
   
  He moves and acts more like an angry bull 
  than a graceful athlete, but those who assume 
  him to be slow or clumsy tend to find, a moment 
  
  dragon Warriors
  8
  too late, that they have underestimated his 
  deadliness. In war, he wears a distinctive suit of 
  armour, with each plate and lame deliberately 
  dulled and greyed in the centre, but brightly 
  polished silver in an inch-wide band around 
  each edge.
  “You will forfeit your 
  lands and moneys to this 
  manor court, as restitution 
  for your crimes. Consider 
  yourself fortunate that you 
  retain both hands, and both 
  daughters. This time.”
  CONTACTS
  Grisaille sometimes works with Montombre, 
  ‘the Elfin Earl’ (see Sleeping Gods, p. 7). In most 
  cases the two are allies; each recognises that the 
  other is too ruthless and canny to be an easy 
  target for conquest or raid, and so they plot 
  together for the day they can overthrow Baron 
  Aldred and take his lands for themselves. Mon-
  tombre is smarter than Grisaille, though, and 
  quite prepared to use the baron as a catspaw or 
  fall guy, if it suits his plans. Grisaille does not 
  entirely trust Montombre, but only because he 
  knows that Montombre is prepared to use sor-
  cery to get what he wants. Still, he will overlook 
  this character flaw of Montombre’s, so long as 
  the man is a useful ally.
   
  Grisaille’s other allies are across the sea—his 
  family is old Chaubrette nobility, and he keeps 
  in regular contact with cousins who still hold 
  lands there. The family sends their youngsters 
  and sometimes new-made knights to each 
  other’s castles for years at a time, to strengthen 
  those ties; the Grisailles on both sides of the 
  sea also use such visitors for their own purposes, 
  often having them carry out risky or disrepu-
  table tasks. 
   
  Grisaille’s own son, Gerard, has recently 
  returned from three years in Chaubrette. Gri-
  saille plans to test both his loyalty and his 
  toughness soon, but is concerned that the lad is 
  a wimp.
   
  Baron Aldred (see Dragon Warriors, p. 236) 
  is an old enemy and rival of Grisaille’s. Their 
  two families have feuded for generations; the 
  present Baron Aldred’s father killed Grisaille’s 
  father, when the latter besieged Aldred’s castle. 
  Grisaille claims this is enough reason to con-
  tinue the feud, though he hated his own father 
  and benefited considerably from his death. 
  Aldred has tried to make peace but Grisaille 
  still hungers for Aldred’s rich lands; he would 
  happily divide them up with Montombre, if he 
  thought they could get away with it, or work 
  with the Elfin Earl to replace Aldred with a fig-
  urehead in their pay. 
  ADVENTURE SEEDS
  •  Sir Edwin, a knight who holds lands from 
  Aldred, close to the border with Grisaille’s 
  fief, contacts the players for help. Grisaille 
  has arrested his wife on a trumped-up charge 
  of witchcraft, threatening to have her killed 
  unless Edwin collaborates with Grisaille 
  over an equally spurious legal claim that 
  Edwin’s lands should actually be held from 
  him, rather than Aldred.
  •  En route through woods, just inside Gri-
  saille’s fief, the players are chased down by 
  Grisaille and a party of hunting knights, and 
  accused of being poachers.
   
  Male, 9th-rank Knight
  attack 23, two-handed  
  Armour Factor 5 (plate
  sword (d10+1, 6) 
   
   
  armour)
  defence 16 
   
   
   
  Movement 10m (20m)
  magical attack –  
   
  stealth 9
  magical defence 11  
  evasion 6
  Health points 20 
   
   
  perception 9
  Reflexes 11
  Treasure: Grisaille has access to most ordinary items 
  of armour, weaponry, livestock, and equipment, in 
  Wincaster’s stores, stables, and armouries. He could 
  get his hands on around 1000 silver florins from his 
  treasury, but will rarely carry more than 50 or 60.
  
  9
  Friends or Foes
  Sir Gerard Grisaille
  Conniving, backstabbing, weaselly son of Baron Grisaille
  THOUGH A KNIGHT, with a small manor 
  of two hamlets close to Wincaster, Gerard is 
  not rich. As a result he rarely travels far from 
  his father Baron Grisaille’s lands, other than 
  on some task for the Baron himself. He’s con-
  cerned to increase his social standing, so if he 
  has had some kind of windfall, or can persuade 
  the Baron to send him on a diplomatic mission 
  rather than one of treachery, he will temporarily 
  attach himself to the king’s court, or to those of 
  other powerful nobles.
   
  Gerard has not yet found his place at Win-
  caster. Some part of him would love to be the 
  warrior lord, like his father. He knows this can 
  never happen; he will always be a coward. So 
  he tries to avoid dangerous work—which can 
  be difficult, for any of Baron Grisaille’s hang-
  ers-on. If he must lead a raid on a rival lord, 
  or assassinate a troublesome dignitary, he relies 
  on the men-at-arms he surrounds himself with. 
  He pays them for their brawn, their loyalty and 
  their silence. 
   
  He would consider almost any scheme that 
  could advance his personal power, or make his 
  life more comfortable. The latter is probably 
  his strongest motivation; not power for its own 
  sake, but power for the life of ease and luxury he 
  would like to lead. Thus the potential rewards 
  of any scheme must be weighed up against not 
  only its risks, but also the effort involved—
  which means that he spends more time schem-
  ing than actually attempting to carry out any of 
  his schemes. 
   
  He has no loyalty, even to his father, and 
  no scruples. What he does have is good luck. 
  Whether through this, or his willingness to 
  treat his henchmen as disposable, or his genu-
  inely quick wit, he has not only survived so far, 
  but continues to come across as surprisingly 
  likeable, even noble.
  APPEARANCE
  Gerard Grisaille is in his early twenties, with 
  features too regular and unblemished to be 
  truly ugly, but too rodent-like and furtive to 
  be entirely handsome. Of average height and 
  build, he tends to stoop and cringe, particularly 
  around his social superiors, making him seem 
  smaller. If one meets him alongside his hulking 
  father, this impression is further exaggerated by 
  contrast and by his fear of the Baron. 
  CONTACTS
  Gerard’s father, Baron Grisaille (p. 27), is pleas-
  antly surprised that his seemingly weak son has 
  so far succeeded in every task set him.
   
  Gerard has twice visited the court of Baron 
  Aldred (see Dragon Warriors, p. 236), and both 
  times claimed to be doing his best to broker 
  peace with his father.
  ADVENTURE SEEDS
  • Gerard hires the players, his last group of 
  henchmen having been massacred in a hor-
  rendous battle, of which Gerard was the sole 
  survivor on the Baron’s side.
  • Gerard attempts to spy on the players when 
  they are meeting a local lord, or even king, to 
  whom Gerard is currently paying court.
   
  Male, 4th-rank Knight
  attack 16, Morning   
  Armour Factor 5
  Star (d6, 5)  
   
   
   
   (plate armour)
  defence 9  
   
   
   
  Movement 10m (20m)
  magical defence 6 
   
  Reflexes 7
  stealth 8  
   
   
   
  perception 6
  evasion 4  
   
   
   
  Health points 14
  Treasure: 4d10 florins, warhorse, plate armour, 
  morning star, dagger and crossbow. 
  
  dragon Warriors
  0
  Gromark the Smith
  Barbarian blacksmith, far from home
  GROMARK IS A tattooed barbarian origi-
  nally from the wilds of Thuland. The north-
  erner works as a blacksmith in the village of 
  Trefall and is famed for both the quality of his 
  work and his direct manner. The villagers have a 
  fondness for this huge surly foreigner, referring 
  to him as ‘our barbarian’. Gromark towers over 
  most men and the locals joke that he pounds 
  iron with his fists instead of a hammer. 
   
  Gromark is the fifth son of a minor Thuland 
  noble, exiled for killing one of his brothers in 
  a drunken brawl. Following his exile the bar-
  barian swore never to raise his hand in anger 
  to another again. The hulking northerner prac-
  tices his pagan religion by moonlight and has 
  found himself in trouble with the local priest 
  for not attending church. Gromark’s direct 
  manner does not endear him to everyone and 
  if a villager should suffer a bout of misfortune 
  there is a real risk his enemies would blame his 
  ‘devil-worshipping ways’.
   
  Gromark has a fondness for a good yarn and 
  can often be found in the local tavern when a 
  travelling bard or minstrel is passing through 
  the town. Gromark prides himself on being able 
  to identify the work of any smith in northern 
  Albion. More than once a shire reeve has had 
  cause to thank him for tracing the origin of an 
  assassin’s blade.
   
  In the last year the massive blacksmith has 
  received a number of commissions from men 
  he suspects shouldn’t have the money to pay 
  his fees. The men are agents of the Harbingers 
  assassin clan from Ereworn, and if someone 
  makes the connection there will be trouble.
  CONTACTS
  Gromark is a minor celebrity in northern Albion 
  and his blades are of such quality that Sir Rod-
  erick of Pellard, master of the Fay Bridge tour-
  ney has been known to commission them as 
  prizes for the tourney winners. 
   
  Last summer a man who Gromark later 
  found out was a servant of Earl Montombre 
  commissioned an ornamented blade with a 
  secret compartment in the hilt. Should Gro-
  mark spot the sword again he might be tempted 
  to find out exactly what use the blade is being 
  put to. (See the adventure ‘A Shadow on the 
  Mist’ from Sleeping Gods for more detail.)
  ADVENTURE SEEDS
  •  Gromark is accused of a crime he did not 
  commit (possibly heresy) by a local merchant 
  with a grudge. The locals band together to 
  pay the characters to help ‘their barbarian’. 
  •  The blacksmith offers to sell the adventurers 
  an enchanted blade he received as payment 
  from a returning crusader. Something about 
  the weapon is not quite right.
  •  Gromark’s past follows him: someone is 
  looking for revenge (or justice, blood-money 
  or blackmail) for his brother’s murder.  
  •  Word of the smith’s skill as a weapon-maker 
  spreads. An unscrupulous noble sends a 
  group of ruffians to capture Gromark with 
  the intention of having him outfit his per-
  sonal army.
  Male, 1st-rank Barbarian
  attack 16, hammer (d6+1, 5)  Armour Factor 0
  (including bonus from 16 
  strength)
  defence 7  
   
   
   
   
  Movement 10m
  magical attack –  
   
   
  stealth 13
  magical defence 3 
   
   
  evasion 5
  Reflexes 11  
   
   
   
   
  perception 5
  Health Points 12
  Treasure: 100 florins hidden under his anvil.
  
  
  Friends or Foes
  THE  SUPERNATURAL
  Rakov, Magus Lim (p. 4); Delilah of the Crossroads (p. 8) and Thrallson (p. 49)
  
  dragon Warriors
  
  Captain Hidago
  The Hound of Meore, a night-watch captain with a secret
  HIDAGO IS THE captain of the night-watch 
  in the city of Meore in Chaubrette. The captain 
  is a native of Algandy and came to Chaubrette 
  over ten years ago. Hidago’s time in the night-
  watch has been marked by a steep decline in 
  street crime and he was promoted to watch 
  commander about three years ago. The captain 
  is something of an oddity among the guards, 
  being an honest man, and his unwillingness to 
  compromise has led him to suffer a number of 
  assassination attempts. 
   
  The captain has a great secret; when he 
  arrived in Chaubrette he was fleeing from the 
  law. Hidago is a warlock, a profession strictly 
  forbidden by law in Algandy. As a young for-
  ester growing up in an isolated village Hidago 
  found and tended an injured warrior. In grati-
  tude the injured man taught Hidago what he 
  knew of magic and warfare. When the inquisi-
  tion arrived in his village and caught Hidago 
  practicing ‘witchcraft’ he was lucky to escape 
  with his life.
   
  The captain uses his abilities to great advan-
  tage in his new career; criminals find it hard to 
  keep ‘Hidago the Hound’ from uncovering their 
  plans. The captain has a towering reputation 
  and most criminals genuinely fear him, attrib-
  uting a host of supernatural talents to him.
  APPEARANCE
  Those meeting Hidago are often surprised; to 
  hear the city thieves talk you might be forgiven 
  for expecting some kind of monstrous super-
  natural predator. Nothing could be further from 
  the truth; the captain is a short man with curly 
  hair and an easy manner. Hidago is only ruth-
  less when it comes to dealing with those who 
  prey on the weak, and only a handful or crimi-
  nals have ever escaped him.
  CONTACTS 
  Captain Hidago met Grifter Grimm (p. 27) 
  a few years ago when the sellsword came to 
  Meore, tracking a murderer with a bounty on 
  his head. Hidago took a liking to Grifter despite 
  his misgivings about the man’s methods.
   
  The captain recently had a series of run-ins 
  with agents of an unknown nobleman seeking 
  to smuggle dangerous alchemy items through 
  Meore. It is only a matter of time before the 
  smuggler’s lord, Baron Darcheaux (p. 16), sends 
  a warning to Hidago.
  ADVENTURE SEEDS
  •  Hidago suspects one of Meore’s burgomas-
  ters is responsible for the disappearance of 
  children in the city. The captain cannot act 
  against a city lord and so he starts feeding 
  the heroes the information they need to 
  solve the crimes.
  •  An injured man wearing a tattered guard’s 
  uniform staggers into the heroes’ camp one 
  night. The man claims to be a guard captain 
  from Chaubrette, kidnapped by the Algandy 
  inquisition, and recently escaped. As baying 
  hounds draw closer, will the heroes hide him 
  and risk the ire of the inquisition?
  Male, 4th-rank Warlock
  attack 15, club (d3,3)  
  Armour Factor 3 (mail 
  or dagger (d4,3) 
   
   
  hauberk)
  defence 8  
   
   
   
  Movement 10m
  magical attack 16 
   
  stealth 14
  magical defence 7 
   
  perception 8
  Reflexes 11  
   
   
   
  evasion 3
  Health points 12
  Treasure: A finely wrought +2 dagger with a brass 
  crosspiece featuring dancing foxes that Hidago keeps 
  highly polished. 
  
  
  Friends or Foes
  Itz!!kung
  Volucreth slave imprisoned outside a dockside tavern
  THE VOLUCRETH ITZ!!KUNG (it is pro-
  nounced ‘Its[click]KUNG’) is a member of the 
  Volucreth warrior-caste (see Dragon Warriors, p. 
  252 or Bestiary, p. 25). He was captured near the 
  Mungoda river, sold into slavery in the estuary 
  town of Paru, bought by a Coradian merchant 
  and brought to the great port of Ferromaine. 
   
  Here he has ended up in a cage outside a 
  dockside tavern, ‘The Caged Parrot’, as an attrac-
  tion. Hanging on a wall inside the tavern are his 
  war-harness and two-handed sword, both curi-
  ously untarnished by the sea air. For 20 florins 
  the tavern-owner will let an unarmed individual 
  enter the cage and fight Itz!!kung. Large sums 
  of money are often bet on such fights. 
   
  In halting Angate Itz!!kung claims to pass-
  ers-by that he is a Volucreth prince, a victim of 
  treachery. His homeland is embroiled in a civil 
  war between warrior nobles and mystic priests, 
  and the ambush that led to his predicament was 
  engineered by traitorous priests in league with 
  the swamp tribes. Itz!!kung will promise riches 
  to those who free him and help him return 
  home. If this is not enough of an inducement, 
  he also claims to know the secret of his weapon 
  and armour’s manufacture, and other Volucreth 
  lore besides. Whether there is truth in any of 
  this is up to the GM to decide.
  APPEARANCE
  Itz!!kung’s once-mighty frame is scrawny and 
  his plumage dull and bare. Heavy iron chains 
  restrict his hands and head, preventing him from 
  using his beak to tear his own wrists open. 
  CONTACTS
  Itz!!kung is a frequent target of those willing 
  to display their combat prowess, and has beaten 
  and been beaten by bravoes like Marco Senfriti 
  (Dragon Warriors, p. 195) and Flodorien Senta-
  polo (Dragon Warriors, p. 196). Merchants such 
  as Melano Fiorensca (Sleeping Gods, pp. 64-81) 
  and Tsef Amashin (p. 52) may see Itz!!kung as 
  a potential key to the riches of the mysterious 
  and little-known Volucreth civilization. 
  ADVENTURE SEEDS
  •  A player-character may decide to engage the 
  Volucreth in a cage-fight, or may see one of 
  the above contacts doing the same. 
  •  The PCs may take pity on Itz!!kung and try 
  to free him from captivity (though this con-
  cept is rare for Legend, especially considering 
  the war-like nature of the Volucreth). This 
  could lead to a series of adventures as they 
  venture south to Mungoda. 
  •  The characters will be hired by scholars or 
  merchants to kidnap Itz!!kung in order to 
  get information concerning the location of 
  the Volucreth homelands.
  •  A rival innkeeper or curio-collector may 
  engage the characters to steal Itz!!kung for 
  their own display or collection.
  Male Volucreth, 5th-rank Barbarian
  attack 20, beak (d4, 3)  
  Armour Factor 1 (plumage/
  or two-handed sword   
  scales) or 3 with war-
  (d10 +1, 6)   
   
   
   
  harness (+2 AF)
  defence 11 
   
   
   
  Movement 10m (20m) 
  magical defence 6   
  stealth 13
  evasion 6  
   
   
   
  perception 6 (normal)
  Health Points 15 (now 7) Reflexes 14
  Equipment: Two-handed sword and war-harness 
  (leather straps with metal discs)—both confiscated.
  Languages: Volucreth (fluent), several Mungodan 
  dialects such as Tenuk (Dragon Warriors p. 55), Angate, 
  Coradian Traders’ Argot (all intermediate).
  Special Abilities: Tracking (Dragon Warriors p. 63) and 
  going Beserk (Dragon Warriors pp. 27-28).
  
  dragon Warriors
  4
  Jasper
  Saint Deniol’s faithful gargoyle
  AT THE FOOT of a high Cornumbrian peak, 
  a well-travelled path leads to the cave where the 
  Cornumbrian holy man Saint Deniol spent his 
  last days and is believed to be buried. Annually 
  it draws scores of pilgrims to see not only the 
  saint’s cave, but also the source of his reputa-
  tion: the gargoyle Jasper.
   
  Outside the cave is a stone monolith. Its 
  carvings reveal how Deniol met a gargoyle 
  sorely wounded by its bestial brothers. Show-
  ing compassion, Deniol tended the creature’s 
  wounds. The gargoyle, astounded by this char-
  ity, devoted its life to Deniol, protecting him 
  on his journeys throughout Cornumbia. It even 
  converted to the True Faith and accepted the 
  name ‘Jasper’. In the tales of their travels the 
  two use trickery and humour to tweak the noses 
  of the mean and unfaithful. When Deniol died, 
  Jasper is said to have cried out in despair before 
  flying north, never to be seen again.
   
  Crouched atop the monolith is a winged 
  monster, dark and cracked and scabbed with 
  lichen. This hideous sculpture is seen as a rep-
  resentation of Jasper, but in truth it is Jasper 
  himself! After he had buried Deniol and sent 
  word of his passing, Jasper carved the mono-
  lith in Deniol’s memory. In the decades since, 
  hunched still and silent on the monolith, he 
  has contemplated Deniol’s compassion. He has 
  asked himself: did Deniol’s kindness grow from 
  the True Faith, or was Deniol simply a good 
  man? 
   
  year after year, Jasper observes the pilgrims, 
  watching for signs of true goodness, but has 
  always been disappointed by pious but other-
  wise uninspired followers. He has considered 
  staging some test to provoke pilgrims to action 
  and discover just what sort of folk they truly are. 
  However, he is fearful of discovering that the 
  True Faith is a thin mask behind which the real 
  self lurks. If that is true, then is he only a mon-
  ster pretending to be good? 
   
  Faith is the key to Jasper’s character. If his 
  hope that the True Faith has meaning is proven 
  true, he is loyal and friendly to those who prove 
  it. If his faith is crushed, then he believes that he 
  is an unredeemable monster and, in a despairing 
  rage, begins a vendetta against the Church. In 
  both cases he will be subtle, and careful not to 
  let anyone see him move from his perch: leaving 
  after nightfall, returning before dawn.
  CONTACTS
  years before his doubts began, Jasper revealed 
  himself to Brother Aelfric (see p. 8), impressed 
  by his knowledge of Deniol’s travels.
  ADVENTURE SEEDS
  •  Pilgrims to Deniol’s cave require escorts for 
  the journey and several nights of vigil.
  •  Saintly relics are valuable and Deniol’s bones 
  attract grave-robbers.
  •  Jasper witnesses a crime, but seeks to bring 
  the villain to justice without revealing him-
  self.
  •  A Gargoyle claiming to be Jasper asks for 
  shelter at a monastery, but is it the real Jas-
  per, an interloper or something more sinister 
  still?
  Gargoyle, 6th rank-equivalent
  attack 16, talons (d10, 3) Armour Factor 7 (but only
   
   
   
   
   
   
   
  2 vs magic weapons)
  defence 8   
   
   
   
  Movement: 8m (15m)
   
   
   
   
   
   
   
  (flying—50m)
  magical attack –  
   
  stealth 16
  magical defence 6   
  evasion 4
  Reflexes 9  
   
   
   
  perception 12 (panoptical)
  Health Points 21  
  
  
  Friends or Foes
  Lord Javier of Lavasse
  Commander of the Morodars, elite soldiers of the True Faith
  A SKILLED MILITARy tactician, Lord 
  Javier leads the formidable Lavassan moun-
  tain-warriors known as the Morodars. By royal 
  decree he contracts the deadly services of his 
  devout expeditionary force to kings and clergy 
  throughout Legend, in the service of the True 
  Faith. Inevitably, the Morodars have achieved 
  notoriety among the Ta’ashim for their partici-
  pation in the Crusades. 
   
  Morodars are highly disciplined Barbarian 
  infantry armed with javelins, spears and short-
  swords. Wearing drab balaclava-hooded tunics 
  over mail hauberks, they patrol in small units of 
  around eight men, each led by a captain. Their 
  expertise in scouting and ambush tactics—per-
  fected through constant training—has ensured 
  many successful lightning raids on enemy forces 
  over the years. 
   
  Bitterly regretting his failings over a decade 
  ago at the horrific Siege of Harat, Javier has 
  since ensured that the Morodars observe their 
  religous vows, and regards any robber-knight 
  who mistreats civilians or pursues riches and 
  glory with contempt. His lordly title is merely 
  a contrivance for the courts of kings; his loyal 
  men respectfully call him ‘Javier’. 
   
  Born on a cold, snow-capped mountain in 
  the Duchy of Lavasse, from an early age Javier 
  demonstrated an aptitude for martial combat 
  and was selected for the Morodars. He married 
  a Lavassan maiden named Maria, and has two 
  sons—Ramon and Sancho. Five years ago, after 
  serving with distinction in the burning desert 
  near Ibrahim, he protected Duke Alonso of 
  Lavasse (see p. 12) from a renegade Chaubrettan 
  assassin. Alonso rewarded him with command 
  of the Morodars and an enchanted shortsword. 
  Javier himself was saved from a Wight’s blade 
  three years earlier by Morodar Captain Garcia, 
  who is now Javier’s personal bodyguard. 
  APPEARANCE
  Lord Javier is an athletic, purposeful, clean-
  shaven man in his mid-thirties with dark short-
  cropped hair and eyes. Though he usually wears 
  Morodar apparel (see above), in formal settings 
  he wears an embroidered navy blue cloak. 
  CONTACTS
  Javier has been the trusted military representative 
  of Duke Alonso (p. 12) for half a decade, work-
  ing for warlords like Fengor Svartsen of Ibrahim 
  and the Grandmasters of the Knights Capellars 
  (Dragon Warriors, p. 166). Javier suspects Mhysse 
  of Chaubrette (see p. 39) of involvement in the 
  attempted assassination of Duke Alonso.
  ADVENTURE SEEDS
  •  Javier’s squad usually lurks somewhere in a war 
  zone, issuing orders to nearby Morodar units. 
  •  If Duke Alonso or Lavasse ever face grave peril, 
  Javier and his men will leap to their defence. 
  •  A contact (see above) may call on Javier for one 
  final exhausting mission.
  Male, 8th-rank Barbarian
  attack 23, +2 enchanted  Armour Factor 3
  shortsword (d8 +2, 5)  
  (mail hauberk)
  defence 15 
   
   
   
  Movement 10m (20m)
  magical attack n/a  
  stealth 17
  magical defence 9 
   
  evasion 8
  Health Points 20  
   
  perception 8 (normal)
  (Strength:13; Reflexes:16; Intelligence:15; Psychic 
  Talent:7; Looks:13)
  Skills: Berserk, Track, Ride Warhorse, Blood Rage.
  Languages and Literacy: Algandarve (fluent), 
  Beaulangue (basic), Kurlish (basic), Nascerine (basic) 
  and Classic scripts.
  Equipment: +2 enchanted shortsword, javelin, mail 
  hauberk, backpack, 3d100 florins or equivalent in local 
  coinage. 
  
  dragon Warriors
  6
  Guy Lupus
  Recoverer of lost artefacts
  GUy LUPUS IS a man who has made a name 
  for himself as someone who can retrieve lost (or 
  stolen) items, mundane or magical, under even 
  the most difficult of circumstances. 
   
  Prior to his current occupation, Guy Lupus 
  made a living as common thug, beggar and 
  thief; but a chance encounter with a monk 
  named Brother Aelfric (see p. 6) changed his 
  life. Aelfric introduced Guy to a new world 
  composed of the tales and legends of the past, 
  and the fabulous treasures they mentioned. Guy 
  has dropped his self-centered ways and become 
  more open to the feelings and needs of others 
  and has become notably less cruel and violent. 
  He has not commited as fully to the True Faith 
  as Aelfric would have liked, but he does believe 
  in God and hopes that the Saviour is as merci-
  ful as Aelfric says he is. 
   
  Guy is a pragmatist after all, and sometimes 
  you have to do what you have to do. Thanks to 
  Aelfric, that no longer includes killing in cold 
  blood, which is something Lupus now avoids at 
  all costs. He may con you out of your last cop-
  per, but he won’t literally stab you in the back.
   “Acquiring Helgrim’s 
  Hand is certainly possible, 
  but it will not be cheap. 
  Shall we discuss price?”
  APPEARANCE
  A wiry man of medium height and dark hair, 
  Guy doesn’t stand out in a crowd—which is 
  how he prefers it. Although he considers his 
  reputation to be more important than gold, he 
  only wants to be known by those who may be of 
  use to him. To the rest of the world he prefers to 
  remain a mystery.
  CONTACTS
  Brother Aelfric (see p. 6) is like a father to Guy 
  and is cherished for his insight and guidance. 
  Guy Lupus is also known to work with Marcus 
  Dorsteny (see p. 22) when it is in both their 
  financial interests.
  ADVENTURE SEEDS
  •  Adventurers may find themselves running up 
  against Guy Lupus in a race to discover some 
  long-lost relic hidden in the underground. 
  •  The PCs may already possess an item Guy’s 
  employers swear is theirs, or perhaps in a role 
  reversal the PCs may have to steal an item in 
  Guy’s possession before he can hand it off. 
  •  The heroes could find themselves working 
  with Guy on a ‘recovery’ or they may be 
  called in as protectors to shield him from 
  those he has taken items from.
  Male, 3rd rank 
  attack 15, sword (d8,4) 
  Armour Factor 2 (padded)
  defence 9  
   
   
   
  Movement 10m (20m)
  magical attack –  
   
  stealth 19
  magical defence 7 
   
  perception 8
  Health Points 10  
   
  evasion 5  
   
  (Strength 14, Reflexes 18, Intelligence 14, Psychic Talent 
  13, Looks 10)
  Special Abilities: Open Lock (40%)
  Guy is fluent (& literate) in Elleslandic, Visic, 
  Bacchile.
  Treasure and Equipment: backpack, bedroll, 
  sword, padded armour, staff, crossbow, 30 quarrels, 
  miscellaneous equipment (rope, hand lantern, etc.), 
  If met after completing an assignment Guy can 
  be carrying an artefact appropriate to the current 
  adventure, worth d100 florins.
  
  7
  Friends or Foes
  Malcolm the Smith
  Melancholic crafter of wondrous metalwork
  MALCOLM IS THE fifth in a line of smiths 
  in the village of Pillaton, in southern Albion. 
  Malcolm’s great-great-grandfather Eirik once 
  met and assisted an elven Prince. For his act of 
  kindness Eirik was given an enchanted hammer 
  and tongs, which allow one of Eirik’s blood to 
  create wondrous items.
   
  Being the current owner of Eirik’s Tools, 
  Malcolm is a highly sought-after smith. People 
  travel great distances to commission armour, 
  weapons and forged objects of all sorts, allow-
  ing him to charge up to ten times the normal 
  price for such items.
   
  None of this brings him any joy. He suffers 
  from Melancholia (Dragon Warriors, p. 125), 
  fearing that without the tools he would have 
  no skill as a crafter. What is more, on occasion 
  Malcolm refuses to craft an item for a patron. 
  Generally this happens if they have done a dis-
  service to the Fay. The tongs and hammer know 
  this person as an enemy and refuse to give them 
  aid. This seemingly capricious attitude to his cli-
  ents has earned him more than a few enemies.
   
  Malcolm is a bachelor, with little interest in 
  marriage. Needless to say, if he dies childless, 
  the magic of Eirik’s Tools will be lost forever.
  APPEARANCE
  Malcolm is a barrel-chested man. His long black 
  hair is tied back with a leather thong. Piercing 
  blue eyes sparkle beneath bushy brows, and his 
  thick beard hides a mouth which rarely smiles.
  CONTACTS
  Malcolm’s work is known throughout Ellesland. 
  Kings and lords have commissioned work from 
  him and his family. In Trefell to the north, Gro-
  mark the Smith (p. 30) publicly chides Malcolm 
  for relying on the Fays’ aid rather than true skill. 
  However, possibly the only person in the vil-
  lage of Pillaton which Malcolm considers a true 
  friend is Sara the Weaver (see p. 46).
  ADVENTURE SEEDS
  •  Malcolm inadvertently offends an elder of 
  the local church. The slight festers, and the 
  chuch elder eventually demands Malcom be 
  executed as a practitioner of pagan magic. 
  •  He goes missing, and the town elders of Pil-
  laton offer a reward for his safe return. 
  •  Someone steals the Tools, and the PCs get 
  caught up in the adventure to get them back.
  Male, 2nd rank
  attack 10, smith’s   
   
  Armour Factor: 1 
  hammer (d6, 4)  
   
   
  (padded leather)
  defence 6  
   
   
   
  Movement 10m (20m)
  magical defence 5 
   
  stealth 10 
  perception 6  
   
   
  evasion 4
  Health Points 7 
   
   
  Reflexes 10
  Equipment: clothing (Fay-cloth, woven by Sara the 
  Weaver) and padded leather armor of Fay-cloth, 1d10 
  florins, walking stick/staff, Eirik’s tools (see below). 
  *All of Malcolm’s clothing is Fay-Cloth (see p. 46).
  Special: Eirik’s Tools
  This hammer and tongs were forged by the Elves. 
  They are simple-looking, but are inscribed with subtle 
  Elven runes of power. The tools only work for Eirik’s 
  bloodline; for anyone else they are just normal tools.
    
  When an item is crafted by Malcolm with these 
  tools, the GM rolls on the Magic Bonus tables for 
  Arms or Armour tables in the Dragon Warriors 
  rulebook (pp. 137-138). This will give a magic bonus 
  between +1 and +3. There is no way for a character to 
  choose what he gets.
    
  Additionally, when Malcolm crafts an item for a 
  PC or notable NPC personage there is a chance that 
  the item will have additional enchantments. Roll 1d20; 
  if it is under the character’s Rank then the item will 
  have additional properties—GM’s choice.
  
  dragon Warriors
  8
  Mistress Marta
  Dame-school teacher with an adventurous past
  MISTRESS MARTA LIVES in a well-kept 
  house in a poorer area of Ongus and runs a 
  well-known dame school where, for a few pen-
  nies a week, locals can send their children to 
  receive a basic education. She is known to be 
  a generous woman, if somewhat feared by her 
  young charges. She will even take in orphans if 
  she sees potential in them, and will help them 
  to secure apprenticeships as they get older.
   
  Few know that Marta is a retired adventurer, 
  a sorcerer of considerable power. In her younger 
  days she travelled to the New Selentine Empire 
  and was impressed by its academies of magic 
  (see Dragon Warriors, p. 160) and she dreams of 
  setting up similar schools in Albion. Her dame 
  school is a step along this path. She provides 
  a basic education to all, but takes those who 
  display unusual talent and secretly trains them 
  further as apprentices in the art of sorcery.
   
  Marta uses her older students to gather infor-
  mation, which she supplies to certain members 
  of the King’s court including Ealdun (see p. 23). 
  Through this she obtains protection for herself 
  and her pupils. She knows that many, includ-
  ing some within the Church, would not like her 
  plans and she has no desire to face public expo-
  sure and condemnation as a witch. 
  APPEARANCE
  Marta is a tall, thin woman in her sixties, of 
  stern and dignified appearance, invariably seen 
  wearing a simple though well-made dark blue 
  dress, and often with a birch rod in hand. 
  CONTACTS
  Though Marta keeps her past a secret from 
  those in Ongus, during her adventuring career 
  she travelled alongside a number of well-known 
  people including Sir Roderick (see p. 45), Llaria 
  the Seeress and Gunthur the Red (see Dragon 
  Warriors, p. 180). Many of Albion’s experienced 
  adventurers know her for who she really is.
  ADVENTURE SEEDS
  •  Marta is an excellent source of information 
  on affairs in Ongus and the Kingdom, will-
  ing to provide information for fair payment.
  •  She will hire out her services as a tutor to 
  those who wish to learn one of the languages 
  she knows (see Dragon Warriors, p. 185) and 
  is also willing to do translation work.
  •  She is a potential mistress for a PC sorcerer 
  to have trained under.
  •  A former pupil of Mistress Marta denounces 
  her to the Church, and she goes into hiding. 
  One of her apprentices is sent to get help, 
  and finds the PCs.
  Female, 8th-rank Sorcerer
  attack 14  
   
   
   
  Armour Factor 0
  defence 8  
   
   
   
  Movement 10m (20m)
  magical attack 26 
   
  stealth 15
  magical defence 16   
  evasion 4
  Health Points 11   
   
  perception 8
  (Strength 9, Reflexes 11, Intelligence 17, Psychic Talent 16
  Looks 10)
  Treasure and equipment: Potions of Strength, 
  Dexterity, Theriac, and Elixir Vitae. Scrolls of Cure 
  Disease and Dispel Magic . 
  At any one time, she is likely to have a few hundred 
  florins stored with her other valuables in a Rune 
  (Stasis) secured chest.
  Languages: Elleslandic (fluent), Angate (fluent), Old 
  Mercanian (fluent), Beaulangue (fluent), Algandarve 
  (fluent), Ancient Emphidian (fluent), Lughwyd 
  (fluent), Bacchile (fluent), Visic (intermediate), Modern 
  Emphidian (intermediate), Arcane (fluent)
  Scripts: Classic, Nikkar Runic, Kell
  
  9
  Friends or Foes
  Mhysse of Chaubrette
  Scholar and tomb-robber of old Emphidor and Kaikuhuru
  ORIGINALLy A SCHOLAR from Quadrille, 
  Mhysse ventured south during the Crusades to 
  see the epic sites of Emphidor and Kaikuhuru. 
  Enraptured, she decided to stay on in Crescen-
  tium. Here she initially fell in with Chaubrettan 
  thugs and assassins, before establishing herself 
  as an expert on forgotten cultures. Now she has 
  become an explorer of ancient ruins and a lib-
  erator of their antiquities, while furthering her 
  research into hidden lore and secrets unobtain-
  able in the college cloisters of home. 
   
  For half the year Mhysse lives in her simple 
  Crescentium villa, whose only luxury is a small 
  alchemical workshop. Here she works as a free-
  lance advisor and scholar. At other times she will 
  be on expedition while her Ta’ashim neighbours 
  and extensive booby-traps guard her abode. 
   
  Her current obsession is the ruins of pre-
  Ta’ashim cults, like the Temple of Faresh on 
  the Marazid coast (Dragon Warriors, p. 176). 
  A model of this temple occupies a table in her 
  home, alongside codices and scrolls. It is clear 
  Mhysse is planning another voyage of discovery.
  APPEARANCE
  Mhysse is a short, lithe woman with tanned skin 
  and pageboy-cut black hair. Normally she will 
  wear the long robes of the Ta’ashim race, under 
  which will be several concealed weapons. 
   
  She has a quiet, reserved manner, and puts 
  thought into whatever she says, particularly 
  when consulted on matters of lore. However, 
  when exploring Mhysse will be curt and to the 
  point, using gestures more often than words. 
  CONTACTS
  Five years ago Mhysse was involved in the 
  logistical side of an assassination attempt on 
  Duke Alonso of Lavasse (see Lord Javier, p. 
  35), but not the mission itself. She has explored 
  with Xaxamedes in Emphidor (p. 59). Contacts 
  include the diplomat Tuanku (p. 54) and the 
  recently disappeared Tsef Amashin (p. 52).
  ADVENTURE SEEDS
  Mhysse may be encountered as follows:
  •  Exploring ruins anywhere from Emphidor, 
  through the Principalities of the Crusade, to 
  the Emirate of Marazid.
  •  Referred to the PCs as a source of rare lore 
  of the Emphidian Empire and Kaikuhuru.
  •  Caught up in a Crescentium turf war between 
  the Marijah sect of the Ta’ashim, and cru-
  saders such as the Knights Capellars.
  •  Daring adventurers who get to know the 
  patterns of Mhysse’s lifestyle may chance a 
  raid on her home while she is absent.
  Female, 5th-rank Assassin 
  attack 19, sword (d8 +1, 4),  Armour Factor 2 
  throwing spike (d2 +1, 2)   
  (padded armour)
  or fist (d6, 3)
  defence 10 
   
   
   
   
  Movement 10m (20m)
  magical attack –  
   
   
  stealth 23
  magical defence 8 
   
   
  evasion 8
  Health Points 15  
   
   
  perception 12
  (Strength: 11; Reflexes: 16; Intelligence: 16; Psychic 
  Talent: 10; Looks: 10)
  Equipment: sword, bandolier of 9 throwing spikes, 
  padded armour, dagger, flask of Assassin’s lotion (5 
  doses), 3 flash pellets, lock picks, backpack, Vial of 
  Smoke (Dragon Warriors, p. 140), Blue Scarab (Dragon 
  Warriors, p. 142), 100 florins. 
  Languages: Beaulangue, Elleslandic, Bacchile, 
  Emphidian (Modern and Ancient) (all fluent and 
  literate). Coradian Traders’ Argot (fluent and spoken 
  only). Kaikuhuran (not spoken), Nascerine (all 
  intermediate and literate). Scripts known: Classic, 
  Emphidian, Jezant, Qemor Hieroglyphs.
  
  dragon Warriors
  40
  The Old Ash
  Ancient tree wrapped in folklore and superstition
  ATOP A HIGH hill near by Tarpin Ford, 
  a small village in Albion, sits the Old Ash: a 
  warped tree that stays bare year round, yet con-
  tinues to somehow grow. Its branches are long, 
  thin and spidery, rattling in the slightest breeze. 
  No birds make their home in the Old Ash’s 
  branches and even well-trained animals only 
  approach the tree when compelled to do so. 
   
  The ancient tree is a favorite subject of con-
  versation for the residents of Tarpin Ford, who 
  regale travelers with tales of its evil reputation. 
  While happy to speak of it in the comfort of 
  their homes, few of them will set foot upon the 
  hill where it sits, and none will do so at night. 
   
  Most of Tarpin Ford will tell you that the 
  Old Ash is an ancient site from which the 
  faeries took all happiness and transplanted it 
  to some Fay land. Others insist that the Old 
  Ash is special to the faerie folk, that they keep 
  it shrouded so men will avoid it, only to use it 
  nightly for their councils and revelries.
   
  If the party consults local elders, they will 
  hear a version of the following tale: a century ago 
  an outlaw made his home in the region. Jareth 
  the Damned he was called, for his hatred of the 
  church and his delight in assaulting holy men. 
  His career was bloody but not long. A band of 
  knights hunted him down and found evidence 
  of his devil worship, though they never did find 
  all he’d stolen. They executed Jareth beneath 
  the Old Ash and burned his unholy altar. After 
  that winter the Ash never grew leaves again. It is 
  said that to spend a night on that hill beneath a 
  full moon is to invite a visit from Jareth’s spirit.
   
  Occasionally a whisper is passed of ways 
  the powers of the Old Ash can be harnessed. 
  A branch cut from the tree is said to retain its 
  ability to drive away animals, and locals claim 
  that if one is placed in a barn or house it will 
  cause the residents, man or beast, to sicken and 
  die. Wood from the Ash burns with a greenish 
  flame. If burned with bones from a fresh grave 
  the voice of the dead may be heard in the fire 
  and will answer questions, though cautionary 
  tales surrounds this practice.
  CONTACTS
  Each year Gaston the Piper (see p. 25) is com-
  pelled to visit the Old Ash upon the evening of 
  the winter solstice. There he plays for the faerie 
  ball held there, and prays to see the pipe’s former 
  owner so he can beg to return their property.
   
  The truth behind the Old Ash lies in its con-
  nection to the Silver Stag (p. 47). years ago the 
  forest god that was to become the stag fought 
  atop the hill where the Old Ash now grows. 
  So furious was the battle that a shard of the 
  god’s antler was broken off and trampled into 
  the ground. Over time this grew into the Ash. 
  Weapons crafted from the Old Ash are the only 
  weapon capable of slaying the Silver Stag. 
  ADVENTURE SEEDS
  •  Someone possessing knowledge that the 
  characters need dies, either naturally or sus-
  piciously, forcing the party to find a way to 
  contact the deceased. This could lead to an 
  ongoing haunting by the now restless spirit.
  •  A series of murders of holy men mirroring 
  those of Jareth begins in the area around 
  Tarpin Ford. This could be his spirit at work, 
  or a madman bent on continuing his legacy.
  •  A wise-woman claims a PC with a strange 
  ailment can only be cured by drinking tea 
  made from the Ash’s bark. But such tea brings 
  hallucinations, visions of old spirits and other 
  worlds, calling the character to a mission that 
  can only be performed by one of the living.
  
  4
  Friends or Foes
  FOLLOWERS OF FAITH
  Sister Dominique of Braeburg (p. 0), Father Corbin (p. 4) and Father Alessandro (p. 0)
  
  dragon Warriors
  4
  Rakov, Magus Lim
  Krarth Magus, vampire, and master of the undead
  RAKOV, THE MAGUS Lim, is a member 
  of the aristocratic Magi of Krarth (see Dragon 
  Warriors, pp. 155-157). 
   
  Rakov’s great dark keep lies in western 
  Krarth, among the forested foothills of the 
  Flint Knives on the Mercanian border, and he 
  rules these lands with a mighty fist. 
   
  Among the Magi and in the area around 
  his keep it is well-known that Rakov is a vam-
  pire, and that he demands his subjects give him 
  a young maiden every new moon to slake his 
  blood-thirst. Around half of these brides become 
  unranked Vampires (see Bestiary, pp. 84-85), 
  while the others rise from the dead as Zombies 
  (see Bestiary, p. 87), thanks to Rakov’s copious 
  stocks of Virus Lunare (see Dragon Warriors, 
  p. 141). These ‘wives’ roam across the lands of 
  Magus Lim uncontrolled, and occasionally into 
  Mercania, adding further fear to an already ter-
  rified populace of serfs and cottars.
   
   The keep houses numerous servants, a small 
  coterie of non-undead courtiers, and a guard 
  contingent of around fifty mercenaries drawn 
  from across northern Legend (treat all as 2nd-
  rank Barbarians). These rough troops follow 
  the orders of Guard Captain Hrorsten, a one-
  eyed renegade from Mercania (and 8th-rank 
  Barbarian), who has served the Magus Lim for 
  the best part of two decades. 
   
  The upper levels of the keep consist of living 
  chambers, a kitchen, feasting hall, a maze-like 
  library, and several watch-towers. The lower 
  and underground levels include an extensive 
  dungeon, torture chamber, various workshops 
  and cadaver-preparation chambers, a secure 
  treasury (assume a bountiful hoard; see Dragon 
  Warriors, p. 131) spell-trapped with Rakov’s 
  Rune (see Dragon Warriors, p. 87), and various 
  secret chambers containing Rakov’s crypt and 
  spare coffins.
   
  Rakov also owns several ships, which sail 
  from a secret base on the southern Mercanian 
  coastline and ply the waters of the Mergeld Sea. 
  The biggest of these is his personal black-sailed 
  flagship, a large cog named Night Beast. 
   
  Despite his undeath, the Magus Lim is 
  worryingly sane and lucid, although he tends 
  to talk in the third person, especially when 
  speaking a non-native language. His immedi-
  ate goals relate to a continued consolidation of 
  his regional power in this area of Krarth, linked 
  with an early warning and later eradication of 
  impending threats, such as vengeful peasant 
  demagogues, wandering adventurers, and vam-
  pire-hunting zealots. More long-term plans 
  concern an expansion of his foreign network 
  of spies and assassins, all furtively seeking out 
  ancient lore on undeath, followed by an even-
  tual expedition into the ruins of Spyte. 
  APPEARANCE
  Rakov is tall and thin, with an almost hairless 
  white complexion, and a face frozen forever in 
  a bestial scowl. Rakov is perpetually cloaked 
  
  4
  Friends or Foes
  in rich velvet robes of crimson and gold, and 
  his symbol, emblazoned on his pennant for the 
  Battlepits, takes the form of a spiny bronze ser-
  pent coiled on a field of scarlet. At all times he 
  carries his Wand of Necromancy (see below), a 
  sapphire-studded Frost Giant femur to which 
  has been nailed the skull of a Snow Ape whose 
  eye sockets contain two enormous rubies.
  CONTACTS 
  Owing to his condition, Rakov is on strained 
  terms with other Krarth Magi, especially those 
  with nearby domains, such as Aytarn, the Magus 
  Byl (see Dragon Warriors, p. 156). However, he 
  does have cordial relations with a minor rela-
  tive, Byl of the Blue Tower (see The Chronicles of 
  the Magi Book One: The Sword of Life), who, like 
  him is one of the risen dead. Both Rakov and 
  Byl are members of the Unholy Company of the 
  Eternally Damned, a secretive sect of powerful 
  vampires, best recognized by its five-pronged 
  symbol. Other followers include near-legendary 
  individuals such as Lord Abraxus of Kurland, 
  reputed creator of the Abraxus Stone, and Lord 
  Tenebron of Wistren Wood in Albion.
   
  Some say Rakov has a spy at the Rathurbosk 
  Bridge community, possibly Rauk the wizard or 
  Hiabuor the librarian (see Dragon Warriors, p. 
  155). 
  “More blood for Magus 
  Lim! More fiends to stalk 
  the tundra!”
  ADVENTURE SEEDS
  •  Rakov is one of those NPCs best used as an 
  eternal foe. Initially, players’ characters may 
  hear rumours about the Magus, or see his 
  black ship docked at port. Later, they could 
  encounter Rakov’s emissaries as they go 
  about their dark deeds abroad. Finally, the 
  characters might enter Krarth itself, whether 
  heading for the ruins of Spyte or the Bat-
  tlepits, and encounter the Magus’ wives, his 
  Battlepit champions, or even the Magus Lim 
  himself in all his undead glory.
  •  Bear in mind that despite being a vampire, 
  Rakov is very much part of the political 
  establishment in Krarth. The Krarth Magi 
  may hate each other, but they abhor interfer-
  ing outlanders even more, and any attempt 
  to slay Rakov, while rightly cheered by the 
  serfs and slaves, may be greeted with a far-
  reaching and long-ranging retributive action 
  by the remaining Magi, who are of course, 
  very evil and very rich.
  •  A recent disturbing rumour, given Rakov’s 
  interest in death and the undead, is that he 
  is emulating the feat of Magister Praetorius 
  and attempting to construct an undead golem 
  using Stygian Water (see Dragon Warriors, p. 
  179).
  Male Vampire, 9th-rank Sorcerer
  attack 16, wand (d6 +2, 5)  
  Armour Factor 2 
   
   
   
   
   
   
   
   
  (padded armour)
  defence 10 
   
   
   
   
  Movement 10m (20m)
  magical attack 26 
   
   
  stealth 18
  magical defence 17  
   
  evasion 7
  Health Points 28  
   
   
  perception 10 (darksight)
  Magic Points 23
  (Strength: 19; Reflexes: 18; Intelligence: 14; Psychic 
  Talent: 17; Looks: 9)
  Treasure and Equipment: Wand of Necromancy 
  (stores 12 Magic Points; see Dragon Warriors, pp. 32-
  33), padded armour, velvet robes, Shielding Charm 
  (see Dragon Warriors, p. 143), Ring of the Burning 
  Halo (15 charges; see Dragon Warriors, p. 144), flask 
  of Virus Lunare (see Dragon Warriors, p. 141), dagger, 
  d100 crowns, half of it in the form of rings and 
  jewellery. 
  Languages: High Cabbandari, Ancient Emphidian, 
  Bacchile, Arcane (all fluent and literate). Low 
  Cabbandari (fluent and spoken only). Beaulangue, 
  Latter Mercanian (intermediate and spoken only). 
  Elleslandic (basic and spoken only). Scripts known: 
  Arcane, Classic, Majestic, Emphidian.
  Special Abilities: Calligraphy, Alchemy, Artifice, 
  Wands (see Dragon Warriors, pp. 30-33). Mesmerism, 
  Partial Immunity to non-magical weapons, Healed 
  by blood and difficult to kill, Raise dead victims as 
  Vampires, Transformation (bat, wolf or mist) (see 
  Bestiary, pp. 84-85). Weaknesses: sunlight, running 
  water, garlic, crucifixes.
  
  dragon Warriors
  44
  Rocelin the Minstrel
  Singer of songs, teller of tales, and shaper of opinions
  ROCELIN IS A well-liked wandering min-
  strel who travels a peripatetic route through the 
  parts of the Lands of Legend frequented by the 
  adventurers. He is a regular at festivals, tourna-
  ments and gatherings, and is also heard in inns 
  and market-places. His repertoire includes the 
  popular chansons de geste, folktales of old heroes, 
  as well as more recent songs. He has a rich bari-
  tone voice, accompanying himself on the lute. 
   
  What sets Rocelin apart from other minstrels 
  and gleemen are his abilities as a gifted writer of 
  new songs, often with a satirical angle. It takes 
  him a couple of hours to turn recent events and 
  rumours into a new song, celebrating the deeds 
  of the valiant, or poking fun at villains, weak 
  nobles, corrupt leaders or inept heroes. 
   
  The adventurers are likely to cross Rocelin’s 
  path regularly. His songs will help to keep them 
  informed about what is going on across the 
  Lands of Legend. In person he can be a useful 
  source of rumours, background and folklore on 
  the local region; three of his abiding interests.
   
  More importantly, Rocelin will help to mark 
  the party’s growing stature as adventurers and 
  heroes. If they score a great victory, defeat an 
  evil menace or do something particularly brave, 
  selfless or spectacular while he is in the area (or 
  sometimes if he just hears of it), they will find 
  themselves as the heroes of his latest song. If 
  they do something cowardly, stupid or evil, the 
  same thing will happen—but the lyrics will be 
  derogatory and insulting, and funny.
   
  Because of Rocelin’s skill and renown, other 
  minstrels who hear his songs will take them 
  and sing them, and so the PCs’ reputation will 
  spread across the country and even the world. 
  They may find that their reputation—good or 
  bad—precedes them into new towns or for-
  eign regions. They may be treated as heroes, or 
  decide to travel under false names.
   
  If you use Rocelin as a regular character in 
  your game, make up names for the songs he sings 
  regularly, and couplets and verses from the ones 
  about the PCs. you don’t have to sing them.
  APPEARANCE
  Rocelin is below-average height and not par-
  ticularly handsome, but has a winning smile 
  and a charm that puts people at their ease. He 
  has long brown hair and a scar on his forehead. 
  Gold rings in his ears speak of a seafaring past, 
  but he never talks of his own history.
  CONTACTS
  Rocelin seems to know everyone. If he hasn’t met 
  them, he’s aware of them. He has songs about 
  Father Corbin, Delilah, Gaston the Wanderer, 
  Gerard Grisaille, Jasper and the Silver Stag.
  ADVENTURE SEEDS
  •  The subject of one of Rocelin’s songs has 
  taken offence and has put a price on the 
  minstrel’s head. Various ne’er-do-wells are 
  intent on collecting.
  •  Despite his interest in folklore, Rocelin will 
  never sing songs about the Fay. This is more 
  than simple superstition: the Fay respect his 
  talent and some pay him to perform at their 
  revels. If this were to become known, things 
  would not go well for Rocelin.
  Male, 2nd rank
  attack 10, shortsword  
  Armour Factor: 1 
  (d8, 3)  
   
   
   
   
  (padded leather)
  defence 6  
   
   
   
  Movement 10m (20m)
  magical defence 5 
   
  stealth 10 
  perception 6  
   
   
  evasion 4
  Health Points 5 
   
   
  Reflexes 13
  
  4
  Friends or Foes
  Sir Roderick of Pellard
  King’s Herald of Albion and Master of the Tournaments
  SIR RODERICK OF Pellard is one of the King’s 
  Heralds of Albion. In this role he travels the 
  country with a small retinue, overseeing the most 
  famous and prestigious tournaments. In most years 
  he acts as Master of the Fay Bridge Tourney.
   
  He maintains a register of armorial bearings 
  of knights and noble families, and is develop-
  ing a set of rules for heraldry within Albion. He 
  arbitrates disputes between families whose coats 
  of arms are too similar. His fairmindedness is 
  respected by almost all who come into contact 
  with him and he is often asked to settle more 
  complicated and serious arguments as well. 
   
  Sir Roderick has good connections within 
  the King’s Court at Ongus and many speculate 
  that his itinerant role was given to him as a way 
  of keeping such an honest and fair-minded man 
  away from the halls of power. He carries it out 
  as he would any other legitimately assigned 
  duty—as best he can. Without fear or favour, 
  and for the good of the kingdom. It is his duty.
  APPEARANCE
  Sir Roderick is a powerful straight-backed man 
  of about sixty, with a full head of almost white 
  hair. He walks with a pronounced limp, but this 
  is his only sign of infirmity. He is nearly always 
  seen in public fully armed and armoured, his 
  tabard bearing the King’s red lion quartered 
  with a green star on silver.
  CONTACTS
  Sir Roderick knows most of the senior nobles 
  of Albion. He especially seeks contact with 
  those he believes to be fundamentally decent 
  men such as Baron Aldred (see Dragon War-
  riors, p. 152), although he disagrees with Aldred 
  on how much loyalty is owed to the King. He 
  is distantly related to Baron Grissaile (see p. 
  27) and has taken an interest in the guidance of 
  his son. He is a confidant of King Hadric, and 
  takes pains to stay on Ealdun’s good side (see 
  p. 23) though he distrusts the dwarf’s motives. 
  He was an adventurer as a younger man, travel-
  ling alongside Mistress Marta (see p. 38). Sir 
  Roderick admires the work of the smith Gro-
  mark (see p. 31) commissioning him for custom 
  pieces and recommending him to others.
  ADVENTURE SEEDS
  •  Sir Roderick is always on the look-out for 
  young knights who he feels display the right 
  attitudes of chivalry, decency and loyalty. He 
  will try to persuade such knights to seek ser-
  vice with the crown or with a noble lord that 
  he has decided is worthy. 
  •  He may sometimes ask a particularly prom-
  ising knight to take service with a less than 
  honourable lord, to keep him and the crown 
  informed of what is happening within that 
  lord’s circle.
   
  Male, 9th-rank Knight
  attack 23, 26 with +3   
  Armour Factor 6
  sword (d8 +4, 7), or 24 
  with +1 dagger (d4 +1, 4)
  defence 17 
   
   
   
  Movement 10m (10m)
  magical attack –  
   
  stealth 15
  magical defence 11  
  evasion 7
  Health Points 19   
   
  perception 9
  (Strength 14, Reflexes 13, Intelligence 16, Psychic Talent 
  8, Looks 12)
  Treasure and equipment: Sir Roderick travels light, 
  depending on the hospitality of others. He may be 
  carrying one or more weapons made by Gromark.
  Skills: Swordmaster, Weaponskill (Sword)
  Languages: Elleslandic (fluent), Bacchile (fluent), 
  Algandarve (fluent), Beaulangue (fluent), Kurlish 
  (fluent). Scripts: Classic
  
  dragon Warriors
  46
  Sara the Weaver
  Spinner of fates and weaver of dreams
  SARA IS A spinner and weaver from the vil-
  lage of Pillaton in southern Albion. Unknown 
  to everyone including herself is the fact that 
  she is a Changeling. Left by faeries to replace 
  a stolen child, Sara has been raised alongside 
  the villagers of Pillaton, assuming herself to be 
  human just like them. 
   
  However, in her teens, she began to show 
  signs of what some call ‘the Sight’. Notably 
  she often sees things which others do not, and 
  seems to have an intrinsic insight into the mys-
  tical patterns of the land (in game terms, treat 
  Sara as if she continually has the Mystic abili-
  ties See Enchantment and Allseeing Eye active). 
   
  Occasionally while at the loom, the medita-
  tive monotony of the weaving causes her mind 
  to wander, and she has visions; sometimes 
  about people she knows, occasionally those she 
  does not. The predictions are wild and varied, 
  as often dire and grim as hopeful and uplift-
  ing. These images are expressed in her weaving 
  as subtle, mysterious tapestries, full of symbols 
  and iconography. There are no game rules for 
  this. The GM should use Sara’s abilities as a 
  plot device, to disseminate information.
   
  Sara is seen as something of a wise woman 
  in the village. People come to her with prob-
  lems: trouble conceiving children, finding lost 
  objects, or general advice. She occasionally 
  clashes with the clergy of the town’s church. It 
  would probably not take much to provoke them 
  into declaring Sara a witch.
  APPEARANCE
  Sara is a slight, unassuming woman, but when 
  provoked has a scathing tongue and caustic wit. 
  She dresses simply. Her eyes are bright, and her 
  smile cheerful. Her long dark hair is prematurely 
  grey, and she has an artist’s delicate hands. 
  CONTACTS
  Sara is well known in the area around Pillaton. 
  Many locals own clothing made by her, but some 
  shun her as the local priest considers her work 
  to be akin to witchcraft. At the GM’s discre-
  tion, her reputation may have spread further.
   
  She has a long and fast friendship with Mal-
  colm the Smith (p. 37), seeing him as a kindred 
  spirit. She cares for him as if he were a younger 
  brother, despite him being a few years older.
  ADVENTURE SEEDS
  •  When they are in Pillaton visiting Malcolm 
  the Smith (or for any other reason) Sara has 
  a vision about one or more of the characters. 
  •  Sara is finally branded a witch by the parish 
  priest, and the PCs become involved in the 
  accusations, either defending her, or collect-
  ing evidence for the church.
  •  A Fay or someone with Elfsight recognises 
  Sarah as a Changeling and she must flee the 
  village and seek friends and a life elsewhere.
  Female, 1st rank
  attack 6, bodkin (d3, 3) Armour Factor 0 
  defence 5  
   
   
   
  Movement 10m (20m)
  magical attack –  
   
  stealth 10
  magical defence: 11  
  perception 14  
   
  Reflexes 8  
   
   
   
  evasion 5
  Health Points 9
  Equipment: Spinning wheel, loom, unspun wool, spun 
  wool, knitting needles, 1d6 florins, 1d20 pennies.
  The Fay-Cloth: in addition to the symbolic, mystical 
  tapestries Sara weaves, her cloth has an additional 
  property, not known to any human including herself. 
  Anyone wearing cloth made by Sara is identified by 
  the Fay as ‘friendly’ and left alone. Indeed, the Fay 
  may even offer subtle aid if they come across a wearer 
  in need. For example, an animal track may appear, 
  helping the wearer find his way when lost in the forest.
  
  47
  Friends or Foes
  The Silver Stag
  Legendary beast of Dimadrin Wood
  IN ALBION THE bards tell tales of the Silver 
  Stag of Dimadrin. In these stories the Stag is 
  alternately a saviour of the weak and punisher 
  of the wicked. No two tales agree but one point 
  is common to them all; the legendary and noble 
  beast makes its home in a hidden valley deep 
  within Dimadrin Wood in central Albion.
   
  The origin of the Silver Stag is lost to the 
  mists of time but some pagan sages whisper 
  that it is a remnant of the forest God, Kaeranos, 
  who disappeared with the coming of the Selen-
  tine Legions. Regardless of its true origin, the 
  Stag has attracted knights and wise men to the 
  borders of Dimadrin for hundreds of years. The 
  tales claim that if a man can prove his worth to 
  the Stag he will receive its blessing; though the 
  tales are vague about the nature of the blessing 
  and how a man could prove his worth.
   
  Twice a year, on the nights of the vernal and 
  autumnal equinoxes, the local peasants hold 
  feasts to honour the Silver Stag, claiming that 
  it protects them from evil. Nobody knows for 
  sure if this is true but a few years ago a particu-
  larly brutal local lord was found murdered while 
  hunting in the woods, his armour pierced as if 
  by many long knives. The lord’s son claimed he 
  was assassinated by vengeful peasants but others 
  point out that the lord’s pack of vicious hunting 
  hounds were found cowering nearby and died 
  soon after for no apparent reason.
  CONTACTS
  An obscure folk tale connects the Silver Stag 
  with the Old Ash of Tarpin Ford (see p. 40). 
  The tale says that the Silver Stag slew a great 
  unnamed evil on the hilltop where the Ash now 
  stands. To keep the evil from rising again the 
  Stag shed its antlers which transformed as they 
  hit the ground, becoming a great ash tree.
   
  Rocelin the Minstrel (see p. 44) knows much 
  of the folklore surrounding the Silver Stag’s 
  origin and nature, though he has no idea how 
  much of it is true.
   
  As a young man, Sir Roderick of Pel-
  lard encountered the Silver Stag in Dimadrin 
  Wood. He does not speak of it today. Mistress 
  Marta, who was with him at the time, knows 
  that something happened between the two of 
  them but did not see the stag herself. 
  ADVENTURE SEEDS
  •  Legend says that the only thing that can 
  kill the Silver Stag is an arrow made from a 
  branch of the Old Ash of Tarpin Ford. The 
  villagers beg the PCs to help them when 
  a group of mercenaries arrives in the area 
  parading a branch torn from the enchanted 
  tree and looking to arrange a hunting party.
  •  A PC’s love-interest insists that she could 
  only marry someone pure of heart. She 
  demands that the PC prove his worth by 
  obtaining the blessing of the Silver Stag.
  Rank-equivalent: 12th
  attack 28, antlers   
   
  Armour Factor 6 
  (d10, 7) 
   
   
   
   
  (enchanted hide)
  defence 18 
   
   
   
  Movement 20m
  magical attack 0  
   
  stealth 25
  magical defence 15  
  perception 14
  Reflexes 16  
   
   
   
  evasion 7
  Health points 40
  Special: The Stag can make a 1d10 strength fright 
  attack against those with evil in their hearts.
  Treasure: The blessing of Kaeranos. This blessing is 
  only bestowed on the most noble of men and can be 
  whatever the GM wants, making it more of a story 
  element. At the GM’s option the blessing may, for 
  example, remove the curse visited by killing Garambar 
  in the adventure ‘Sins of the Fathers’ in the adventure-
  book Sleeping Gods.
  
  dragon Warriors
  48
  Tarquil, Earl of Casseille
  Penniless nobleman and desperate father
  THE EARL OF Casseille does not sleep well at 
  night. His Earldom consists of extensive lands 
  in north-western Algandy but most of these are 
  covered in dense forests or set in mountainous 
  terrain. The Earl is almost broke and the pan-
  creator has blessed him with six daughters… 
  their dowries alone will beggar him. Tarquil is 
  desperate to find a few good men who he can 
  trick into marrying his daughters in exchange 
  for worthless lands.
   
  The worst part of it all is that the Earl truly 
  loves his daughters, but fears that they will never 
  make a good match. Esmerelda, Amelia, Cas-
  sandra, Merideth and Arabella are all blessed 
  with sweet dispositions but cursed with looks 
  that would make a goat sick. Tarquil’s youngest 
  daughter Sophia is a true beauty but according 
  to Algandy tradition her older sisters must be 
  married before she can take a husband.
   
  A few months ago, after weeks of failed mar-
  riage negotiations in Carind the Earl came up 
  with a bright idea. He would seek out foreigners 
  who did not know of the quality of his lands or 
  his daughter’s homely looks and make propos-
  als to them. The heroes may encounter Tarquil 
  on one of his frequent suitor-seeking voyages 
  as the Earl likes to meet his daughters’ suitors 
  first-hand; he is desperate but will not engage 
  his children to evil or crazed men.
  CONTACTS
  Tarquil wasn’t too careful about who he sent his 
  initial marriage messages to. One of his propos-
  als made it to the keep of Rakov, the Magus 
  Lim of Krarth (see p. 42). What the Magus 
  makes of this is yet to be seen. 
   
  Sir Roderick of Pellard is famous throughout 
  the western lands and Tarquil made sure that he 
  received an offer to discuss a possible marriage 
  to one of his sons. Failing that, the Earl is aware 
  that Roderick knows a good many nobles and 
  might be able to arrange introductions to a few 
  eligible bachelors.
  ADVENTURE SEEDS
  •  The Earl knows that most seasoned adven-
  turers are quite wealthy. He invents a prob-
  lem that requires adventurers to solve and 
  then offers his daughter’s hand in marriage 
  (and extensive lands, albeit on the side of a 
  mountain) as a reward. Of course, the daugh-
  ter that the hero sees is Sophia, and the one 
  he is to marry is Cassandra.
  •  Sophia goes missing while travelling with 
  the Earl. Tarquil begs the PCs to help him, 
  unaware that this daughter, despairing of 
  ever being married, has run off with a hand-
  some and roguish knight.
  Male, 3rd-rank Knight
  attack 15  
   
   
  Armour Factor 0, or 5 in plate 
   
   
   
   
   
   
  armour
  defence 9  
   
   
  Movement 10m
  magical attack 0  
  stealth 13
  magical defence 5 
  evasion 4
  Reflexes 11  
   
   
  perception 5
  Health points 13
  Treasure: The Earl wears a lot of expensive clothing 
  and jewellery when meeting prospective husbands so 
  as to give the impression that he is very wealthy. In an 
  emergency and in an area with plenty of merchants 
  his clothing and jewellery could easily be traded for a 
  couple of trained warhorses.
  “Have you met my 
  daughter Sophia? She’s 
  quite the beauty, isn’t she?”
  
  49
  Friends or Foes
  Captain Thallson
  Melancholy sailor-elementalist ploughing the cold seas
  AT THE HEAD of his long-ship, the mage 
  Captain Thallson stands as its figurehead. 
  Despite the sadness in his voice, when he stands 
  magically commanding the elements at the 
  height of a storm at sea, his voice is loud and 
  brutal enough to challenge even the thunder 
  and the lightning.
   
  Captain of the small longship Herkir, which 
  means ‘enduring’, Thallson commonly sails 
  the coast of Thuland and the northern Thulan 
  islands. He will carry passengers and goods to 
  Glissom and Ereworn, or as far as the Merca-
  nian coast on the Rymchaeld Sea. However he 
  refuses to sail south of Brymstone, no matter 
  what he is offered, saying only that he needs to 
  remain in colder waters. Herkir can most com-
  monly be caught at Beltayn, Brymstone and 
  Katorheim, although Thallson does not neglect 
  smaller ports where merchants and travellers 
  might need his services.
   
  Thallson’s command of wind and water 
  means that the crew of the Herkir is only small. 
  A dozen look after the sail, maintain the vessel 
  and see to the needs of passengers and cargo. 
  Most of the crew has been with the Herkir for 
  many years and are used to and comfortable 
  with Thallson’s melancholy demeanour. They 
  amiably challenge his sad songs by follow-
  ing them with rousing shanties. Thallson just 
  smiles, happy enough to laugh at himself.
   
  Thallson was born and raised close to Kator-
  heim. His father and his uncles were part of a 
  long-standing family business of shipbuilding. 
  Family tradition maintained that a seventh 
  child born to a couple in the family should be 
  sent away to become an elementalist’s appren-
  tice. Thallson left his family with reluctance, but 
  with a desire to honour tradition. In recent years 
  his contact with his immediate and extended 
  family has been infrequent but cordial, and he 
  still tries to attend significant family celebra-
  tions and anniversaries.
   
  As an apprentice, Thallson struggled with 
  magic for several years and he began to despair 
  of successfully mastering the elements, consid-
  ering returning to his family in shame and fail-
  ure. Sailing alone to a remote Thulan island, he 
  stood on a jutting sea-swept rock and cried out 
  into the wind, promising anything to the gods 
  of the sea if they would only give him the talent 
  he craved. 
   
  His rash words caught the attention not of 
  gods but of something older and more terrible: 
  a spirit with a body of ice-crushed keels and 
  frost-shattered stone, limbs like frozen spars, 
  and draped in rimed loops of rope; icicle-fanged, 
  with frozen tears for blood and the howling 
  
  dragon Warriors
  0
  northern winds for breath appeared before him. 
  The spirit’s offer was simple: a tangible magical 
  gift to aid Thallson, in return for his absolute 
  obedience when the spirit finally called for him 
  to honour his promise of ‘anything’. Desperate 
  and in terrified awe, Thallson agreed… and he 
  has despaired ever since.
   
  Thallson has not the slightest knowledge of 
  what this monstrous spirit will call upon him 
  to do when the time comes, although he knows 
  he must never sail or walk south of the borders 
  of Thuland and Ereworn. He suspects, though, 
  that it will involve terrible, icy death. This lack 
  of knowledge and the fear it brings has worn 
  away at his soul with the relentless weight of a 
  glacier, and accounts for his demeanour and pre-
  occupation with stories of tragedy and despair. 
  However, he remains melancholy rather than 
  maudlin, and he is perhaps far stronger in spirit 
  than he believes himself to be.
   
  Thallson’s magical harp reduces the Magic 
  Point cost of all spells and mundane uses of raw 
  elemental power connected to air and water 
  by one. This means that the simplest magic is 
  effectively free. The harp functions as both an 
  Aeolian harp and crystal of pure spring-water. 
  However, the harp’s magic only works for Thall-
  son… or someone else who has made the same 
  bargain.
  “The sea is not my mistress; 
  it is my master.”
  APPEARANCE
  Thallson is tall, lean and long-limbed, his flow-
  ing hair like strands of spun ice. His hooded 
  cloak is the dark blue of deepening night. 
  Always, he carries his harp of black wood, 
  inlaid with mother-of-pearl, on which he plays 
  mournful ballads of the cruel seas. 
  CONTACTS
  As a ship’s captain, Thallson has had dealings 
  with many travellers, merchants and other cap-
  tains, and his name is recognised by those Mer-
  canians who still follow their older traditions 
  or raiding and piracy. Thallson once carried 
  Father Corbin (see p. 14) aboard the Herkir and 
  recognised a man carrying a burden not entirely 
  unfamiliar. When they meet, he offers the priest 
  free passage to wherever he is going. 
   
  Although they do not know one another, it is 
  possible that Grifter Grimm (see p. 26) might 
  be hired to acquire Thallson’s harp for a jealous 
  elementalist or bard. Thallson might hire the 
  characters to retrieve it if it is taken south of 
  Brymstone, or they might even be involved in 
  the theft!
  ADVENTURE SEEDS
  •  Thanks to his command of wind and water 
  Thallson can offer a much faster journey 
  than other captains, perfect for characters in 
  a hurry or chasing someone.
  •  Thallson collects songs, poems and stories 
  that tell of sadness, loss and woe, and asks 
  the characters to seek out and record new 
  ones for him, especially those from lands 
  south of Brymstone.
  •  Thallson is one of the few captains willing 
  to sail to the far northern Thulan islands and 
  the Mercanian coast in the depths of winter 
  or during stormy weather.
  •  The characters acquire a mysterious old 
  sealskin map charting a course through the 
  northernmost Thulan islands to an unex-
  plained X, but Thallson is the only captain 
  who recognises the destination: the rocky 
  island where he made his pact.
  Male, 9th-rank Elementalist (water)
  attack 13, enchanted   
  Armour Factor 0
  dagger +1 (d4+1, 4)
  defence 7  
   
   
   
  Movement 10m (20m)
  magical attack 24  
  stealth 15
  magical defence 14  
  perception 7 (normal)
  Reflexes 14  
   
   
   
  evasion 6
  Health Points 12  
   
  Magic Points 27/9/9 
  Treasure: 200 florins, Potion of Dexterity, Healing 
  Potion, Theriac, Potion of Night Vision.
  
  
  Friends or Foes
  Thomas and William
  Brothers in ales, with trouble brewing
  THOMAS AND WILLIAM are brothers 
  from a long line of respected brewers in Albion. 
  While their home and brewhouse is just outside 
  the city of Clyster, they can be found at festivals 
  throughout the land, and their ales and beers are 
  welcome at any fair. People travel far to try their 
  seasonal ales and their family recipe, rumored 
  to have come from ancient Marazid, but now 
  outlawed in that alcohol-free land.
   
  Unfortunately they have more than their 
  share of brotherly rivalry between them. 
   
  Thomas is the face of the family business:
  handsome, well-spoken and agreeable. He is 
  also a shiftless, lazy, narcissistic spendthrift. 
  Just under six feet tall, with a strong jaw and 
  shoulder-length blond hair, Thomas draws the 
  attention of ladies wherever the brothers travel. 
  However, he knows next to nothing of the craft 
  and business of brewing, leaving such menial 
  concerns to his older brother, William.
   
  William is the opposite of Thomas: short, 
  stocky, prematurely bald, a penny-pincher, and 
  yet almost magical in his skill as a brewmaster. 
  He is also introverted: sweating and hyper-
  ventilating when approached by an attractive 
  woman, and desperately flustered when spoken 
  to by any of a higher social class than he. Prone 
  to agoraphobia, and panic attacks in crowds, he 
  cannot handle public appearances at all.
   
  William generally keeps to himself, concoct-
  ing the latest seasonal ales, perfecting new beers 
  and watching over the brewing of the family 
  recipe. He is desperately jealous of Thomas’s 
  confidence, stature and amiability. On more 
  than one occasion he has sabotaged their ales, 
  mildly poisoning a batch (not to the point where 
  anyone would die, but many might become ill) 
  or breaking barrels so that the brew leaks out en 
  route—all so that Thomas would suffer a loss of 
  face or momentary humiliation.
   
  Thomas is unaware of these little sabotages, 
  chalking them up—when they occur—to bad 
  luck. Even more frustrating to William is Thom-
  as’s ability to smooth over these incidents.
  CONTACTS
  Thomas and William are known across the land. 
  They have contacts at many levels of society, 
  from farmers who supply their barley, to lords 
  who claim entire batches of their seasonal ales.
  ADVENTURE SEEDS
  •  A person of some importance becomes ill and 
  dies when William poisons a barrel of brew. 
  •  Thomas’s mouth, or maybe one of his amo-
  rous encounters, comes back to haunt the 
  brothers. The PCs are called in to sort it out.
  •  When tapping a barrel for a festival, a corpse 
  is found within. How did it get there?
  Thomas the Brewer: male, 1st rank
  attack 9, dagger (d4,   
  Armour Factor: 0 (none)
  3 points)
  defence: 5  
   
   
   
  Movement: 10m (20m)
  magical attack –  
   
  stealth: 10
  magical defence: 3  
  perception: 6
  Health Points: 6 
   
   
  evasion: 3
  Equipment: Travelling clothes, festival clothes, purse 
  containing 3d6 florins, small knife at belt. 
  William the Brewer: male, 1st rank
  attack: 8, dagger (d4,   
  Armour Factor: 0 (none)
  3 points) 
  defence: 6  
   
   
   
  Movement: 10m (20m)
  magical attack –  
   
  stealth: 12 
  magical defence: 3  
  perception: 9
  Health Points: 5 
   
   
  evasion: 4
  Equipment: Travelling clothes, tasting tankard, purse 
  containing 2d6 florins, notebook, quill and inkpot, 
  small knife at belt, walking stick. 
  
  dragon Warriors
  
  Tsef Amashin
  Shipwrecked trader and Marijah contact
  TSEF AMASHIN HAS spent a lifetime trad-
  ing between Mungoda and lands of the Ta’ashim 
  faith, dealing in spices, fragrant woods, gold, 
  gems and tribal artefacts, with bases in the ports 
  of Paru and Kiri Umoor. 
   
  Half a year ago, on a voyage to expand his 
  business into the Coradian Sea, his vessel Dawn 
  Courser was shipwrecked off a rocky stretch of 
  coastline near Ferromaine. The cargo was gold 
  and other valuables, a joint venture between 
  Tsef and a prince from Kiri Umoor to set up a 
  trading legation with the rich merchant families 
  of Ferromaine. Tsef alone survived, a stranger 
  in an incomprehensible new land. Now he ekes 
  out a poor living on the streets of Ferromaine, 
  scheming for ways to salvage his ship, return 
  home and regain control of his trading empire. 
   
  Tsef ’s youth was spent in a Marijah Assassin 
  sect in the river-port of Amasa’im, and he is not 
  as helpless as appearances may suggest. How-
  How-
  ever, he keeps a low profile as those who seek 
  him may not have his best interests in mind. 
  The prince has sent agents north to find out 
  what happened to the gold, and the merchant 
  lords of Ferromaine are likewise searching for 
  the missing trade mission. 
  APPEARANCE
  A grey-haired native of Opalar, clad in rag-
   grey-haired native of Opalar, clad in rag-
  ged clothes, with a dagger up one sleeve, and 
  a small pouch of money slung around his neck. 
  He barely speaks the local language.
  CONTACTS
  Prior to his shipwreck, two of Tsef ’s most trusted 
  contacts were Tuanku (p. 54), and Mhysse (p. 
  39), for her skill in identifying ancient artefacts. 
  In Ferromaine, Tsef recognised Itz!!kung (p. 
  33) both as a fellow exile, and a key to future 
  glory. If you run the adventure ‘Mungoda Gold’ 
  (Sleeping Gods, pp. 64-81) then Tsef may be a 
  useful ally for Melano Fiorensca’s venture.
  rensca’s venture.. 
  ADVENTURE SEEDS
  •  The first contact that players’ characters may 
  have with Tsef is right after his shipwreck, 
  when he appears as a new and rather menac-
  ing beggar on the streets of Ferromaine.
  •  Following that, the characters become aware 
  of strangers in the city, searching for a man 
  who looks like Tsef. They may be friendly 
  operatives from his merchant outfit, agents
  merchant outfit, agents 
  of the Kiri Umoor prince, or even Marijah 
  enemies from his past. 
  •  If Tsef is restored to his previous life, he can 
  be a valuable contact for the characters, with 
  a web of influence that covers the southern 
  ports of Mungoda and the Ta’ashim.
  Male, 8th-rank Assassin
  attack 20, dagger (d4 +1, 3)  Armour Factor 0
  or fist (d6, 3)
  defence 9  
   
   
   
   
  Movement 10m (20m)
  magical defence 12  
   
  stealth 25
   
   
   
   
   
   
   
   
  evasion 7
  Health Points 17  
   
   
  perception 16 
  (Strength: 9; Reflexes: 15; Intelligence: 11; Psychic Talent: 
  16; Looks: 8)
  Treasure and Equipment: dagger, d20 matapans.
  and Equipment: dagger, d20 matapans.
  , d20 matapans.
  Languages: Opalarian, Nascerine (all fluent and 
  literate). Several Mungodan dialects (such as Tenuk
  Several Mungodan dialects (such as Tenuk 
  (Dragon Warriors p. 55)) (all
   (all fluent and spoken only). 
  Coradian Traders’ Argot (intermediate and spoken 
  only). Scripts known: Jezant.
  Special Abilities: (see Dragon Warriors, pp. 42-48) 
  Armour Piercing, Shock Attack, Unarmed Combat, 
  Inner Sense, Memorize, Meditational Trances 
  (Light, Darkness, Water, Earth, and Void), Breakfall,
  , and Void), Breakfall,
   and Void), Breakfall, 
  Climbing, Jumping, Pilfer, Pick Lock, and Tracking.
  
  
  Friends or Foes
  THE  GREAT  AND  THE  GOOD
  Baron Darcheaux (p. 6), Duke Alonso (p. ) and Baron Grisaille (p. 7)
  
  dragon Warriors
  4
  Tuanku
  Powerful diplomat with a hidden past and a dangerous legacy
  TUANKU FIRST CAME to the attention of 
  the Emir of Marazid in the port of Kiri Umoor, 
  arriving with a shipment of spices from the far 
  south. She was brought into the Emir’s house-
  hold and soon caught the old man’s eye, becom-
  ing his fifty-third wife. However the strange 
  occurrences that seemed to accompany her soon 
  led to her falling out of favour.
   
  It was only when it was noted by the first 
  wife that the girl had a gift for languages and a 
  good head for numbers that she was delivered 
  from life within the confines of the harem. The 
  Emir made her one of his representatives and 
  she almost immediately secured a supply route 
  through Badawin territories to the north. 
   
  Tuanku’s life did not begin on the docks of 
  Kiri Umoor, however. It began three hundred 
  and twelve years ago on the westernmost island 
  of a vast southern archipelago. Her name was 
  Samudra and she was the young and beauti-
  ful bride of a powerful local merchant-prince. 
  She was beaten regularly by him for not falling 
  pregnant, so she went to dukan (sorcerers) to 
  find a way of falling pregnant. Eventually she 
  did, but the child was stillborn.
   
  Enraged, her husband strangled the life 
  from her; the dead child’s eyes staring up at its 
  mother’s murder as the pool of her black blood 
  soaked into the earthen floor. 
   
  The next month a child went missing from 
  a nearby village, the next, a farmer was found 
  dead with his body gutted and organs van-
  ished, and the next a certain merchant-prince 
  was found butchered and castrated within his 
  locked house.
   
  The attacks continued for the better part of 
  three centuries. Sometimes years would pass but 
  always she would return. Strange cries would 
  echo in the tropical night, and the delicate 
  scent of orchids underlaid by a horrible smell 
  of putrescence announced her presence. Her 
  screams echoed in the distance when she stood 
  before you and her whispers reached your ears 
  only when she was far away. She was described 
  as a young pale woman in a white shroud with 
  a mane of rich black hair; to see her was said to 
  presage your own death. Few ventured out after 
  dark if they could help it.
   
  One day an old man arrived in the area from 
  a distant island and agreed to help them to 
  lift the curse. The local people had seen dark 
  sorcerers and great swordsmen destroyed, and 
  asked him how he would defeat her. He held 
  up a simple iron nail in his arthritic fingers and 
  walked off into the moonlit jungle.
   
  Three days later, a young ragged woman 
  dressed in a torn and dirty white shroud stum-
  bled into the port town of Berlak. She was easy 
  prey for the opportunistic captain of the mer-
  chant-ship Kepah and soon found herself in the 
  crowded hold of the cargo-vessel. 
   
  Tuanku means ‘princess’ in her local dialect, 
  it was the name the Minji captain dubbed her 
  with. She does not recall her own name or her 
  previous existence except for within strange and 
  horrifying dreams.
  “I will not speak of it. 
  Why do you dwell on the 
  past when there is so much 
  future to be arranged?”
   
  There is a nail in the back of Tuanku’s neck 
  between her vertebrae. To her it is invisible and 
  intangible. Others may occasionally catch a 
  glimpse of it but it is difficult to notice without 
  the use of spells or the like, and as she wears her 
  
  
  Friends or Foes
  hair long it is unlikely to be discovered without 
  careful inspection.
   
  When confronted with scenes similar to her 
  own death the nail works itself loose a little and 
  those around her detect the overpowering scent 
  of orchids. If the stimulus continues then the 
  nail will shift further and a scent of rotting flesh 
  will flood the area before fading.
   
  Remaining in the presence of the stimulus 
  her voice takes on an unworldly quality. Her 
  whispers become shouts, her shouts whispers. 
  She will likely begin to panic as floods of mem-
  ory begin to return. If allowed rest and peace 
  for a day or more the nail will resettle and the 
  strangeness will cease, it will do so immediately 
  if she is exposed to the scent of banana flowers.
   
  Removing the nail is a very bad idea. Tuanku 
  will cease to exist, her body will rot away to dust 
  in a matter of moments and that will appear to 
  be the end of things. Some days later the kill-
  ings will begin again. If things progress to this 
  stage treat the risen creature as an embodied 
  Barudath (see Bestiary, p. 74) with maximum 
  health points.
   
  A number of strange happenings may occur 
  around Tuanku. These include the disappear-
  ance of small objects, feelings of being watched 
  and occasional snatches of childish laughter. All 
  of these are due to the spirit of her dead child 
  which was never separated from her in the flesh 
  and thus remains with her in death. The ghost 
  child (toyol) is harmless but those who catch a 
  glimpse of a grey-fleshed newborn standing on 
  two legs and giggling to itself may be discon-
  certed. Tuanku herself cannot see or hear the 
  toyol in life or undeath.
  APPEARANCE
  Tuanku appears to be a quiet but ambitious 
  young woman in her twenties, with long black 
  hair and olive skin. She often wears a long 
  wrapped piece of cloth paired with a fitted 
  shirt in preference to traditional Ta’ashim dress, 
  and wears a long fur-trimmed double-breasted 
  Khanate coat when travelling in colder climes. 
  She is pictured on page 9.
  CONTACTS
  Tuanku can be found wherever the Emir of 
  Marazid (see Dragon Warriors, p. 165) requires 
  her to be, whether it is negotiating trading terms 
  with such worthies as Tsef Amashin (see p. 52), 
  transporting sensitive information, contracting 
  the services of Mhysse of Chaubrette (see p. 39) 
  as a provider of distracting baubles for the Emir 
  or inspecting yet another prospective wife for 
  her husband as far afield as Analika, Emphidor 
  or the Azure Coast. 
  ADVENTURE SEEDS
  •  Making a representation to Tuanku is prob-
  ably the least expensive and most pleasant 
  method of gaining an audience with the 
  Emir.
  •  The companions may be hired as investi-
  gators by a ruler or merchant who is host-
  ing Tuanku’s retinue and is troubled by the 
  strange happenings in his dwelling since 
  their arrival.
  •  Lore or knowledge of the pontianak is for 
  the most part restricted to the archipelagos 
  of Tuanku’s homeland; though it is likely 
  that there are snatches of lore amongst the 
  writings of Khitan and Minji tomes on the 
  subjects of the undying and the undead.
  Pontianak, rank equivalent 2
  attack 12  
   
   
   
  Armour Factor 0 (silk and 
   
   
   
   
   
   
   
  cotton; AF 1 with jacket) 
  defence 6  
   
   
   
  Movement 10m ( 20m) 
  magical attack –  
   
  stealth 12
  magical defence 4 
   
  evasion 3  
   
   
  Health Points 6 
   
   
  perception 4
  (Strength 9; Reflexes 12; Intelligence 16; Psychic Talent 
  12; Looks 16)
  Treasure and Equipment: Rich clothing, quill, official 
  documents, parchment, 200-500 florins worth of 
  stones and jewelry, a Seal of Marazid ring.
  She speaks fluent Nazerine, intermediate Opalarian, 
  intermediate Coradian Traders Argot, a number of 
  Mungodan languages to the intermediate and basic 
  level. She is of course fluent in the languages of her 
  homeland. Tuanku can learn a language to basic level 
  within a week of exposure to it.
  
  dragon Warriors
  6
  Lucio Vassilvio
  Miscreant son of a noble house
  LUCIO IS A son of a minor branch of Fer-
  romaine’s great Vassilvio family. Intelligent 
  but spoiled, he used his wealth and position to 
  enjoy the high life—young ladies, good par-
  ties and occasional indiscretions in the name of 
  fun, secure in the knowledge that the head of 
  his family would pay whatever was necessary to 
  avoid embarassment to the family name. 
   
  He finally went too far when a dispute over a 
  gambling debt incurred in a fixed game of cards 
  lead to the death of a family retainer. While his 
  debts were cleared and additional money laid 
  out to deal with the problems he had caused, 
  his uncle made it quite clear to him that this 
  was the last time that would happen and that 
  he would no longer be welcome in Ferromaine 
  or anywhere the Vassilvio family might gather. 
  Lucio now searches for a way to maintain the 
  lifestyle to which he has become accustomed, 
  outside of his family’s control and protection.
   
  He is likely to be found in a tavern in any 
  port town surrounding the Coradian Sea that 
  lie outside of Ferromaine’s border. Whenever 
  he has enough money to maintain the appear-
  ance of a wealthy young gentleman he will make 
  himself visible in his efforts to impress others 
  and to find opportunities—perhaps around a 
  card table—of making even more money.
   
  Lucio is intelligent enough to maintain a 
  reserve of cash that he will only draw upon if he 
  becomes desperate. Whenever he approaches 
  this state, he moves to cheaper accommodation 
  and seeks to draw upon his skills as an adven-
  turer. He is not fussy about the work he under-
  takes at these times, he will work as a mercenary 
  or bodyguard if necessary, but his preference 
  is to find something exciting to do. Treasure-
  hunting and exploration are his preferences and 
  things he has come to enjoy. Lucio will look for 
  other adventurers who are seeking companions, 
  or if he has a current lead will quietly approach 
  likely looking groups to see if they are interested 
  in joining him on an undertaking.
   
  Though dishonest when dealing with strang-
  ers or those he regards as less important than 
  himself, Lucio does have some sense of hon-
  our and a strong desire to be seen as chivalrous. 
  Not religious enough to go on a Crusade, he 
  nonetheless feels a connection to the traditional 
  ideas of knightly behaviour, today more strongly 
  observed in the northern kingdoms than his own 
  homeland of Ferromaine. He would be eager to 
  participate in a tournament if an opportunity to 
  do so presented itself, both for the experience 
  and the potential to obtain a sizeable ransom 
  in the mêlée (see Dragon Warriors, p. 197). He 
  would be eager to make the acquaintance of any 
  person he saw as representative of his ideal of 
  knightly behaviour.
   
  Through all of his adventuring Lucio hopes 
  to achieve enough fame and recognition to be 
  able to return home safely. He has accepted his 
  current lot in life but he has no desire to remain 
  an outcast from his family and an exile from 
  his homeland for the rest of his life. He knows 
  that if he can acquire enough wealth and status 
  to convince his uncle that he will no longer be 
  a drain on the family’s resources and if he can 
  foster a reputation that enhances the Vassilvio 
  name in the eyes of the world, that he will be 
  welcomed home with open arms. It is his fer-
  vent hope that someday he will make that hap-
  pen. youth is a time for indiscretion but a youth 
  still hopes to be more than that someday.
  APPEARANCE
  Lucio is a tall, slim, and attractive man in his 
  early twenties with shoulder-length black hair 
  and blue eyes. He wears his adventuring gear 
  
  7
  Friends or Foes
  when he is engaged in activities that require it 
  but at other times he will be found in hose and 
  tunic, richly embroidered, as befits a young man 
  of means.
  CONTACTS
  Forbidden to enter Ferromaine, Lucio has been 
  cut off from easy access to many of his old 
  friends. However, should they leave the borders 
  of the League he will always be eager to travel 
  alongside such childhood friends as Marco Sen-
  friti (see Dragon Warriors, p. 195) or Flodorien 
  Sentapolo (see Dragon Warriors, p. 196). He has 
  recently been adventuring in the company of 
  Xaxamedes (see p. 59).
  “Honour. Yes. Duty, 
  certainly. But without 
  a little fun in life, is 
  there really any point to 
  anything else?”
  ADVENTURE SEEDS
  •  Lucio’s desire to make a great deal of money 
  quickly means he is always seeking compan-
  ions willing to explore the legendary under-
  worlds and ruins. He is particularly eager to 
  find others willing to explore the Tombs of 
  Kala (see Dragon Warriors, p. 177).
  •  After winning a significant amount of money 
  in a game of chance that wasn’t entirely hon-
  est, he may seek to engage a likely looking 
  group of people to escort him back to his 
  lodgings.
  •  If losing at a game of chance, he may try 
  to pay off his debt by offering information 
  about an adventuring opportunity which he’d 
  be very willing to let the others accompany 
  him on, with any treasure they share more 
  than making up for this gambling debt.
  •  He may try to seduce an attractive female 
  character.
  Male, 4th-rank Knight
  attack 16  
   
   
   
  Armour Factor 5
  defence 10 
   
   
   
  Movement 10m (20m)
  magical attack –  
   
  stealth 14
  magical defence 6 
   
  evasion 4
  Health Points 15  
   
  perception 6
  (Strength 11, Reflexes 12, Intelligence 15, Psychic Talent 
  12, Looks 16)
  Languages: Angate (fluent), Coradian Trader’s 
  Argot (fluent) Bacchile (intermediate), Beaulangue 
  (intermediate), Elleslandic (intermediate), Kurlish 
  (intermediate), Algandarve (basic), Kurlish (basic)
  Scripts: Classic
  Treasure and equipment: When adventuring or 
  whenever he feels under threat and it is not totally 
  inappropriate to be armoured, Lucio wears a suit of 
  fine plate armour with a magical shortsword (d8 +2,5) 
  by his side. His only other unusual items are a Love 
  Philtre that he obtained on an earlier adventure, and 
  which he will tell others he carries only to keep it out 
  of the wrong hands; and a set of high-quality playing 
  cards, the backs of which contain subtle and deniable 
  markings that give him an advantage when he can 
  persuade others to play with this deck.
  
  dragon Warriors
  8
  The Wild Man 
  Fay-touched madman of mysterious origins
  TRAVELLERS SOMETIMES SEE him 
  capering along the skyline at dawn, wearing 
  only rags and his matted beard. At dusk he 
  might sit atop a standing stone playing a bone 
  flute, slipping off and vanishing into the night 
  if approached. Nearby villagers say he was a 
  young shepherd who, one midsummer night, 
  saw a hillside crack open and a glorious faerie 
  host march out to dance and play upon the 
  land. That splendid sight sent him wild and 
  barmy. Now, he scampers on the hills, hoping 
  for the day the hillside reopens so he can enter 
  the Lands of the Fay forever. 
   
  At least that’s what folk say. Nobody local 
  has ever spoken to the Wild Man so his true 
  origin remains mysterious, although someone 
  always says that somebody else’s grandfather 
  one village over spoke to him many years ago.
   
  Villagers warn travellers to be wary, whisper-
  ing that the Wild Man creeps into your camp 
  at night and steals things. Worse still, they say, 
  he leaves things behind. It might be some-
  thing good, like a rabbit fresh for the pot, but it 
  might be something more sinister like a sheep’s 
  bloody jawbone or a handful of elf-shot (minia-
  ture spear and arrow heads). Their significance 
  is unclear, but the superstitious consider them 
  cursed, drawing the attention of the Fay.
   
  What makes him dangerous is his connection 
  to the Fay and his desire to enter their lands. He 
  tries to use others to draw the attention of the 
  Fay, enticing them out of the hillsides so he can 
  sneak in through the opened gate. If he feels 
  that someone holds the key to this goal, he will 
  become obsessed with them and follow them, 
  furtively and at a distance, for weeks at a time. 
   
  The few who have spoken to him say that he 
  is not mad or touched. He knows many things, 
  but few that relate to humankind or even to this 
  world. He can, somehow, read and write.
  APPEARANCE
  Furtive and cautious, the Wild Man is curious 
  nonetheless. With wild bright eyes and sharp 
  white teeth gleaming through a tangled beard 
  it is hard to imagine him a man at all. If hunted 
  he runs and hides; if threatened he cowers in 
  fear or lashes out in desperation. He will talk if 
  treated kindly, but it may take several encoun-
  ters to gain his trust, and even if the adventur-
  ers can understand his language, what he says is 
  obscure and strangely phrased.
  CONTACTS
  The Wild Man knows the hill where the Old 
  Ash (see p. 40) grows, and a hidden path into 
  the valley where the Silver Stag (see p. 47) 
  sleeps. He visits both at least once a year, often 
  on nights sacred in ancient calendars.
  ADVENTURE SEEDS
  •  The Wild Man steals the key to a noble’s 
  trapped, iron-bound strongbox that contains 
  vital documents.
  •  The Wild Man becomes aware that Sara the 
  Weaver (see p. 46) is a Changeling and kid-
  naps her from Pillaton, trying to use her as 
  a key to open the gates to the Fay realms, or 
  a hostage to demand that others open them 
  for him.
  Male, 1st rank
  attack 11, cudgel (d3, 3)  
  Armour Factor:  0
  defence 5  
   
   
   
   
  Movement  12m (25m)
  magical attack 0  
   
   
  stealth 18
  magical defence 4 
   
   
  perception 10 (elfsight)
  Reflexes 16  
   
   
   
   
  evasion 4
  Health Points 8
  Treasure: none, despite rumours.
  
  9
  Friends or Foes
  either alone or with companions. Is he after 
  the same treasure as the player-characters? 
  Will they join forces or will there be strife? 
  •  Engaged in a tavern brawl. Xaxamedes will 
  usually be outnumbered, offering braver 
  characters a chance to gain his favour by 
  helping out.
  •  Referred to the adventurers as a source of rare 
  lore from the Emphidian and old Selentine 
  Empires. Perhaps the characters wish Xaxa-
  medes to guide them through the nefarious 
  underworld where melancholia settled like a 
  black veil across his soul.
  •  Xaxamedes wears a classical amulet of rare 
  power—the Key of the Dark Labyrinth. The 
  characters may need one of their own, and 
  wish to know where Xaxamedes discovered 
  his. Alternatively they may try to take his, 
  through either force or deception.
  Male, 7th-rank Mystic
  attack 17, sword (d8, 4) Armour Factor 3 (mail 
   
   
   
   
   
   
   
  hauberk)
  defence 11 
   
   
   
  Movement 10m (20m)
  magical attack 21 
   
  stealth 16
  magical defence 12  
  evasion 5
  Health Points 12  
   
  perception 12 (normal)
  (Strength: 16; Reflexes: 14; Intelligence: 10; Psychic 
  Talent: 13; Looks: 16)
  Treasure and Equipment: sword, shield, mail hauberk, 
  lantern, flint and tinder, dagger, rope (10m), Key of the 
  Dark Labyrinth (Dragon Warriors, p. 143), d100 florins 
  or matapans, or the local equivalent.
  Languages: Emphidian (Modern and Ancient), 
  Angate, Bacchile, Kurlish (all fluent and literate). 
  Coradian Traders’ Argot (fluent and spoken only). 
  Algandarve, Beaulangue (all intermediate and literate), 
  Raukil (basic and spoken only). Scripts known: Classic, 
  Emphidian.
  Special Abilities: Xaxamedes has the following 
  Mystic abilities: Spell mastery (See Enchantment), 
  Premonition (49%), ESP (26%). Xaxamedes suffers 
  from Melancholia (see Dragon Warriors, p. 125).
  Xaxamedes
  Philosopher and wanderer of the Coradian Sea ruins
  XAXAMEDES IS A warrior-mystic from 
  Emphidor, who is often found wandering the 
  ruins that dot the shores of the Coradian Sea. 
   
  He exists in a state of profound melancholy, 
  and alternates between long expeditions to 
  recover some obscure scrap of ancient lore, ver-
  sus drunken blowouts at a local tavern whose 
  wine-cellar he invariably makes significant 
  inroads into. This reflects his attempts to rec-
  oncile his heightened musings on the nature of 
  existence with the more drab and squalid con-
  cerns of his chosen adventuring lifestyle. 
   
  Others say he has never been the same after 
  being cursed by a godless automaton in the 
  Tombs of Kala, on the isle of Kaxos.
  APPEARANCE
  Xaxamedes is a tall, muscular man, with curly 
  brown hair and brown eyes. On expedition he 
  will be in adventuring gear; otherwise he will 
  be wearing simple peasant-style clothing. He 
  always has a golden key around his neck.
  CONTACTS
  Xaxamedes is a fixture of the Coradian coast-
  line from Algandy to Analika, with the city of 
  Ferromaine his base of operations. As a result 
  he is often seen working with or against such 
  notables as Marco Senfriti (Dragon Warriors, p. 
  195), Flodorien Sentapolo (Dragon Warriors, p. 
  196), and Lucio Vassilvio (p. 56). Xaxamedes 
  has also tangled with Grifter Grimm (p. 26).
  ADVENTURE SEEDS
  Xaxamedes may be encountered as follows:
  •  Exploring one of the many coastal ruins of 
  the Emphidian or old Selentine Empires, 
  
  dragon Warriors
  60
  HENCHMEN, HIRELINGS AND guides 
  are regular features of most Dragon Warriors 
  games, but if not given some personality they 
  can be colourless, or at worst just an excuse 
  for PCs to increase the amount they can carry. 
  So here is a checklist of personality traits that 
  you can drop on to anyone the party hires or 
  travels with to make them more memorable. If 
  used well, some can also turn into springboards 
  for future adventures. you can use these same 
  features and foibles for any NPC, whether pre-
  written or someone that you create on the fly.
   
  The system works best if you choose a major 
  and a minor personality trait for each charac-
  ter. Starting a character with an obvious flaw 
  and slowly letting the PCs discover their more 
  noble trait is a great way to build a personality 
  for a memorable game-character.
   
  Amiable fool. The party has hired the village 
  idiot. They will give him instructions, and he 
  will smile and nod and not understand any of it. 
  Mostly he will imitate any other hirelings, doing 
  roughly what they do, only not as well. Easily 
  scared. Easily mistaken for Taciturn (q.v.).
  Chancer. At regular intervals this hireling will 
  try to persuade his employers that he deserves a 
  share of the loot. Sometimes will do extra ‘risky’ 
  tasks if he thinks it might increase his chances.
  Clumsy. This hireling’s Reflexes are well below 
  average. His fellow villagers have decided that 
  they don’t want him swinging a scythe anywhere 
  near their ankles and instead recommend him 
  vigorously to anyone who might hire him away. 
  Drops things, falls over and sets off traps.
   
  Coward. Will flee the first time the party is 
  attacked or threatened. May just leg it in terror, 
  or may wait for an opportune moment to slip 
  away without being noticed.
  Doomsayer. To this hireling everything is an 
  omen of doom: local geography (‘nobody’s ever 
  come back from there’), weather patterns, sight-
  ings of wildlife, vegetation (‘it only grows where 
  a man will die’) folklore, and so on. Often goes 
  hand in hand with Superstitious (see below). 
  Drunk. Either over-indulges on alcohol when 
  given the chance, or is actually an alcoholic with 
  a physical craving for drink. Often hung over.
  Dull.
  Faint of heart. Passes out (or possibly just 
  throws up) at the sight of blood.
  Foolhardy. Will rush into trouble while wiser 
  heads are still making plans. Will head off along 
  unlit and possibly trapped corridors, opening 
  doors and chests before they’ve been checked 
  for danger. This may be from stupidity, bravado, 
  or a desire for more pay (see ‘Chancer’, above).
  Illegitimate. Rightly or wrongly, the person 
  believes that they are the illegitimate offspring 
  of a noble or royal figure; possibly even Fay roy-
  alty. Talks about it a lot. May ask for the adven-
  turers’ help in claiming his birthright. May 
  not understand the basic principles of nobility, 
  hereditary, or biology.
  Impenetrable accent. This character does talk 
  and answer questions, but in a local accent so 
  thick that only another local can understand it. 
  This becomes interesting when he suddenly has 
  some important information that he needs to 
  communicate urgently.
  HIRELINGS
  
  6
  Friends or Foes
  Knows better. Whatever the PCs are doing—
  lighting a fire, picking a lock, negotiating with 
  a demon—he knows a better way to do it, and 
  will tell them so. There’s a small chance that his 
  way actually is better.
  Liar. Maybe this hireling tells the party what 
  he thinks they want to hear. Maybe he wants to 
  make himself seem bigger, braver or more com-
  petent than he is, or is covering up shoddy work. 
  Maybe there’s a more sinister motive. Whatever 
  the reason, his words can’t be trusted.
  Minor phobia. The hireling will discover in the 
  course of the adventure that they have a minor 
  phobia. These can include a fear of enclosed 
  spaces (claustrophobia), fear of spiders (arach-
  nophobia) or other types of beast; vertigo; 
  darkness1; or magic. Of course, events during 
  the adventure may instill new phobias: flames; 
  rockslides; ogres with big clubs and so on.
  Model worker. Completely competent and 
  absolutely trustworthy. Makes useful suggestions 
  when asked. If you want to give him a  down-
  side, then he may not be who he seems.Alter-
  natively, wait until the PCs have grown fond of 
  him, and then have him killed or kidnapped by 
  a bad guy, or arrested for misdeeds performed 
  years ago before he became a reformed soul. A 
  rescue mission and proving his innocence (if he 
  is innocent) can form a whole new adventure.
  Nightmares. If the party stops to sleep, he will 
  break their rest, screaming and thrashing at 
  night-terrors. His dreams might contain some-
  thing relevant: a vision, or a message from the 
  spirits, a memory triggered by something he’s 
  seen recently. Or they might just be dreams.
  Religious. An adherent to the True Faith, this 
  hireling will frown upon cursing, drinking alco-
  hol, stealing, despoiling graves, killing people, 
  and other adventuring business. May become 
  so offended that they leave the party’s employ.
  1 
  Even in the Lands of Legend most people have never experienced the 
  complete blackness of subterranea. Even the most starless night is not as over-
  whemingly dark as the depths of an underworld. 
  Sense of direction. you can play this two ways: 
  either the character has a terrific sense of direc-
  tion, knows instinctively which way is north and 
  can backtrack their steps for miles; or they have 
  no idea where they are and can get lost in bed.
  Sensitive. Believes he has a sixth sense for dan-
  ger, the Fay, ghosts and so on. Might be right.
  Sniffles. Has an annoying sniff. Occasionally 
  coughs or sneezes, sometimes just after some-
  one has said, ‘Quiet!’ or ‘Listen!’ A less blatantly 
  annoying variant is someone who frequently 
  clears his throat and spits.
  Superstitious. Everyone in Legend is supersti-
  tious to an extent; this fellow more than most. 
  Uses gestures, sayings, herbs and small items 
  to protect himself and people he likes from the 
  baneful influences of the environment.
  Taciturn. Doesn’t say much.
  Talkative. This fellow was probably recom-
  mended to the adventurers as a valuable source 
  of local knowledge and folklore. In reality he 
  talks a lot. His local knowledge may be useful, 
  or may be at the level of ‘That’s the pond where 
  Widow Clyff’s cow drowned last summer.’ 
  Volunteer. Is very excited to be part of an 
  adventuring party. Will offer to carry the heavi-
  est loads, lead the way and so on, sometimes in 
  ways that will imperil the group. 
  Wannabe. Always wanted to be an adventurer 
  himself. Questions the party-members about 
  what they’re doing, and how they’d recommend 
  he can get started. Will listen to tales of past 
  derring-do for hours. 
  Well known/Well liked. Knows almost every-
  one for several miles around where he was hired, 
  will greet them by name. Knows all the local 
  gossip. May be able to negotiate favours or dis-
  counts with local traders and inns. May recog-
  nise the faces of corpses and even zombies.
  
  dragon Warriors
  6
  STANDARD  NPCs
  THIS SECTION IS filled with game-stats for 
  typical human non-player characters that your 
  player-characters may meet anywhere in the 
  Lands of Legend. They’re all generalisations: 
  not all watchmen are first-rank or stewards 3rd-
  rank, for example, so feel free to tweak these as 
  much as you need for your own game.
  Bandit
  Rank-equivalent: 1st
  attack 12  
   
   
   
  Armour Factor: as worn 
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence   
   
  evasion 4
  Reflexes 13  
   
   
   
  stealth 14
  Health Points 7 
   
   
  perception 4 
  Beggar
  Rank-equivalent: 1st
  attack 8  
   
   
   
  Armour Factor 0
  defence 4   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 4
  Reflexes 11  
   
   
   
  stealth 13
  Health Points 5 
   
   
  perception 5
  Blacksmith
  Rank-equivalent: 1st
  attack 12. hammer (d6, 4)Armour Factor 1
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence   
   
  evasion 3
  Reflexes 12  
   
   
   
  stealth 11
  Health Points 8 
   
   
  perception 4
  Child (age 4-7)
  Rank-equivalent: none
  attack 3  
   
   
   
  Armour Factor 0
  defence 2   
   
   
   
  Movement: 7m (140m)
  magical defence 1 
   
  evasion 4
  Reflexes 14  
   
   
   
  stealth 14
  Health Points 2 
   
   
  perception 3
  Child (age 8-11)
  Rank-equivalent: 1st
  attack 6  
   
   
   
  Armour Factor 0
  defence 3   
   
   
   
  Movement: 8m (16m)
  magical defence 3 
   
  evasion 4
  Reflexes 14  
   
   
   
  stealth 13
  Health Points 4  
   
   
  perception 4
  Child (age 12-15)
  Rank-equivalent: 1st
  attack 8  
   
   
   
  Armour Factor 0
  defence 4   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 3
  Reflexes 13  
   
   
   
  stealth 13
  Health Points 6 
   
   
  perception 4
  Drunk (adult male)
  Rank-equivalent: 1st
  attack 8  
   
   
   
  Armour Factor 0
  defence 4   
   
   
   
  Movement: 10m (20m)
  magical defence 4 
   
  evasion 2
  Reflexes 7   
   
   
   
  stealth 7
  Health Points 8 
   
   
  perception 2
  Fisherman
  Rank-equivalent: 1st
  attack 11, harpoon   
  Armour Factor 0
  (2d4, 4) or net (on hit, 
  roll under Reflexes or be 
  entangled for 1d6 rounds)
  defence 5   
   
   
   
  evasion 3
  magical defence 3   
  stealth 14
  Reflexes 13  
   
   
   
  perception 8
  Health Points 7
  Gypsy, Romany, Traveller or Nomad
  Rank-equivalent: 1st
  attack 11  
   
   
   
  Armour Factor 0 
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 7  
   
  evasion 4
  Reflexes 10  
   
   
   
  stealth 14
  Health Points 6  
   
   
  perception 5
  Henchman
  1st-rank Knight 
  attack 13   
   
   
   
  Armour Factor 4
  defence 7  
   
   
   
  evasion 4
  magical defence 3   
  stealth 
  Reflexes 11  
   
   
   
  perception 4
  Health Points 11 
  Man-at-Arms (rural)
  Rank-equivalent: 2nd
  attack 13  
   
   
   
  Armour Factor 3
  defence 8   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 4
  Reflexes 10  
   
   
   
  stealth 13
  Health Points 10  
   
  perception 4
  
  6
  Friends or Foes
  Man-at-Arms (urban)
  Rank-equivalent: 2nd
  attack 14  
   
   
   
  Armour Factor 3
  defence 8   
   
   
   
  Movement: 10m (20m)
  magical defence 4 
   
  evasion 4
  Reflexes 11  
   
   
   
  stealth 13
  Health Points 11  
   
  perception 5
  Man-at-Arms (of noble)
  3rd-rank Knight
  attack 15  
   
   
   
  Armour Factor 4 (full mail)
  defence 8   
   
   
   
  Movement: 10m (20m)
  magical defence 4 
   
  evasion 4
  Reflexes 13  
   
   
   
  stealth 13
  Health Points 12  
   
  perception 6
  Merchant
  Rank-equivalent: 1st
  attack 10  
   
   
   
  Armour Factor 0
  defence 4   
   
   
   
  Movement: 10m (20m)
  magical defence 4 
   
  evasion 3
  Reflexes 8   
   
   
   
  stealth 10
  Health Points 6 
   
   
  perception 5
  Monk
  This assumes a monk of the True Faith. Other religions 
  may train their initiates in martial arts or similar skills.
  Rank-equivalent: 1st
  attack 12  
   
   
   
  Armour Factor 0
  defence 4   
   
   
   
  Movement: 10m (20m)
  magical defence  5 
   
  evasion 3
  Reflexes 7   
   
   
   
  stealth 10
  Health Points 5 
   
   
  perception 4
  Ordinary Man or Woman
  Rank-equivalent: 1st
  attack 11, damage by   
  Armour Factor: depends 
  weapon type   
   
   
  on type worn (usually 0)
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 3   
  evasion 3
  Reflexes 10  
   
   
   
  stealth 12
  Health Points 1d6 +3  
  perception 4
  Outlaw
  Rank-equivalent: 2nd
  attack 14  
   
   
   
  Armour Factor: as worn
  defence 7   
   
   
   
  Movement: 10m (20m)
  magical defence 4 
   
  evasion 5
  Reflexes 13  
   
   
   
  stealth 14
  Health Points 14  
   
  perception 
  Peasant/Vassal
  Rank-equivalent: 1st
  attack 11  
   
   
   
  Armour Factor 0
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 3
  Reflexes 12  
   
   
   
  stealth 12
  Health Points 7 
   
   
  perception 5
  Pilgrim
  Some pilgrims travel unarmed. Others are better prepared.
  Rank-equivalent: 1st
  attack 12 , mace (d6, 4)  Armour Factor 0–2
  defence 5   
   
   
   
  Movement 10m (20m)
  magical defence 3   
  evasion 3
  Reflexes 12  
   
   
   
  stealth 14
  Health Points 9  
   
   
  perception 7
  Poacher
  Rank-equivalent: 1st
  attack 12  
   
   
   
  Armour Factor 0
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 4
  Reflexes 12  
   
   
   
  stealth 15
  Health Points 6 
   
   
  perception 6
  Priest (town/city)
  Rank-equivalent: 2nd
  attack 12  
   
   
   
  Armour Factor 0
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 6 
   
  evasion 3
  Reflexes 8   
   
   
   
  stealth 11
  Health Points 9 
   
   
  perception 6
  Priest (village)
  Rank-equivalent: 1st
  attack 11  
   
   
   
  Armour Factor 0
  defence 3   
   
   
   
  Movement: 10m (20m)
  magical defence  5 
   
  evasion 3
  Reflexes 9   
   
   
   
  stealth 11
  Health Points 8 
   
   
  perception 
  Primitive
  1st rank-equivalent 
  attack 11, club (d6, 4)  
  Armour Factor 0 (and 
  or javelin (d6, 4 + poison)  shield) 
  defence 5   
   
   
   
  evasion 3
  magical defence 3   
  stealth 13
  Reflexes: 11 
   
   
   
  preception 6
  Health Points: 7 
  Primitive Chief
  4th rank 
  attack 17, spear (2d3, 4  Armour Factor 0
  and poison)
  defence 10  
   
   
   
  evasion 6
  magical defence 6   
  stealth 
  Reflexes 13  
   
   
   
  perception 6
  Health Points 17 
  Reiver
  3rd-rank Barbarian
  attack 16  
   
   
   
  Armour Factor 2
  defence 8   
   
   
   
  Movement: 10m (20m)
  magical defence   
   
  evasion 5
  Reflexes 14  
   
   
   
  stealth 14
  Health Points 16  
   
  perception 7
  
  dragon Warriors
  64
  Sailor
  Rank-equivalent: 1st
  attack 13  
   
   
   
  Armour Factor 1
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 4
  Reflexes 13  
   
   
   
  stealth 9
  Health Points 9 
   
   
  perception 3
  Servant
  Rank-equivalent: 1st
  attack 9  
   
   
   
  Armour Factor 0
  defence 6   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 3
  Reflexes 11  
   
   
   
  stealth 14
  Health Points 7 
   
   
  perception 5
  Soldier
  Rank-equivalent: 2nd
  attack 14, sword (d8, 4) Armour Factor 2
  defence 8   
   
   
   
  Movement: 10m (20m)
  magical defence 4 
   
  evasion 4
  Reflexes 12  
   
   
   
  stealth 13
  Health Points 12  
   
  perception 6
  Soldier (crusader)
  Rank-equivalent: 4th
  attack 16, sword (d8, 4) Armour Factor 3
  defence 10 
   
   
   
  Movement: 10m (20m)
  magical defence 6 
   
  evasion 4
  Reflexes 10  
   
   
   
  stealth 13
  Health Points 14  
   
  perception 6
  Squire
  Rank-equivalent: 1st
  attack  
   
   
   
   
  Armour Factor 
  defence    
   
   
   
  Movement: 10m (20m)
  magical defence   
  evasion 
  Reflexes    
   
   
   
  stealth 
  Health Points   
   
   
  perception
  Steward
  3rd-rank Knight
  attack 15  
   
   
   
  Armour Factor 3
  defence 9   
   
   
   
  Movement: 10m (20m)
  magical defence 5 
   
  evasion 4
  Reflexes 10  
   
   
   
  stealth 12
  Health Points 14  
   
  perception 4
  Thug
  Rank-equivalent: 1st
  attack 11  
   
   
   
  Armour Factor 2
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 3
  Reflexes 13  
   
   
   
  stealth 12
  Health Points 6 
   
   
  perception 4
  Tinker
  Rank-equivalent: 1st
  attack 12  
   
   
   
  Armour Factor 0 
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 7  
   
  evasion 4
  Reflexes 10  
   
   
   
  stealth 14
  Health Points 5  
   
   
  perception 5
  Town Council Member
  Rank: 1st
  attack 11,  dagger (d4, 3) Armour Factor 0
  defence 5   
   
   
   
  Movement: 10m (20m)
  magical defence 3   
  evasion 3
  Reflexes 8  
   
   
   
  stealth 12
  Health Points 7 
   
   
  perception 4
  Town guard
  Rank-equivalent: 2nd
  attack 14, sword (d8, 4) Armour Factor 3
  defence 8   
   
   
   
  Movement: 10m (20m)
  magical defence 4 
   
  evasion 4
  Reflexes 11  
   
   
   
  stealth 13
  Health Points 10  
   
  perception 5
  Villager
  Rank-equivalent: 1st
  attack 11, cudgel (d3, 3)  Armour Factor 0
  defence 5  
   
   
   
  Movement 10m (20m)
  magical defence 3   
  evasion 3
  Reflexes 9  
   
   
   
  stealth 12
  Health Points 5 
   
   
  perception 4
  Village militia member
  Rank-equivalent: 1st
  attack 12, sword (d8, 4) Armour Factor 1 or 2
  defence 6   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 3
  Reflexes 11  
   
   
   
  stealth 12
  Health Points 6 
   
   
  perception 4
  Watchman
  Rank-equivalent: 2nd
  attack 13  
   
   
   
  Armour Factor 1 or 2
  defence 6   
   
   
   
  Movement: 10m (20m)
  magical defence 3 
   
  evasion 3
  Reflexes 13  
   
   
   
  stealth 14
  Health Points 9 
   
   
  perception 6
  Woodsman
  Rank-equivalent: 1st
  attack 12, two-handed  
  AF 1 (padded leather)
  forester’s axe (d8, 6) 
  defence 5   
   
   
   
  Movement 10m (20m)
  magical defence 3   
  evasion 4
  Reflexes 
   
   
   
   
  stealth 12
  Health Points 5  
   
   
  perception 6
  
SOURCE: textdata/thevault/Dragon Warriors (osr)/Dragon Warriors Revised/Dragon Warriors Revised - Friends or Foes.pdf