TEXT: Goblins, Orcs & Trolls
  Species Supplement & Adventures
  By: A.R.Cowley 
  Andy Staples, Colin D. Speirs
  
  2
  
  3
  Foreword
  Dedicated To:
  Dawn Michele, who inspired the character of Dawn 
  of Snow. Long may you walk through the snow with 
  shorts and flip-flops on.
  “Chivalry & Sorcery” is copyright Brittannia Game 
  Designs Ltd 2011.
  The authors assert the moral right to be identified as 
  the authors of this work.  
  “Chivalry & Sorcery” and “C&S” are registered 
  trademarks of Brittannia Game Designs Ltd.  
  All rights reserved under UK and international 
  copyright conventions.  
  All of the characters and places described in this 
  book are fictitious and any resemblance to actual 
  persons, living or dead, is purely co-incidental.  All 
  rights reserved.  No part of this publication may 
  be re-produced, stored in a retrieval system or 
  transmitted in any form or by any means, electronic 
  or otherwise without the prior permission of the 
  publishers and the copyright owner except for the 
  purpose of review.  
  A catalogue record is available from the British 
  Library:
  ISBN 978-1-902500-38-6
  E-mail:  britgamedesigns@gmail.com
  Or visit the Website at
  http://www.britgamedesigns.com
  These are the backbone creatures of almost 
  everyone's adventures, regardless of which 
  fantasy rules set is being used. They are the classic 
  bogeymen of a game, the dark threats that are held 
  over the heads of would-be adventurers. "Are you 
  sure you want to go there, it's said that Goblins, Orcs and 
  Trolls inhabit those regions." 
  No matter the title of the book, I think it is important 
  to remember that we are all in the hobby to have 
  fun, tell ripping yarns with our friends and explore 
  in safety and without fear of judgement or ridicule 
  some other side of our own psyche. 
  The inclusion of adventure, story ideas and plot 
  hooks is central to the publishing of books for 
  the hobby. Histories, Tables and Stats are very 
  fine works, but the raising of the imagination 
  and sparking the creativity of a Gamesmaster is 
  paramount in my mind when writing for the hobby.
  A.R.Cowley
  Anderian Designs Ltd 
  November 2020
  Line Manager: Stephen A Turner
  Game Design: A.R.Cowley & Andy Staples, Colin D. 
  Speirs
  Artwork & Cover:  Andrew J Hepworth coloured by 
  Gordon Napier copyright 2020
  Maps, Photos and Interior Designs: A.R.Cowley 
  except 
  Page 45 by Andrew J Hepworth coloured by Andrew 
  Cowley.   
  Page 68 (Andrew J Hepworth  Coloured by Gordon 
  Napier), 
  P 101 Andrew J Hepworth, 
  P 125 Andrew J Hepworth,
  Chief Editor: Andy Staples
  Layout by: - A.R.Cowley Director of Anderian 
  Designs Ltd. Written contributions, character 
  collaboration and Dawn of Snow photos by Dawn 
  Michele.
  Special thanks to Mohammed N. Al Khan and 
  Sophia Kagera Staples for ideas, insight and 
  inspiration regarding tribal cultures and customs
  ANDERIAN DESIGNS
  
  4
  
  5
  Glorious Table of Contents
  Introduction ~~~~~~~~~~~~~~~~~~~~~ 8
  Monstrous Beings  
  & the Medieval World-view ~~~~~~~~~ 8
  Medieval Orcs  
  & Goblins ~~~~~~~~~~~~~~~~~~~~~~10
  Wild Men & Ogres ..........................................................10
  Cynocephali, the Dog-Heads ........................................11
  Fantasy Goblins, Orcs & Trolls ~~~~~~ 11
  Demonic Goblins, Orcs & Trolls ~~~~~12
  Evil spirits .......................................................................13
  Gobilenus  ~~~~~~~~~~~~~~~~~~~~~~13
  Gobilenus (Chevalier de l’Enfer) ..................................15
  Fae Goblins ~~~~~~~~~~~~~~~~~~~~~ 16
  Redcaps .........................................................................17
  Hobgoblins ....................................................................17
  Fae Goblin ...................................................................18
  Fae Hobgoblin .............................................................19
  C&S Goblinoids ~~~~~~~~~~~~~~~~ 20
  North of Eden ................................................................20
  Goblinoid History in Fantasy Europe .............................20
  Relations with Other Species ........................................21
  Goblinoids of Marakush ..............................................21
  Goblin Societies in Marakush ......................................23
  Asanthi .........................................................................23
  Darken .........................................................................23
  Faldon ..........................................................................23
  Maurveld (the Eastern Forest)  ....................................23
  Shalaktoor ....................................................................24
  Other Goblinoid societies .............................................24
  Goblinoid Tribal 
  Culture ~~~~~~~~~~~~~~~~~~~~~~~~ 24
  Origin .............................................................................25
  Size .................................................................................25
  Government ...................................................................26
  Lifestyle ..........................................................................26
  Technology .....................................................................27
  Milk Children ..................................................................27
  Goblinoid Character Creation ~~~~~~ 28
  Physical description ....................................................28
  Half-Orcs .......................................................................28
  Attributes ........................................................................28
  Design method ...............................................................28
  Random method ............................................................29
  Lion Heart Method .........................................................29
  Sponsor vocation & status .............................................29
  Racial Height, Build & Weight ......................................30
  Hobgoblin Mutations ....................................................30
  Civilised .......................................................................32
  Goblinoid Vocations ...................................................... 33
  Warrior Vocations .........................................................33
  Ahal (Warrior) ...............................................................33
  Takri (Scouts) ...............................................................33
  Ushbhal (Officer's guards) ...........................................33
  Tanahal (Mounted Troops) ...........................................33
  Partahal (Mounted Shock Troops) ...............................33
  Darken ~~~~~~~~~~~~~~~~~~~~~~~~ 34
  The Government of Darken ........................................ 34
  Waedenshire & Surroundings ~~~~~~ 36
  Population 1,242 ........................................................... 39
  A Very Orcish Adventure ~~~~~~~~~~ 40
  Earl Nicolas Whitefall ................................................. 40
  Earl Whitefall ................................................................40
  Baron Roger Silverheart ..............................................41
  Baron Silverheart .........................................................42
  Sir Godrick & Lady Elanor ......................................... 43
  Lady Elanor Dedman ...................................................44
  Orc's Ford ..................................................................... 45
  [1] The Stone Manor House .........................................45
  [2] The Church of The Disciples ...................................45
  [3] The Green Goblin Inn .............................................45
  [4] The Reeves House .................................................45
  [5] The Woodward ........................................................46
  [6] The Beadle .............................................................46
  [7] Chapter of the Guild of Esoteric Lore .....................46
  [8] The Chandler ..........................................................46
  [9] The Signet Tavern ...................................................46
  [11] Userer ...................................................................47
  [12] Leather Worker .....................................................47
  [13] The Boatmasters Lodge........................................47
  More People ................................................................47
  What’s Going On? ....................................................... 48
  Adventure Game Play ................................................. 48
  The Temple of the Hand ~~~~~~~~~~ 50
  Location 1 ..................................................................... 50
  The Severed Hand .......................................................50
  Adventure Hook: ..........................................................50
  Location 2 ..................................................................... 50
  The Wooden Bridge .....................................................50
  Orcs - (6) ......................................................................50
  Location 3 ......................................................................51
  The Marshland Drop ....................................................51
  Chaos Eel - Freshwater (4) ..........................................51
  Location 4 ......................................................................52
  The Watchtower ...........................................................52
  Skills Check .................................................................52
  Orcs - (2) ......................................................................52
  Adventure Hook ...........................................................53
  Deacon Raybal Chance ...............................................53
  Location 5 ..................................................................... 53
  Orc Boatmen ................................................................53
  Orcs - (4) ......................................................................54
  Location 6 ..................................................................... 54
  Orc Fishermen .............................................................54
  Location 7 ..................................................................... 54
  
  6
  The Saying Tent ...........................................................54
  Orcs - (12) ....................................................................54
  Orc Chief K’ribber Roth ................................................55
  Orc Shaman T’Erannti Dath .........................................57
  Spells Mastered ...........................................................57
  Location 8 ..................................................................... 58
  The Shaman’s Spirit Lodge..........................................58
  Orcs - (2) ......................................................................58
  Location 9 ..................................................................... 58
  The Women's Yurts ......................................................58
  Location 10 ................................................................... 58
  The Chief’s Yurt ...........................................................58
  Location 11 .....................................................................59
  The Warrior Yurts .........................................................59
  Orcs - (5) ......................................................................59
  Orcs - (30) ....................................................................59
  Location 12 ................................................................... 60
  The Marble Steps ........................................................60
  Stone Guardian ............................................................60
  Location 13 ................................................................... 60
  The Temple Platform ....................................................60
  Under the Temple .........................................................62
  Location 1 ......................................................................62
  Under-croft Entrance ...................................................62
  Trained Large Wargs - (4) ............................................62
  Location 2 ......................................................................62
  The Trap ......................................................................62
  Crossbow Trap Skill Challenge ....................................62
  Location 3 ..................................................................... 63
  The Vaulted Chamber ..................................................63
  Striges (12) ..................................................................63
  Location 4 ..................................................................... 63
  The Steep Stairway .....................................................63
  Mad Midger Disease ....................................................64
  Location 5 ..................................................................... 64
  The Lord's Cell .............................................................64
  Pick Lock Skill Challenge .............................................64
  Altheric Silverheart [3rd Level] .....................................65
  Location 6 ..................................................................... 66
  The Forbidden Room ...................................................66
  Bogbrush The Swamp Troll..........................................67
  Location 7 ......................................................................67
  The Shaman’s Refuge .................................................67
  White Horn Talisman ....................................................68
  Finger Necklace ...........................................................68
  Silver Star Talisman .....................................................68
  Body of Silver .............................................................. 68
  Number of copies .........................................................69
  Variants: .......................................................................69
  Bane Oil .......................................................................69
  Trolls introduction ~~~~~~~~~~~~~~~ 70
  The Trolls .......................................................................70
  Creating A Troll Character ............................................71
  Height, Build and Weight .............................................71
  Troll Regeneration .......................................................72
  Water Troll Regeneration .............................................72
  Troll Gaze ....................................................................72
  Troll Roar .....................................................................72
  Troll Cold Resistance ...................................................72
  Cloak of Arcadian Veil ..................................................72
  Troll Senses .................................................................72
  Advanced Troll Senses ................................................72
  Troll Fire Vulnerability ..................................................72
  Troll Stench ..................................................................72
  Mountain Troll Vulnerability ..........................................73
  Mountain Troll Fear ......................................................73
  Sand Troll Resistance ..................................................73
  Sand Troll Fear ............................................................73
  Sand Troll Water Vulnerability ......................................73
  Sand Troll Cold Vulnerability ........................................73
  Sand Troll Movement ...................................................73
  Cave Troll Fear ............................................................73
  Swamp Walking ...........................................................73
  Water Breathing ...........................................................73
  Troll Curse ...................................................................73
  Troll Fear ......................................................................73
  Troll Social Status ........................................................74
  Sibling Rank .................................................................74
  Age ..............................................................................74
  The Hunger ..................................................................74
  Fear .............................................................................74
  Troll Background Skills ................................................74
  Flint Knapping ..............................................................74
  Troll Vocations .............................................................74
  Warrior .........................................................................74
  Crafter ..........................................................................75
  Troll Witch ....................................................................75
  Troll Shamaness ..........................................................75
  Trolls & Magick ............................................................75
  Summon Totem ............................................................75
  Concealment ................................................................76
  Bind Fear .....................................................................76
  Enhance Fear ..............................................................76
  Walk Unhindered .........................................................76
  Venom of Hel ...............................................................76
  Troll Method of Magick .................................................76
  Prolong Breathing Underwater ....................................76
  Enchantment of Skin ....................................................77
  Acts of Faith .................................................................77
  Daylight ........................................................................77
  Natural Weapons .........................................................77
  Armour .........................................................................77
  The Historical Troll ~~~~~~~~~~~~~~ 78
  Etymology ....................................................................78
  The Prose Edda ...........................................................79
  Svermark ~~~~~~~~~~~~~~~~~~~~~~ 82
  The Kyngdoms of Svermark .......................................82
  Common Name: Brim ................................................... 83
  Dasherland.................................................................... 86
  Djarla - Land ................................................................. 86
  Döendeland................................................................... 86
  Gemtland ...................................................................... 86
  Goterland .......................................................................87
  Halringerland .................................................................87
  Hungermanland .............................................................87
  Keltaland ........................................................................87
  Meadaland .................................................................... 88
  Narken ........................................................................... 88
  Ostermanland ............................................................... 88
  Rubotten ....................................................................... 88
  Simland ......................................................................... 89
  Sundermanland ............................................................ 89
  Tretermanland ............................................................... 89
  Vistaland ....................................................................... 90
  The Realm of Darwulf ................................................... 90
  The Realm of Kyng Heregris .........................................91
  The Realm of Greattle ...................................................91
  
  7
  Frostland Realm  
  of the High Mountains ~~~~~~~~~~~~ 92
  Dawn of Snow ..............................................................92
  Belt of Power ‘Megingjörð’ ...........................................93
  Drekatönn ....................................................................94
  Frostland ....................................................................... 95
  Anton Di Celli .............................................................100
  Hathrad Haskell .........................................................101
  A Very Trollish Adventure~~~~~~~~~103
  Introduction ................................................................103
  The Hook .....................................................................108
  The Characters ............................................................108
  The Dark 
  Under the Mountain ...................................................114
  Climb the Stone Stair Skill Challenge ........................ 114
  Location 1 ....................................................................115
  The Mine Opening ..................................................... 115
  Herblore Skill Challenge ............................................ 115
  Location 2 ....................................................................116
  The Goblin Stores ...................................................... 116
  Striges (20) ................................................................ 116
  Location 3 ....................................................................117
  Sigvard the Ogre ........................................................ 117
  Ogre (Unique Semi-Civilised) .................................... 117
  Location 4 ....................................................................118
  The Path Down .......................................................... 118
  Orcs - (2) .................................................................... 118
  Location 5 ....................................................................118
  The Goblin Guard ...................................................... 118
  Goblin - (4) ................................................................. 118
  Goblin Boss - (1) ........................................................ 119
  Location 6 ....................................................................119
  The Crushed Dwarf .................................................... 119
  Giant Venomous Spiders - (2) ...................................120
  Extract Venom Skill Challenge ...................................121
  Blixtrande Hammera ..................................................121
  Location 7 ....................................................................122
  Goblin Warriors ..........................................................122
  Goblin - (5) .................................................................122
  Goblin Boss - (1) ........................................................123
  Goblin Chief - (1) .......................................................123
  Location 8 ....................................................................124
  Giant Venomous Spiders - (4) ...................................124
  Location 9 ....................................................................125
  Goblin - (4) .................................................................125
  Goblin Boss - (1) ........................................................125
  Location 10 ..................................................................126
  Spider Brood Swarm (20) ..........................................127
  Dealing with Cobwebs .................................................127
  Cobwebs Mechanical System ....................................127
  Cobwebs the Abstract System ...................................127
  Location 11 ...................................................................128
  Manticore Hunting Range .........................................128
  Navarik .......................................................................128
  Galabdur ....................................................................128
  Spike Tailed Manticore (2) .........................................130
  Rasande Torc .............................................................130
  Forest Truff ................................................................131
  The Forest Truff ..........................................................131
  The Wood Troll ............................................................134
  Cloak of Woodland Guise ..........................................134
  Boots of Unnoticed Passage .....................................134
  Evergreen Wood Troll ................................................135
  The Tomb of Kyng Norðmaðr ....................................137
  Gargoyles (3) .............................................................138
  Wraith.........................................................................138
  Wights (8) ..................................................................138
  Helm of Norðmaðr .....................................................138
  The Thane Barrow .......................................................138
  Sword of Norðmaðr ....................................................139
  The Lair of Mjertle ......................................................142
  Location a ....................................................................143
  Location 1 ....................................................................143
  Location 2 ....................................................................144
  Marrowhogs (10) ........................................................144
  Optional Magick Item .................................................144
  Helm of Brim ..............................................................144
  Location 3 ....................................................................145
  Ganderwulf ................................................................145
  Mountain Troll Abilities ...............................................146
  Location b ....................................................................146
  Location 4 ....................................................................146
  The Larva Chasm ......................................................146
  Bridge Skill Challenge ................................................146
  Crossing the Bridge ...................................................147
  Cutting the Chains .....................................................147
  Location 5 ....................................................................147
  Home of Vajwulf .........................................................147
  Covered Spike Pit ......................................................147
  Location 6 ....................................................................148
  The Charnel House  ...................................................148
  Location c & d ..............................................................148
  Location 7 ....................................................................149
  The Strange Statue ....................................................149
  Location e ....................................................................149
  Location 8 ....................................................................150
  Location 9 ....................................................................151
  The Lair of Mjertle Everborn ......................................151
  Mountain She-Troll Abilities .......................................151
  Mjertle Everborn ........................................................151
  Cloak of Protection ....................................................152
  Brim Trollbane Greatsword ........................................152
  Location 10 ..................................................................152
  Strige Home ...............................................................152
  Striges (12) ................................................................153
  Rotating Saw Trap .....................................................153
  Dire Striges (2) ...........................................................153
  Location 11 ...................................................................154
  Water-slide Room ......................................................154
  Location 12 ..................................................................154
  Spitting Beetles (6) ....................................................154
  Location 13 ..................................................................155
  The Troglodyte Lair ....................................................155
  Troglodyte Juvenile ....................................................155
  Troglodyte Female Adult ............................................156
  The Symbol of Snow ..................................................156
  Location 14 ..................................................................157
  The Trog Home ..........................................................157
  Troglodyte Female Adult (2) .......................................157
  Troglodyte Juvenile (2) ..............................................157
  Troglodyte Male Adult (2) ...........................................157
  Location 15 ..................................................................158
  The Nonsense Room .................................................158
  Dimensional Abomination (2) .....................................159
  Spear Trap & Double Spear Trap ................................160
  Location f .....................................................................160
  Location 16 ..................................................................160
  Hûgerwulfs Lair ..........................................................160
  Hûgerwulfs .................................................................161
  Mountain Troll Abilities ...............................................161
  From the Other Side ...................................................162
  Epilogue ......................................................................162
  
  8
  Introduction
  Goblins, Orcs and Trolls - ask a dozen people what 
  they are, and you will most likely get a dozen 
  answers. Some will draw upon folklore and fairy 
  stories, others on legends, others on the works of 
  JRR Tolkien and fantasy works inspired by him. 
  Some have played other fantasy role-playing games 
  and form their views from the way these creatures 
  are presented in them. 
  In this book we offer several approaches to 
  presenting Goblins, Orcs and Trolls in your game, 
  drawing inspiration from historical sources, 
  medieval and early modern folk tales and modern 
  fantasy. Not all of them will be suitable for every 
  game world. Use whichever version you like or mix 
  things up, drawing inspiration from several of the 
  versions here. You’re the world builder.
  A key tenet of Chivalry & Sorcery’s approach, 
  since the first edition, is “Monsters are people too”. 
  Goblins, orcs and trolls may still be hostile to other 
  species, but not always, and not without reason. 
  This viewpoint is like that of medieval theologians, 
  who considered how such creatures might fit into 
  their conception of the world - though they were 
  concerned more with the cure of souls and we are 
  concerned with presenting interesting ideas for 
  game settings.
  With this in mind, and while you are perfectly 
  entitled to use these creatures as you see fit in your 
  world, try to make them people too. Give them 
  things that they care about, things they are prepared 
  to die for, make them flawed and limited in some 
  interesting way. Then play this out with your group, 
  give them a reason to understand that taking a 
  goblin life may not always be the right option, that 
  negotiation even alliance could be a better way 
  forward. If orcs, goblins and trolls are slain on sight 
  then give the players a good reason to make that 
  choice, not just because they’re there.
  We also present goblins, orcs and trolls as they 
  appear in our fantasy game setting the Dragon 
  Reaches of Marakush, and in the fantastical Europe 
  presented in the Elves Companion and Dwarves 
  Companion for C&S 4th Edition. GMs wanting to use 
  these creatures in their own world settings might 
  look to the Marakush versions as inspiration or may 
  lift them completely to fit into their world. 
  The book is presented in two main sections, one 
  looking at orcs and goblins, the other at trolls. Each 
  section contains rules for developing these creatures 
  as characters, whether as NPCs or as player 
  characters. Each section also contains an adventure 
  intended to introduce these creatures to player 
  characters.
  Sections of this book repeat, revise and expand those 
  found in the Chivalry & Sorcery 5th Edition core 
  rulebook, amassing all rules for goblins, orcs and 
  trolls into one volume.
  Monstrous Beings  
  & the Medieval 
  World-view
  Medieval Christian writers viewed the world 
  through the lens of theology. God created the world 
  and everything in it, but not everything in the world 
  obeyed or acknowledged God. Furthermore, there 
  was a hierarchy to the world – God gave Adam, and 
  hence his descendants, dominion over animals and 
  plants.
  Theologians generally accepted the existence of 
  marvels – vampires, revenants, shapeshifters, giants, 
  dragons and monstrous humanoids – and they were 
  keen to fit such creatures into their worldview.
  The influential 5th-century North African saint 
  Augustine of Hippo devoted a chapter of the City 
  of God to such marvels as men with one eye in 
  their forehead, giants, pygmies, monopods and the 
  Cynocephali (dog-heads, creatures with the body of 
  a man and the head of a dog).
  St Augustine wrote, “The accounts of some of these races 
  may be completely worthless; but if such peoples exist, 
  then either they are not human; or, if human, they are 
  descended from Adam.”
  Based on Augustine’s work, theologians developed 
  a system for determining where in Creation such 
  creatures fitted. The choice depended on two 
  characteristics: Rationality and Mortality.
  Angelic creatures, which included demons, the 
  fallen angels, were rational, but immortal. Animals 
  were mortal, but not rational. Only humans were 
  rational and mortal.
  
  9
  It followed therefore that what was rational and 
  mortal was human, no matter its appearance, and 
  therefore descended from Adam. As St Augustine 
  put it, “No faithful Christian should doubt that anyone 
  who is born anywhere as a man – that is, a rational 
  and mortal being – derives from that one first-created 
  human being. And this is true, however extraordinary 
  such a creature may appear to our senses in bodily shape, 
  in colour, or motion, or utterance, or in any natural 
  endowment, or part, or quality.”
  Isidore of Seville, a 7th century saint and theologian, 
  classed certain monstrous creatures as human beings 
  in his Etymologies, which remained an influential 
  overview of knowledge throughout the Middle 
  Ages. While he considered monstrous offspring of 
  ordinary people to be portents, he noted, “Just as, 
  in individual nations, there are instances  of monstrous 
  people, so in the whole of humankind there are certain 
  monstrous races, like the giants, the  cynocephali, the 
  cyclopes,  and others.”
  Ratrumnus, a 9th century theologian from Corbie 
  Abbey in Picardy, France, drew on a Scandinavian 
  description of dog-heads living in villages, wearing 
  clothes and farming, to conclude that they were 
  rational, and therefore human. In this, he dissented 
  from the general view of his contemporaries that the 
  cynocephali were animals. Ratrumnus’ reasoning, 
  described in his Letter on the Dog-headed People, 
  proved to be influential. If they were human, they 
  could become Christian, as any other human, 
  and it was worthwhile sending missionaries to 
  convert them from their pagan ways. In the Eastern 
  Orthodox tradition St Christopher was sometimes 
  represented in icons as a dog-head.
  St Augustine’s City of God and St Isidore’s 
  Etymologies were widely read throughout the 
  Middle Ages. Ratrumnus’ Letter on the Dog-Headed 
  People was something of an oddity among his 
  discussions of finer details of theology, such as 
  transubstantiation and predestination. We must bear 
  in mind that these are the views of highly educated 
  churchmen trained to apply logical thinking to 
  theological questions. We do not know what 
  common folk thought, except through the lens of 
  monastic and theological writers. That arguments 
  in favour of the essential humanity of monstrous 
  creatures were put forward in the 5th, 7th and 9th 
  centuries may indicate that this view was not widely 
  accepted outside the circles of educated church 
  thinkers.
  Nevertheless, the idea that monstrous creatures are 
  forms of human beings and have souls that may 
  be redeemed through faith – and might even hold 
  church office – is an appealing one. Its very oddness 
  to the modern mind makes it a great tool for a 
  GM wishing to emphasise differences between the 
  modern and medieval mindsets.
  These theological conclusions were not historically 
  applied to goblins, orcs and trolls, for during the 
  early medieval period such creatures were not 
  considered rational and mortal. Nevertheless, they 
  would apply to the modern fantasy conception of 
  such creatures as intelligent, mortal species living 
  in the same world as the rest of humanity, should 
  a GM wish to blend history and fantasy in this 
  fashion. This offers the intriguing possibility of an 
  orcish bishop attending church conclaves, of goblin 
  monks and nuns observing the hours and providing 
  refuge to travellers.
  The orcs, goblins and trolls presented as potential 
  player-characters in Chivalry & Sorcery are built 
  around this idea. They are rational and mortal, and 
  therefore they are human according to medieval 
  Christian theology. They may look different, and 
  their societies and belief systems may be different, 
  but their souls are the same as any other human. 
  They have free will, and they may be redeemed 
  through faith. They may be ordained, hold church 
  offices, and even earn sainthood. They may be 
  rough, even uncivilised by the standards of Latin 
  or Orthodox Christendom, but they have no more 
  propensity to evil than any other human. If they are 
  monstrous by the standards of a European monk, 
  it is because God made them so, and it is likely 
  they find the monk and people like him just as 
  unappealing.
  
  10
  Medieval Orcs  
  & Goblins
  In the early Middle Ages, up to the 11th or early 12th 
  century, medieval writers considered goblins, orcs and 
  trolls to be demons – that is, fallen angels, rational but 
  immortal. 
  The word ‘orc’ derives from an Old English term for a 
  spectre or evil spirit. The poem Beowulf lists a series 
  of evil creatures in the first Fitt: “eotenas ond ylfe ond 
  orcneas” – ettins (ogres) and elves and evil spirits. An 
  alternate derivation is from the Greek daemon Horkos, 
  representing a curse inflicted on an oath-breaker, 
  which became the Etruscan and Roman underworld 
  deity Orcus, the punisher of broken oaths. Over time 
  this came to mean a powerful monster that ate human 
  flesh - orco in Italian, and ogre in French. If this latter 
  etymology is accepted, then orcs are simply ogres.
  Similarly, the first medieval use of the word Goblin 
  refers not only to a demon, but a very specific one: 
  the historian Orderic Vitalis, writing in the 1120s 
  CE, mentions the demon named Goblin (Gobilenus) 
  haunting the town of Évreux, Normandy, since 
  ancient times, noting that it was constrained beneath 
  the town by St Taurinus in Roman times and no longer 
  hurt anyone. The word is also used in Ambroise 
  of Normandy’s History of the Holy War, a poetic 
  chronicle of the Richard the Lionheart’s participation 
  in Third Crusade written c. 1195 CE. Ambroise, 
  writing in Norman French, uses the word gobelin to 
  mean a malicious spirit (and to form a rhyme with 
  Balian d’Ibelin, commander of the Christian defenders 
  of Jerusalem).
  The word goblin, and related words such as the Old 
  Dutch kobeholdo and the German kobold, ultimately 
  derives from the classical Greek kobalos – a rogue, 
  knave, or imp.
  Trolls derive from Anglo-Saxon and particularly Norse 
  mythology. As with orcs, early uses of the word troll 
  can be translated as fiend or demon. In early myths 
  they are related to the jötnar, giants, and are presented 
  as solitary creatures or very small family groups living 
  in isolated mountains or caves. Troll women are often 
  presented as more powerful than males.
  GMs should treat each demonic creature as individual 
  challenges or puzzles, referring to the 5th edition 
  core rulebook sections on summoning and binding 
  demons, and on the descriptions of demonic creatures 
  in the bestiary section.
  An alternate method of representing rational, mortal 
  – therefore ‘human’ – goblins and orcs in a historical 
  fantasy game is to use equivalents to these creatures 
  from medieval folklore and legend.
  The medieval creatures who best represent the 
  traditional role assumed by orcs and goblins are 
  wild men (who often exhibit bestial physical features 
  as well as habits) and Cynocephali, the Dog-heads.
  Wild Men & Ogres
  Stories of wild men first appeared in 9th or 10th 
  century Spain and became common around Europe 
  in the 12th and 13th centuries. The wild men (they 
  are usually male) are solitary creatures inhabiting 
  forests, mountains or other marginal areas within 
  Western Europe. Their wild upbringing is reflected 
  in their appearance – they are hairy, unkempt, 
  dressed in skins, possess great strength and 
  generally wield clubs. In England, from the 1340s, 
  such wild men were sometimes referred to as 
  woodwoses. In the Swiss Tyrol such a creature was 
  known as an orke, while in parts of Italy it was orco 
  or hourco.
  While the C&S creature that best fits the wild man 
  is the woodwose, orcs and ogres can also be used to 
  represent them.
  Although early depictions of wild men focused on 
  their bestial aspects, later versions of the stories 
  emphasise their innocence and potential good 
  nature. Pulicane, wild man hero of a 14th-century 
  Italian epic, Buovo d’Antona, becomes a Christian, a 
  knight and an exemplar of chivalry. By taking part 
  in society, he becomes civilised. Likewise, another 
  wild man, Varocher, in the late 13th century French 
  romance Macaire, becomes a knight after saving 
  Charlemagne’s wife Biancofiore from abandonment 
  in a forest and returning her to her father, the King 
  of Hungary.
  Attitudes to such chivalrous wild men may serve 
  as a model for occasional player-character orcs and 
  goblins, or even ogres, in a more traditional, human-
  focused game. Once they take their place in society, 
  they are accepted by all who count. This approach, 
  however, is a forerunner of the colonial-era idea 
  of the noble savage, and some groups may wish to 
  avoid it.
  
  11
  Cynocephali, the Dog-Heads
  Not all descriptions are of wild men as hairy 
  humans. Some exhibit even more bestial 
  features – one manuscript portrays Pulicane as a 
  Cynocephalus, a dog-headed man, with dog’s feet as 
  well.
  The Cynocephali represent an alternative tradition. 
  Unlike the wild men, they are communal creatures, 
  living in villages, practising agriculture, tending 
  flocks and wearing clothes. They live not in marginal 
  lands in Europe, but somewhere over the horizon 
  – the earliest mentions of them, in classical Greece, 
  put them in India. In the reign of Diocletian (284-
  305 CE), a Roman unit reportedly captured a large 
  Cynocephalus in North Africa, west of Egypt. The 
  Old Welsh poem Pa Gur? is an exception by placing 
  the Cynocephali in Britain; it has Arthur’s knights 
  fighting hostile Cynocephali (cinbin in Welsh) in the 
  mountains of Eidyn (Edinburgh).
  By the time of Ratrumnus’ investigation into them 
  in the 9th century they were placed in the far north 
  of Scandinavia or in the distant East. As Europeans 
  ventured away from their homelands, to China, 
  Africa and the New World, the supposed home of 
  the Cynocephali was pushed ever further away. 
  Giovanni da Pian del Carpine, a Franscian friar 
  chosen as head of an early 13th-century papal 
  diplomatic mission to the Mongol Great Khanate 
  describes the forces of Ögedei Khan encountering 
  them north of Lake Baikal. Marco Polo placed 
  them on the Andaman Islands of South-East Asia; 
  the largely fictional 14th-century Travels of Sir 
  John Mandeville puts them on the nearby Nicobar 
  Islands.
  Ratrumnus concluded the Cynocephali were 
  rational and mortal, and therefore had human souls, 
  capable of redemption though the baptism and 
  faith in Christ. The medieval churches – Roman and 
  Orthodox – certainly sent missionaries far beyond 
  the boundaries of Europe, and the Church of the 
  East, though considered heretical by both Latin 
  and Greek Christians, spread across Asia as far as 
  Beijing.
  Most medieval sources portray the Cyncephali 
  as intelligent and often peaceful, even tender, but 
  several say that they become cruel and hostile to 
  humankind when angry.
  This begs the question of what medieval attitudes 
  might have been to such creatures had they really 
  existed. To a large extent this depends on geography 
  – how close are the Cynocephali lands to Christian 
  lands?
  Distant lands might be visited by merchants 
  and traders interested in what trade goods or 
  monopolies they might acquire. Such trade ventures 
  were often accompanied by church missionaries. 
  Medieval missionaries may well have preached and 
  attempted to convert peoples they encountered, but 
  their primary role was as explorers, reporting their 
  findings back to Church authorities. The authorities 
  could then decide whether to send a dedicated 
  mission to convert the peoples discovered.
  If lands are closer, then the Cynocephali might 
  be considered barbarians ripe for conversion. 
  Medieval concepts of civilisation and barbarity were 
  faith. Peoples who converted to Christianity were 
  accepted into society. Those who did not might be 
  invaded and converted at sword point, as with the 
  Northern Crusade against the pagan peoples of the 
  Baltic.
  In other cultures, dog-headed humanoids are bestial, 
  sometimes supernatural in origin. The Saami of 
  Finland describe the Padnakjunne (dog-faces) as 
  cannibalistic and cruel; the Arabian qutrub is a 
  cannibalistic dog-headed demon or jinn known, like 
  ghouls, for congregating around graveyards.
  Fantasy Goblins, 
  Orcs & Trolls
  While early fantasy writers such as Lord Dunsany 
  looked to folktales and faerie lore for their creations, 
  the modern conception of goblins, orcs and trolls 
  is dominated by the vision of JRR Tolkien, as 
  presented in The Hobbit and The Lord of the Rings. 
  Tolkien’s versions have been popularised in the 
  films based on his books and have been influential in 
  subsequent fantasy literature and games, including 
  Chivalry & Sorcery.
  Tolkien’s orcs and goblins – he uses the terms 
  largely interchangeably – and trolls are presented 
  as hostile creatures, foils and challenges to his 
  protagonists. They are rough, at times bestial, given 
  to cannibalism and crude behaviour and language.  
  Their most widely known origin stories are as 
  malevolent versions of “good” races – orcs twisted 
  from elves, and trolls from Ents, by the Great 
  
  12
  Enemy. In his personal letters Tolkien noted that 
  these origins, and the presentation of goblins, orcs 
  and trolls, were from the perspective of humans and 
  elves, and that there were inconsistencies in these 
  peoples’ views. He also expressed the view that orcs 
  were not irredeemably evil but, being crafted from 
  elves, had the same opportunity for redemption as 
  did the Eldar.
  In other correspondence Tolkien described 
  “orcishness” as more a set of negative attitudes that 
  anyone, even those on your own side, might display.
  Subsequent depictions of goblins, orcs and trolls 
  have drawn more heavily from the depictions in The 
  Hobbit and The Lord of the Rings, rather than the more 
  nuanced viewpoints expressed in Tolkien’s letters 
  and drafts. Even when they are not named as orcs 
  or goblins, many fantasy writers have adopted the 
  trope of evil species as antagonists.
  More recent fantasy works have played with the 
  evil species trope, often subverting it. Orcs have 
  been presented as honourable warriors or as noble 
  savages. Stan Nicholls’ Orcs series presents them 
  as alien creatures whose memory and culture has 
  been erased by a Dark Lord to force them into 
  servitude. Mary Gentle’s comic fantasy Grunts 
  sees orcs transformed into a crack combat unit 
  with the discovery of a hoard of US Marine Corps 
  weapons and fighting manuals. The orcs of N. 
  Robin Crossby's world of Hârn, the gargun, are 
  alien creatures with a hive-like culture involuntarily 
  transplanted into the world - hostile and violent, but 
  with a degree of pathos.
  If orcs and goblins have been given short shrift, 
  trolls have had even less attention. Trolls are usually 
  presented as bigger, stronger and more savage 
  combatants or challenges than orcs. Only in a few 
  cases - notably Poul Anderson’s 1954 novel The 
  Broken Sword, which draws on Norse myth, and 
  Greg Stafford’s world of Glorantha, where they are 
  considered Uz, the People of Darkness - have trolls 
  and their societies been explored in any detail. 
  It’s impossible to cover all examples of goblins, 
  orcs and trolls found in modern fantasy fiction, but 
  we do present these creatures as they exist in our 
  fantasy world of Marakush, and in the fantastical 
  Europe presented in the Elves Companion and 
  Dwarves Companion, including their use as player 
  characters. GMs who do not play in Marakush or the 
  fantastical Europe of the companions may wish to 
  adapt this version for their own game worlds.
  Demonic Goblins, 
  Orcs & Trolls
  Each demonic goblin, orc or troll is a unique 
  individual. All are inherently evil, even if they 
  choose to present themselves as otherwise for a 
  time. This section considers two broad classifications 
  – demons with physical bodies, and evil spirits of 
  demonic origin.
  It may not be readily apparent to player characters 
  that a creature is a demon if it is in disguise or 
  has shifted its shape without magick or prayer. 
  The divination spell Detect Supernatural does not 
  reveal the type of supernatural creature, so such 
  creatures might be magickal, fae or some other type 
  of supernatural creature. The spell Detect Evil, and 
  the Act of Faith Prayer to Recognise Evil will register 
  the creature’s evil nature. The divination spell True 
  Sight will strip away the demon’s glamour and 
  reveal its true form.
  As noted in the Chivalry & Sorcery 5th Edition core 
  rulebook, all demons share common traits. They are 
  cunning, untrustworthy, ruthless, and cruel. Most 
  demons are overconfident of their abilities – one 
  of their few weaknesses. They may only enter the 
  mortal world by invitation, either directly through 
  summoning, or accidentally through sin or failure 
  to take spiritual precautions praying over food. 
  Demons summoned accidentally usually try to 
  possess the person summoning them immediately, 
  rather than taking physical form.
  Normal weapons do half damage to physical 
  demons, and if a demon is reduced to 0 Body by 
  normal weapons it is banished to Hell rather than 
  slain. The core rulebook notes demons may be 
  permanently slain by enchanted or blessed weapons; 
  in Christian theology they are immortal and cannot 
  be permanently slain at all. Reducing one to 0 Body 
  with an enchanted or blessed weapon will banish 
  one from the mortal world for a very long period (at 
  least a century), or permanently.
  Demons are immune to magickal and natural fire, 
  but vulnerable to holy symbols – a mere touch 
  with a holy symbol such as a crucifix will cause a 
  demon 5 points of Body damage, with no armour 
  absorption, and holy water causes 1D10 damage, 
  with no armour absorption, when successfully 
  thrown over a demon. 
  
  13
  Demons may attempt to possess mortals with an 
  opposed Willpower check. The target gains a 1% 
  bonus to their Willpower for each point of current 
  Spirit they possess (see C&S5, p576).
  Demons may never enter consecrated ground 
  unless they are possessing a mortal body, and the 
  mortal gains a new opposed Willpower check to 
  break free of possession when their possessed body 
  enters consecrated ground. Demons may attempt 
  to desecrate holy ground either indirectly, through 
  convincing someone to do it, or through a possessed 
  victim.
  Demonic goblins, orcs and trolls may be summoned 
  and bound by magi (see the rules on summoning 
  and binding on C&S5, p379-381) or exorcized by 
  priests. The Exorcize Ritual can banish a demon 
  temporarily for up to 101 days; to constrain a demon 
  to render it harmless or banish for longer requires 
  a Miracle. To banish or constrain it permanently 
  requires a Greater Miracle if the GM rules it is even 
  possible.
  Demonic goblins, orcs and trolls are usually of lesser 
  demonic status, and may usually be represented as 
  imps, malebranches or demon warriors (see C&S5, 
  p576-577 and p581).
  Evil spirits
  The Old English term orcneas, and the Old Norse 
  troll, in the sense of an evil spirit, may be interpreted 
  in several ways. They could represent undead 
  found in the C&S core rulebook Bestiary (p552-
  557), including non-physical manifestations such 
  as ghosts (which are not always evil), spectres or 
  wraiths. They might represent physical undead 
  creatures such as wights or leichen, though in later 
  medieval works these are more generally referred to 
  as revenants.
  They may also be represented by certain types of 
  demon. The Possessor(p577, 581), while it has a 
  physical body in mortal realms, generally acts (as its 
  name suggests) by possessing its victims, and could 
  be misconstrued as a spirit by those unaware it has a 
  physical body.
  Gobilenus 
  An adventure outline
  Anglo-Norman monk Orderic Vitalis relates the tale 
  of the demon known to the townsfolk of Évreux, 
  Normandy, as Gobilenus (or Goblin). Évreux is a 
  small cathedral city about 70 miles (110km) west-
  north-west of Paris. According to Orderic, writing in 
  the 1120s, Gobelin still haunts the town of Évreux, in 
  Normandy, but was forbidden to hurt anyone by St 
  Taurinus, the first bishop of Évreux, who was sent to 
  convert the local tribes by Bishop Dionysus of Paris 
  (St Denis) – the known dates do not match up, for St 
  Denis was martyred in 270 CE at the latest, and St 
  Taurinus was bishop of Évreux from c. 375 CE to c. 
  425 CE. The demon’s true name is Zabulon.
  As the man of God drew near the gates of the city, a 
  demon encountering him in three different shapes, 
  that of a bear, a lion and a buffalo, endeavoured 
  to terrify the champion of Christ. But he stood 
  firm in the faith like an impregnable wall and was 
  hospitably entertained in the house of Lucius . On 
  the third day, while Taurinus was preaching to 
  the people, and the charm of the new faith gained 
  him willing hearers, the devil in alarm began to 
  torment Euphrasia, the daughter of Lucius, and cast 
  her into the fire. She immediately died, but shortly 
  afterwards Taurinus, praying, and commanding her 
  to arise, she was restored to life in the name of the 
  Lord. No signs of fire erupted about her. 
  All who were witnesses of this miracle were struck 
  with fear and astonishment, and believed in Jesus 
  Christ. On that same day one hundred and twenty 
  men were baptized, eight blind men received sight, 
  four dumb were cured, and many more were healed 
  of their various infirmities in the name of the Lord.
  Then Taurinus entered the temple of Diana and 
  compelled Zabulon, by the power of God, to stand 
  visible before all the people, at which spectacle the 
  heathen multitude was greatly terrified. For he 
  appeared to them in the shape of an Ethiopian, black 
  as soot, having a long beard and breathing out 
  flames of fire from his mouth. Then there came an 
  angel of the Lord, shining like the sun, and in the 
  sight of all bound the demon’s hands and carried 
  him off. On that day therefore, two thousand souls 
  were baptised…
  
  14
  The demon which he expelled from the temple of 
  Diana still haunts the city, appearing in various 
  shapes, but hurting no one. The common people 
  call it the Goblin [Gobilenus] and assert that it is 
  restrained to this day from injuring mankind by the 
  merits of St Taurinus; and that because it obeyed 
  his commands by breaking its own idols, it was 
  not forthwith cast into the pit, but undergoes its 
  punishment in the very place where it had reigned 
  supreme, by witnessing the salvation of those whom 
  it had before insulted and tormented.
  Orderic Vitalis, The Ecclesiastic History of England 
  and Normandy, trans Thomas Forester, 1854
  Gobilenus is clearly not a low-ranking demon, 
  but one of the demonic commanders or ‘nobility’, 
  a Chevalier de l’Enfer or Power of Hell in C&S 
  terms. St Taurinus performs a Greater Miracle to 
  deal with the demon, which is answered by angelic 
  intervention.
  Gobilenus may serve as either a major challenge or 
  a passing reference in a game. GMs who set their 
  games in medieval Normandy may like to limit his 
  appearances to Évreux. Others may like to transpose 
  his legend to another location (or another world). 
  He may appear during any period – although 
  Orderic Vitalis continued writing until his death 
  in 1142, and lived at the Abbey of Saint Evroult in 
  Normandy, 40 miles (63km) from Évreux. GMs may 
  dislike unleashing the demon before then under the 
  assumption that if Gobilenus were released, Orderic 
  would have heard about it and written about it – but 
  a better option in an Early Feudal campaign may be 
  to write an extra paragraph or two of Orderic Vitalis’ 
  history for that campaign. Naming player characters 
  and including game events in-game versions of 
  authentic medieval chronicles is a reward for players 
  that neither Exp or Honour can buy. 
  To use Gobilenus in a game, consider that he is 
  a demon, cunning and untrustworthy, even if 
  presently forbidden to harm mortals by the power 
  of God. As either a Chevalier de l’Enfer or a Power 
  of Hell his natural form is that of a large, heavily 
  muscled but grotesque humanoid standing between 
  8 and 9 feet tall. He can take many forms, though, 
  and will seek out and try to tempt someone into 
  releasing him from his sentence. Exactly how this 
  may be achieved is left to the GM, but it should 
  involve a deliberate act rather than an accidental 
  summoning, for Gobilenus is already present in the 
  world.
  As a passing reference, Gobilenus might be 
  any odd stranger player-characters meet in and 
  around Évreux (or whatever city the GM deems 
  appropriate). It may be a cat, a dog, a child, adult 
  or whatever else inspires the GM. The encounter 
  should be clearly unusual and leave the players with 
  questions. Gobilenus will register as a supernatural 
  creature, and an evil one, should appropriate magick 
  or acts of faith be employed. Questioning local 
  townsfolk will rapidly bring the very basics of the 
  story – “Ah, you have met Gobilen, a demon that has 
  haunted this town since ancient times. Don’t worry, he 
  can’t harm anyone, thanks to St Taurinus. He had him 
  bound and rendered harmless.”
  Before 1142 CE appropriate Local or Regional 
  Geography rolls (depending on where the character 
  is from – local geography covers a 20-mile radius 
  from the character’s home) may reveal there is a 
  monk writing a history of the region at the Abbey 
  of St Evroult, and the characters may approach 
  Orderic Vitalis for further information. After 1142 
  an appropriate Local, Regional or National History 
  & Legend roll may have a character who also reads 
  Latin recall that there is a reference to the demon 
  in Orderic Vitalis’ Historia Ecclesiastica. A critical 
  success should provide the full details (as quoted 
  in the passage above). Either talking with Orderic 
  or remembering the full details of the passage 
  should give the demon’s true name as Orderic 
  Vitalis knows it: Zabulon. In the late-12th and 13th 
  centuries, Évreux was a notable centre of Jewish 
  scholarship, so at this time it is likely that rabbis 
  and Torah scholars such as Moses d’Évreux, author 
  of the Talmudic commentary known as the Tosafot 
  of Évreux, or a fictional Kabbalist might provide 
  necessary information.
  If the GM wishes the party to confront Gobilenus, 
  storytelling convention dictates the demon’s release 
  should follow a passing encounter. Gobilenus 
  might be released by a PC (never underestimate 
  the ambition of a necromancer of low morals who 
  has obtained the true name of a demon) or an NPC, 
  probably a necromancer or someone possessed by 
  another demon (likely one of Gobilenus’ minions).
  
  15
  Honour: 666
  Gobilenus (Chevalier de l’Enfer)
  Height: 8'4” Build: >13 Wt: 650lb
  Hair: None (Horned) Eyes: Burning Red Complexion: Red-Grey
  BOD: 174  FAT: 71 LCAP: 1370 lb CCAP: 685
  BAP: 20 Jump: 3’
  STR 
  24 (98%) INT 
  16 (79%) APP 
  02 (20%)
  CON 
  23 (96%) WIS 
  18 (85%) BV 
  12 (66%)
  DEX 
  16 (79%) DISC 
  18 (85%) SPR 
  0 (0%)
  AGL  
  21 (92%) FER  
  23 (96%) CHA 
  15 (76%)
   
   
   
  DT 
  10
  BMR 
  30 
   
  SPRINT 20
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight  
   
  36%  
  41%
  Alertness-Sound  
  36%  
  41%
  Stamina   
   
  64%  
  104%
  Dodge   
   
  45%  
  85%
  Willpower  
   
  47%  
  87%
  Languages (all)  
   
  26% 
  86%
  Faith  
   
   
  0  
  0%
  Specialised Skills  
  47% 
  varies
  General Skills 
   
  32% 
  varies
  Combat Skills 
   
  PSF% 
  TSC%
  Knight’s Broadsword +4,   +60% 
  90%
  Base Damage 36S* Crit +1, Bash 8 
  Mace +4  
   
  60% 
  100%
  Damage 38C*, Crit +1 Bash 9
  Armour
  Own Hide 
  [S14, C11, P11, M13, E7]
  Powers
  Nightvision: As a chevalier d’enfer, Gobilenus is able to see at 
  night or in complete darkness as a human does during the day. 
  No magickal absence of light will affect it.
  Sensing the Way: As a chevalier d’enfer, Gobilenus has an 
  unerring sense of direction. It will always find its way to its 
  destination, even in fog or utter darkness. Magickal attempts to 
  confuse or mislead it will always fail.
  Spells: Gobilenus can cast, all Command spells; all Basic Magick 
  – Fire spells up to and including MR7; and all Arcane spells, 
  Divination spells, Illusion spells and Wards up to and including 
  MR6. Gobilenus has +77% PSF with the Demon Magick Mode 
  (TSC 97%), PMF 87, ML7. 
  Aura of Fear: In its true form Gobilenus inspires fear in any 
  who see it. Anyone seeing its true form (including through 
  use of True Sight if it has adopted an illusory disguise) 
  must roll against their Willpower. Failure results in the loss 
  of 9 AP; failure with a critical die of 9-10 means they cower 
  and freeze in abject panic.
  Demonic hide: Any non-enchanted or non-blessed 
  weapon that hits Gobilenus’ skin in combat has a 75% 
  chance of shattering. It will do its usual damage for 
  that strike (which will usually be half damage, due to its 
  demonic powers).
  Demonic powers: Gobilenus has all of the regular 
  demonic powers in listed in the core rulebook (p576), 
  including half damage from normal weapons, returned to 
  Hell (rather than slain) if reduced to 0 Body by a normal 
  weapon, immunity to fire, and possession.
  Demonic weapons: Gobilenus’ weapons are forged in 
  the fires of Hell. They are +4 enchanted weapons, but are 
  cursed. Mortals who try to wield them will find themselves 
  haunted by dark thoughts of wrath and hate, their dreams 
  haunted (recovering only half fatigue while sleeping), and 
  the weapons will ultimately cause the death of any mortal 
  who dares to wield them (how they do so is left to the GM’s 
  creativity).
  Limitations
  Demonic weaknesses: Like all demons, Gobilenus is 
  overconfident in its abilities. It cannot enter consecrated 
  ground but can try to desecrate it by indirect means (such 
  as by being in possession of a mortal body). Holy symbols 
  cause it 5 points of damage (with no armour absorption) 
  when in contact with it; holy water causes 1D10 body 
  damage (with no armour absorption) when splashed upon 
  it. Words from holy texts force it to make a Willpower check 
  at -20% (or the Faith PSF of the person reciting the text 
  if higher than 20%) to remain within earshot; otherwise it 
  must leave.
  Tactics
  Gobilenus favours illusions to disguise its true form 
  and uses Command magicks to invoke confusion and 
  temptation in its victims. If threatened with physical combat, 
  it forgoes spells in favour of melee.
  In melee it usually attacks with sword or mace. 
  
  16
  Fae Goblins
  Fae goblins are more commonly found in folk 
  tales from the early modern period, though some 
  examples my be found as early as the 14th century. 
  GMs who employ the fae in their medieval worlds 
  may choose to use them in earlier periods as well.
  Fae goblins are small (usually around 2 feet tall, 
  though ranging in height between 1 foot and 4 feet) 
  and unpleasantly ugly, with bulbous eyes, sharp 
  teeth, twisted bodies, long, stringy hair and long, 
  grasping arms. They dress in rags and piecemeal 
  armour and wield nasty little weapons such as 
  jagged axes and saw-toothed blades. Fae goblins are 
  mischievous and malevolent, and delight in nasty 
  tricks, especially those that cause harm as well as 
  embarrassment. Fae goblins are fascinated with 
  machinery, and favour elaborate traps and tricks 
  using waterwheels, cranks, gears and clockwork if 
  given a choice. They may adapt mortal mills and 
  clocks in their schemes – woe betide workers in 
  fulling or foundry mills that come to fae goblins’ 
  attention. Since they are small and weaker than most 
  mortal races, fae goblins do not usually engage in 
  combat unless they outnumber opponents by 10-to-1 
  or more. 
  C&S fae goblins are trooping fairies normally 
  found in large bands, though some may be found 
  in smaller groups or even alone. Other faeries 
  treat fae goblins with contempt, seeming to barely 
  acknowledge them as fae. Almost all fae goblins 
  belong to the Unseelie Court, though even there they 
  are often treated with disdain.
  Some goblins can use magick in the witchcraft 
  mode (PMF 36, ML 3, 30 PSF%) and generally 
  know a few spells from the methods of command, 
  transmutation, fire (MR 1 only) and wards; this is 
  more common among solitary fae goblins. A fae 
  goblin can fulfil a wish to take someone, other than 
  the wishmaker, away from the mortal world. Many 
  a person has wished that a loved one be taken away 
  after an argument and regretted it when the goblins 
  have taken them away to the lands of Faerie. Fae 
  goblins have major phobias of sunlight, water and 
  open spaces, they are arrogant, greedy, selfish and 
  stupid.
  It’s likely whatever ritual is performed to release 
  Gobilenus – or re-bind him if he is released – should 
  take place at the old Roman temple complex. 
  Medieval Évreux dates from the 11th century. The 
  Roman religious sanctuary (le Vieil-Évreux, or 
  Gisacum) lies 3.5 miles (5.6km) south-east of the 
  medieval town. It covers an area of around 100 acres 
  (250 hectares) and contains a theatre and religious 
  buildings surrounding an open area. The sanctuary 
  probably didn’t contain a temple of Diana (a statue 
  of Jupiter Stator was excavated in the 19th century), 
  and it is unclear how much of the site was visible 
  on the surface in the medieval period. GMs should 
  make up or research additional details to suit.
  Once released, Gobilenus is capable of all sorts of 
  mischief. He may corrupt or possess NPCs, he may 
  harm or kill as he sees fit and – if the GM wishes 
  to turn the encounter into a short campaign or 
  arc – he might summon his demonic minions. As a 
  Chevalier de l’Enfer, he commands several hundred 
  Malebranches and Demonic Warriors, with a few 
  score Imps; as a Power of Hell he commands a 
  demonic army (see C&S5E, p. 576-581 for statistics 
  and details). In either case, a GM unwilling to 
  run a wargame might consider having Gobilenus 
  summon as few minions as they wish, or consider 
  the rest of them away creating pandemonium 
  across Normandy and France (or whatever region/
  nation the campaign is set in) rather than actively 
  opposing the player characters. Demons are, after 
  all, overconfident.
  
  17
  Redcaps
  A subtype of fae goblin is the Redcap, a type of 
  malevolent, murderous goblin found in British 
  folklore. Redcaps are said to inhabit ruined castles 
  along the Anglo-Scottish border, especially those 
  that were the scenes of tyranny or wicked deeds. 
  They are Solitary Faeries, found as individuals or in 
  very small groups. They are known for soaking their 
  caps in the blood of their victims. As a good example 
  of how legends vary, the Redcap in Dutch tales is 
  more like a fae brownie, and in Perthshire, Scotland, 
  it refers to a more benign goblin living in a room 
  high up in Grantully Castle; it bestows good fortune 
  on those who see or hear it. 
  Redcaps appear as short, thickset old men with 
  long prominent teeth, skinny fingers armed with 
  talons like eagles, large eyes of a fiery red colour, 
  grisly hair streaming down its shoulders, iron boots, 
  a pikestaff or halberd in his left hand, and a red 
  cap on his head. It hurls huge stones as travellers 
  who take refuge in its lair; if it kills them, it soaks 
  its cap in their blood, giving it a crimson hue. It is 
  unaffected by normal weapons, but can be driven 
  away by words of Scripture or by the brandishing of 
  a crucifix which causes it to utter a dismal yell and 
  vanish in flames, leaving behind a large tooth, if it 
  fails a roll against its Willpower minus the Faith PSF 
  of the speaker or wielder. 
  Hobgoblins
  A hobgoblin is a traditional spirit of the hearth, 
  appearing in folklore and considered helpful. 
  However, after the spread of Christianity they 
  were often considered mischievous. Shakespeare 
  identifies the character of Puck in A Midsummer 
  Night’s Dream as a hobgoblin.
  The term is made up of two parts, hob – meaning of 
  Elfin origin and goblin meaning ugly and greedy. 
  Literary references are few; they appear in tales from 
  1500 onwards though the term may be earlier. 
  Hobgoblins seem to be more practical jokers than 
  vengeful, though they can easily be angered, which 
  makes them dangerous. In the stories it seems that 
  hobgoblins always have the ability to shape change. 
  There are some named hobgoblins in folklore and 
  literature. Clever hobgoblins are found in several 
  folk ballads collected by Francis James Child. 
  Billy Blind helps humans in dramatic situations 
  by offering valuable information and advice. Blue 
  Burches a hobgoblin who played harmless pranks 
  in the home of a shoemaker on the Blackdown Hills 
  in Somerset. His usual form was that of an old man 
  wearing baggy blue breeches; however, he also took 
  the form of a white horse, a black pig and a wisp 
  of blue smoke. The family was happy to have his 
  presence and appreciated his help; however, some 
  clergymen learned of his existence and banished 
  him from the house. 
  Robin Roundcap haunted Spaldington Hall, 
  East Yorkshire and was a hearth spirit of the true 
  hobgoblin type. He helped thresh the corn and 
  performed domestic chores, but when he was in the 
  mood for mischief, he would mix the wheat and 
  chaff again, kick over the milk pail, and extinguish 
  the fire. He is said to have been banished to live in a 
  well for a stipulated number of years, as a result of 
  the prayers of three clergymen. This well is known 
  as Robin Roundcap’s Well. 
  Another term for hobgoblin in Lancashire and 
  Yorkshire was Dobby. Much like the boggart, a 
  Dobby’s pranks may become so troublesome that 
  a family decides to move elsewhere, only to find 
  that the Dobby has followed them. However, 
  one Yorkshire Dobby (or hob) lived in a cave and 
  was noted for curing children of the whooping 
  cough. Dobbies could be just as industrious as 
  other hobgoblins and brownies, which led to the 
  expression “Master Dobbs has been helping you” 
  when someone accomplished more work than was 
  expected. 
  
  18
  Honour: 32 (68 if Spell Caster)
  Fae Goblin
  Height: 2'0” Build: 7 Wt: 20lb
  Hair: Grey Eyes: Red Complexion: Varies
  BOD: 30  FAT: 23 LCAP: 55 lb CCAP: 28Lb
  BAP: 15 Jump: 3’
  STR 
  12 (66%) INT 
  08 (50%) APP 
  03 (25%)
  CON 
  16 (79%) WIS 
  08 (50%) BV 
  04 (30%)
  DEX 
  15 (76%) DISC 
  08 (50%) SPR 
  0 (0%)
  AGL  
  18 (85%) FER  
  12 (66%) CHA 
  05 (35%)
   
   
   
  DT 
  4
  BMR 
  20 
   
  SPRINT 16
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight  
   
  9%  
  16%
  Alertness-Sound  
  9%  
  16%
  Stamina   
   
  27%  
  67%
  Dodge   
   
  33%  
  63%
  Willpower  
   
  19%  
  49%
  Languages (all) 
   
  -4%  
  54%
  Faith 
   
   
  0  
  0%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Ancient Local Geography  
  22%  
  82%
  Local History & Legend  
  22%  
  72%
  Riddling   
   
  46%  
  86%
  Faerie Lore  
   
  50%  
  90%
  Witchcraft  
   
  30%  
  40%
  Blending in Surroundings  
  62%  
  92%
  Covering Tracks   
  62%  
  92%
  Forester’s Stealth   
  62%  
  92%
  Tracking Prey  
   
  62%  
  92%
  Architecture & Engineering  11% 
  41%
  Set/Disarm Traps  
  19% 
  49%
  Combat Skills 
   
  PSF% 
  TSC%
  Slashing Swords   
  30%  
  60%
  Archery   
   
  33%  
  53%
  Axes  
   
   
  24%  
  54%
  Knife Fighting  
   
  40%  
  80%
  Weapons
  Shortbow 33% PSF% 53 TSC%
  Base Damage +9M 
  Range (crit), S:20’ (+0) M:30’(-3)  L:90’ (-7) EX: 150’ (-12)
  Axe 24 PSF% 54 TSC%
  Damage 11S Crit +1 Bash 7
  Dagger 40 PSF% 80 TSC% 
  Damage 6P
  Armour
  Cuirboilli  
  [S5, C7, P4, M5, E7]
  Powers
  Magical Creature: Fae goblins can’t be harmed by 
  the powers of mankind and thus weapons that are not 
  magickal or blessed have no effect upon them. In the 
  Late and Waning Feudal periods they are susceptible to 
  the powers of the divine, and in the presence of prayer 
  or miracles must succeed with a Willpower check or flee 
  screaming. Acts of faith will always work against Late and 
  Waning Feudal fae goblins and any damage from such acts 
  is doubled.
  Eternal Life: Fae goblins are ageless and have a bonus 
  of 20% to his Con Resistance when making a Resist 
  Infection, Resist Poison or Resist Drugs roll.
  Spells: Some fae goblins can cast command, 
  transmutation and wards of up to MR3, and fire spells of 
  up to MR1. Such goblins use the witchcraft mode (PMF 36, 
  ML 3, 30 PSF%).
  Wishgranting: Fae goblins can grant wishes to transport 
  someone other than the wishmaker from the mortal world 
  to the realm of Faerie. They will not do so unless they can 
  think of a way to twist the wish to hurt the person making 
  the wish, or their friends or family, or both.
  
  19
  Honour: 100
  Fae Hobgoblin
  Height: 3’7” Build: 9 Wt: 53lb
  Hair: White Eyes: Blue Complexion: Fair
  BOD: 34  FAT: 29 LCAP: 58 lb CCAP: 30lb
  BAP: 18 Jump: 3’
  STR 
  12 (66%) INT 
  18 (85%) APP 
  06 (40%)
  CON 
  17 (79%) WIS 
  18 (85%) BV 
  12 (66%)
  DEX 
  15 (76%) DISC 
  06 (40%) SPR 
  0 (0%)
  AGL  
  18 (85%) FER  
  18 (85%) CHA 
  13 (70%)
   
   
   
  DT 
  4
  BMR 
  20 
   
  SPRINT 6
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  9% 
  16%
  Alertness-Sound  
  9% 
  16%
  Stamina  
   
  14% 
  54%
  Dodge  
   
  24% 
  64%
  Will Power 
   
  28% 
  68%
  Languages (all) 
   
  26% 
  86%
  Faith 
   
   
  0 
  0%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Calm & Attract Animals 
  37% 
  66%
  Intention of Animals 
  36% 
  76%
  Slashing Swords  
  30% 
  60%
  Courtly Manners  
  28% 
  68%
  Archery  
   
  33% 
  53%
  Ancient Local Geography 
  62% 
  112%
  Local History & Legend 
  62% 
  122%
  Herbalism 
   
  62% 
  92%
  Pharmacology 
    
  52% 
  82%
  Riddling  
   
  46% 
  86%
  Faerie Lore 
   
  100% 
  140%
  Elementalist 
   
  61% 
  68% 
  Blending in Surrounding 
  62% 
  92%
  Covering Tracks  
  62% 
  92%
  Foresters Stealth  
  62% 
  92%
  Tracking Prey 
   
  62% 
  92%
  Axes 
   
   
  24% 
  54%
  Cooking  
   
  55% 
  95%
  All Trade Skills 
   
  55% 
  85%
  Combat Skills 
   
  PSF% 
  TSC%
  Knife Fighting 
   
  40% 
  80%
  Weapons
  Shortbow 33% PSF% 53 TSC%
  Base Damage +9M 
  Range (crit), S:20’ (+0) M:30’(-3)  L:90’ (-7) EX: 150’ (-12)
  Axe 24 PSF% 54 TSC%
  Damage 11S Crit +1 Bash 7
  Dagger 40 PSF% 80 TSC% 
  Damage 6P
  Powers
  Magical Creatures
  Fae hobgoblins can’t be harmed by the powers of mankind 
  and thus weapons that are not magickal or blessed have 
  no effect upon them. In the Late and Waning Feudal 
  periods they are susceptible to the powers of the divine, 
  and in the presence of prayer or miracles must succeed 
  with a Willpower check or flee screaming. Acts of faith will 
  always work against Late and Waning Feudal fae goblins 
  and any damage from such acts is doubled. 
  Eternal Life:
  True immortality as far as ageing goes and grants the 
  Goblin a bonus of 20% to his Con Resistance % when 
  making a Resist Infection, Resist Poison or Resist Drugs 
  roll.
  Control of Animals:
  The Goblin gains +15 PSF% to Calm & Attract Animals 
  and Intention of Animals. He also gains a power similar to 
  the Command spells Command Animals, except that his 
  effective PSF% is that of his Calm & Attract Animals.
  Transformation:
  As per the Transmutation spell Shape Shift, the Goblin can 
  assume the form of a creature other than a humanoid. The 
  ML of the Goblin for this power is ML 4
  Basic Magic Earth:
  The Goblin has all of the Elemental Earth spells up to MR 6
  Basic Magick Air:
  The Goblin has all of the Elemental Air spells up to MR 4
  
  20
  C&S Goblinoids
  Unlike demonic and fae goblinoids, the fantasy orcs 
  and goblins of Chivalry & Sorcery are suitable for 
  use as player characters if the GM and players agree. 
  Modern fantasy orcs and goblins, as presented in 
  roleplaying games and post-Tolkien fiction, are 
  usually considered to be distinct physical species 
  of intelligent humanoids. In many, though not all, 
  cases they are evil or at least hostile to Humanity, 
  and have long-standing rivalries with Elves and 
  Dwarves.
  While Chivalry & Sorcery shares the view of orcs 
  and goblins as distinct physical species, it has 
  consistently viewed them as independent, free-
  willed creatures capable of both good and evil. There 
  may be rivalries with other species, such as Humans, 
  Elves and Dwarves, but these rivalries exist for a 
  reason, and individual orcs and goblins may vary 
  in their attitudes to other species. Remember Ed 
  Simbalist’s catchphrase: Monsters are people, too.
  Recent editions of C&S have concentrated on two 
  fantastical worlds: the fantasy medieval Europe 
  presented in Paul “Wiggy” Wade-Williams’ Elves’ 
  Companion (BGD, June 2000) and Dwarves’ Companion 
  (BGD, May 2000); and Stephen Turner’s world of 
  Marakush (BGD, 1998).
  In both cases the societies and game mechanics 
  of orcs and goblins are so similar that they may 
  be treated as the same, but the histories and 
  relationships with other intelligent species differ in 
  the two game settings.
  North of Eden
  Goblinoid History in Fantasy Europe
  Dwarves believe orcs and goblins, who they call 
  nisser (sing. nisse), to be underground species 
  who instigated a war in deep mines and caverns 
  beneath Scandinavia over possession of the gems 
  and minerals Dwarves value above all else. The 
  underground war lasted 2,000 years before it spread 
  to the surface world around 6000 BCE. In 5942 BCE 
  the nisser sent a massive army of 40,000 troops to 
  the surface to wipe out the early Human settlers 
  of Scandinavia. The Dwarves fought a bloody 
  losing battle, the Battle of Folorn Hope (Forlatt 
  Håp) alongside Humans and were preparing for 
  their last stand when they were saved in the 11th 
  hour by volleys of arrows from an Elven army who 
  had hidden in the woods and watched the day’s 
  slaughter impassively before finally intervening 
  only when their own lands were threatened. The 
  Goblinoids survivors were scattered and never more 
  presented an existential threat to the other three 
  species, though skirmishes continue both below and 
  above ground. The Dwarves maintain their grudges 
  against both the Elves, for not intervening sooner, 
  and the Goblins, who they blame for starting the war 
  in the first place.
  This version is not the way the Goblins view these 
  events. The most ancient Goblinoid myths and 
  legends – passed down verbally through millennia 
  and no doubt greatly embellished and modified 
  along the way – tell of their origins as hunters and 
  gatherers in a land of endless sky and vast plains 
  where game was plentiful, landscapes were vast, 
  summers were warm and winters cold, and joy 
  was unbounded. This idyllic lifestyle ended with 
  the coming of the Devourers (Goblin: Azkhastis), 
  ravenous demons lead by brutal brothers named 
  Haznakh and Hagmane. The Askhastis slaughtered 
  beasts far beyond their needs, hunting for the joy of 
  killing rather than for food. They draped themselves 
  in skins and decorated themselves with bones as 
  grisly trophies, and even built their shelters out of 
  hides and bones. The Goblin paradise was lost for 
  good as the Azkhastis hunted them down and set 
  Goblin heads on poles to show their despite and 
  their mastery of their new dominions. Paradise 
  became hell, and Goblins fled northwards to lands of 
  near-endless winter, and westwards to the confines 
  of close, dark woods to scrape themselves a new life 
  away from joyful sun and endless sky.
  With 21st-century insights we may speculate that the 
  goblinoids’ early origins lie in the steppes of Central 
  Asia. The Azkhastis may be goblin folk memories of 
  early Indo-European Humans moving north from 
  Anatolia and Mesopotamia – it’s interesting that 
  the goblin legends speak of the Askhastis attacking 
  the earth; the earliest known human agriculture, 
  at Ohalo, on the shores of the Sea of Galilee, 
  dates to around 23,000 years ago, and the earliest 
  layers at Gobelki Tepe date to around 10,000 BCE. 
  Furthermore, the names of the Azkhastis leaders 
  Haznakh and Hagmane may be related to the proto-
  Indo-European root words for man or hero (H₂ner-) 
  and people (dhĝhemon-). Nevertheless, the dates 
  do not entirely match with the Dwarven histories; 
  agriculture did not spread until around 10,000 BCE, 
  and its progress outside the Fertile Crescent was 
  slow. The earliest known proto-Indo-Europeans 
  in Central Asia, the kurgan-builders (sometimes 
  
  21
  known after their most prominent remains as the 
  Kurgans) did not settle until the 5th millennium BC, 
  long after the decisive battle of Dwarven history. 
  Of course, just because the Kurgans are the earliest 
  settlers we know does not mean they were the only 
  ones.
  The Survival Hypothesis, proposed in the early 
  1970s, suggests creatures similar to goblinoids may 
  in fact be survivors of early Human species such as 
  Homo neanderthalensis. There is little to support 
  the hypothesis save a 19th-century translation 
  of an obscure manuscript version of The Book of 
  Ahmad Ibn Fadlan, but the hypothesis does resonate 
  with St Augustine’s assertion that every rational, 
  mortal creature is human. Recent discoveries of 
  hitherto unknown species of Homo, such as Homo 
  floresiensis (Indonesia, 2003) and Homo luzonensis 
  (Philippines, 2019) lend indirect support to such a 
  hypothesis, though more recent research indicates 
  these species did not survive into historical times as 
  thought when they were discovered.
  No known goblinoid legend speaks of the events 
  of the Battle of Folorn Hope, as recounted by the 
  Dwarves and Elves. This does not mean it never 
  happened; after all, Human histories do not refer 
  to it either. The Elves and Dwarves are much more 
  long-lived than Humans or Goblins, and their 
  written histories go back much further. Goblin 
  survivors were few, and scattered, which would 
  have meant a reduced chance of the story being 
  passed down; it is also possible that the survivors 
  deliberately chose not to add such a defeat into their 
  legendarium.
  Relations with Other Species
  The relationships between Goblinoids and Humans, 
  Elves and Dwarves are tense. When Goblins live 
  near other intelligent species, skirmishes are 
  likely. In some cases, Humans and Goblins have 
  established uncertain truces, but friendship between 
  the species is almost unheard of.
  Neither Humans nor Goblins have any particular 
  historical reason for this rivalry. If the Battle of 
  Forlorn Hope ever took place, it is forgotten by 
  both species. Instead the rivalry between these 
  species is for prosaic reasons: fear of the other, and 
  competition for land and resources.  
  It is likely that Elven and Dwarven hostility to 
  Goblinoids is, in fact, for similar reasons. While 
  Dwarves are known to hold ancient grudges, the 
  Battle of Forlorn Hope took place shortly after a time 
  of schism – the Sundering - in Dwarven society. It is 
  possible that the version of the events recorded by the 
  Dwarves is a face-saving one, intended to help keep 
  the peace between Dwarven factions. Dwarves do not 
  like to question their recorded history – as far as they 
  are concerned their past is set in stone (quite literally 
  in their case, as the histories are written on stone 
  tablets).
  Just as Dwarves defend their resources from 
  goblins in and under mountains and hills, so do the 
  Elves defend their forests. The situation is perhaps 
  more understandable for the Elves, who also face 
  competition in the form of deforestation from their 
  ostensible allies, Humans. Yet it seems there is a 
  deeper source of Elven loathing for goblins, for 
  while goblins may hunt in the woods, they are much 
  less likely to plough up woodlands than Humans 
  – though the Elves would say that is because Elven 
  patrols keep their numbers in check. Nevertheless, 
  Elven hierarchies are determined by purity of Elven 
  blood, and the Elves are the only intelligent species 
  whose members may devote themselves to hunting 
  goblins, though this is considered a task only befitting 
  half-bloods. 
  Nor can it be said that goblins are blameless in 
  interspecies rivalries. While they may make tentative 
  peace with humans, they know how implacably they 
  Elves and Dwarves despise them, and often act first 
  against such foes – indeed, some goblins seem to 
  enjoy provoking Elves and Dwarves into retaliation.
  Goblinoids of Marakush
  The orcs and goblins of Marakush exhibit a wide 
  variety of cultures, from the technologically primitive 
  tribal cultures of Asanthi and the Ruby Mountains 
  to the contemporary feudal state of Darken. 
  Goblinoids sometimes live apart from other intelligent 
  humanoids, and sometimes alongside them; the 
  goblins of Faldon are notable for integrating into its 
  predominantly human feudal society.
  The origins of goblinoid species are obscure. Most 
  scholars believe the species arose in the Carlegg 
  Mountains, where they are still most numerous; 
  others consider Asanthi to be their original homeland. 
  The records of the Tylwyth Hen – the Old Folk – say 
  little except that goblinoids came down from the 
  mountains to raid Human and Elvish settlements in 
  7632 BU (around 8,250 years before the present day) 
  after humans had spread from the Dragon Isle to 
  settle the rest of the Dragon Reaches, and that they 
  were forced underground following a bitter war with 
  
  22
  Humans and Elves, which lasted 182 years from 
  7625 BU to 7443 BU. This was later known as the 
  First Goblin War.
  The Tylwyth Hen regarded the goblinoids as a new 
  species when the raids started, but it is unclear 
  whether the goblinoids were truly new to the 
  Dragon Reaches, or whether the Elves simply hadn’t 
  encountered them before. No goblinoid legends of 
  the time have survived.
  Early Human and Elvish records of the goblinoids 
  focus on war. The first record of Orcs as a distinct 
  goblinoid sub-species came during the Second 
  Goblin War of 6862-6271 BU, during which 
  goblinoids attacked many of the Dragon Isle’s 
  settlements on the mainland. Goblinoids were 
  slowly forced to retreat back to their mountains 
  in the closing phases of the war, but gained a 
  reprieve when a volcanic eruption on the Dragon 
  Isle destroyed much of the Dragon Empire’s capital, 
  including its arcane library, and forced the Empire 
  to abandon some of its colonies and withdraw to the 
  Dragon Isle.
  Goblinoids began to expand again in the 26th 
  century BU, resulting in what the Elves call the 
  Third Goblin War, and humans sometimes call the 
  Unhuman War or the Elf-Goblin War, if they call it a 
  war at all. This period of skirmishes lasted for 2,000 
  years, from 2468 BU to 425 BU – a distinct period 
  to the long-lived Elves, but a backdrop of history to 
  Humans.
  The Third Goblin War is notable for two events of 
  lasting significance.
  The first was the appearance of the Avatars of 
  Bulackas, an early goblinoid deity. The three avatars 
  appeared in the southern Reaches, following a 
  goblinoid mass ritual in 1298 BU. The avatars 
  appeared as giant orcs, around 12 feet tall, each one 
  a skilled Necromancer and Elementalist as well as 
  a potent warrior. It took an alliance between Elves, 
  Dwarves and Humans over 10 years to defeat them. 
  I the end, the avatars were trapped in a goblinoid 
  stronghold, the Fortress of Gramsh, which was sent 
  into another dimension by Halderane, Archmage of 
  the Wizards’ Isle. The process caused the destruction 
  of the southern Dragon Empire client states of 
  Maincia, Partean and Tylonia, and the creation in 
  their place of the wasteland known as the Dusts 
  of Shalaktoor. Halderane disappeared during the 
  casting of his spell, and it is assumed it caused 
  either his destruction or trapped him along with the 
  avatars. 
  The Church of Urto has a different version of these 
  events. According to the Ursine Codex, drawing 
  from the Book of Alba, Bulackas was a force of 
  primal chaos created to counter the “New Gods”. 
  One of these new Gods, Dooret, the Lord of Arcane 
  Lore, created a portal to cast Bulackas into a new 
  dimension. There is no mention within the Ursine 
  texts of goblins or any of the historical events. Few 
  goblins outside Asanthi follow Bulackas in the 
  present day, but the Church of Urto regards the 
  goblins’ traditional frenzied midwinter festival as 
  Bulackas-worship and strongly disapproves of it.
  The second outcome of the war was the Sundering 
  of the Elves. During the course of the long war 
  some Elves sought to fight fire with fire, adopting 
  goblinoid methods of warfare, magick and 
  philosophy in order to understand and to counter 
  their enemies. Many of these elves continued to 
  employ goblinoid methods after the end of the 
  war, resulting in the Elven Civil War. This resulted 
  in the splitting of the Elves into three groups – the 
  Tylwyth Myndd (Mountain Folk), predominantly 
  scholars and mages, retreated to the Carlegg 
  Mountains, while the two larger factions separated 
  into the Tylwyth Teg (Fair Folk) and Tylwyth 
  Du (Dark Folk). These classifications are based 
  on philosophical outlook, not complexion, and it 
  should be noted that the terms are those used by the 
  Tylwyth Teg, who have most contact with humans. 
  The Tylwyth Du call themselves the Tylwth Cadau 
  (Battle Folk or Fighting Folk), and call the Tylwyth 
  Teg the Tylwyth Ffol (the Foolish Folk).
  While the Elves usually present the Goblin Wars as 
  stories of ultimate goblinoid defeat, several Tylwyth 
  Myndd scholars have pointed out that if the goblins’ 
  aims were to win a place on the surface world, then 
  the wars should be regarded as a goblin victory, 
  since goblins and orcs are present in most parts of 
  the Dragon Reaches.
  However, it is only the Elves and to some extent the 
  Dwarves who equate identity with species. Humans 
  and Goblins identify primarily with particular 
  kinships (such as folk or peoples) or geographic 
  areas (nations), and often with subsets of those 
  (such as tribes and clans, or counties and towns). 
  Tensions between Urtind and Darken are seen by 
  both sides as a contest between nations rather than 
  between Humans and Goblins, even though Urtind 
  is dominated by Humans and Darken by goblinoids 
  and dragons.
  
  23
  There are reasons for this. Humans and goblinoids 
  are far more numerous and geographically spread 
  than Elves and Dwarves, and it is impossible to 
  define common interests for the whole species 
  beyond ones that are so general that all living 
  creatures share them, such as survival and breeding. 
  And Humans and Goblins are much more short 
  lived – events that an Elf might remember from 
  childhood or a Dwarf has learnt from their 
  grandparents’ eyewitness accounts are ancient 
  history to both Humans and Goblins.
  The result of this is that although Humans may hold 
  negative (or occasionally positive) views of Goblins, 
  and vice versa, it is easier for members of these 
  species to accept that an individual or a particular 
  community is an exception to those views than 
  it is for Elves and Dwarves, who may take more 
  convincing.
  Goblin Societies in Marakush
  Orcs and Goblins are found in most areas of 
  Marakush, from the deserts of Shalaktoor to 
  the forests of Darken to the crags of the Carlegg 
  Mountains. In most cases such goblinoid societies 
  are tribal, rather than feudal, and tribalism may be 
  regarded as the typical form of goblinoid society. 
  There are exceptions, however.
  This section gives an overview of several notable 
  goblinoid communities.
  Asanthi
  Asanthi, a land of marshes and moorlands between 
  Anderia and Urtind, is home to an estimated 78,000 
  tribal orcs and goblins and is often regarded as the 
  original homeland of goblinoids. What is not as 
  commonly known is that there are nearly as many 
  tribal Humans living in the area. Each species has a 
  general tendency to regard tribes of its own species 
  more favourably, but alliances and rivalries often 
  cross species divides, and it is not uncommon for 
  a goblin tribe to support a human ally against 
  other goblins, and vice versa. Both goblinoids 
  and Humans herd goats and sheep. Both follow 
  animistic faiths, with shamans as the primary 
  spiritual leaders. Goblinoid shamans revere Bulackas 
  as a primary over-deity or creator, but rarely 
  worship him directly, preferring to work through 
  localised spirits. A notable community of goblins 
  lives in tribal stilt villages in the southern marshes; 
  they survive primarily through fishing. 
  Goblinoid characters from Asanthi use the regular 
  goblinoid character generation system in this book.
  Darken
  Darken is a heavily wooded feudal monarchy ruled 
  by the divine Dragon Queen Shugaloth. While the 
  Queen and the higher nobility are dragons, more 
  than half of the commonality and lesser gentry are 
  goblinoids – Orcs, Goblins and Hobgoblins – with 
  substantial minorities of Humans and Tylwyth Du. 
  The state religion worships Shugaloth as a goddess, 
  though many commoners discretely observe older 
  faiths.
  Goblinoid characters from Darken generate their 
  Attributes for their subspecies according to the 
  system later in this book, but use the Early Feudal 
  social background and parent’s vocation tables given 
  in the C&S 5th Edition core rulebook, re-rolling (or 
  not picking) noble results of Lord, Titiled Nobility or 
  Royal Family. Darken society is examined in more 
  detail later in this book.
  Faldon
  The Barony of Faldon, recently brought back into the 
  Kingdom of Urtind as a semi-independent palatinate, 
  has a significant population of Goblins who have 
  assimilated into the predominantly Human society. 
  Most Goblins live in settlements near the Mithril 
  Heights, wooded foothills of the Carlegg Mountains 
  in the east of the barony, but a significant number 
  have moved to live alongside Humans in villages in 
  central Faldon, and some have settled in towns. Most 
  have converted to the Church of Urto, and several 
  have joined the Church as clerics or as members of 
  the Fighting Order of the Bear. Relationships between 
  Goblins and Humans in Faldon are generally good, 
  but are not completely without tensions, particularly 
  when individuals have limited experience of the other 
  species.
  Goblins from Faldor should generate Attributes as 
  other Goblins, but use the Early Feudal tables to 
  generate parental vocation, re-rolling or not picking 
  any result of Titled Noble or Royal Family.
  Maurveld (the Eastern Forest) 
  The extensive wildwoods of Maurveld are thought 
  to contain the largest number of goblinoids in the 
  Dragon Reaches, alongside a large number of Tylwyth 
  Du. Goblinoids and Tylwyth Du are generally hostile 
  to each other, though there are exceptions where dark 
  elf bands and goblinoid tribes have called truces or  
  sometimes even temporary alliances.
  Goblinoids of Maurveld live in tribal societies. 
  Character generation is the standard goblinoid 
  procedure given later in this book.
  
  24
  Shalaktoor
  What is now the Dusts of Shalaktoor was a 
  significant goblinoid stronghold until the War of the 
  Avatars. The desert sands still hold nomadic tribes 
  of goblinoids, as well as nomadic Human tribes. 
  Interspecies rivalry is not significant compared to 
  the inter-tribal rivalry displayed by tribe of both 
  species; both Human and Goblin tribes are as 
  likely to ally, treat, trade with and fight tribes of 
  the other species as they are their own. Hospitality 
  customs, so necessary to survival in the harsh 
  environment, are observed across species as well 
  as across tribes, and bind guests to peace as well 
  as hosts. Although Humans and Goblinoids do not 
  generally interbreed, both Human and goblinoid 
  tribes in Shalaktoor tend to polyamorous marriages 
  and individuals have been known to marry across 
  species to cement alliances.
  Goblinoid characters from Shalaktoor use the 
  standard goblinoid character generation in this 
  volume but add basic knowledge of Riding a Lizard 
  (the giant riding-lizards of Shalaktoor, which are 
  also the chosen steeds of human tribes in this desert) 
  as a background skill.
  Other Goblinoid societies
  In addition to the areas listed above there are 
  tribal societies of goblinoids in the trollish lands of 
  Trollarl and Rutjarl (see the Trolls section of this 
  book). The goblinoids of Trollarl and Rutjarl have 
  been known to conduct piracy and coastal raids in 
  longships, sometimes raiding as far as Urtind and 
  the Dragon Isle itself. Other tribes live in the Carlegg 
  Mountains, and (predominantly underground) in 
  the Ruby Mountains, where they vie with Dwarves 
  for territory and resources. Isolated bands may be 
  found in other areas, often migrating or outcast from 
  established goblinoid societies. Such temporary 
  bands often live as outlaws and can be quite 
  dangerous to others. All such goblinoids use the 
  standard goblinoid character generation found in 
  this book.
  Goblinoid Tribal 
  Culture
  Goblinoid tribes are extremely varied in origin, size, 
  government, lifestyle, outlook and technology levels.
  The defining feature of all tribes is in identity. The 
  tribe recognises certain individuals as belonging to 
  the tribe, and those individuals recognise the tribe 
  as their community. In most cases, goblinoids are 
  born into their tribe, though some tribes recognise 
  adoption, especially when a husband or wife is 
  expected to move to live with their spouse’s tribe.
  Tribal customs and tribal honour are an important 
  part of tribal identity. Many individual goblinoids 
  will act as individuals in peaceful times, and may 
  form friendships with individuals from other tribes, 
  even other species, but most will maintain their 
  tribal customs. In times of tension, however, most 
  individuals will display much greater devotion 
  to tribal norms – and in times of war the tribe 
  expects its members to support it. Individuals 
  may find themselves torn between their individual 
  relationships and their tribe’s relationships.  In such 
  cases, goblinoid culture acknowledges the turmoil 
  but regards the tribal needs as paramount.
  The Orcish tale of the legendary heroes Mizakh 
  and Lucknagh highlight heroic behaviour. The two 
  young orcs, from different tribes, became close 
  friends when stranded together in the wilderness. 
  They maintained their friendship after their return, 
  giving each other gifts and honour, serving as each 
  others’ companions in duels and winning glory and 
  renown together with their exploits. Each married 
  the others’ sister. When their tribes went to war, 
  Mizakh and Lucknagh found themselves facing 
  each other on the battlefield. According to the epic 
  poem about them, each acknowledged their love, 
  friendship and shared history in a long glance before 
  they fell upon each other, neither asking quarter. 
  After his victory Lucknagh held his dying friend 
  as his life slipped away, ignoring the battle around 
  him. 
  
  25
  Even a semi-skilled recital of this scene can bring 
  orcish warriors to tears. When the battle was over, 
  legend has it Lucknagh built a great mound over 
  his friend’s grave, which he planted with flowers 
  and herbs from the wilderness where they first met 
  and tended it until he died many years later. Their 
  families reopened the tomb, and buried Lucknagh 
  alongside Mizakh. It is said the pair were buried 
  with their greatest treasures, yet the thought of 
  desecrating the tomb of such noble heroes would 
  horrify any but the meanest, most dishonourable 
  coward.
  In contrast, those who betray their tribe or harm 
  its standing, even for the noblest of reasons, shame 
  themselves and their family. Goblins value wit, 
  cunning and deceit when dealing with enemies, but 
  the story of the Nameless One serves as an example 
  to those whose deceit is turned against the tribe. 
  The Nameless One belonged to the Splitlickers tribe 
  (so called because they bifurcate their tongues as 
  rite of passage), and swore he was acting as tribal 
  ambassador when he promised sun and moon to 
  another tribe’s elders as bride-price for the hand of 
  a fair goblin-maid. His gift of a clear reflective pool 
  led to a war after which the Splitlickers were forced 
  to grant the greater part of their fertile lands to the 
  maid’s tribe as reparation. To this day, Splitlickers 
  live in marginal lands, and the Nameless One’s real 
  name is erased from tribal histories.
  Few cases are so extreme, but all tribal orcs and 
  goblins know their actions reflect not only upon 
  themselves, but upon their families (within the 
  tribe) and upon their tribe (to other tribes). Family 
  feuds can be bloody, and tribal feuds more so. Tribal 
  leaders will generally seek to make peace between 
  families, and with other tribes, especially in matters 
  of honour. Whatever face-saving arrangement is 
  agreed, the needs of the tribe outweigh any needs of 
  the individuals who committed the act. 
  This is particularly significant in goblinoid cities, 
  which are usually inhabited by several tribes. 
  Keeping peace within the city is important, as the 
  alternative benefits no one, and the opportunities 
  for offending another tribe are greater. Outsiders are 
  often surprised by how peaceful orcish cities are (at 
  least on the surface).
  Origin
  Most tribes consider themselves to have shared 
  ancestry, usually marking a semi-mythical 
  hero figure or hero couple as the tribal founder. 
  The founder or founding couple’s children or 
  grandchildren may be considered the ancestors of 
  any sub-tribes. Many tribes are patrilineal; others 
  are matrilineal, and some are bilineal, tracing their 
  origins through both male and female lines – these 
  tribes most commonly revere a founding couple.
  Some tribes are formed of amalgamations of 
  smaller tribes and might be thought of as tribal 
  confederations or nations. There is usually some 
  common link between these tribes – religion, distant 
  ancestry, language, lifestyle. 
  Others, usually small, are linked to specific 
  occupations, often those with mystical connotations, 
  such as smiths, shamans or wolf-riders, and may 
  be better thought of as cults or societies. Such 
  tribes often stand outside the regular tribal system, 
  somewhat immune from the tribal honour system 
  – after all, a tribe of smiths may be small and easily 
  dominated, but who would risk losing their favour 
  and cut off their supply of ironwork? If such a tribe 
  is threatened, it is likely other tribes will rally to 
  its defence in order to win more favour with it. 
  Profession-based tribes almost always have some 
  ritual for adoption into their community.
  Size
  Most goblinoid tribes are relatively small, 
  numbering in the thousands or low tens of 
  thousands. It is rare for the whole tribe to gather, 
  though some tribes have gatherings every few 
  years, which every tribal member will try to attend 
  if possible. These are celebratory times where 
  members celebrate each other and the tribe, and 
  are marked by gift giving, the renewal of old 
  friendships, religious ceremonies and confirmation 
  by the whole tribe of those who have come of age or 
  been adopted into the tribe.
  Tribal confederacies or nations can be much larger, 
  often numbering in the low hundreds of thousands. 
  It is impossible for such tribes to meet as one, 
  though individual tribes within the nation often 
  maintain their tribal meets, which will usually be 
  attended by representatives of the other tribes in the 
  confederacy and its overall leaders.
  Professional tribes are usually very small, 
  numbering in the hundreds at most.
  
  26
  Government
  The basic form of government among tribes is a 
  council of elders governing by consensus. Exactly 
  who qualifies as an elder varies, but the position 
  usually refers to a mature individual with a good 
  reputation who can support their family in some 
  comfort. Some tribes, usually those that trace lineage 
  through one gender, limit eldership to one gender; 
  others do not, but may have different qualifications 
  for different genders. In tribes where one gender 
  forms the council of elders, elders’ spouses and non-
  binary individuals may form an informal advisory 
  council. 
  Elders tend to be conservative and traditional, and 
  usually try to resolve disputes through conciliation. 
  They tend to support the status quo; they have done 
  well by the system of their youth and middle age, 
  and see little reason to change it. Consensus may 
  take time to emerge when a subject is controversial 
  or opinions are divided. For this reason some elder 
  councils appoint a warchief, usually a mature 
  individual with martial prowess, to command tribal 
  warriors in military matters.
  A particularly charismatic, shrewd warchief may 
  manage to turn this into a permanent appointment 
  by cowing the elders and usurping their decision-
  making authority. But elders are proud of their 
  hard-won status and jealous of their privileges; such 
  a change of government is hard to achieve and hard 
  to maintain.
  Nevertheless, some tribes do have permanent 
  chiefs. In such tribes, the council of elders often 
  acts as an advisory or discussion body, but final 
  decision-making authority rests with the chief. Most 
  chieftainships are hereditary, being inherited by a 
  member of the previous chief’s extended family. 
  Primogeniture (inheritance by the eldest child) 
  is rare; often the current chief will nominate a 
  successor they consider competent from within their 
  family.
  Lifestyle
  Most tribes are pastoral herders or agriculturalists. 
  Tribes in areas of fertile soils and suitable climates 
  tend towards agriculture. Tribes whose lands do 
  not support crops will tend to be pastoralists. 
  Pastoralists in areas with particularly poor lands, 
  including arid lands and areas with wide seasonal 
  variations, may be nomadic. Most nomadic tribes 
  move between established summer and winter 
  settlements.
  Both pastoral and agricultural tribes tend to settle in 
  relatively small hamlets; often these are surrounded 
  by defences such as banks and ditches, palisades 
  or thorn hedges; such settlements will include not 
  only households but granaries or animal folds to 
  guard the settlement’s harvest or breeding stock. 
  Households in such settlements often display some 
  degree of kinship with each other. Settlements are 
  often semi-mobile, with households – sometimes 
  entire villages – moving to a new location every 
  generation or two.
  Both pastoralists and agriculturalists tend to claim 
  more land than they need immediately. This gives 
  them room to grow, or to move when overuse 
  reduces land fertility around a particular settlement, 
  but leads to frequent disputes when members of 
  another tribe move into unused land another tribe 
  considers part of its domain.
  Wild or feral tribes exist on the edges of goblinoid 
  society. They generally survive as hunter-gatherers 
  and are usually looked down upon by more 
  settled tribes. Nevertheless, if their tribal lands are 
  reasonable fertile, and they have managed to defend 
  them from their more settled neighbours, hunter-
  gatherers can feed themselves comfortably. Some 
  tribes expect their adolescents to spend time – up to 
  a year – living as hunter-gatherers as part of warrior 
  training.
  Urban settlements are uncommon but not unknown. 
  Cities are usually small and inhabited by members 
  of several nearby tribes. It is very rare for a tribe to 
  be exclusively urban, or for a city to consist entirely 
  of members of one tribe. Maintaining peaceful 
  inter-tribal relationships in cities is thus important 
  and more difficult. Friction has a tendency to be 
  amplified by close proximity, so urban goblinoids 
  take extra care to avoid public disputes for fear of 
  sparking a tribal feud. 
  
  27
  Cities are governed by representatives of the various 
  tribes living in them. If one tribe is dominant, they 
  may appoint a ruler, but wise rulers seek consensus 
  between all the tribes in the city. Numbers count, 
  however, and small tribes may find consensus goes 
  against them more than a larger tribe – unless they 
  have a large rural population who could invade the 
  city or cut off its food supply.
  Technology
  Humans, elves and dwarves tend to consider 
  goblinoids primitive, their tools and technology 
  crude. This is unfair. Goblinoid society lacks the 
  specialisation that increasingly urban humans 
  and elder races have developed, but goblinoids 
  value effectiveness. All but feral tribes have some 
  familiarity with ironworking, pottery-making 
  and weaving. Urban tribes may specialise in 
  particular crafts, but not usually to the degree 
  that other intelligent species do. While this does 
  lead to products that appear cruder, it also means 
  goblinoid craftsmen are adept at improvisation. A 
  human leatherworker might specialise as a glover, 
  producing finely stitched thin gloves coloured and 
  ornamented to a customer’s requirements, but 
  have little idea how to make a saddle. A goblinoid 
  leatherworker will happily make gloves that keep 
  hands warm and dry and a saddle that will be 
  relatively comfortable for both rider and mount, but 
  both will lack the refinement that comes with long 
  years of making one type of product.
  Wealthy tribes and individuals may trade with 
  humans (or to a lesser degree elves and dwarves) 
  for specialised goods such as mail armour or may 
  value them as battle loot. Such goods are a means of 
  displaying wealth or prowess and will often be worn 
  or kept in a visible location to impress guests and 
  visitors.
  Milk Children
  The custom of milk children is common, though 
  not universal, in goblinoid culture. Among those 
  tribes that follow the custom, any child breastfed by 
  goblinoid woman is considered her child. This has 
  several cultural implications.
  First, a woman’s biological and milk children are 
  considered siblings. They are expected to share the 
  bond of siblings. Children may have more than 
  one mother – a true mother and one or more milk 
  mothers. Milk siblings may not marry, nor may they 
  marry close milk relatives acquired through a milk 
  mother (though exactly what a particular tribe or 
  culture regards as consanguinity may vary)
  As a result, goblinoids are careful about who they 
  choose as wet-nurses. The milk-child custom has 
  been used to cement alliances (through the bond 
  of siblings) and to avoid more permanent alliances 
  through marriage. A goblinoid family may avoid 
  having one of their children share a milk-mother 
  with the rival;s children. Some have even been 
  known to employ subterfuge to gain a milk-
  relationship by disguising a woman or a child.
  The custom is also used to adopt children left 
  without another parent or guardian, and in some 
  cases, it has been used across species – human 
  children milk-adopted by orcs may be the origin of 
  stories of half-orcs.  Milk-children of other species 
  should use their own species' rules for generating 
  Attributes and the relevant goblinoid vocational 
  tables for determining status and background skills.
  
  28
  Goblinoid Character 
  Creation
  There are three primary goblinoid subspecies: 
  Goblins, Orcs and Hobgoblins.
  Physical description
  Goblins are smaller than Humans, with males 
  averaging around 4ft 7 ins (1.40m) tall and females 
  4ft 5ins (1.35m).
  Orcs are larger, with male heights averaging 5ft 1ins 
  (1.55m) and females 4ft 11ins (1.50m). Orc males 
  tend to be stockier than Humans, thus heavier.
  Hobgoblins are the sterile offspring of an orc parent 
  and a goblin parent. They usually take after one of 
  their parents (players choice which) in both Height, 
  Frame and Attributes. Most hobgoblins have one 
  or more mutations marking them as different from 
  their parents.
  All goblinoids have earth-toned skin, ranging from 
  a pale yellow to a deep brown, sometimes a dull 
  red-brown. Many forest goblinoids, particularly 
  hunters and warriors, dye their skin green using a 
  paste often made of a mixture of weld and woad. 
  This custom, which may have started as a form of 
  camouflage but has taken on ritualistic aspects, is 
  likely the origin of Human representations of green-
  skinned goblinoids. Dwarves sometimes talk of 
  underground “dark orcs”; it is likely this too is the 
  result of applying mineral dyes as camouflage to 
  help in underground stealth.
  Goblins usually have narrow faces, with long, 
  flat noses, prominent chins and high cheekbones. 
  They have long, sharp canine teeth and sharp 
  incisors. Orcs’ faces are broader, with heavy 
  lower jawbones and tusk-like forward biscuspids; 
  occasionally these are large enough to protrude past 
  their lips. Orcs often have large, upturned noses, 
  which combined with tusks, may be the origin of 
  satirical illuminations depicting them as pig-faced. 
  Nevertheless, orcs are no more pig-faced than priests 
  are monkey-headed (another illuminators’ joke).
  Half-Orcs
  Half-orcs (or half-goblins) are members of other 
  intelligent species raised by orcs, likely as milk 
  children (see Goblinoid Tribal Culture). Attributes 
  should be generated for their biological species, with 
  parental vocation, background skills and vocations 
  as for their goblinoid culture.
  Attributes
  Orcs are generally stronger for their size than 
  humans, and hardier. Goblins are weaker, but more 
  dexterous and agile.
  Human and Elvish views that goblinoids are less 
  intelligent appears to be scholarly prejudice against 
  those whom they consider less educated, as though 
  book-learning and the ability to speak long-dead 
  languages were the only measure of intelligence. 
  Dwarves certainly do not underestimate goblinoid 
  intelligence, but consider them cunning, dangerous 
  foes.
  Design method
  Historic Orcs should have Strength 12-23 (Str of 
  12-18 costs 1 CP per level; Str of 19-22 costs 2 CP per 
  level; Str 23 costs an additional 3 CP). They should 
  also have Constitution of 11+, at standard COP costs.
  Heroic Orcs should have Strength 14-25 (Str of 14-18 
  costs 1 CP per level; Str of 19-22 costs 2 CP per level, 
  Str of 23-25 costs 3 CP per level) and Constitution of 
  13+.
  Mythic Orcs should have Strength 16-25 (Str of 16-
  18 costs 1 CP per level; Str of 19-22 costs 2 CP per 
  level, Str of 23-25 costs 3 CP per level) and Con of 
  16+.
  Historic Goblins should have Strength of 15 or 
  below, Constitution of 16 or below, and Dexterity of 
  12-22 (Dex of 16-19 costs 2 CP per level; Dex of 19-22 
  costs 2 CP). Historic Goblins also add +2 to their 
  derived Agility base score (and may spend CP to 
  raise or lower it from that base).
  Heroic Goblins should have Strength 17 or below, 
  Constitution of 18 or below, and Dexterity of 14-22 
  (Dex of 16-19 costs 2 CP per level; Dex of 19-22 costs 
  2 CP). Heroic Goblins also add +2 to their derived 
  Agility base score (and may spend CP to raise or 
  lower it from that base).
  
  29
  Mythic Goblins should have Strength 18 or below, 
  Constitution 20 or below, and Dexterity of 16-24 
  (Dex of 16-19 costs 2 CP per level; Dex of 19-22 costs 
  2 CP, and Dex of 23-24 costs 3 CP per level); Mythic 
  Goblins add +3 to their derived Agility base score, 
  and may spend CP to raise or lower it further.
  Hobgoblins choose whether they take after their Orc 
  parent or Goblin parent and assign attributes to suit.
  Random method
  Historic Orcs must put a roll of at least 9 into 
  Strength and add +3 to the selected roll. They must 
  put a roll of at least 11 into Constitution. 
  Heroic Orcs use the rules for random Historic Orcs 
  but then add +2 to all attributes (this is cumulative 
  with the Str bonus).
  Mythic Orcs use the rules for Historic Orcs but 
  then add +5 to all attributes (cumulative with the +3 
  Strength bonus).
  Historic Goblins must put a roll of 15 or below 
  into Strength, a roll of 16 or below into Constitution 
  and a roll of 10+ into Dexterity. They then add +2 to 
  Dexterity and +2 to their derived Agility base score 
  (which may be further varied by the random derived 
  attribute roll if desired).
  Heroic Goblins use the rules for random Historic 
  Goblins, then add +2 to all attributes (this is 
  cumulative with the +2 Dex and Agil bonuses).
  Mythic Orcs use the rules for Historic Goblins but 
  then add +5 to all attributes (cumulative with the +2 
  Dex and Agil bonuses).
  Hobgoblins choose whether they take after their Orc 
  parent or Goblin parent and assign attributes to suit.
  Lion Heart Method
  To play an Orc, the Strength roll must be 9+ and the 
  Constitution roll 11+.
  Historic Orcs add +3 to Strength. Heroic Orcs add 
  +5 to Strength and +2 to all other attributes. Mythic 
  Orcs add +8 to Strength and +5 to all other attributes.
  Goblin, the Strength roll must be 15 or less, 
  the Constitution roll must be 16 or less, and the 
  Dexterity roll must be 10 or more. Historic Goblins 
  add +2 to Dexterity and Agility; Heroic Goblins 
  add +4 to Dexterity and Agility, and +2 to all other 
  attributes; Mythic Goblins add +7 to Dexterity and 
  Agility and +5 to all other attributes.
  A player who wishes to play a hobgoblin may do 
  so if their attributes fall into the range for either Orc 
  or Goblin, in which case they take after that parent 
  and apply the Orc or Goblin attribute modifiers as 
  appropriate. If they qualify for both Orc and Goblin, 
  they may choose which parent they take after, 
  and apply the relevant bonuses. A character who 
  qualifies for neither may be a half-orc.
  Sponsor vocation & status
  Goblinoids – especially those in tribal societies 
  – are often very close to their extended families. 
  Sometimes a powerful relative takes an interest 
  in a promising young goblinoid, helping their 
  development and position in society. In some cases, 
  a young goblinoid’s milk family may take an interest 
  in their development.
  To emphasise these differences from Human society, 
  background tables refer to a goblinoid’s sponsor, 
  rather than parent. The player may choose whether 
  the sponsor is a parent, a guardian, an aunt or uncle, 
  a cousin or any other extended family member, or 
  whether it may be their character’s milk-mother 
  or milk-father. The sponsor will usually be male in 
  patriarchal societies, female in matriarchal societies, 
  and my be either in egalitarian societies.
  
  30
  Racial Height, Build & Weight
  The table for these factors assumes that the player is generating a Heroic character. If the character is of 
  Historic quality then reduce the Height factor by 4. However, if the player is generating a Mythical character 
  then they increase their height factor by 4
  Orc Weight: 10lb + 8 lb for every inch above 40”
  Goblin Weight: 10lb + 7lb for every inch above 40”
  Type
  Ht. Dice
  Ht Range
  Avg Ht
  Build Dice
  Range of Build
  Avg Build
  Orc
  Male
  2D10+54
  56 - 74
  65”
  1D10+1
  2 - 11
  6 = Heavy
  Female
  2D10+52
  54 - 72
  63”
  1D10
  1 - 10
  5 = Light
  Goblin
  Male
  2D10+48
  50 68
  59”
  1D10
  0 - 10
  5 = Average
  Female
  2D10+46
  48 - 66
  57”
  1D10-1
  0 - 09
  4 = Average
  1D100%
  Mutation
  Description
  01 - 10
  Slight Build
  -1 to Build, -1 from Strength, +1 to Agility
  11 - 20
  Heavy Build
  +1 to Build, +1 to Strength, -2 from Agility
  21 - 24
  Good Eyes
  Able to see perfectly in daylight, + 10 to Alertness: 
  Sight
  26 - 29
  Keen Nose
  +10% to Alertness: Smell
  30 - 39
  Tall
  Add 5 Height Factors
  40 - 51
  Short
  Subtract 5 Height Factors
  52 - 56
  Dark Sense
  -10% to Alertness: Sight in daylight, +20% in dim 
  light
  57 - 61
  Pigment Change
  Non-standard coloration  
  1D10 and compare to: 01-02 Piebald; 03 Light 
  Green; 04-05 Light Brown; 06-07 Dark Brown; 08-
  09 Pale White; 10 Dark Ochre
  62 - 71
  Long Legs
  + 1 to BAP. -2 to Body points
  72 - 81
  Short Legs
  -1 to BAP, +2 to Body points
  82 - 86
  Long Arms
  +1 foot reach with weapons
  87 - 91
  Short Arms
  -1 foot reach with weapons, (never buys drink!)
  92 - 93
  Foul Stench
  -10% to Charismatic skills, -20% to any dog 
  tracking it, -10% from own Alertness: Smell
  94 - 96
  Heavy Body Hair
  -2 App, +1 Armour versus Crush
  97 - 99
  Thick Skull
  +2 Armour to blows to the head, -1 Intellect
  100
  Sense of Honour
  Some Goblinoids have a chivalrous sense of 
  honour; they never abandon friends and never lie.
  1D10
  No. Mutations
  01
  0
  02 - 05
  1
  06 - 08
  2
  09
  3
  10
  4
  Hobgoblin Mutations
  Hobgoblins tend to have some form 
  of mutation, roll 1D10 on the table 
  above to see how many mutations 
  your hobgoblin has. Then roll for each 
  mutation on the table to the right to 
  see what they are. These mutations 
  can be cumulative or cancel each other 
  out such as rolling both tall and short.
  Class
  Inheritance
  Slave
  Small Club, 2 days Food, 1 Waterskin
  Tribal
  Social Status x 15 pennies, 1 weapon from background plus one from each mastered weapon
  Warrior
  Social Status x 15 pennies, 1 weapon from background plus one from each mastered weapon.
  (Social status x2)% chance of a tribal pony. This will be trained to be used in combat
  Civilised
  As a Human however, monies are x 0.8. No one is going to pay an Orc as much
  
  31
  1D100%
  Class
  Description
  01 -10 
  Slave 
  Slaves are captives taken in battle or as tribute 
  or criminals
  11 - 75 
  Tribal 
  Orc / Goblin 
  The main group of Gobllnoids are crafters, 
  traders, farmers etc., though they take up arms 
  when their chieftains command
  76 - 95 
  Warrior 
  The full time warriors, although this class 
  includes Priests
  96 - 100 
  Civilised  
  Orc / Goblin
  Descendants of those Goblinoids that have left 
  the tribes and made their way in Human lands.
  Slaves do not have sponsors. Roll again to 
  determine their sponsor’s vocation. If the result 
  is Slave again then treat that as tribal. The 
  character will be an escaped slave.
  The proportion of slave workers in Orcish 
  society is greater than shown here, but only 
  10% get the chance to make a new life 
  elsewhere.
  All Goblinoid characters have basic knowledge 
  in Brawling and their Own Language: Spoken 
  (at +20 PSF%).
  Sponsor's Vocation Tribal
  1D100% 
  Vocation 
  Sponsor’s 
  PC’s Starting Skill Social  
  (Basic Knowledge) 
  Status
  01 - 20
  Farm Boss
  2 Agricultural Skills, Intimidation + 1 Skill
  05
  21 - 30
  Animal Handler
  2 Animal Skills + 1 Skill
  05
  31 - 35
  Fisher
  Fishing, Small Boats, Cast net+ 1 Skill
  05
  36 - 40
  Servant
  1 Cooking Skill, 1 Arts & Entertainment Skill + 1 Skill
  03
  41 - 45
  Labourer
  Endurance, Lifting, Conditioning+ 1 Skill
  03
  46 - 55
  Woodworker
  Carpentry, 1 Woodcraft Skill + 1 Skill
  10
  56 - 65
  Leatherworker
  Leather-working + 2 Clothing Skill
  10
  66 - 75
  Metal Worker
  Blacksmithing + Mace, Clubs & Hammers + 1 Skill
  12
  76 - 80
  Miner
  Tunnelling & Mining + 2 Skills
  10
  81 -90
  Annourer
  Blacksmithing, Weaponsmithing, Bowery & Fletching
  15
  91- 95
  Stoneworker
  Masonry + 2 Skills
  15
  96 -100
  Other Craft
  Any 3 Craft skills
  10
  All Tribal Goblinoids have Spear or Mace, Clubs & Hammers as background skill.
  
  32
  Sponsor’s Vocation  Warrior
  1D100%
  Sponsor’s Vocation
  PC’s Starting Skill (Basic Knowledge)
   Status
  01 - 03
  Scout
  Archery or Sling, 2 Outdoor Skills + 1Thievery Skill
  16
  04 - 60
  Common Warrior
  1 Combat Skills + 1 Outdoor Skill
  15
  61 - 80
  Officer’s Guard
  Animal Riding, Mounted Combat, Wear Heavy Armour + 1 Combat Skill
  17
  81 - 85
  Urtan Asgh  
  (Leader of 10)
  Animal Riding, Mounted Combat, Wear Heavy Armour, Intimidation + 2 
  Combat Skills
  17
  86 - 89
  Urtan Usasgh  
  (Leader of 20)
  Animal Riding, Mounted Combat, Wear Heavy Armour, Intimidation + 4 
  Combat Skills
  18
  90 - 91
  Priest or Shaman
  Faith, 2 Lore Skills+ Diplomacy & Politics
  20
  92 - 93
  Necromancer
  2 Lore Skills + Diplomacy & Politics
  20
  94 - 96
  Urtan Asasgh  
  (Leader of 100)
  Animal Riding, Mounted Combat, Intimidation, Leadership, Wear Heavy 
  Armour + 2 Combat Skills
  22
  97 - 98
  Urtan Usalk  
  (Leader of a tribe)
  Animal Riding, Mounted Combat, Intimidation, Leadership, Wear Heavy 
  Armour, Wear Battle Armour + 2 Combat Skills
  25
  99
  Power Word Mage
  3 Lore Skills
  26
  100
  Parurtan Usurt  
  (Leader of many Tribes)
  Animal Riding, Mounted Combat, intimidation, Leadership, Wear Heavy 
  Armour, Wear Battle Armour + 2 Combat Skills
  30
  In addition to the basic Goblinoid knowledge, all Warriors gain two Combat skills and Wear Light Armour.
  Civilised
  These gain the basic knowledge of the Human 
  culture that they are in. Roll on Table Goblinoid 
  Sponsor's Vocations - Civilised to find out what 
  Human Social Class the father is equivalent to then 
  check the appropriate Human table for father's 
  vocation as shown in standard character generation.
  1D100%
  Social Class 
  Points 
  Cost
  01 - 03
  Slave
  +5
  04 - 20
  Tribal
  0
  21 - 90
  Warrior
  -8
  91 - 100
  Guildsman
  0
  Table Goblinoid Sponsor's Vocations - Civilised
  
  33
  Goblinoid Vocations
  Warrior Vocations
  Ahal (Warrior)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute: .................Constitution (CON)
  Open to the 'sons" of Urtan Usasgh, Asagh, 
  Common Warriors and Tribal Sponsors may train 
  as a Warrior of the Tribe. These are the line troops of 
  the Goblinoid hordes
  Ahal’s Primary Skills
  Secondary Skills
  Conditioning
  Endurance
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  First Aid 
  Stamina
  Any background skills
  Takri (Scouts)
  Primary Attribute:  .....................Constitution (CON)
  Secondary Attribute:  .......................... Agility (AGL)
  The Goblinoid equivalent of the Forester, the Scouts 
  are not only important in spying out the route of 
  Goblin armies but also detecting the incursions 
  of others. This vocation is usually only open to 
  the 'sons' of Warrior class Sponsors. Takri take a 
  perverse delight in stalking Elven Goblin Hunters
  Takri Primary Skills
  Secondary Skills
  Archery: Shortbow
  Sling or Javelin
  Regional & National Geography
  Endurance
  Stamina
  Slashing Sword or Spear or Blugeon
  All Outdoor Skills
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  First Aid 
  Bowery & Fletching
  Any Thieves Skills
  Any background skills
  Tanahal Primary Skills
  Secondary Skills
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  Conditioning
  Endurance
  First Aid
  Stamina
  Any Background Skills
  Ushbhal Primary Skills
  Secondary Skills
  Any 7 Combat Skills (except K Only)
  Conditioning
  Endurance
  Alertness: Sight
  Alertness: Sound
  Detect Thievery
  Any Combat Skills 
  First Aid
  Animal Riding
  Mounted Combat
  Stamina
  Any background skills
  Partahal Primary Skills
  Secondary Skills
  Any Combat Skills (except K Only)
  Animal Riding
  Mounted Combat
  Conditioning
  Endurance
  Cavalry Lance
  Battlefield Tactics
  Leadership
  First Aid
  Stamina
  Any Combat Skills (except K Only)
  Any background skills
  Ushbhal (Officer's guards)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute:  .......................... Agility (AGL)
  Officers (leaders of 100 and greater) often have 
  bodyguards, to help stave off ambitious underlings 
  with dreams of promotion. These are strong 
  troops chosen for loyalty (or at worst a sense of 
  self-interest) and speed and can come from any 
  background except Slave. They tend to specialise in 
  only a few weapons, but to be good at those few.
  Tanahal (Mounted Troops)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute:  ................Constitution (CON)
  Goblinoids are mostly infantry troops, but most 
  tribes will have a few mounted troops and some 
  plains tribes are almost all mounted. The Cavalry of 
  choice are usually hardy ponies well trained to live 
  with Orcs or, in the case of the tribes of Goblins who 
  are smaller in stature, specially trained dogs, bred to 
  be large in size and close in appearance to wolves.
  Orcs who raise horses often have to defend them 
  from other tribes who see them as a handy food 
  supply.
  Partahal (Mounted Shock Troops)
  Primary Attribute:  ............................Strength (STR)
  Secondary Attribute:  ................Constitution (CON)
  Usually only open to the sons· of Urtan Asasgh, 
  Usalk and Parurtan Usurt, these are the Goblinoid 
  equivalents to Knights, though they are not as 
  heavily armed and armoured. As well as providing 
  the officer class, these troops will usually be found 
  either as a reserve to drive home an attack, or as the 
  lead of that attack to break through a line. In most 
  Orcish tribes they train on foot as well as mounted.
  
  34
  Darken
  Darken is one of the realms of Marakush, a fantasy 
  game world available from Brittannia Game 
  Designs Ltd. It is ruled by the dragon, Shugaloth, 
  worshipped as a goddess by Men, and considered 
  evil by other races and reviled. The small set 
  of additions below are to allow C&S Essence 
  campaigns in Darken.
  The Government of Darken
  Darken is ruled by the Great Queen Dragon 
  Shugaloth, the Living Goddess, the Incarnation of 
  the Death Ancestress.  She in turn has started to 
  establish a feudal nation in place of her previous 
  tyranny. However, the Temple of Shugaloth is 
  enjoying its little theocracy and is resisting the 
  expansion of temporal authority.
  Shugaloth's Chancellor, Ingravain, has been in the 
  same position for a few hundred years, and more 
  surprisingly he is, or rather was, human.  Once 
  a mighty Necromancer, he came to Darken to 
  challenge Shugaloth and take possession of much of 
  her magic, but he was too late.
  She had discovered the crystal column about which 
  she is wrapped to this day, a source of more power 
  than any mere mortal magician could counter and 
  he became her slave.  After her third Chancellor died 
  she raised Ingravain to his place. Two years after 
  that Ingravain died, upon which he raised himself, 
  as a Leichen.  Undead, he has been her faithful 
  servant ever since.
  Ingravain inherited a rudimentary civil service 
  which he has expanded, but this expansion has also 
  increased the power of the Temples, who supply the 
  literate young men (of whatever species) to do the 
  work.  Therefore Ingravain knows that there is little 
  that goes on in the government that the Temples do 
  not know about.
  Ingravain thus maintains a small, separate group 
  who work with him in government and enacting his 
  policies for tasks he does not want widely known.
  Officially they are known as "The Queen's 
  Falconeers", and they are paid through budgets 
  allocated to falconry, though the queen has never 
  seen the need to keep falcons! In reality they are the 
  Chancellor's spies and enforcers.
  During times when there has been dispute between 
  the Hierophant of the Temple and the Chancellor, 
  the Falconeers and the Hierophant's Guard have 
  come to blows in the streets.
  It is suggested that Darken characters join "The 
  Queen's Falconeers", Ingravain's agents in both 
  running Darken and undermining the Temple.  They 
  are, by inclination, adventurers, freebooters and as 
  long as they obey Ingravain's interpretation of the 
  law then he is not going to look closely as to how 
  the bad guys bite the dust.  Be aware this is only as 
  long as it the bad guys and not some subjects that 
  you just did not like the look of. This means that 
  poisons and blowpipes are available to the Dark Elf 
  characters.
  Although Darken has a human population it also 
  is peopled with Orcs, Goblins, Hobgoblins and 
  Dark Elves. It also has Dragons but Dragons are too 
  powerful to be Player Characters at this point.
  Shamans of the Orcish peoples still worship the 
  Death Goddess Ancestress Spirit of their primitive 
  tribes. The reason that they have not been totally 
  suppressed is that the Dragon-Goddess Shugaloth 
  claims to be an  incarnation of this Spirit, so that 
  the Shamans, by worshipping the Spirit, are also 
  worshipping her. However, the Priests of the official 
  cult are not keen on Shaman and will use any excuse 
  to harass them, or move them on.
  Priests of Shugaloth are treated as the same as Friars 
  from the standard C&S rules. There are no Priests, 
  at least none currently ordained, in the Queen’s 
  Falconeers.
  
  35
  
  36
  Stoft
  Fiveways
  Regaltor
  Cragbottom
  Greybridge
  Whitefriars
  Thanelodge
  Brookhead
  Shadley
  Crosshaven
  Brickmanor
  Bragwater
  Kelwier
  Devils Fork
  Cockbridge
  Veldan
  Monsbury
  Silbury
  Hellstail
  Peachtree
  Rivenmoor
  Troll Fens
  Wroughtdale
  Market Mill
  Bishop’s Rest
  Hainway
  Clayhill
  Elmh
  Hammerfell
  Haydenford
  Cattleford
  Fellfen
  Kirkhollow
  Timdale
  Tremour Lakes
  Tallrock
  Chancellors 
  Crossing
  Battleford
  Greenfold
  Hazelfen
  Frogmorton
  Midgewater
  Laymans Rise
  Hollyglen
  Brashlake
  Trollpool
  Ryevale
  Kepher
  Lahser
  Winterdown
  Lonefalls
  Cryloft
  Cattlegate
  Heathhollow
  Ressurection Hill
  Forbidden Hill
  Val
  The County of Lorata
  The Dutchy of Starling
  Baron Travelance
  The Church
  Earl Brightsword
  Ba
  Baron Blackwill
  Waedensh
  Waedensh
  Surroundin
  Surroundin
  
  37
  DISTANCE IN MILES
  0
  5
  10
  15
  20
  25
  Eelford
  Rushford
  Cotterbridge
  Minehead
  Tumbledown
  Redmarsh
  Selroot
  Kingchance
  Ableglade
  Campdown
  Scarbridge
  The Grail Lakes
  izard Lakes
  Drowning Marsh
  Hangtree
  Castle Whitefall
  Castle Scar
  Woolerton Bay
  Column Keep
  Windover Keep
  Blackwill
  Silver Heart
  Iron Forge
  Little Harbour
  Bassport
  Tall Sally
  m
  Linchhook
  Eastvale
  Haversham
  Talon Springs
  Orc’s Ford
  Saltpit
  Follyhead
  Sandspring
  Horsemarket
  Upper Woolerton
  Dragon Hill
  venshire
  Earl Downing
  Earl Whitefall
  Baron Windover
  n Silverheart
  e & 
  e & 
  The map here has been provided 
  as a setting starting point and the 
  home of the little adventures that 
  are part of this book. They are 
  generic and could be fitted into any 
  campaign. The coast could even be 
  the coast of Darken if you are using 
  the Marakush campaign.
  The scale set here is a typical one, 
  though you could make it different 
  if you want. This would give more 
  wilderness areas between the cities, 
  towns, castle and keeps. More land 
  for you to host your characters 
  explorations and adventures. It 
  would also give the lords more 
  space in order to have characters 
  earn lands of their own. These 
  lands will be rough and obviously 
  already occupied with strange 
  creatures and lost structures from 
  an ancient time.
  Alternatively if you want to 
  keep the characters firmly within 
  civilised areas, then the scale could 
  be made smaller bringing the 
  inhabited world closer together. 
  This works well with strife and 
  intrigue between the Barons, 
  fighting over the good land quality 
  areas on the map.
  The towns and structures on 
  the map can also be added to, 
  maybe you want more smaller 
  conurbations on the map, such as 
  hamlets and villages. Perhaps you 
  would like more lakes and finer 
  detail of brooks and streams. These 
  are all easy to add to the map, in 
  order to make it your own.
  Town [500 - 1,500], No Wall, Stone Manor
  Village [100 - 400], No Wall, Wooden Manor
  Hamlet [up to 100], No Wall, No Manor
  Town [700 - 2,000], Wall, Stone Manor
  City [2,000 - 5,000], No Wall, Stone Keep
  City [5,000 - 22,000], Wall, Stone Caslte
  
  38
  
  39
  Population 1,242
  The population of Orc's Ford 
  might seem to be small in 
  comparison to some of the 
  fantasy cities and towns out 
  there. However, the towns and 
  cities of 14th Century England, 
  were far smaller than one might 
  think.
  City
  Pop
  London
  23,314
  York
  7, 248
  Bristol
  6,345
  Coventry
  4,817
  Norwich
  3,952
  Lincoln
  3,569
  Newcastle
  2,647
  Canterbury
  2,574
  Oxford
  2,357
  Hereford
  1,903
  Cambridge
  1, 902
  Plymouth
  1,700
  Hull
  1,557
  Nottingham
  1,447
  Winchester
  1,440
  Population as of 1377 census
  Orc's Ford is rated as a large 
  town. It’s growth has been 
  organic and the houses and 
  structures are spread out along 
  roads, trails and natural terrain 
  features. 
  The river and the fish pond 
  provide the everyday common 
  folk with their protein; salmon 
  is cheap and easy to come by, 
  most of the guild apprentices 
  will be fed salmon with some 
  veg at least three or four times 
  a week.
  Holidays see the goose getting 
  slaughtered or perhaps a pig 
  or goat if a major celebration. 
  Cattle and beef are more 
  expensive and generally eaten 
  by those more well off such 
  as the Masters, Clergy and 
  Knights.
  
  40
  Honour: 65
  Earl Whitefall
  7th Level Knight
  Social Stats: 42 BIF: 76 (2,100 Honour points)
  Place of Power: Castle Whitefall
  Height: 5’11” Build: 4 Wt: 157lb
  Hair: White Eyes: Grey Complexion: Fair
  BOD: 49  FAT: 33 LCAP: 204 lb CCAP: 102lb
  BAP: 15 Jump: 8’
  STR 
  16 (79%) INT 
  12 (66%) APP 
  14 (73%)
  CON 
  17 (82%) WIS 
  12 (66%) BV 
  12 (66%)
  DEX 
  14 (73%) DISC 
  13 (70%) SPR 
  12 (66%)
  AGL  
  16 (79%) FER  
  13 (70%) CHA 
  13 (70%)
   
   
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  7%
  Alertness-Sound  
  0% 
  7%
  Stamina  
   
  18% 
  58%
  Dodge  
   
  22% 
  62%
  Will Power 
   
  18% 
  58%
  Languages (common) 
  6% 
  66%
  Faith 
   
   
  24% 
  44%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Courtly Manners  
  24% 
  64%
  Local Geography  
  3% 
  63%
  Foresters Stealth  
  18% 
  48%
  Tracking Prey 
   
  9% 
  39%
  Play Lute 
   
  21% 
  61%
  Horse Breeding 
   
  34% 
  65%
  Veterinary Medicine 
  09% 
  39% 
  Combat Skills 
   
  PSF% 
  TSC%
  Conditioning 5 levels
  Knife Fighting 
   
  34% 
  74%
  Slashing Swords  
  53% 
  83%
  Axes 
   
   
  29% 
  59% 
  Archery  
   
  30% 
  50%
  Cavalry Lances 
   
  44% 
  64%
  Riding Warhorse  
  24% 
  64%
  Mounted Combat  
  54% 
  74%
  Weapons
  Shortbow 30PSF% 50TSC%
  Base Damage +9M 
  Range (crit), S:20’ (+2) M:30’(-1)  L:90’ (-6) EX: 150’ (-12)
  Battle Axe 29PSF% 59TSC%
  Damage 16S Crit +1 Bash 7
  Knight Broadsword 53PSF% 83TSC%
  Damage 14S Crit +1 Bash 8
  Dagger 34PSF% 74 TSC% 
  Damage 10P
  Armour
  Maille Hauberk, Quilted Surcoat and Great Helm with cloth 
  cap and maille coif, with a Reinforced Shield.
  Body [ 13 / 14 / 11 / 13 / 11 ]
  Arms & Legs [ 9 / 9 / 8 / 9 / 7 ]
  Head and Neck [ 27 / 26 / 23 / 24 / 16 ]
  Shield [ 16 / 16 / 16 / 16 / 16 ]
  His Warhorse is called Stomper and is a Fine Heavy 
  Warhorse.
  A Very Orcish Adventure
  This adventure may be set in a suitable town in your 
  own campaign, or in the sample area map in this 
  book and the town of Orc's Ford, a town of some 
  1,200 people, that lies out in the wilds of the wooded 
  hills, between the Goblin Woods and Badger’s 
  Feast Woods, in the lands owned by Baron Roger 
  Silverheart, a vassal of the powerful Earl Nicolas 
  Whitefall.
  Earl Nicolas Whitefall
  In his late fifties, the earl still has a good physique 
  and takes part in many of the tournaments that are 
  held in the King's lands. He has a large extended 
  family for which he provides lands and titles.
  He stands 5’11”, his build is not what it was when 
  he was young, having lost much of his muscle mass 
  over the years. He has white hair, steel grey eyes and 
  a fair complexion. There is an air of sadness about 
  him, he lost his second wife to childbirth a little over 
  a year ago and has not been the happy person he 
  once was. His first marriage, to the King's cousin 
  Karabell, was a political marriage, but he truly loved 
  his second wife, Anne Gardell, the younger sister of 
  the Earl Brightsword.
  Anne was much younger than Earl Whitefall, only 
  18 when they married and this was her first child. 
  Complications during the birth of their son took her 
  life. 
  
  41
  Baron Roger Silverheart
  Baron Silverheart is lord of the Castle Silverheart 
  that is the citadel of the large walled town (pop 
  3,500) that has grown up around this large defensive 
  structure. (CAS III). It perches on the bend of the 
  river atop sheer cliffs of Sandstone that give the 
  castle a magnificent view along the main King's 
  Highway to the city of Wroughtdaly and South 
  towards the large port city of Woolerton Bay.
  His territory is predominantly wooded hills that 
  are home to many of the evil humanoid races 
  and he has been charged with keeping the King's 
  Highway along this stretch of road free from their 
  attacks. Interspersed between the hills and forests 
  are lowland grassy plain that have excellent soil for 
  growing crops and also good grazing for animals. 
  He has been blessed with good harvests for several 
  years and his war chest and coffers are brimming 
  full.
  Column Keep ton the road to the north is held 
  by a constable for Earl Whitefall, his eldest son, 
  Lord Wrylin Whitefall. Baron Silverheart and Lord 
  Constable Wrylin do not get along at all; there have 
  been too many accidents along that part of the road 
  where attacks have been made upon the Baron's 
  Men.
  The Baron is also troubled by Baron Blackwill in the 
  castle to the south of his land. Raids have been made 
  into the baron's land and bandit activities on the trail 
  from Follyhead to Kepher have been frequent. Baron 
  Blackwill claims no knowledge of these activities, 
  but Baron Silverheart suspects that Blackwill is 
  having his men conduct raids into his territory. 
  The motivation for such attacks is simple jealousy. 
  Blackwill's lands are wet lowlands and while 
  Silverheart has enjoyed bumper crop yields, 
  Blackwill has had several years of famine.
  Silverheart is well liked by the people who live 
  under his protection. He is hard lord but fair. He 
  has a beautiful wife and several children. His eldest 
  son, 21 year old Altheric, is currently away training 
  as a squire with Earl Brightsword, one of the Baron's 
  dear friends, and will soon be knighted.. He has two 
  daughters, Matilda and Maude, and younger son of 
  9 who is currently acting as his brother's page.
  The Baron himself has taken a Squire from Earl 
  Downing, an unexpected request from one so distant 
  who the Baron has little contact with. His current 
  page is the youngest son of Baron Windover.
  
  42
  Honour: 40
  Baron Silverheart
  5th Level Knight
  Social Stats: 39 BIF: 76 (1,100 Honour points)
  Place of Power: Castle and Town of Silverheart
  Height: 5’8” Build: 8 Wt: 172lb
  Hair: Black Eyes: Brown Complexion: Black
  BOD: 43  FAT: 33 LCAP: 199 lb CCAP: 100lb
  BAP: 16 Jump: 8’
  STR 
  14 (73%) INT 
  14 (73%) APP 
  12 (66%)
  CON 
  14 (73%) WIS 
  16 (79%) BV 
  12 (66%)
  DEX 
  16 (79%) DISC 
  13 (70%) SPR 
  12 (66%)
  AGL  
  16 (79%) FER  
  16 (79%) CHA 
  13 (70%)
   
   
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  7%
  Alertness-Sound  
  0% 
  7%
  Stamina  
   
  9% 
  49%
  Dodge  
   
  12% 
  52%
  Will Power 
   
  9% 
  49%
  Languages (all) 
   
  0% 
  60%
  Faith 
   
   
  23 
  43%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Cattle Breeding 
   
  20% 
  50%
  Veterinary Medicine 
  20% 
  50%
  Courtly Manners  
  15% 
  55%
  Local Geography  
  16% 
  76% 
  Bee Keeping  
   
  14% 
  44%
  Combat Skills 
   
  PSF% 
  TSC%
  Conditioning 2 levels
  Endurance 5 Levels
  Knife Fighting 
   
  30% 
  70%
  Slashing Swords  
  47% 
  77%
  Spears  
   
  38% 
  78% 
  Archery  
   
  14% 
  34%
  Cavalry Lances 
   
  44% 
  64%
  Riding Warhorse  
  41% 
  61%
  Mounted Combat  
  43% 
  63%
   
   
  Weapons
  Shortbow 14% PSF% 34 TSC%
  Base Damage +9M 
  Range (crit), S:20’ (+2) M:30’(-1)  L:90’ (-6) EX: 150’ (-12)
  Knight Broadsword 53PSF% 83TSC%
  Damage 13S Crit +1 Bash 8
  Hunting Spear 38 PSF% 78 TSC%
  Damage 12P Crit +0 Bash 10
  Dagger 30 PSF% 70 TSC% 
  Damage 6P
  Armour
  Maille Hauberk, Quilted Surcoat and Great Helm with cloth 
  cap and maille coif, with a Reinforced Shield.
  Body [ 13 / 14 / 11 / 13 / 11 ]
  Arms & Legs [ 9 / 9 / 8 / 9 / 7 ]
  Head and Neck [ 27 / 26 / 23 / 24 / 16 ]
  Shield [ 16 / 16 / 16 / 16 / 16 ]
  His Warhorse is called Raven, a jet black horse with a curly 
  mane and clever eyes and is a Noble Heavy Warhorse.
  These territories and NPCs can be placed in any 
  campaign where Earls and Barons divide up the 
  land. This could be the coast of Darken in Marrakush 
  or just about any other eastern coastline.
  Maybe a name change for a town or a major city 
  might be required to match up with your campaign 
  map but there shouldn’t be too much trouble with 
  making this area fit within your game.
  If your game is EF or LF then some of the Armour 
  types may either be too advanced or left behind. You 
  can clad your knights in something suitable.
  
  43
  Sir Godrick & Lady Elanor
  Lord & Lady of Orc's Ford
  Sir Godrick Dedman is the lord of Orc's Ford, a 
  small town at the very centre of the lands belonging 
  to Baron Silverheart. The area here, has long been 
  settled, with Sir Godrick’s distant relative clearing 
  the lands around the manor house, making the area 
  safe for people to set up their homes. The lands were 
  originally in the hands of Orcs; however long and 
  bloody battles and skirmishes have seen the Orcs 
  retreat into the wooded hills. 
  Godrick is in his seventies and has trouble getting 
  about as well as he used to. Toothless and wrinkled, 
  yet still a proud knight, he hates his body slowly 
  falling apart. Elanor is now 59 andlooks like she did 
  when she was  ten or fifteen years younger. Godrick 
  always says “I can’t see why you still love me, old and 
  broken as I am.” She replies, “Because you kindness and 
  the sparkle in your eyes has never diminished.”
  Godrick and Elanor had several sons, though now 
  they have all perished, either through wars or 
  skirmishes in the woods and hills with Orcs. They 
  are now giving all of the love and support to their 
  grand children and great grandchildren. They have 
  moved out of Orc's Ford and have lives of their own 
  within the lands of other nobles, Earl Whitefall and 
  Baron Blackwill amongst others.
  Sir Godrick, bandy legged and slightly stooped, can be 
  seen often around the town or on Pickers Common with 
  a horse, training or simply riding out. Elanor is always 
  keeping an eye on him as he falls often and she rushes 
  out to lift him back up. Godrick has no squire or page; he 
  feels his ideas and methods are antiquated and no longer 
  relevant to teach modern ways of fighting, either in war 
  or tournaments.
  Elanor does most of the work on the manor with the help 
  of some locals and servants. She is still beautiful and 
  wears her long brown hair down to her waist. She loves 
  bonnets, all kinds and is always seen in the colour blue.
  Sir Godrick needs no stat block. He will not be in combat 
  with PCs.: Level 14 Knight, Status: 31 BIF: 65
  Elanor however, has a secret.
  
  44
  Honour: 37
  Lady Elanor Dedman
  9th Level Enchantress
  Social Stats: 28 BIF: 76 
  Place of Power: Town of Orc's Ford
  Height: 5’8” Build: 4 Wt: 150lb
  Hair: Brown Eyes: Brown Complexion: Average
  BOD: 35  FAT: 28 LCAP: 105 lb CCAP: 53lb
  BAP: 15 Jump: 8’
  STR 
  09 (54%) INT 
  17 (82%) APP 
  20 (90%)
  CON 
  14 (73%) WIS 
  17 (82%) BV 
  20 (90%)
  DEX 
  12 (66%) DISC 
  14 (73%) SPR 
  09 (54%)
  AGL  
  12 (66%) FER  
  16 (79%) CHA 
  16 (79%)
  PMF: 79 ML: 5 
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  7%
  Alertness-Sound  
  0% 
  7%
  Stamina  
   
  1% 
  41%
  Dodge  
   
  7% 
  47%
  Will Power 
   
  10% 
  50%
  Languages (Common) 
  7% 
  67%
  Faith 
   
   
  -2 
  18%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Magickal Beast Lore 
  23% 
  63%
  Charm  
   
  40% 
  70%
  Bargaining 
   
  24% 
  64%
  Oration  
   
  37% 
  67%
  Storytelling 
   
  25% 
  65%
  World History & Legend 
  23% 
  53%
  Lore of Correspondences 
  33% 
  53%
  Sing 
   
   
  38% 
  68%
  Harp 
   
   
  30% 
  70%
  Poetic Comp 
   
  20% 
  50%
  Poetic Recitation  
  48% 
  88%
  Words of Guard 
   
  28% 
  58%
  Laws of Magick 
   
  30% 
  90%
  Enchant Mode 
   
  69% 
  79%
  Command Method  
  57% 
  77%
  Illusion Method 
   
  40% 
  70%
  Wards Method 
   
  37% 
  57%
  Basic Magick Air  
  40% 
  60%
  Basic Magick Fire  
  27% 
  47%
  Basic Magick Earth 
  24% 
  44%
  Basic Magic Water  
  24% 
  44%
  Transcendental Method 
  27% 
  47%
  Transmutation Method 
  24% 
  44%
  Arcane Method 
   
  24% 
  44%
  Combat Skills 
   
  PSF% 
  TSC%
  Knife Fighting 
   
  40% 
  80%
  Weapons
  Dagger 30 PSF% 70 TSC% 
  Damage 4P
  Simple Focus
  Charges 18 Recharge: 3 per week
  • 
  A yew and poplar Harp with iron and copper fittings, 
  the knobs of the harp are opal
  • 
  Reduce fatigue costs to cast spells using focus by 2
  • 
  +5% to targeting. 
  • 
  Store 9 MR of Spells
  Spells Learned
   
  MR FAT  Page Cast
  Sleep  
  1 
  2 
  353 
  Can
  Area Sleep 
  3 
  5 
  353 
  Sor
  Hold Person 
  4 
  6+3 357 
  Can
  Suggestion (f) 
  2 
  4 
  358 
  Sor
  Fear 
  4 
  7 
  361 
  Sor
  Greater Charm Person 
  5 
  9 
  356 Ritual
  Comman Large Predator 
  5 
  9+3 359 
  Hex
  Detect Illusion 
  1 
  3 
  370 
  Can
  Dispel Illusion 
  1 
  sp 
  370 
  sp
  Blurred Image 
  1 
  3 
  372 
  Hex
  Greater Disguise 
  4 
  6 
  372 
  Sor
  Cloak Self (f) 
  3 
  6 
  372 
  Sor
  Lesser Illusion 
  2 
  4 
  371 
  Hex
  Les/Ward against Evil 
  1 
  3 
  395 
  Can
  Les/Ward Against Beasts 
  1 
  3 
  395 
  Can
  Les/Ward against Commands 
  2 
  4 
  395 
  Can
  Les/Ward Against Undead 
  2 
  3 
  395 
  Can
  Create/Command Air 
  2 
  3 
  319 
  Can
  Air Beam (f) 
  4 
  6+ 
  320 
  Hex
  Talent
  Elanor has the ability to speak with the animals. She can 
  speak with Birds, Hoofed Animals and canines
  This has allowed her to form an exceptional bond of 
  friendship using her charm skill with the falcons, hunting 
  dogs and horses of the manor. 
  To Elanor they are not working animals, they are best 
  friends who help out because of their love for her. A threat 
  to one her animal friends is a threat to a loved one. She 
  acts accordingly if she sees anyone harshly treating one of 
  the animal types she can talk with.
  
  45
  Orc's Ford
  1. 
  The Manor House
  2. 
  The Church of the Disciples
  3. 
  The Green Goblin Inn
  4. 
  The Reeve's House
  5. 
  The Woodward’s House
  6. 
  The Beadle's House
  7. 
  Chapter of Guild of Esoteric Lore
  8. 
  The Chandler
  9. 
  The Signet Tavern
  10. The Minstrel Inn
  11. Usurer
  12. Leather Worker
  13. Boat Master's Lodge
  [1] The Stone Manor House
  This is a large stone manor house surrounded by a 
  strong 10’ high fieldstone wall. It has a stable for the 
  horses and also a kennel for the hounds.
  [a] Bonded Ostler - Master Kaldon Ripkin
  Master of the Hunt - Klive Daventree 2nd Level Forester
  [b] Bonded Weaponsmith - Master Jason Pertuth 
  [c] Barracks 
  Captain of the Guards - Sir Tibeth Maldorn 2nd Level Knight
  Captain of the Guards Squire - Squire Maybrook Endorton 1st 
  Level Knight
  Sergeant at Arms - Sergeants Edward Althorp  & Aubrey 
  Eckelton (3rd Level Servien)
  10 Retainers 1st Level retainers
  [2] The Church of The Disciples
  This is one of the main focuses for life in the town 
  and the primary reason for the town being here at 
  all. The church was built on land and with money 
  donated by the current lord's father, Sir Nigel. 
  Reverend Father -  Hugo Frenton 5th Level Ordained Priest
  Master of the Reliquary - Father Patren Boise 4th Level 
  Ordained Priest
  Master of the Orders - Father Roger Denhey 3rd Level 
  Ordained Priest
  4 x Ordained Ministers - 1st Level Ordained Priest
  Paladins of St Martin (1st Level Holy Knights)
   
  Sir Geoffrey De Hearn
   
  Sir Walter Monmouth 
   
  Sir Fredrick Blaine 
  Sergeant Farley Mortimer - 3rd Level Servien
  Men at Arms -  5 Retainers 1st Level Warriors
  Abbot of the Monastery - Quigel Ronfort 4th Level Monastic
  Master of Discipline - Tristram Wellingworth 3rd Level Monastic
  4 x Brother Monks - (1st Level Monastic)
  [3] The Green Goblin Inn
  A three-story inn made from timber and plaster 
  construction and kept in good order. The entrance 
  is always occupied by an elderly gentleman who 
  everyone seems to know as ‘Old Bill’ and who 
  has his drinks brought for him by a local lad aged 
  around 13 years. Old Bill seems to be about 60 and 
  has difficulty seeing too good as his eyes are always 
  crunched up. Sid sits here from sun up to sun down 
  and watches everyone in and everyone out.
  The inn is run by Master Davenport, a local man, 
  who did well by the lord in a battle and won his 
  freedom and a sizeable purse to boot. After going 
  adventuring with a passing band, he returned 
  considerably stronger and richer than before, 
  brought the ‘Once upon a time’, as it was then, from 
  master Averguard, who was getting on a bit. He 
  spent a great deal of his money extending the tavern 
  and finally he made it into a fine inn.
  Master Davenport - 4th Level Warrior
  Master Thief – Old Bill 8th Level Burglar
  Footpads – Tina Evermeet & Roger Lefler 5th Level Cut Purses
  Thieves – Eric Belthew, Marley Wiseman, ‘Buck’, and ‘Red’ 3rd 
  Level Cut Purses
  Master Bard – Enialust Silkenvoice - 4th Level Entertainer
  Master Ostler – Evan Ribbenforth Commoner 1st Level 
  Forester
  The Ancient One – Lord Celavin Meldorth 11th Level 
  Entertainer/Scholar
  Songmaster – Tebenorth 3rd Level Entertainer
  Animal Companion – Basher Mastiff Dog
  Several other bards of lesser repute - Lucky Day, Rose the 
  Nose, Egbert the Skald and Eric Vincent. 1st Level Bards
  [4] The Reeves House
  This is the house of Thomas Moorcroft the reeve of 
  the village. He is the most experienced farmer in the 
  village and was appointed by the lord who values 
  his advice with regards to the crops and the animals. 
  Thomas has a nice large cottage and an extended 
  family that are provided for by a good stock of 
  animals.
  Thomas Moorcroft Commoner
  
  46
  [5] The Woodward
  This is the house of the Woodward of the village, 
  Jethro Abergrainge a rather surly man who seems 
  to dislike everyone else in the village. He was given 
  the job to get him out of the way of the reeve and the 
  other folk who regularly work in the field. His job is 
  to make sure that the woods and fallow grounds are 
  well looked after and balanced for the town. The job 
  has its dangers and the villager hoped that he would 
  come to a sticky end in the woods at the hands of 
  Barbarians or Orcs. He was very clever though and 
  brought several very large and ferocious dogs that 
  he takes everywhere with him. Jethro’s wife carries 
  with her the same mean streak and can be seen 
  beating children with her broom if they get too close 
  to the cottage. They have no children of their own 
  but look after the son of a dead relative.
  Jethro Abergrainge - 1st Level Forester
  [6] The Beadle
  The village beadle acts like a town policeman, 
  making sure that dues are paid and no cheating 
  is done during the harvest. Ecramond ‘The Frail’ 
  seems to be a poor choice for the job of beadle as 
  his frame is not the best and he always seems to be 
  ailing with something. However, he has a presence 
  and insight. Most people in the village are unsettled 
  by his uncanny powers of deduction, and some 
  attribute his insights to mysterious powers. The lord 
  thinks that this is the beadle's way of controlling 
  the populace and laughs heartily when he hears the 
  people's cries of "Witch!" The cries, of course, are 
  always from those who have been found out.
  Ecramond ‘The Frail’ Commoner
  [7] Chapter of the Guild of Esoteric Lore
  This is a residential house belonging to a wealthy 
  merchant by the name of Master Giles Stillmoor, 
  who sells cloth. He has many strange visitors to his 
  house who stay for long periods and then leave. 
  They smoke strange weeds and speak in very 
  unusual accents. Everyone in the town distrusts 
  Master Giles, though they are afraid to say more as 
  his money is very important to the town.
  Master Giles Stillmoor 3rd Level Mage Hex Master
  Animal Familiar: Black Cat – Sooty
  Journeyman Celina Fairchild - 1st Level Hex Master
  Journeyman Malcolm Mathews - 1st Level Hex Master
  [8] The Chandler
  Guild Master Elroy Cavenny 4th Level Adventurer
  Elroy is the town’s guild master and represents all 
  of the town’s guilds at the city. He is one of the most 
  cunning men in the country according to some of the 
  other guildsmen in the town and without doubt the 
  richest. He sells general goods and trail supplies to 
  passing caravans and adventures and makes them 
  pay top dollar for the goods with his prices 50% 
  higher than standard. He knows that they will not 
  get the same goods for a long while as the town is a 
  long way from another town.
  He has been robbed several times of late and now 
  employs six mercenaries to guard his store which 
  is one of the most prominent shops in the town. 
  The six are called the Batwings for the black leather 
  cloaks that they wear. They have large wooden 
  shields and scale mail armour and are armed with 
  long swords.
  [9] The Signet Tavern
  The ‘Signet Tavern’ has always attracted the 
  more seedy elements of the town as well as the 
  adventuresome types that pass through who have 
  not got the stomach for the collection of bards that 
  huddle together in the Green Goblin Inn. The tavern 
  is a large single-story stone structure situated in the 
  middle of the town; the inside and outside are in a 
  state of disrepair due to the violence that has been 
  visited upon it in its many years.
  The Tavern is owned by an unknown out of town 
  gentleman who always seems to have ‘just left’ or ‘be 
  back later’ or ‘on other business’ etc. None have seen 
  this gentleman but many claims to have heard tell 
  of his deeds in the city of Hope and tell fabulous 
  stories of Dragons and vast treasure troves. It is said 
  by the more outlandish elements that the owner has 
  never been seen because the tavern is owned by a 
  Dwarf from the mountains and he wishes to remain 
  unseen.
  The day-to-day running of the Tavern is taken care 
  of by a local lad named Eric Vorten, a young man of 
  pagan blood. He has size on his side and he needs 
  it in this tavern as throwing out time indeed means 
  throwing out time and he can oft be seen hefting 
  a drunken body into the street or if they are less 
  fortunate into the lake. He lives here alone and has 
  help from a local boy and two of the local ladies who 
  earn quite well from the tips that the patrons give.
  
  47
  Eric Vorten - 2nd Level Barbarian Warrior
  Arianne – Serving Wench Commoner
  Matilda – Serving Wench Commoner
  Alvin – Cellar Boy Commoner
  The prices here are very cheap and players can get drinks and 
  meals at a saving of 20% on the standard prices. However, the 
  quality is correspondingly dire!
  Patrons of Note
  Osborn - 5th Level Forester
  Habib - 3rd Level Thaumaturge a man of dark skin and strange 
  accent
  Stein - 3rd Level Conjuror
  [10] The Minstrel Inn
  For near on three decades, this inn was known to 
  serve the best ale in Orc's Ford. However, recently, 
  it has been overshadowed by her rival, The Green 
  Goblin. The proprietor, Dieter Uttmann, has slowly 
  been growing into a rage - hell-bent on revenging his 
  loss at the Brew Festival. At first, those who knew 
  Uttmann thought his rage was in jest, but lately, they 
  have seen Uttmann dealing with seedier types of 
  people, and it is feared that Uttmann might soon do 
  something he might regret.
  Dieter Uttmann Commoner
  [11] Userer
  Run by a family who hails from the North and the 
  windswept coastal area. They have a thick northern 
  accent. Their notes are of good standing in most 
  pats, though they lose their value somewhat outside 
  of the Kingdom. The brothers had to leave the north, 
  they were members of the silken glove, a powerful 
  guild of thieves up there. However, they got caught 
  short changing the guild and keeping back more for 
  their cut. They were hunted and barely managed to 
  escape. This isn’t their real names and they vowed 
  that they would never cheat with money ever again. 
  The competitive streak in them is still strong.
  Boris Daybright - 3rd Level Burglar
  Harold Daybright - 3rd Level Cutpurse (Boris’s Brother)
  The two brother families are inseparable, though 
  they compete on everything and have been known 
  to come to blows over some exceedingly trivial 
  matters.
  [12] Leather Worker
  Jared of Malay is named after an old noble and 
  people have been talking. They think he’s some 
  bastard child of a royal. He may well be, or he’s just 
  made up a name that sounds important to get the 
  tongues wagging.
  [13] The Boatmasters Lodge
  Harold Carver is a very important man. He will tell 
  anyone who listens, “I’m a very important man.” 
  Much of the trade, in and out of the town comes and 
  goes by the river; indeed many people are happy to 
  travel to their destination by boat. It is much safer 
  than the journey overland, the road to the Major City 
  of Wroughtdale is notorious for highway robbers, 
  bandits and the occasional attack by disgruntled 
  Orcs. The boats travel all the way down the river to 
  Column Keep and on to Wroughtdale and upriver to 
  Kepher servicing all of the tributaries in between.
  Harold does a splendid job if asked he can tell you 
  something about every one of the boat crews and 
  their families. If there are frequent travellers, then he 
  will certainly know something about them too. 
  Harold Carver Commoner.
  More People
  The town is large enough for you to place many 
  more trades and interesting people with it’s bounds. 
  Keep the levels of those people on the lower side. 
  Those who make high levels tend to leave Orc's Ford 
  and head for the bigger cities of the shire. 4th Level 
  is pretty much as far as most get to before leaving 
  for greener pastures in the more urbanised areas.
  The Mayor of the Town changes every so often as 
  the guild votes are spilt. At the moment the towns 
  Mayor is Patch The Miller. We have left his details 
  for you to decide upon. Will he be a friend to the 
  characters, or will he be antagonistic towards them, 
  seeing them as troublemakers? How does he get 
  along with Sir Godrick and Elanor? All for you to 
  decide.
  
  48
  What’s Going On?
  Baron Blackwill has indeed, as Baron Silverheart 
  suspects, been sending raiders into his lands. These 
  raiders often pretend to be Orcs, rarely leave any 
  witnesses to their attacks. Those who have survived 
  have reported the incident as an Orc attack, after all 
  everyone knows that the hills are filled with Orcs.
  One day while these raiders were scouting out a 
  hiding place from which to spring an attack, they 
  discovered something very strange indeed. They 
  had stumbled upon an old temple, it was clearly not 
  made by humans. Its bas reliefs and spiky structures 
  indicated an Orcish origin.
  They had found the Temple of the Severed Hand. 
  The hand was that of a Titan or powerful giant of 
  some kind, purple of skin and huge, the size of a 
  building. The Temple appeared to be empty and 
  long abandoned. They used the space for while 
  for their attacks, then as autumn came they made 
  their way back to their own lands, giving the report 
  of their finding to Baron Blackwill. Over the cold 
  months of autumn and winter the devious and evil 
  mind of Blackwill churned. 
  Using intermediaries, and magickal means, he 
  made contact with a tribe of Orcs in the hills. He 
  convinced an ambitious shaman that the temple was 
  of their ancient god, that Silverheart had long ago 
  driven their people out of the area of the temple. 
  He convinced them to return to the temple and to 
  extract bloody vengeance upon Silverheart for his 
  deeds against their god.
  The shaman was grateful for his bringing this to 
  them, seeing an opportunity to advance himself 
  by bringing back the worship of their old god, a 
  god who previously only had a name - Manus . He 
  recruited the help of a powerful but discontented 
  tribal warrior, offering him to position of chief of a 
  new tribe if he could bring other malcontents with 
  them.
  The renegade Orcs swarmed out from the 
  subterranean home in the cold and windswept hills, 
  down into the wooded vale where the temple is 
  located. Once they were settled they began to raid, 
  doing the work of the human raiders that Blackwill 
  had been sending. On one of these raids, they 
  captured Baron Silverheart's eldest son, Altheric, 
  as squire riding with one of Baron Brightsword's 
  patrols. Survivors reported Altheric's capture to 
  Brightsword, who has informed Silverheart.
  Blackwill is driven by envy, he is envious of the land 
  quality that Silverheart has, the success of his crops 
  and cattle. He has blackness in his heart and wants to 
  see Silverheart’s lands wither and die.  The immediate 
  call to adventure is an appeal by Baron Silverheart to 
  find his missing son (or an order, if the PCs are the 
  Baron's vassals or servants). The PCs might begin their 
  investigations at the site of the raid on Lord Oren's party.
  Adventure Game Play
  As this is a book partly about Orcs then this adventure 
  can be run several ways.
  You can have this game played with the players having 
  Orcs as their characters, the leaders and heroes of the 
  Orcs who inhabit the area of the Temple of the Severed 
  Hand. This is the place where their god Manus can be 
  worshipped properly.
  They can plan raids against the humans who had them 
  banished from their homelands. They can fight off the 
  soldiers or heroes that Baron Silverheart sends to clear 
  out this Orcish threat. They can set up the methods of 
  worship for their god. Some acts of faith for the worship 
  of Manus are included, but the players may also have 
  some ideas of what acts the religion might include. Some 
  might be variations upon those in the C&S main rules. 
  Some will be totally unique to this faith.
  If you are more about “know thy enemy as you know 
  yourself” and this book is being used to give the Orcish 
  monster a more interesting face. You can run this in the 
  traditional manner where the heroes are people of Baron 
  Silverheart, sent to sort out the problem.
  A third option is to have PC Orcs be representatives of 
  established tribes sent to eradicate this new death cult. 
  The "tribe" formed by T'Erennti Dath and K'ribber Roth 
  is brutal and disruptive, made up of ne'er-do-wells who 
  would never advance in a regular tribe. Not only could 
  it upset sensitive tribal politics, the Severed Hand's 
  raids on Human lands could provoke a war between 
  Orcs and Humans. Resourceful PCs might find common 
  ground with Baron Silverheart and help create a more 
  established peace, ultimately helping him deal with the 
  threat from Baron Blackwill as well as from the Severed 
  Hand.
  Whichever method you choose to run the encounters in, 
  human-centric or Orcish-centric, they should be about 
  the exploration of Orcish, not just hack and slash. Let 
  humans discover something about the deeper state of 
  Orcish thinking and faith. Or let the players discover this 
  as they play the Orcs. 
  
  49
  20
  1
  2
  3
  4
  5
  6
  7 
  9
  10
  8
  11
  13
  12
  Role playing is about 
  experimenting with personality 
  and choices that you can’t or 
  shouldn’t make in a normal 
  society. With role playing, 
  anything can be explored in a 
  safe way.
  Be creative and explore 
  Orcs, bring something to 
  the game that you think will 
  be interesting and creative. 
  Remember, however, there are 
  rules of conduct: Have fun, be 
  inclusive and mindful of other's 
  fun! It’s just a game, not real life 
  or death so don’t get too upset 
  over things that happen in the 
  game.
  10 'Enclosure Wall
  1 Square = 10 miles
  Eelf
  Mine
  Tumbledown
  Fiveways
  Regaltor
  Cragbottom
  Greybridge
  Whitefriars
  Monsbury
  Campdown
  Scarbridge
  The Grail Lakes
  Troll Fens
  Hangtree
  Wroughtdale
  Column Keep
  ill
  Blackwill
  Silver Heart
  Bishop’s 
  Elmholm
  Hammerfell
  Haydenford
  Cattleford
  Fellfen
  Kirkhollow
  Timdale
  Eastvale
  Tremour Lakes
  Talon Springs
  Tallrock
  Greenfold
  Hazelfen
  Frogmorton
  Midgewater
  Laymans Rise
  Trollpool
  Ryevale
  Kepher
  Lahser
  Winterdown
  Lonefalls
  Cryloft
  Cattlegate
  Orc’s Ford
  Saltpit
  Follyhead
  Sandspring
  Horsemarket
  urection Hill
  Valduvenshir
  arl Brightsword
  Earl W
  Baron Silverheart
  Baron Blackwill
  ▼ Temple of the Hand
  ▼ Blackwill’s Raider camp
  
  50
  Location 1
  The Severed Hand
  This is an enormous hand, with a purple hue, 
  but was definitely once alive. The texture and 
  fingerprints of the hand are all still visible, though 
  the effects of weather can be seen, indicating that 
  this is a very old object indeed.
  The whole hand lies in a basin, seemingly carved out 
  of the bedrock. The basin is some 10' deep or more in 
  some locations. The bottom is filled with water ankle 
  deep. Spring rains have left most of the area wet and 
  soggy.
  Looking at the stump of the hand, one can see what 
  look like tunnels, where blood vessels once flowed, 
  providing whatever the creature was with fresh 
  blood. Now the effect of time have eroded the soft 
  bloody areas leaving small tunnels. One can see that 
  offerings were placed inside the tunnels, some older 
  ones have started to decay. These are coins, food, 
  trinkets, all manner of wooden carvings. There are 
  some human objects in there too, a crushed helm, a 
  broken sword, a human skull etc.
  Getting down into the enclosure is easy, one can 
  hang and drop. Getting out of the enclosure is 
  more difficult requiring a helping hand or tied off 
  rope. Without these a character will need to make a 
  successful climbing check.
  If the characters come looking for answers as to who 
  the hand once belonged to they will be disappointed 
  for these answered were washed away long, long 
  ago.
  Adventure Hook:
  If the characters look through the human trophies 
  the Orcs have placed here, they will find that two 
  of the items have information on them that could to 
  reunite the item with a loved one.
  A handmade talisman crafted from bone, with a 
  unique enamel design. showing a symbols of a 
  house. Research could reveal the owner of the piece, 
  which could lead to a reward - or maybe a quest to 
  find out if the owner is still alive.
  A hunting horn, has brass and silver fittings with an 
  inscription. “For my Husband Arkle, the best hunter and 
  tracker in the Kingdom.” Arkle isn’t a very common 
  name in the area, so a little time asking about might 
  lead to the whereabouts of Arkle’s wife.
  Location 2
  The Wooden Bridge
  The bridge construction was originally started by 
  the Baron's raiders. However once they realised that 
  this would most likely become some other pawn in 
  the Baron’s plot they abandoned it. The Orcs have 
  carried on with the bridge where the men left off; 
  however they do not have the same skills that the 
  men had and have made a shambles of the project. 
  The side numbered is the side where the bridge 
  has some quality to it and the planks that make 
  its structure have been sawn and are straight and 
  without warping. The plank from half way to the 
  other side of the bridge are roughly split and have 
  bends and warps. The side that has quality has been 
  put together with joints and wooden dowels. The 
  Orcish-built side is held together with rope.
  Overall the bridge is sound to use and won't 
  suddenly drop out from under the characters 
  whatever side they are on. The construction is 
  mentioned here as it is a clue that some other force, 
  some external group other than Orcs has had an 
  influence here.
  The Tribe leave four guards here during the daylight 
  hours, when most of the tribe are inside out of 
  the light. These are the standard Orcs listed in the 
  bestiary of the C&S 5th Edition rules
  It’s not the job of these Orcs to stand and fight to the 
  death, their job is to make noise, alert the others, fall 
  back slowly fighting defensively until the tribe and 
  muster a response.
  Honour: 19  Each
  Orcs - (6)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  2H Splitting Axe 
  15S 
  19% 
  59%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour - Hide (5 / 7 / 4 / 5 / 6 )
  Splitting Axe +1 Crit Die, Bash 7
  
  51
  Location 3
  The Marshland Drop
  Standing on the bluff overlooking the stream there 
  is a large stretch of land that is stinky muddy 
  marshland. During the day it is covered with 
  feeding bird taking little fish and snails from the rich 
  alluvial mud.
  As the eyes adjust there are several glints of light 
  coming from the marshland. A more concentrated 
  look and shapes can be made out. The glints are 
  reflections from items of metal in the marsh. The 
  shapes are those of the bodies of men.
  The Orcs use this area as a dumping ground for 
  their prisoners once they have had their sport. They 
  are executed and then thrown over the side of the 
  cliff into the marsh where the natural movement of 
  the water and mud carries the bodies out into the 
  marsh. It is one of those things that once your eyes 
  have attuned to see, you can’t then chose to un-see 
  it. There might be as many as thirty or forty bodies 
  in the marsh.
  If the characters ignore the bodies this could be a 
  case for spiritual downturn. These were men who 
  had families, religious rights.  If the characters 
  decide that they should investigate then they can 
  find out some information.
  The bodies have been stripped of anything that 
  was useful such as weapons and armour, however 
  the odd belt buckle and helmet still remains in the 
  marsh. Some of the bodies will have items that can 
  lead the characters back to their loved ones.
  The Orcs don’t have any use for coins as a currency. 
  However they do use the copper, Silver and Gold to 
  hammer into jewellery. Therefore the bodies will not 
  have any money on them.
  The shallow waters and muddy banks are the home 
  of a family of four Chaos Eels. The full description 
  for these is in the Anderia Kingdom module.
  Honour: 32 Each
  Chaos Eel - Freshwater (4)
  STR 
  18 (90%) INT 
  11  (66%) 
  APP 
  - (0%)
  CON 
  14 (90%) WIS 
  09  (54%) 
  BV 
  - (0%)
  DEX 
  22 (85%) DISC 
  16  (79%) 
  SPR 
  - (0%)
  AGL  
  18 (88%) FER  
  18 (85%) 
  CHA 
  - (0%)
   
  Length 6’ 0” + 
   
  BAP 
  18 
  Height:  15” 
   
  BOD 
  30
  Weight 110 lbs  
  FAT 
  21
  MR:  
  0
   
   
   
  Core Skills 
  PSF% 
  TSC%
  Alertness-Sight 
  12% 
  17%
  Alertness-Sound 12% 
  17%
  Stamina  
  45% 
  85%
  Dodge  
  31% 
  71%
  Will Power 
  20% 
  60%
  M Bite  
  40% 
  80%
  Damage 7S Bash 8+
  Natural Armour: ( 5 / 7 / 4 / 4 / 7 )
  Special Abilities
  Double AP loss from critical hits due to blood loss, depth of
  bite and the fact that they don’t let go. Once a bite is 
  successful the next attack gains +25 to PSF
  Chaos Eel Blood  MRF*3         Elemental  Water
  The blood counts as four quantities for anointing magical 
  devices used in combat such as swords.
  Chaos Eel Teeth   MRF*2         Elemental  Water
  The teeth count as one quantity in magical items intended for 
  healing purposes.
  
  52
  Location 4
  The Watchtower
  As with the bridge this used to serve as a lookout 
  platform for Baron Blackwill’s raiders. The first 10’ 
  of the tower is well built with sawn planks. The 
  Orcs have added more height another 20 feet in fact, 
  using rough split planks. The Orc construction is 
  tied together with rope while the lower section has 
  been jointed and pegged.
  Climbing the watchtower is a little dangerous, the 
  Orcs haven’t given much thought to the layout of the 
  system for climbing. Also the good holds are spread 
  far apart, not an issue for a large Orc with long arms 
  but a character who is under 6’ might well find the 
  climb impossible without some heroic climbing feat.
  Skills Check
  Skill Used: Climbing, Jumping
  Achieving: Make it to the top of the 30’ tower without falling
  How long: check every 30 seconds for a 10’ climb
  TSC% Mods
   
  Character is taller than 6’: +15%
   
  Elven: +25%
   
  Rope and Grapnel +40%
  Success Crit: 
  01 - 10 The character has mastered such things long ago and this climb 
  is nothing more difficult to him than the tree-house he use to play in as a 
  child, he shimmies up this section with ease.
  Failure Crit:
  01 - 02 The good grab points are in awkward, out of the way positions, you 
  find yourself stuck, unable to progress.
  03 - 07 The climb was tougher than you thought, you are ridge-bound, 
  unable to ascend or descend. To continue you will have to make a leap 
  onto a higher hold point. Make a jumping skill check, any level of success 
  and you have managed to grab a hand hold. Any failure and the character 
  falls. Assess damage depending upon how far you made it up the tower
  08 - 09 The character is brazen and makes a stretch for a hand hold that 
  is just that bit too far, he loses his points of contact and falls. He can make 
  another climb check with -50 to his TSC%, any success and he manages 
  to catch a hand hold 10’ lower down. Otherwise he hits the ground hard, 
  assess damage as for falls for the appropriate distance.
  10 Oops! Back flip with triple salchow and the ground comes up to meet 
  you fast. Assess Damage for fall as though it was from 10’ higher
  Consequences:
  A few Orcs have broken legs and arms from falls trying to climb the tower, 
  they just think it’s funny and a bit of a laugh.
  Damage from Fall: 
  10’ Character takes a blow  of 20C
  20’ Character takes a blow of 20C and has broken his arm
  30’ Character takes a blow of 20C and has broken his leg
  40’ Character takes a blow of 40 C and has broken multiple limbs
  Honour: 20  Each
  Orcs - (2)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  2H Splitting Axe 
  15S 
  19% 
  59%
  Archery  
   
  20% 
  40%
  Knife Fighting 
  4P 
  35% 
  75%
  Alertness Sight 
   
  09% 
  16%
  Alertness Sound  
  09% 
  16%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour - Cloth  ( 1 / 0 / 0 / 0 / 0 )
  Composite Bow 20 PSF% 40 TSC%
  Base Damage 13M
  Range (crit), S:20’ (+3) M:40’(-1)  L:90’ (-6) EX: 350’ (-14)
  Quiver with 20 Hunting arrows
  One Orc has a religious symbol on him, the back of the 
  symbol is engraved with a prayer and a blessing for Ned 
  Scarman of Kepher
  Atop the tower are stationed two Orc Archers. 
  They aren’t wearing any armour; the climb is easier 
  and being up in the tower they don’t expect to be 
  engaged in combat.
  They carry daggers - the only things, other than 
  hands and feet, that can be used in the close quarters 
  up in the tower. Swords and maces are just too big 
  to be able to be effective up here. (apply a -20% TSC 
  penalty to medium or heavy weapons, and halve the 
  STR bonus to damage)
  While an Orc in combat is a ferocious thing to 
  behold, up in a tower all day they are not noted for 
  their self discipline. It is likely that during the day 
  the Orcs up here are under cover and asleep. Have 
  only a 20% chance that these Orcs are alert and able 
  to make any perception checks.
  After dark, they are more alert and will either 
  be drinking, eating or playing some game that 
  involves the loser cutting himself. During the hours 
  of darkness there is only a 20% that the Orcs can’t 
  make any perception checks.
  
  53
  Location 5
  Orc Boatmen
  This is a 10’ Orcish yurt, made with deer and 
  bear pelts as are all the other yurts in this camp. 
  Personal space isn’t something that Orcs particularly 
  understand, living on top of one another is the 
  normal, tempers get frayed and fights break out 
  all the time. This is just part of being and living 
  amongst Orcs.
  The yurt is home to an extended family, with four 
  adult males and two adult females, there is a single 
  adolescent male who is able to fight also. The rest of 
  the family is made up of babies, children and non-
  combatants
  Adventure Hook
  Characters who retrieve the Orc archer's holy 
  symbol can trace it back to the temple in small the 
  town of Kepher. The Deacon there will instantly 
  recognise the name and the gift that he gave to one 
  of his priests. He will offer them a reward of 100 
  pennies for the return of the item. 
  In addition, if anyone requires the services of a priest 
  he has a PFF of 27 and can cast any of the Acts of 
  Faith for an ordained priest up to that requirement. 
  He will be happy to see the characters any time they 
  are in town and will always do his best to make 
  them feel welcome in his temple and at home.
  His BIF 49 is at the disposal of the characters for any 
  clerical matters they might need aid with. He will 
  speak highly of their integrity, bravery and honour 
  and is willing to go out on a limb for them.
  Honour: 65
  Deacon Raybal Chance
  Vocation: Priest  Age: 31
  Horoscope: Neutral Aspected Virgo
  Father’s Social Status: Landed Knight (29) 
  BIF: 49 (700 honour points)
  Height: 5’8” Wt: 185 lb
  Hair: Brown Eyes: Brown Complexion: Avg
  Body Points (BP): 38 Resist Disease: 84%
  Fatigue Points (FP): 24
  BAP: 13 Jump: 8’ Movement - DT: 5 / SPRINT: 8
  STR      10 (58%)    INT       14 (73%)     APP      09 (54%)
  CON     12 (66%)    WIS      20 (90%)     BV        10 (58%)
  DEX      12 (66%)    DISC    15 (76%)    SPR      20 (90%)
  AGL      12 (66%)    FER      12 (66%)    CHA     13 (70%)
  Base Skills                           PSF%      TSC%
  Alertness-Sight                      0%           7%
  Alertness-Sound                    0%           7%
  Stamina                                 1%           41%
  Dodge                                    11%         51%
  Will Power                             48%         88%
  Language(Own)                    2%           62%
  Faith              PFF: 27           55%         75%
  Relevant Skills                     PSF%      TSC% 
  Courtly Manners                    8%           48%
  Local Geography                   12%         72%
  Demonology                          36%         55%
  Charm                                   3%           33%
  Diplomacy & Politics              32%         62%
  Oratory                                  33%         63%
  Accurate Counting                 COMP
  Theology                               47%         77%
  Law                                        22%         62%
  Meditation                              38%         78%
  The Deacon can be a real asset to the character who is 
  willing to put some time in to develop him as a real contact, 
  willing to do and complete favours.
  Raybal has contacts with many of Baron Sliverheart staff 
  and also is able to present himself to Earl Whitefall with little 
  trouble. Such access is a gift for an aspiring character. The 
  Deacon will certainly be obliging with all of the characters of 
  the group, however only the one’s spending their downtime 
  at the church and helping out will be able to tap the Deacon 
  as a contact. If the group needs funds he is willing to give 
  them 400sp if their cause is a just and honourable one.
  
  54
  Honour: 14  Each
  Orcs - (4)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Spears  
  14P 
  25% 
  65%
  Knife Fighting 
  4P 
  35% 
  75%
  Alertness Sight 
   
  06% 
  13%
  Alertness Sound  
  00% 
  07%
  Dodge  
   
  09% 
  49%
  Stamina  
   
  9% 
  49%
  Will 
   
   
  0% 
  30%
  Armour - Cloth  ( 1 / 0 / 0 / 0 / 0 )
  Harpoon 25 PSF% 55 TSC%
  Damage: 14P +1 Crit
  The fighting Adolescent has spears half the values of his 
  elders.
  The others of the family really can’t put up any sort of 
  resistance other than ineffectual punches and kicks.
  The yurt has the families share of some of the raiding loot, 
  this is in a purse beneath some furs on the floor, it contains, 
  20cp and 40sp
  Location 6
  Orc Fishermen
  The fishermen have a high standing in the tribe, 
  they provide a great amount of food for everyone. 
  As a result their families are large, with a number of 
  adolescents, children and babies.
  They are not fighters, even though they are large 
  adults they will not put up a fight. They surrender 
  as soon as they are threatened, they beg for the lives 
  of their families. This shouldn’t be taken the wrong 
  way, if these Orcs thought they were stronger then 
  they would certain be aggressive. They have spent 
  all of their share of any valuables gaining their 
  women.
  Location 7
  The Saying Tent
  This is where the Chief Holds his court and hands 
  out boons and bane to his people. The court is 
  held after dusk during the blue hour the period of 
  twilight when the Sun is at a significant depth below 
  the horizon and residual, indirect sunlight takes on 
  a predominantly blue shade. The Orcs prefer the 
  evening time to conduct their business.
  If the characters are around during evening then 
  most of those able to fight will be clustered around 
  here waiting to hear what their chief has to say and 
  what boons they might get from him. This will leave 
  other areas less patrolled.
  The tribe's shaman must be present for any 
  statement from the chief and he give his blessing 
  to the endeavour, boon or bane. The Spirits must 
  be consulted, for to act without their favour would 
  mean trouble later on as they are spiteful and 
  vengeful when they are not heeded. 
  Honour: 19  Each
  Orcs - (12)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Knife Fighting 
  4P 
  35% 
  75%
  Alertness Sight 
   
  09% 
  16%
  Alertness Sound  
  09% 
  16%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour -  Hide (5 / 7 / 4 / 5 / 6 )
  While they wont have their large axes here, or any large 
  weaponry, they will have daggers and be wearing their finest 
  hides and valuable adornments.
  Each will be wearing a few hundred silver worth of Orcish 
  precious metal jewellery. This has been hammered out of 
  coins they find when they raid. The Queens head can be 
  seen on some areas they haven’t beaten quite enough
  
  55
  Honour: 58
  Orc Chief K’ribber Roth
  3rd Level Warrior
  Height: 72” Build: 9 Wt: 320lb
  Hair: Black Eyes: Green Complexion: Dark
  BOD: 54  FAT: 36 LCAP: 480 lb CCAP: 240lb
  BAP: 18 Jump: 3’
  STR 
  18 (85%) INT 
  10 (58%) APP 
  06 (40%)
  CON 
  18 (85%) WIS 
  12 (66%) BV 
  12 (66%)
  DEX 
  12 (66%) DISC 
  06 (40%) SPR 
  0 (0%)
  AGL  
  18 (85%) FER  
  16 (79%) CHA 
  13 (70%)
   
   
   
  DT 
  8
  BMR 
  18 
   
  SPRINT 16
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  7%
  Alertness-Sound  
  0% 
  7%
  Stamina  
   
  57% 
  97%
  Dodge  
   
  10% 
  44%
  Will Power 
   
  7% 
  47%
  Languages (Goblin) 
  0% 
  86%
  Language (Common) 
  3% 
  63%
  Faith 
   
   
  0 
  0%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Intention of Animals 
  10% 
  50%
  Courtly Manners  
  1% 
  41%
  Local Geography  
  3% 
  63%
  Local History & Legend 
  3% 
  63%
  Riding  
   
  33% 
  73%
  Faerie Lore 
   
  3% 
  43%
  Blending in Surrounding 
  19% 
  49%
  Covering Tracks  
  25% 
  55%
  Tracking Prey 
   
  25% 
  55% 
  Axes 
   
   
  57% 
  87% 
  Knife Fighting 
   
  40% 
  80%
  Archery  
   
  37% 
  57% 
  Slashing Swords  
  57% 
  87%
  Weapons
  Shortbow 37% PSF% 57 TSC%
  Base Damage +9M 
  Range (crit), S:20’ (+0) M:30’(-3)  L:90’ (-7) EX: 150’ (-12)
  Splitting Axe 57 PSF% 87 TSC%
  Damage 18S Crit +1 Bash 7
  Dagger 40 PSF% 80 TSC% 
  Damage 6P
  Knight Broadsword 57 PSF% 87 TSC%
  Damage 14S Crit +2 Bash 7
  Armour
  Maille Hauberk, Quilted Surcoat and Great Helm with cloth 
  cap and maiile coif
  Body [ 13 / 14 / 11 / 13 / 11 ]
  Arms & Legs [ 9 / 9 / 8 / 9 / 7 ]
  Head and Neck [ 27 / 26 / 23 / 24 / 16 ]
  Special Talent
  Berserker Rage P89
  Naturally Charismatic P91
  Resistant To Magick (applied in BMR) P92
  He wears a considerable amount of hammered jewellery 
  from coins he has plundered from the raids on the locals.
  Silver Eagle Chest piece - 1,200sp
  Silver and Gold Snake Armband  - 2,400sp
  Woven Gold and Silver Waist Belt - 3,500sp
  He also carried a master work Knight Broadsword, this is 
  a Damascus blade with etchings of a knight hacking off 
  various limbs. The Blade is named “ABISCUM” There is a 
  maker's mark also, so its heritage can be tracked. 
  The chief is the last word; everyone fears him. He 
  is the strongest of the Orc, he can do pretty much 
  whatever he wants. None of the other Orcs has 
  the combat skills or body size to challenge him 
  for leadership. His old lieutenant was the best 
  candidate, but was killed on a suicide mission as the 
  K'ribber Roth planned. It was a bold move for had 
  the lieutenant. survived he would have certainly 
  made a challenge for the title of Chief. 
  The shaman of the tribe is the power behind the 
  throne, for he speaks for the spirits and even the 
  chief wouldn’t dare go against the will of the spirits. 
  Not only would he be cursed by them, he would 
  have most of the tribe rebel against him.
  K’ribber Roth is in a strong position, giving his 
  people combat, trophies, captives to play with and 
  plenty of food their bellies. As well as all this they 
  have a spiritual home again. He would have to make 
  a serious error to lose his position as things stand.
  
  56
  Note 
  If you are playing this in 
  a later period where plate 
  armour is around then 
  upgrade the Chief to have 
  this level of protection.
  Armour - Field Plate 
  ( 15 / 15 / 13 / 15 / 9 )
   Full coverage
  
  57
  Characters Honour: 110
  Orc Shaman T’Erannti Dath
  Vocation: Shaman  5th Level Age: 23 
  Height: 69” Wt: 275 lb 
  Hair: Brown Eyes: Brown Complexion: Avg
  Body Points (BP): 50
  Fatigue Points (FP): 32
  LCAP: 308 lb CCAP: 154 lb
  BAP: 15 Jump: 8’ Movement - DT: 8 / SPRINT: 16
  STR 
  14 (73%) INT 
  16 (79%) 
  APP 
  12 (66%)
  CON 
  18 (85%) WIS 
  20 (90%) 
  BV 
  10 (58%)
  DEX 
  12 (66%) DISC 
  15 (76%) 
  SPR 
  20 (90%)
  AGL  
  13 (70%) FER  
  16 (79%) 
  CHA 
  13 (70%)
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  7%
  Alertness-Sound  
  0% 
  7%
  Stamina  
   
  1% 
  41%
  Dodge  
   
  0% 
  40%
  Will Power 
   
  25% 
  65%
  Language(Goblin)  
  4% 
  64%
  Language (Common) 
  0% 
  60%
  Faith 
   
   
  41% 
  61%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Courtly Manners  
  22% 
  62%
  Local Geography  
  31% 
  91%
  Regional National Legends 55% 
  105%
  World History & Legend 
  55% 
  85% 
   
  Charm  
   
  10% 
  40%
  Diplomacy & Politics 
  22% 
  52%
  Riddling  
   
  12% 
  52%
  Accurate Counting  
  COMP
  Laws of Magick 
   
  46% 
  86%
  Lore of Correspondences 
  32% 
  52%
  Magickal Skills 
   
  PSF% 
  TSC% 
  Shaman Mode 
   
  67% 
  90%
  Divination 
   
  41% 
  71&
  Transcendental Method 
  50% 
  85%
  Arcane Method 
   
  45% 
  60%
  Transmutation 
   
  45% 
  75%
  Summoning 
   
  45% 
  75%
  Plant Magick 
   
  51% 
  81%
  Wards Magick 
   
  35% 
  55%
  PMF: 77 ML: 5 PFF: 41
  Weapons
  Shod Staff 28 PSF% 58 TSC%
  Damage 13C Crit +1, Bash 9
  Shadow Bolt 60 TSC% - No targeting
  All in 5’ Radius, Damage 6E, Crit 9-10 Damage 22E then
  Make a CON AR with -13% or Dazed for 2AP and ¼ of 
  TSC% for all skills during this scene.
  Shadow Beast (Black Bear) 45 PSF% 60 TSC%
  Body: 73
  Special:  ½ damage from Magickal Weapons
  Equipment
  Lesser Focus (Charges 35 Recharge: 15 per week)
  Ebony Staff topped with the skull of a bear
  Reduce fatigue costs to cast spells using focus by ½. 
  Gives +10% to targeting a spell when held, +13% bonus 
  to his method TSC%. You can store 35 MR of Spells mark 
  your choices with (f) on this sheet before the game starts. 
  These are cast as a Cantrip with no fatigue cost. Each use 
  of a stored spell costs 1 charge per MR of the spell.
  Large pouch with magickal materials
  2 large Candles, a waterskin
  Fur Blanket (bear)
  Spells Mastered
  All Arcane Magick spells to MR 6
  All Transcendental spells to MR 5
  All Transmutation spells to MR 4
  Animate Stone Simulacrum P381
  All Summon Animal Spells
  Cure Blight P375
  Grow in Haste P375
  Lesser Ward: Undead, Magick, Beasts & Lycanthropes P395
  Hedge of Thorns P376
  Acts of Faith up to his PFF that fit with the Shaman type.
  
  58
  Location 8
  The Shaman’s Spirit Lodge
  Adorned with the fur, skulls, bones, teeth and claws 
  of black bears, this is the most likely location that 
  the Shaman will be found outside the blue hour 
  tribal saying session. The floor is covered with black 
  bear furs and posts have skulls with tallow candles 
  in them so the eye sockets glow. The air here is 
  always heavy with the smoke of incense or some 
  hallucinogenic plant.
  His status in the tribe is such that at all times he will 
  have a guard of two fully armed and armoured Orcs 
  in the tent. They will attack anyone he tells them to, 
  even the chief if it came to it. They know that they 
  would most likely lose their lives but they will obey 
  the Shaman as he speaks for the mighty bear spirit.
  He keeps four bear cubs. They have their legs tied to 
  the main pole of the yurt with enough tether to roam 
  around but not enough to get to the entrance or to 
  the walls of the yurt.
  Second to fish from the stream, the tribe eat a lot of 
  black bear meat, they believe the spirit of the bear 
  enters them and gives them super strength and 
  fortitude. They might be right. Is this some ritual 
  to give those partaking Strength of the Bear (Holy) 
  as an Act of Faith? Is is hokum and Orcs are just 
  naturally harder and stronger?
  The Shaman has a PFF in case you want to add the 
  Divine Acts of Faith to his abilities in addition to his 
  Magickal Spells. Increase his Honour to 130 if so.
  Location 10
  The Chief’s Yurt
  This is where the chief and his harem live. During 
  the night they are having fun, either with each other 
  or with prisoners.
  Many think it’s a horrible thing to be killed by 
  an Orc; true, you are dead. However, whenever 
  possible Orcs will try to take prisoners; status in this 
  group is about how many prisoners you have had a 
  jolly time with. So in combat an Orc who is winning 
  may start looking for a knock-out blow rather than a 
  killing blow.
  Chief K’ribber Roth has dozens of females here, all 
  in various dress, modified to be more Orcish. If the 
  chief is threatened they will cluster around him as a 
  shield against harm.
  All of the items the Orcs have taken on their raids 
  are piled up here, everything from silverware to 
  a steel bucket and pewter drinking mugs. Coins 
  are shared out to the rest of the tribe for them to 
  hammer into their own jewellery. An upturned bear 
  skull, makes a cup for gems, that have been plucked 
  from more expensive items of jewellery. Removing 
  the gems has destroyed the value of the items, 
  some have been left as chains etc. other have been 
  hammered and their artistry lost.
  Location 9
  The Women's Yurts
  When the Chief wants some peace and quiet, ether 
  to be by himself or to have meeting with his warrior 
  or Shaman, he sends the women to these two 
  smaller Yurts.
  They are cramped quarters for so many and they 
  smell really bad.
  There is no treasure or useful items here and the 
  women are not combatants, they will kick and bite 
  and scream but present no real danger to a character 
  with arms and armour. 
  Honour: 29  Each
  Orcs - (2)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  2H Splitting Axe 
  15S 
  19% 
  59%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour - Hide (5 / 7 / 4 / 5 / 6 )
  Splitting Axe +1 Crit Die, Bash 7
  
  59
  The chief has no guards; he could not risk it as he 
  would be killed as he slept. The Shaman guards 
  the chief during the day with his Spirit Monster, 
  prowling outside the tent and threatening all who 
  come close. The Monster has been called many times 
  and is now a permanent bound spirit able to be 
  called as a Hex which stays until dismissed. it will 
  follow the orders of the shaman and serve until it is 
  destroyed.
  The amount of treasure here is up to the 
  gamesmaster to decide; however it should be a lot. 
  At least enough for the group to wonder how they 
  are going to cart it all away.
  The choice here is: will they make the effort to return 
  items to their owners? See to burial costs for fallen, 
  look after widows?
  As battle loot there is nothing to say they can’t keep 
  the treasure, but a nice healthy reward for doing 
  the right and moral thing from the GM will muddy 
  things.
  Location 11
  The Warrior Yurts
  This is where the male warrior of the tribe live and 
  play. During the blue hours Chiefss sayings they 
  might be in that yurt. During the day the tent will 
  be filled with Orc, 30 of them all sleeping on top of 
  one another. During the night they will be out either 
  hunting bear or hunting humans on the road. Bear 
  is good food, but human is good sport and status in 
  the tribe. At night there may be only 5 Orcs here
  Honour: 29  Each
  Orcs - (5)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  2H Splitting Axe 
  15S 
  19% 
  59%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour - Hide (5 / 7 / 4 / 5 / 6 )
  Splitting Axe +1 Crit Die, Bash 7
  Honour: 19  Each
  Orcs - (30)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Knife Fighting 
  4P 
  35% 
  75%
  Alertness Sight 
   
  09% 
  16%
  Alertness Sound  
  09% 
  16%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour -  Cloth (1 / 0 / 0 / 0 / 0 )
  During the day the Orcs are without their axes and hide 
  armour. Though their axes are available if they spend 10 AP 
  to plough through the mess to arm themselves with it.
  Each warrior Orc has a leather sack with his symbol 
  upon it. This is where he keeps valuable items that 
  he can’t wear. 
  Orcs wear as much of their valuables as they can. 
  That way for another Orc to get it they have to 
  attack and kill them. A daunting thought, even for a 
  sadistic Orc. A fight might gain him some goodies, 
  however, should he get injured that makes him 
  weak and he could lose his own life after the combat 
  as others take advantage of his weakened state.
  The sacks contain things like: cups and spoons, 
  plates, cloth, buckles all manner of shiny things that 
  we would not think of as valuable.
  Orcs love salt and pepper, it’s one of their main 
  currencies. Not for the taste though, for the effect it 
  has when rubbed into wounds or eyes.
  Each Orc can be assumed to be wearing 100-200sp 
  worth of hammered jewellery and 25sp worth of 
  stuff in his sack.
  
  60
  Location 12
  The Marble Steps
  These marble steps are cracked with age and 
  lead upwards some 10’ towards great statues. 
  These statues were once marble clad, however the 
  extremes of time and weather have all but eroded 
  away the fine white marble; leaving only a vague 
  grey humanoid figure behind.
  The figures are in combat poses, with weapon-
  less hand outstretched and curved to hold shields 
  that no longer exist. Empty eye sockets once held 
  precious facsimiles of eyes and belts have recesses 
  where gems once decorated them.
  There are eight statues in all, each starring outwards 
  from the top of the temple, on guard for centuries 
  perhaps. Their plinths have some ancient script with 
  barely legible text.
  What does the script say, what tongue is it in? Is it a 
  clue to who built the temple. Is a warning or a curse? 
  Did these statues once contain magickal powers to 
  animate. Maybe some magic still remains. 
  The shaman has performed the necessary magickal 
  rituals and enchantments to animate one of the 
  statues. It has been placed on guard and only allows 
  the chief and the shaman to get to the top of the 
  stairs. It has enough autonomy and awareness to 
  determine if the chief and shaman have guests or are 
  being strong-armed to the top.
  Honour: 75
  Stone Guardian
  Height 10’” 
   
  BAP 
  14
  Weight 3,500 lbs  
  BOD 
  185
   
   
   
  FAT 
  50
   
   
   
  DT 
  8
  BMR 
  30 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Stone Fist 
  30C 
  34% 
  74%
  Dodge  
   
  0% 
  52%
  Stamina  
   
  57% 
  97%
  Will 
   
   
  24% 
  64%
  Armour - Stone Skin ( 15 / 12 / 16 / 18 / 7 )
  The characters might however disguise themselves 
  as the chief and the shaman and taking the others 
  along as guests. This will succeed as long as they 
  haven’t been slain within the temple bounds and the 
  characters do not act too wildly out of character.
  Location 13
  The Temple Platform
  There isn’t much on the top of the temple steps. It 
  is covered with a fine carpet, clearly stolen from 
  one of the caravans. There are a few poles where 
  they tie captives to for sport, some charcoal braziers 
  and torch holders. The Chief and the Shaman hold 
  ceremonies up here, usually at the cost of a captive 
  or two.
  Hidden under the carpet however, is a trap door. 
  It is a marble faced wooden door 3 feet square. 
  Considering the age the wood of the door is in good 
  condition. It is a dark tropical hardwood and the 
  quality of the seal from the marble facing has kept 
  the weather out. Opening the trap door is a matter 
  of lifting and twisting the inset brass ring. The door 
  is perfectly balanced and opens easily and without 
  noise.
  The door opens to grey stone steps leading down 
  into the darkness. At the bottom of the stairs there is 
  are two bronze sconce in the wall that holds a torch 
  each for light. The passageways are fine cut through 
  the bedrock and no tool marks are visible.
  It is down here that the tribe are holding their most 
  valuable asset, Baron Silverheart's missing son, 
  Altheric.
  Freeing Altheric is the ultimate goal of either Human 
  characters or Orcish characters working against the 
  Temple of the Severed Hand. If players are taking 
  the role of the Severed Hand cult leaders, they must 
  defend against rescue attempts (from Humans, Orcs 
  or both) and decide how to use the him to their 
  advantage. A small group of talented and specialised 
  adventurers could manage to get the baron's son, 
  while a large scale attack would merely result in 
  the death of many of the baron's retainers and 
  ultimately be unsuccessful.
  
  61
  
  62
  Under the Temple
  Location 1
  Under-croft Entrance
  The Chief and the Shaman do not trust their Orcish 
  fellows to not have some sport with their young 
  Tomothy Silverheart. Therefore they have set in this 
  location their trained Wargs as guards.
  Honour: 33  Each
  Trained Large Wargs - (4)
  Height 45” 
   
  BAP 
  14
  Weight 350 lbs  
  BOD 
  82
   
   
   
  FAT 
  35
   
   
   
  DT 
  8
  BMR 
  10 
   
  SPRINT 27
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Bite  
  14S 
  36% 
  76%
  Dodge  
   
  10% 
  50%
  Stamina  
   
  30% 
  70%
  Willpower 
   
  24% 
  64%
  Armour - Hide (3 / 4 / 3 / 3 / 3 )
  The Warg hates daylight (half PSF’s in bright daylight, 
  unaffected in cloudy overcast conditions).
  Location 2
  The Trap
  Just in case the Orcs get upset not being allowed to 
  have sport with the baron's son and take matters into 
  their own hands. The Chief has set up a basic trap 
  here.
  The trap is activated when the door is pushed 
  open from Location 1. To make the door safe to 
  open you have to pull out the door's ring-pull thus 
  deactivating the trap and allowing the door to be 
  pushed open safely.
  The trap is a series of high draw-weight crossbows 
  set a different levels, the aimed at the door's 
  threshold to maximise the chances of hitting a target.
  Crossbow Trap Skill Challenge
  Skills Used: Detect Mantraps, Disarm Mantraps, Dodge
  Achieving: Detection, Deactivation or avoidance of the trap
  How long: Instant to spot and dodge, 3 min to disarm
  TSC% Mods
   
  No tools -25% to Disarm
   
  Only Torch Light - 15% to spot
   
  Visored Helm - 50% to spot
   
  Heavy Armour - 20% to dodge
   
  Lantern Light +10% to Disarm
   
  Master Tools +30% to Disarm
  Detect Mantraps
  Success Crit: 
  01 - 10 Character notices the ring pull, which seems loose. They suspect 
  a trap and may proceed to try to disarm it.
  Failure Crit:
  01 - 02 Something isn’t right with the door and the ring pull but he 
  doesn’t see the trigger connection, he opens the door and activates the 
  trap. He gets +20% to his dodge for being alerted.
  03 - 10 Oblivious to the ring pull, pushes the door open
  Consequences:
  On a Failure to spot the trigger or disarm the trap the characters in 
  the open doorway are shot with six crossbows. They aren’t magically 
  targeted but have been sighted well enough to have an excellent chance 
  to hit targets in the doorway. 
  Begin with the character at the front. Roll for all six crossbows - they 
  have a 70% chance to hit. Alert characters may actively or passively 
  defend against the attack. Oblivious characters may only passively 
  defend against it.
  Each hit inflicts 18M damage plus Crit Die, they cannot score a critical hit 
  from the Crit Die only extra damage.
  Disarm Mantraps
  Success Crit: 
  01 - 10 The character has an understanding of this simple trigger and 
  after a little fiddling around he can deactivate this trap.
  Failure Crit:
  01 - 02 Something has caught on the trigger, it’s not deactivated but you 
  can fix it. Make another roll after 3min
  03 - 07 The Character fails to deactivate the trigger. Whatever is on the 
  other side is going to happen when the door opens.
  08-10 The character believes that he has successfully deactivated the 
  trigger. “It’s all clear on the other side”
  Dodge
  If the characters are aware of the trap they can actively or passively 
  defend against the crossbow attacks. Those unaware of it may only 
  passively defend - the GM may rule that truly oblivious characters get no 
  defence at all.
  Those with a shield may use its Armour rating.
  
  63
  Location 3
  The Vaulted Chamber
  This is a large vaulted chamber 20 feet high and 
  carved out of the rock and lined with plaster and 
  mosaic tiles. Their colour has faded and it is not 
  possible to make out what was depicted here. 
  Several locations have deep scratch marks, where 
  some offensive image has been removed with great 
  prejudice. The scratches have managed to gain a 
  patina that could only come from hundreds of years 
  of exposure.
  A dark line goes all around the room, a permanent 
  record of some flood event that filled the chamber to 
  a height of 8’. The floor is covered in slime, this is the 
  guano of the striges in the ceiling but with a casual 
  look it would be mistaken of sludge from the flood. 
  In the dim light above the reach of a torch are a host 
  of Striges, quietly sleeping ready to drop and feed 
  or come night time fly out of the small shafts to the 
  surface and go in hunt of food.
  Honour: 14 Each
  Striges (12)
  Height 18” 
   
  BAP 
  18
  Weight 13 lbs 
   
  BOD 
  20
  Length 36” wingspan 
  FAT 
  20
   
   
   
  DT 
  20(f)
  BMR 
  10 
   
  SPRINT 40(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Beak  
  4S 
  18% 
  58%
  M Claws  
  6S 
  28% 
  68%
  Dodge  
  - 
  15% 
  55%
  Stamina  
  - 
  9% 
  46%
  Will 
   
  - 
  6% 
  6%
  Armour - Dense Plumage ( 1 / 2 / 1 / 1 / 2 )
  Description:
  The Striges appear as a large headed bird with piercing 
  amber eyes, a falcon like beak with grey white wings and 
  wicked hooked claws. It hangs upside down in caves like a 
  bat and feeds primarily on blood. They often prey on infants 
  using its claws to disembowel them before dining on its 
  victim's blood.
  Special Ability
  If a successful attack draws blood (BOD damage) they will 
  drain blood at 1 BOD / Turn which also heals their FAT on a 
  1:1 basis
  Note: Striges don’t like Orc blood, it tastes like vomit and 
  burnt hair to them. 
  Location 4
  The Steep Stairway
  Leading off into darkness, a steep turn and drop, it 
  is impossible to see around and down the corner of 
  the stairs. The chief and the Shaman have lain many 
  clues that the stairs are trapped. They aren’t trapped, 
  however obvious and subtle things like pressure 
  plates, tripwires and such would slow or completely 
  deter someone. 
  As the characters make their way have them make 
  various alertness rolls, detecting and disarming none 
  existent mantraps along the way. If a character gets 
  a critical success on his alertness or disarm check he 
  will know that this is a decoy, he won’t know that 
  they are all decoys. Delaying the characters is fine 
  but, delaying them for what? There is no guardian 
  outside the door of the Baron’s Prison. 
  The corridor is home to some rather nasty Mind 
  Midges, so small as to be invisible to the sight. They 
  aren’t an issue if you just wander down the stairs, 
  they are too slow to have an effect other than being a 
  nuisance. However, taking time to detect and disarm 
  traps gives the midges time to get into ears and eyes 
  and nose and mouth.
  A character can make an Alertness sound skill check 
  at a base difficulty. Any level of success and he can 
  hear the faint buzz of the insect, like high pitched 
  mosquito sound. 
  If noticed, then a character who has Bestiary Lore 
  can make a skill check with a -12 penalty to their 
  TSC%. Any level of success and they understand the 
  danger that they are in and that the traps are a trick 
  to keep them in the cloud of Mind Midges while 
  they lay their eggs in them undetected.
  After the symptoms start to show in a character, 
  then allow a trained character to make an 
  unadjusted Pharmacology & Medicine roll to 
  understand the threat and make the treatment 
  accordingly.
  
  64
  Mad Midger Disease
  Vector: Exposure for 15 min or more
  Resist Mod: 0
  Diagnose Mod: -10%
  Onset: Instant
  First Stage: The character begins to hear voices, this is 
  a trick of the modulation of the insect wings. It sounds like 
  whispered speech, barely audible and just on the edge of 
  being made out as a language
   
  Duration: 10 min +/- Crit Die
   
  Failure: Repeat
   
  Critical Failure: Moves into stage two.
   
  Success: The disease has run its course over 
  the duration. The insect was unable to deposit 
  it’s larvae under the skin, or the larvae perished 
  before reaching a dangerous number.
  Treatment: Simply washing and rinsing out ears, mouth, 
  nose and eyes would be enough to stop any 
  progress and cure the patient. 
  Second Stage: The character hears calling to him in the 
  distance, a soulful cry of urgency. The larvae need a good 
  blood flow and warm temperature as well as lots of blood 
  sugar. They excrete a mild hallucinogen and use the voices 
  to keep the character moving towards them and exerting 
  themselves
   
  Duration: 21 hours +/- 2 x Crit Die days
   
  Failure: Roll each hour thereafter, any failure 
  and the midges bursts from the characters moist 
  membranes such as eyes, nose mouth etc. This 
  causes 1D10 Body damage.
   
  Critical Failure: The vast host of midges bursts 
  from the characters moist membranes such as 
  eyes, nose mouth etc. This causes 2D10 Body 
  damage.
   
  Success: Cured
  Treatment: Stage two is a more difficult treatment, the 
  patient must be chilled, a cold lake bath for 
  20 minutes will always cure. If not some other 
  equivalent must be found, this should include 
  restrain, knock out or sedation to calm the patient 
  and cut down the food in the patient's system 
  required by the fast growing eggs.
  Location 5
  The Lord's Cell
  This is the cell the Baron’s son Altheric is being kept 
  in. The door is made from the same dark hardwood 
  as the other doors, however a large square hole has 
  been cut into it, about the size of a man’s head. This 
  is where the Orcs, throw his food and water in and 
  make sure he hasn’t died. The door is locked with a 
  new design but rusty padlock.
  As the characters approach the room, Altheric will 
  stick his head out of the hole and call out. He can tell 
  these are not Orcish boots or uneven stride.
  “Hello! Hello! Who is it? My father is a powerful man!” 
  His tone softens. “Please help me, I don’t know how 
  much longer I can take this.”
  He starts to sob.
  The smell of human waste and sweat comes to the 
  nose as you get to the door, the room behind is quite 
  large and there are many wooden buckets, they are 
  filled with urine and excrement. Empty boxes and 
  barrels litter the place, either smashed by Altheric 
  or by Orcs. These once had water and food in them, 
  now the Orcs are throwing live lizards, birds etc. in 
  and watching him run around trying to catch and 
  kill them.
  Pick Lock Skill Challenge
  Skills Used: Pick Lock
  Achieving: open the padlock to the cell door
  How long: 5 min
  TSC% Mods
   
  No tools -45% to Disarm
   
  Only Torch Light - 15% to spot
   
  Lantern Light +10% to Disarm
   
  Master Tools +30% to Disarm
  Success Crit: 
  01 - 10 The character has clearly dealt with this sort of lock before, the 
  clasp open with his deft touch
  Failure Crit:
  01 - 02 The lock is a modern design and includes some tricky elements. 
  Roll again in another time interval.
  03 - 09 Thinking that you have it sorted you force the lock and your tool 
  breaks. You may continue but with the penalty of No Tools.
  10 - You mess everything up, the lock is now jammed and will only yield to 
  being smashed open.
  Consequences:
  The character may lose his tools on a bad fail, or jam the lock, resulting in 
  the lock having to be forced.
  Body: 50 Hardness: 12
  
  65
  Characters Honour: 300
  Altheric Silverheart [3rd Level]
  Vocation: Knight  Age: 21 Horoscope: Well Aspected Cancer
  Father’s Social Status: Baron (39) BIF: 52
  Height: 6’4” Wt: 245 lb
  Hair: Brown Eyes: Blue Complexion: Fair
  Body Points (BP): 52   
  Total Rest: 4 BP; Lt Activity: 3 BP; Active 3 
  Resist Disease: 96%
  Fatigue Points (FP): 38 Sleep (per hr): 10FP; Rest (10min) 9FP
  LCAP: 416 lb CCAP: 208 lb
  BAP: 15 Jump: 8’ Movement - DT: 5 / SPRINT: 8
  STR 
  20 (90%) INT 
  10 (58%) 
  APP 
  10 (58%)
  CON 
  18 (85%) WIS 
  10 (58%) 
  BV 
  10 (58%)
  DEX 
  15 (76%) DISC 
  12 (66%) 
  SPR 
  10 (58%)
  AGL  
  17 (82%) FER  
  14 (73%) 
  CHA 
  10 (58%)
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  7%
  Alertness-Sound  
  0% 
  7%
  Stamina  
   
  31% 
  71%
  Dodge  
   
  30% 
  70%
  Will Power 
   
  5% 
  40%
  Language(Own) 
   
  4% 
  64%
  Faith 
   
   
  3% 
  23%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Courtly Manners  
  10% 
  50%
  Local Geography  
  3% 
  63%
  Regional National Geo 
  3% 
  53%
  Combat Skills 
   
  PSF% 
  TSC% 
  Maces  
   
  55% 
  85%
  Slashing Swords  
  50% 
  80% 
  Cavalry Lances 
   
  46% 
  66%
  Spears  
   
  46% 
  86%
  Shield Play 
   
  46% 
  76%
  Riding A Warhorse  
  18% 
  38% 
  Wear Light Armour
  Wear Heavy Armour
  Shield Play
  Armour
  Maille Suit (9 / 9 / 8 / 9 / 7) All
  Quilted layers ( 4 / 5 / 3 / 4 / 4 ) Body
  Cloth ( 1 / 0 / 0 / 0 / 0 ) All
  Crusader Helm ( 18 / 17 / 15 / 15 / 9 ) Head
  Leather ( 6 / 5 / 4 / 5 / 5 ) Hands & Feet
  Body ( 14 / 14 / 11 / 13 / 11 )
  Arms & Legs ( 10 / 9 / 8 / 9 / 7 )
  Feet & Hands ( 15 / 14 / 12 / 14 / 12 )
  Head & Neck ( 32 / 31 / 26 / 28 / 20 )
  Hvy Reinforce Shield (+15 TSC%) ( 16 / 16 / 16 / 16 / 16 )
  Weapons
  Knt Broadsword 50 PSF% 80 TSC% AP Cost: 7
  Damage 16S Crit +1 Bash 8
  Boar Spear 46 PSF% 86 TSC% AP Cost: 7
  Damage 17PS Crit +1 Bash 9
  Morningstar 55 PSF% 85 TSC% AP Cost: 7
  Damage 20P Crit +1 Bash 8
  Equipment
  Medium Warhorse (67 TSC% Ride )with appropriate saddle 
  and bridle; 2 x 25lb saddle bags, Canvas Backpack
  Hatchet
  6 pitons
  2 torches; A tinderbox with Flint & Striker
  3 days of dried rations and a waterskin
  Sleeping Furs (bear); Oiled Canvas Tent
  Purse: 4cp, 80sp & 6 Cr
  Experience: 10,200 spent
  Experience: 300 spare
  In his cell Edmund has only a cloth around his waist, 
  no other garments. He has made a simple spoon 
  and a dagger by shaping some of the wood from 
  a broken barrel. He uses these to help skin and eat 
  whatever the Orcs push through the hole.
  His equipment has not been shared out with the 
  rest of the tribe, it is being held in the under-croft at 
  Location 7, where the Shaman has his little temple to 
  the god of the severed hand.
  
  66
  Location 6
  The Forbidden Room
  As the characters approach this room they will 
  notice that the door has two large sturdy logs 
  wedged and pitoned into place to keep the door 
  shut. The edge of the door where the ring pull is 
  located has large scratch marks from some huge 
  clawed hand. The metal hinges are lose as though 
  the door has had some incredibly force applied to it 
  from behind.
  On a successful unadjusted Alertness Sound skill 
  check, the character can hear muttering in a strange 
  guttural tongue. It could be noticed by those with 
  Enchanted Race lore, as the dialect that Trolls use.
  If the characters are oblivious of the muttering of 
  the Troll and open the door the Troll will enter a 
  berserker rage against them. Anyone of any sense 
  would run rather than fight an Troll who is in a 
  frenzy.
  This is Bogbrush, a juvenile male Swamp Troll. 
  The cavern here had its floor collapse and the river 
  made its way into the chamber. Bogbrush thought 
  this would be a good place to hold up and hunt the 
  waters from. There was some good Orc pickings 
  to be had. Trouble was a couple of days into his 
  building the hole into the river collapsed. Since then 
  he has been trying to dig his way out or bash down 
  the door. Neither of which seems to work.
  He has been stuck here for countless weeks and he 
  is severely malnourished, delirious and looking 
  for something to eat. If combat does occur, he will 
  start off strong, but as soon as his body gets to half 
  its maximum level he will beg for mercy and some 
  food. If refused then he will have to fight to the 
  death for he has been left no other option. Consider 
  Hindrances, refusing to give mercy to the helpless. Does a 
  pathetic starving troll begging for mercy and food deserve 
  such mercy? For surely were the table turned then your 
  mercy would be death before becoming his dinner.
  
  67
  Honour: 212 Each
  Bogbrush The Swamp Troll
  Height 8’ 
   
  BAP 
  16
  Weight 700 lbs  
  BOD 
  110 (80*)
   
   
   
  FAT 
  56 (10*)
   
   
   
  DT 
  5’ / 3’(s)
  BMR 
  25 
   
  SPRINT 8’ / 6’(s)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  20S 
  45% 
  85%
  Club 
   
  18C 
  36% 
  76%
  Dodge  
   
  18% 
  58%
  Stamina  
  - 
  50% 
  96%
  Will 
   
  - 
  35% 
  75%
  Armour - Rubbery Hide ( 9 / 12 / 9 / 12 / 9 )
  Description:
  Swamp trolls have a perfectly accurate sense of direction 
  and can see at night using an infrared vision that detects 
  changes in the heat of their surroundings. Swamp trolls 
  regenerate physical wounds at 1% per minute and can 
  breath water as well as air.  Swamp trolls can move through 
  marshes and swamps as easily as over normal ground and 
  are good climbers (35 PSF%).  Swamp trolls have a major 
  phobia of fire (pyrophobia) and a major phobia of sunlight  
  (heliophobia).
  Swamp trolls are natural magick users (PMF 68, ML 4, 58 
  PSF%) and have... 
  The Command Spells: - 
  Mesmerise, Greater Fright, Fear and Demoralisation
  Command spells are in continuous operation and need no 
  expenditure of fatigue.  
  The Water Spells: - 
  Create Mud, Pass Through the Waters and Wet Coat
  The Air Spells: - 
  Breeze and Fog and Mist. 
  * Reduced values due to malnutrition
  Location 7
  The Shaman’s Refuge
  This is where the shaman comes to get guidance 
  from the spirit of the severed hand. It is where he 
  keeps his share of the loot and other goodies, like 
  his talismans and potions he creates. He has stored 
  the Altheric's gear here just in case he might need to 
  trade him for freedom or safe passage.
  It’s possible that the fight with the Shaman 
  happens here. He is a powerful adversary and if 
  the characters have had a showdown with the troll 
  then he would certainly have a chance of wining. 
  However, if the characters come into the game fresh 
  then he will try to make a bargain for his life. He 
  will easily tell if the characters have the Baron’s son 
  already. 
  If they don’t then he will say, “You will never find the 
  human Altheric without my help, I will take you there as 
  long as you swear on his life, your gods wrath and your 
  mommy that I will go free”.
  If the characters agree to the bargain he will show 
  them to the cell where Altheric is being kept. Upon 
  seeing the shaman Altheric will shrink into the 
  corner of the room from fear. This will change once 
  he realises he is free. He will try to snatch a blade 
  and run the Shaman through. He may kill the 
  shaman, or, if you would like to have the characters 
  get involved then, a melee could ensue where the 
  characters try to subdue both and keep their word.
  The shaman’s hoard of goodies is still present in coin 
  form, he uses them as materials for his amulets and 
  talismans, however coin form makes it easier for him 
  to enchant the materials down.
  
  68
  White Horn Talisman
  Description:
  This is a simple magick item of protection, crafted from the 
  tip of a white tusk ivory of an elephant and is about 3” long. 
  It has been carved with intricate animal figures whose eyes 
  have various semiprecious gemstones inset. The overall 
  shape is that of a rampant bear.
  Power:
  The talisman when worn gives the wearer, Lesser Ward 
  Against Beasts. 35 PSF% 55 TSC%
  Finger Necklace
  Description:
  This is a necklace that is made from the finger bones of 
  men, they have been strung onto a sinew from a bear. 
  Each of the finger tips has a semi precious gem inset. The 
  necklace has seven fingers on the thread
  Power:
  The talisman when worn gives the wearer, Lesser Ward 
  Against Undead. 35 PSF% 55 TSC%
  Silver Star Talisman
  Description:
  This talisman is made from hammered silver coins, each 
  of the coins has been made into a seven pointed star of a 
  different size, they have then been over lain on top of each 
  other a slight varied angles to give a many pointed talisman. 
  The centre star is the smallest and is made from gold and at 
  its centre is a bright red ruby of some significant value.
  Power:
  The talisman when worn gives the wearer Lesser Ward 
  Against Magick. 35 PSF% 55 TSC%
  Body of Silver
  Other Names
  Bane Oil, Tinsel Rub
  Power level
  This is a simple item with a single spell
  Charges 
  Each vial will hold 8 uses of the body oil
  Recharge Rate
  None - Consumable
  Formula for creation
  Materials Required:
  Silver, Moonstone, napellus, also known as 
  monkshood or wolfsbane, Myrrh, Tears of a 
  Lycanthrope, Fur of a Lycanthrope, Teeth of the 
  wolf, the boar, the rat and the bear, a garnet. And a 
  clean crystal decanter of good quality
  The mage must first purify himself with seven days 
  of water fasting, each day at sunrise, midday and 
  sunset he must bath and scrub himself clean. This 
  must be timed so that the last day of his cleansing 
  falls on the eve of a full moon, for the next day his 
  work begins.
  All the materials (not the decanter) must already be 
  enchanted to MR 0
  The myrrh and the other fluids are purified using the 
  standard methods of Alchemical purification.
  The other materials are crushed and ground to a 
  powder except for the garnet.
  The ground component and the purified liquids are 
  combined into a clean decanter, while performing a 
  set 3 hour ritual; the mage must be naked and under 
  an unobstructed full moon. The combination of the 
  ground and fluid materials are activated at the end 
  of the ritual by the dropping of the garnet into the 
  decantered oil. 
  The garnet may be reused for other preparations.
  The spell cast during the ritual is Shower of Stones 
  (core rulebook p328) with the noble metal density.
  In his belongings he has a text, written by a wizard 
  called Happervan the Stout who appears to come 
  from the lands to the west. The text has the methods 
  and history of the magical tincture called Body of 
  Silver.
  The lands to the west could be Cadanbyrig or 
  Anderia, if you are using the Marakush setting. 
  Perhaps Happervan could become a good patron for 
  the characters next adventure should they return his 
  papers.
  
  69
  Bane Oil
  Description:
  The oil is a ruddy brown colour and of a loose consistency, 
  in the light the silver shines brightly through the liquid. It has 
  an earthy smell to it.
  Power:
  The oil is applied to the body liberally and will stay on the 
  body for several days (ML)
  When a person that has been coated in the oil is bitten or 
  clawed by a lycanthrope the magick of the oil will affect the 
  attacker.
  Not only does the oil protect the 
  wearer from being afflicted with 
  lycanthropy from the attack, the 
  attacker takes 15 energy damage 
  with each bite or claw that hits.
  Consequences 
  If the spell has not been cast by the time the moon 
  sets then the work is ruined. The cleansing must 
  begin again.
  If the ritual is interrupted then not only does the 
  work fail but the caster is in trouble, he has a 
  chance of turning into the very thing he was trying 
  to protect against. Roll a resist disease check. Any 
  failure and he will spend a year and a day as a 
  random werecreature. On a critical failure with his 
  resist disease check he carried the curse permanently 
  or until cured.
  For this reason most mages will perform this ritual 
  out in the wild woods.
  Description
  The oil is a ruddy brown colour and of a loose 
  consistency, in the light the silver shines brightly 
  through the liquid. It has an earthy smell to it.
  Powers & Activation
  The oil is applied to the body liberally and will stay 
  on the body for several days (ML)
  When a person that has been coated in the oil is 
  bitten or clawed by a lycanthrope the magick of the 
  oil will affect the attacker.
  Not only does the oil protect the wearer from being 
  afflicted with lycanthropy from the attack, the 
  attacker takes 15 energy damage with each bite or 
  claw that hits.
  Original creator
  No one knows, it’s lost in time. However, most 
  believe that it was a mage whose apprentice turned 
  and was hunting him down. He created the oil as a 
  defence against his attacks.
  Date of creation
  Lost
  Number of copies
  The formula for the oil is common and has been 
  copied and spread across the globe
  Variants:
  None
  Research Notes: None
  
  70
  The Trolls
  "We are the children of Hel, the lady of the Lands of the 
  Dead. Begotten in the early days of the world. We do not 
  revel in the light,our mother and fathers were creatures of 
  the dark and the deep places of the Earth have ever been 
  home to us."
  Trolls are reviled by the races of the surface 
  because of their habit of eating the flesh of the other 
  intelligent races.
  “When the world was young, we ranged all over the earth, 
  but our hungers made us hunted, for we only eat flesh, 
  and the flesh of the thinking races is sweetest of all. It is 
  our delight and our curse, for even the most peaceful of us 
  can find the hunger steal upon us, and fish and deer are 
  no longer enough and we must slake our appetite with the 
  flesh of an intelligent being.”
  “We do not work well in groups, for some will turn on 
  each other and quench the awful hunger with another of 
  our Kind.”
  Like the Goblin races there are fewer females born 
  than males but unlike the Giants and the Goblin 
  races, Troll females are larger, stronger and more 
  cunning than the males and it is up to the females 
  to stake and hold a hunting territory. The females 
  are the priestesses of the Trolls, being witches and 
  shamanesses, paying homage to the ancestress of 
  the species, the Lady of the Lands of the dead. Few 
  males practice these arts, they seem content to eat, 
  fight and sleep.
  Males and females rarely interact, save at certain 
  festivals, . At other times the males wander alone, 
  or form into bands to raid and steal flesh and to 
  compete for the title of King. The territory of male 
  warbands might cross several female territories but 
  there is no interaction between the females and the 
  males.
  It is known that not only are they matriarchal, but 
  that the females are bigger, stronger and more 
  cunning than the males. It is the females who seize 
  and guard territory. There are fewer females than 
  males, perhaps only one in twelve births of this 
  breed is female, and they maintain ranges to support 
  them and their pride of males. She will fight to 
  defend the range, to seize more males and to stop 
  her own 'pride' being seized.
  Trolls can resist the temptation to eat the flesh of 
  sentients (make a Willpower check) but most do not 
  bother, they enjoy flesh too much. They can speak 
  human tongues, and many use the languages of the 
  Scandinavians and Germans or Sverdish or Gaelsh 
  in Marakush to converse, even with each other. 
  Trolls can be cunning craftsmen and artificers, but 
  rarely do they trade their goods and rarer still is the 
  merchant that will deal with them.
  There is only one species of Trolls, the names 
  sometimes given to supposed sub-species of Trolls 
  are merely names for the same creature encountered 
  in different places. However, the environment in 
  which they are raised has some effect, which is why 
  in some places you will find bigger and nastier 
  Trolls than in others.
  Similarly those that have survived encounters with 
  Trolls speak about the dreadful Troll Magick and 
  comparisons would seem to indicate creatures 
  with differing powers. However, just as humans 
  learn skills and magick to help them in their own 
  environment, so do other races. So is it any wonder 
  that a Troll living in the mountains will learn to use 
  the ice as their ally just as a Troll living in the mere 
  can command the mists rising from the water?
  All Trolls can learn magick, though for most it is 
  purely as a tertiary (hobby) skill. The only Trolls 
  who learn magick as a Vocation are Witches and 
  Shamanesses. In addition there are spells unique 
  to Trolls in the Troll Method of Magick, which 
  account for some of more fearsome elements of 
  their reputation. Trolls do not, despite the stories, 
  regenerate lost limbs, but their constitutions are 
  often so sturdy that any damage that does not kill 
  them they can quickly recover from.
  Trolls introduction
  
  71
  Creating A Troll Character
  Firstly the player must pay the cost associated with 
  being a Troll, this amounts to 30 points for a male 
  Troll or 40 points for a female Troll. The character 
  must then satisfy the minimum requirements 
  including bonuses/deficits as shown in Table Trolls 
  Minimum & Maximum Attributes. Any Troll PC will 
  be a young Troll, not yet at their full physical power.
  Females 
  Males
  Attribute
  Min 
  Max 
  Min 
  Max
  Agility 
  3 
  14 
  3 
  14
  Strength
  16 
  50 
  15 
  44
  Constitution 
  12 
  22 
  12 
  20
  Bardic Voice 
  10 
  18 
  3 
  13
  Discipline 
  05 
  15 
  02 
  12
  Appearance 
  02 
  08 
  02 
  08
  Spirit 
  05 
  17 
  02 
  15
  Trolls also receive the bonuses or penalties as shown 
  in Table Trolls Attribute Bonuses/Penalties.
  These bonuses cannot take the appropriate 
  Attributes above the racial maximums as shown in 
  Table Trolls - Minimum & Maximum Attributes
  Attribute 
  Bonus/ 
  Penalty
  Strength 
  +10
  Constitution 
  +2
  Discipline 
  -5
  Appearance 
  -7
  Piety 
  -3
  Trolls buy their attributes at normal cost with 
  Constitution treated the same as Elven Agility in 
  the Standard Rules. Trolls purchase Strength at 1 
  point per point until they reach STR 20, at 2 points 
  per point from STR 21 to STR 25 and at 3 points per 
  point thereafter.
  It is recommended that Troll characters use the 
  optional Absolute Strength Rating rules on page 106
  Whilst all Trolls are Poorly Aspected, Troll Witches 
  and Troll Shamanesses gain a bonus of +10 to their 
  PMF. Trolls following the Troll Mode of Magick do 
  not gain this bonus.
  Height, Build and Weight
  Table Trolls Height and Build shows the average 
  Height and Build Factors for Water Trolls. The 
  standard weight for a Troll is 400 + 10 lbs for every 
  inch in height over 50". For the other forms of Trolls, 
  modify as follows:
  Mountain trolls: Height Dice is equal to 3D10 + 92" 
  for males and 3D10 + 98 for females, average height 
  is equal to 9’6”
  Cave trolls: Height Dice is equal to 1D10 + 74" for 
  males and 1D10 + 78" for females, average height is 
  equal to 7’0”
  Wood Trolls: Height Dice is equal to 2D10 + 75" for 
  males and 2D10 + 79" for Females, average height is 
  equal to 7’6”
  Swamp Trolls & Ice Trolls are a kind of Water Troll. 
  Type of 
  Ht. Dice
  Ht Range
  Avg Ht
  Build Dice
  Range of Build
  Avg Build
  Male
  2D10+72
  74 - 92
  83”
  1D10+2
  3 - 12
  7 = Heavy
  Female
  2D10+76
  78 - 96
  87”
  1D10+3
  4 - 13
  8 = Heavy
  Table Trolls Minimum & Maximum Attributes
  Table Trolls - Minimum 
  & Maximum Attributes
  
  72
  Troll Senses
  Prerequisite: Troll
  They can see at night as if it was a bright sunny day and in 
  total darkness as if it were a dark sunless night.
  Cost: 5
  Advanced Troll Senses
  Prerequisite: Troll Senses
  They can see in total darkness as if it were a cloudy day
   Cost: 5
  Troll Fire Vulnerability
  Prerequisite: Ice Troll, Water Troll
  Ice and water trolls are desperately afraid of heat and 
  fire, their armour protection is 0 against fire. They get a -1 
  to PSF% for each degree the temperature is above 32F 
  and their morale checks are made at half value in direct 
  sunlight
  Cost: -5
  Troll Regeneration
  Prerequisite: Troll
  A wood troll gains 1 body point back very 2 minutes 
  through regeneration. Even lost limbs can be regrown this 
  way
  Cost: 5
  Troll Stench
  Animals will become panicked and flee at the smell of a 
  troll requiring a successful handling check for domesticated 
  animals to remain, even then they will cower in fear or be 
  too difficult to ride.  Characters that have less than 15 CON 
  will have to make a CON AR% to have nausea halving 
  their PSF% of combat skills.
  Cost: 10
  Water Troll Regeneration
  Prerequisite: Water Troll, Troll regeneration
  A water troll gains an additional 1 body point back very 
  2 minutes through regeneration. Even lost limbs can be 
  regrown this way
  Cost: 10
  Troll Gaze
  A troll is able, with a locked gaze, to render a foe immobile, 
  mesmerised under its gaze. The troll must be within 30’ of 
  his target and it takes 7AP to make sure that a good eye 
  contact with his target has been made. The target must 
  make a willpower skill check to avoid being unable to act 
  each round losing 5AP. Even if the target is being clawed 
  or chewed upon.
  Cost: 10
  Troll Roar
  Prerequisite: Wood Troll
  With a bone shaking roar taking 12AP the troll demoralizes 
  his target. Those within hearing range 200’ must make a 
  willpower skill check. If the group (up to six targets) have 
  been reduced to half their number then this willpower skill 
  check is at 1/2 TSC%
  If they fail then they can only show total cowardice for the 
  next 5 min, until they are able to collect themselves and 
  steel their will against such a primal, evil and terrifying roar.
  Cost: 10
  Cloak of Arcadian Veil
  Prerequisite: Wood Troll
  Taking 20AP to perform the wood troll calls around him the 
  veil of the shadow-land, the very boundaries of Arcadia 
  snuggle up to his body making him almost impossible 
  to spot (5%) while within the natural surroundings of the 
  woodland. This veil of Arcadia can only be maintained for 
  20 min When the veil begins falling back from the trolls 
  body after 20min this takes a huge strain on the trolls body 
  losing 20FP
  Cost: 5
  Troll Cold Resistance
  Prerequisite: Ice Troll, Mountain Troll
  Against cold attacks a mountain troll has double his E 
  armour rating.
  Cost: 5
  Troll character can spend their points during 
  character generation to gain more troll like abilities. 
  They may purchase appropriate abilities for the 
  type of troll they wish to portray and can offset the 
  abilities point cost by taking vulnerabilities and 
  weaknesses. 
  
  73
  Mountain Troll Fear
  Prerequisite: Mountain Troll
  Mountain trolls can not abide direct sunlight, which does 
  1/2 D10 damage to the body levels for each minute that 
  they are exposed. Once their body levels reach 0 the troll 
  turns to stone!
  Cost: -10
  Mountain Troll Vulnerability
  Prerequisite: Mountain Troll
  All Arcane spells do an additional 1D10 of damage to 
  a mountain troll. A critical hit brings a 21% chance of 
  shattering a body part.
  Cost: -5
  Sand Troll Cold Vulnerability
  Prerequisite: Sand Troll
  Sand trolls suffer a -1 to PSF% to all skills for each degree 
  the ambient temperature falls below 40F
  Cost: -10
  Sand Troll Water Vulnerability
  Prerequisite: Sand Troll, Sand Troll Fear
  Sand trolls suffer +1 damage per ML of caster when hit 
  with water spells and their armour against such attacks is 
  halved.
  Cost: -5
  Cave Troll Fear
  Prerequisite: Cave Troll
  Cave trolls are naturally afraid of open spaces and need to 
  make a morale check in order to leave the comfort of their 
  cave systems. When out in the open a cave troll can only 
  use half of his PSF%
  Cost: -10
  Sand Troll Movement
  Prerequisite: Sand Troll
  Sand trolls are perfectly at home in dry hot environments, 
  they can negotiate sand dunes and soft sand with ease, 
  are untroubled by high environmental temperatures.
  Cost: 5
  Sand Troll Resistance
  Prerequisite: Sand Troll
  Sand trolls are creatures of heat and unlike other trolls they 
  suffer little damage from fire. They take 1/2 damage from 
  normal fire. They cannot regenerate from magickal fire that 
  must heal naturally.
  Cost: 10
  Sand Troll Fear
  Prerequisite: Sand Troll
  Sand trolls are naturally afraid of water and will not 
  approach or enter any body of water. Water spells that 
  successfully hit (inflicting +1 damage per ML of the caster) 
  a Sand Troll will cause them to make a morale check or 
  flee.
  Cost: -5
  Water Breathing
  Prerequisite: Water or Sand Troll
  These troll are at home under the water, they can breath 
  naturally in this environment
  Cost: 5
  Swamp Walking
  Prerequisite: Water or Sand Troll
  These trolls are unimpaired when travelling through the 
  soft and squishy grounds that are swamps and marshes, 
  able to sprint across such terrain. Even the worst of 
  quicksand only halves their movement
  Cost: 5
  Troll Curse
  A dying troll, providing it has the capabilities to perform 
  speech, has the power to curse its slayer(s). This curse 
  will bring bad luck in the form of a 1-13 PSF% penalty to 
  all skill and attribute AR% rolls. This will last for 1 week per 
  level of the Troll making the curse.
  Cost: 10
  Troll Fear
  Facing a troll in combat is a fearsome proposition, any 
  facing a troll with this ability must make a willpower skill roll 
  each round, failure and they must use their AP's to move 
  away from the troll. Each round a character gains +5% to 
  their Willpower PSF% as they gain more confidence.
  Only a berserker who makes a willpower check can be 
  immune to the trolls fear
  Cost: 10
  
  74
  Troll Social Status
  A Female without territory or a male without a 
  warband is a lowly thing in Troll society.
  A Crafter is the normal Troll female, staking claim 
  to a territory and when not hunting in creating 
  songs and artefacts with which to tempt males when 
  mating season comes.
  All Trolls start out with BV 2 x local copper coins, a 
  weapon for each mastered weapon skill, and food 
  for three days.
  Sibling Rank
  Sibling rank does not matter to a Troll. If a Troll is 
  to inherit its parents' position it has to fight for it, 
  so the sons of a King will fight amongst themselves 
  and also any new claimants, to decide who gets the 
  title. Of course the King is often challenged by others 
  whilst on the throne.
  Age
  All trolls start at age 15. The actual maximum 
  lifespan of a Troll is not known.
  The Hunger
  The Hunger for the flesh of a sentient is a well-
  known Trolls problem. To resist, if the Trolls wants 
  to resist that is, the Trolls must make a Willpower 
  roll whenever a sentient creature is near.
  Fear
  All Trolls generate fear within a radius of 10 feet of 
  themselves amongst races smaller than themselves. 
  The fear effect is equivalent to the Command Magick 
  spell Greater Fright with a PSF% equal to half the 
  maximum Body points of the Troll.
  Flint Knapping
  Attributes:  .................................... Intellect & Agility
  Level:  .................................DF 5 BCS 20%; 700 Exp
  Flint knapping is the skilled art of turning pieces of 
  flint into cutting tools. The skill allows the character 
  to pummel two pieces of flint together to form 
  arrowheads, flint knifes, scrapers, hand axes etc.
  With a successful skill roll a Troll can create hand 
  weapons such as knives or hand axes. They have 
  the same potential as normal weapons with base 
  damage reduced by 2 points. With a critical success 
  of 10 base damage equals that of metal weapons 
  and an additional 2 points of crushing damage 
  can be added. Failing rolls result in spoilt flints, a 
  critical failure results in 2 points of damage through 
  accidental cuts.
  1D100%
  Female Characters 
  Mother's Status 
  Male Characters 
  Father's Status
  PC 
  Points 
  Cost
  01 - 10
  No territory
  Loner
  +5
  11 - 75
  Crafter
  Member of Warband
  0
  76 - 95
  Witch
  Leader of Warband
  -10
  96 - 100
  Shamaness
  King
  -20
  Troll Background Skills
  All Trolls gain the following skills at +10 PSF% 
  and at Level 1: Maces, Hammer & Clubs Find 
  Direction, All, Perception Skills, Find One's Location, 
  Geological Lore
  They also gain the Troll Mode of Magick at DF 6 at a 
  skilled chance· and the Troll Method of Magick at a 
  skilled DF5.
  Trolls also gain the following new skill of Flint 
  Knapping:
  Troll Vocations
  Warrior
  Primary Attribute: ............................Strength (STR )
  Secondary Attribute:  ................Constitution (CON)
  Troll Warrior Primary Skills
  Secondary Skills
  Any Combat Skills (marked F)
  Any Outdoor Skills
  Local Geography
  Any Athletic Skills
  Lore Historical
  Any Combat Skills1
  Herbalism
  Any background skills
  1 Includes all combat skills except Cavalry Lance and Riding a Warhorse
  
  75
  Troll Crafter Primary Skills
  Secondary Skills
  Any Outdoor Skills
  Local Geography
  Sculpting
  Singing
  Herbalism
  First Aid
  Lore Historical
  Any Combat Skills
  Any Materia Medicina
  Any Athletic Skills
  Any background skills
  Troll Witch Primary Skills
  Secondary Skills
  Witchcraft Mode 
  Divination Method
  Earth Method
  Command Method
  Arcane Method
  Water Method
  Transcendental Method
  Ward Method
  Artefact Lore
  Interpret Omens
  Spell Enhancement
  Geographical Lore (Local Area)
  Pharmacology & Medicine
  Singing
  Perception Skills
  Sculpting
  Spell Research
  Any Outdoors Skill
  Herbalism (Materia Medicina)
  Administer Poisons & Drugs 
  Undetected
  Any Athletic Skills
  Air Method
  Fire Method
  Summoning Method
  Ward Method
  Plant Method
  Any Background Skills
  Troll Shamaness Primary 
  Skills
  Secondary Skills
  Toll Shamaness Mode
  Divination Method
  Transcendental Method
  Command Method1
  Summoning Method
  Ward Method
  Faith
  Singing
  Interpret the Omens
  Artefact Lore
  Spirit Lore (as Demon Lore)
  Perception Skills
  Spell Enhancement
  Geographic Lore (Local Area)
  Spell Research
  Any Outdoors Skills
  Herbalism (Materia Medicina)
  Illusion Method
  Any Athletic Skills
  Pharmacology & Medicine
  Arcane Method
  Plant Method
  Any Background Skills
  1 Troll Shamanesses can learn Necromantic Spells.
  Crafter
  Primary Attribute: ................................Intellect (INT)
  Secondary Attribute: ........................Strength (STR)
  Troll Witch
  Primary Attribute:  ...............................Intellect (INT)
  Secondary Attribute:  ............................ Spirit (SPR)
  Troll Witches are much like their counterparts In 
  other species, but with a different emphasis in the 
  skills they specialise In. They are one manifestation 
  of the religion of the Trolls, the other being the 
  Shamans, who commune with their ancestors and 
  especially the greatest Ancestor of all, the goddess 
  Hel.
  Troll Witches are not as specialised as the 
  shamanesses, whose magick is mostly Divination 
  and Necromancy.
  Troll Shamaness
  Primary Attribute:  ...............................Intellect (INT)
  Secondary Attribute:  ............................ Spirit (SPR)
  Whilst some male Trolls become Witches, it is 
  unheard of for any to become Shamans, for the 
  ancestral spirits reject them. The Shamaness 
  communes with the dead and with the Great 
  Ancestor, the goddess Hel.
  Trolls & Magick
  Summon Totem
  A Troll Shamaness automatically learn this spell as 
  but can only cast it as a Ritual lasting one hour.
  Each Troll Shamaness, as the last act of their 
  training, makes contact with a totem spirit that acts 
  as a guide to the Shadow World thereafter. The 
  Spirit adopts the form of an animal or bird native to 
  the area of the Troll's Territory. The Totem can aid 
  the Shamaness in various quests for information. 
  Any Divination spell that a Troll Shamanesses casts 
  or Astral Projection, involves the aid of the Totem. 
  The Totem counts as a 'Master' for the purposes of 
  l earning spells. For spells from Primary Vocational 
  Methods of Magick, Troll Shamanesses learn then 
  at the MR as indicated in Magicks & Miracles For 
  spells from any other Methods of Magick, the Troll 
  Shamanesses have to spend twice as long learning 
  the spell, which has its MR doubled (to a maximum 
  of MR 10). Shamanesses only make Magickal 
  devices, save for the focus, by binding spirits into 
  the  devices.
  
  76
  Concealment
  Resistance:  .......................................................MR 2
  Fatigue Cost:  .....................................................4 FP
  Casting Time:  ................................................Cantrip
  Range:  ...................................................10 feet x ML
  Duration:  ......................................... 5 minutes x ML
  This spell creates an area into which normal (i.e. non-
  magickal sight) cannot penetrate. The nature of the 
  concealing area depends on the origins of the Troll 
  casting the spell:
  Cave and Wood Trolls create an area of Darkness.
  Water and Mountain Trolls create an area of swirling 
  mist. If the Troll is in an area with large quantities of 
  old snow on the ground then, for an additional 4 FP 
  cost, the mist will be full of ice crystals, requiring a 1 
  FP per minute penalty for all non-Trolls in the Cloud.
  Bind Fear
  Resistance:  .......................................................MR 3
  Fatigue Cost:  .....................................................6 FP
  Casting Time:  ...............................................Sorcery
  Range:  ...................................................10 feet x ML
  Duration:  ........................................... 1 minute x ML
  With this spell the Troll can bind their Fear power 
  within the spell Concealment so that all those that are 
  within the boundaries of the concealment also have 
  to deal with the fear, and not just those directly in the 
  Trolls presence.
  Enhance Fear
  Magick Resistance:  ..........................................MR 4
  Fatigue Cost:  .....................................................6 FP
  Casting Time:  ...............................................Sorcery
  Range:  ...................................................10 feet x ML
  Duration:  ........................................... 1 minute x ML
  This spell intensifies the power of the Troll's Fear so 
  that it causes more despair to the Troll's enemies. 
  With this spell half the Caster's PSF% in Troll 
  Method of Magick is added to the Troll's Fear. This 
  can also be cast together with the spell Bind Fear to 
  make the concealment even more terrifying.
  Walk Unhindered
  Resistance:  .......................................................MR 3
  Fatigue Cost:  .....................................................4 FP
  Casting Time:  ...............................................Sorcery
  Range:  .................................................................Self
  Duration:  .............................................2 hours x ML
  With this spell the Troll can pass through any 
  adverse weather (but not bright sunshine) as if it was 
  a clear and calm night. If the Troll pays double the 
  FP cost it can also apply to terrain as well, including 
  bodies of water, dense foliage, and snowdrifts.
  Venom of Hel
  Magick Resistance:  ..........................................MR 5
  Fatigue Cost:  .....................................................6 FP
  Casting Time:  ......................................................Hex
  Range:  .............................................................Touch
  Duration:  .......................................Immediate Effect
  The Troll's claws and bite become poisonous 
  with the deathly touch of the Death Godless, an 
  ancestress of their race. Any damage done by the 
  Troll that inflicts at least one point of damage direct 
  to the opponent's Body injects the poison into the 
  victim. The poison inflicts 1 x ML Body points of 
  damage per minute for 5 minutes. If a Stamina roll 
  is failed then, if the victim's CON is less than (12 + 
  ML), the victims is incapacitated for a period of 60 
  minutes - CON.
  For instance, Siegwulf, who has CON 14, is 
  wounded by a Troll who has ML 3 and has caused 
  2 points of damage direct to Siegwulfs Body. 
  Siegwulf takes 3 points of damage direct to his Body 
  per minute for the next 5 minutes and if he fails a 
  Stamina roll, is incapacitated for 46 minutes.
  Troll Method of Magick
  Attributes:  ..........................Intellect & Constitution
  Level:  ............................DF 5; BCS 20%; 700 Exp; 7
  If not a Magick User then the Troll studies the Troll 
  Method of Magick, which is a considered to be a 
  Background Skill at - 10 PSF%. This means it can be 
  Mastered if desired. There is no focus associated with 
  Troll Magick.
  Prolong Breathing Underwater
  Resistance:  .......................................................MR 2
  Fatigue Cost:  .....................................................3 FP
  Casting Time:  ...............................................Sorcery
  Range:  .................................................................Self
  Duration:  ................................... CON x ML minutes
  All Trolls can, and do, spend a great more time 
  underwater than humans, up to their CON in 
  minutes. This spell adds their CON x ML to that 
  duration. Therefore a Troll with CON 16 and 
  ML3 could spend up to 16 + (16 x 3) = 64 minutes 
  underwater. How such a bulky creature can stay 
  underwater even before magick is a mystery, but the 
  aquatic life seems to agree with them.
  
  77
  Enchantment of Skin
  Magick Resistance:  ..........................................MR 7
  Fatigue Cost:  ...................................................11 FP
  Casting Time:  ............................ Ritual (30 minutes)
  Range:  .................................................................Self
  Duration:  .................................................Permanent
  This is how some trolls seem impervious to normal 
  weapons. The troll enchants its own skin to become 
  a better kind of armour. This enchantment has 
  several levels and the troll must re-enchant the skin 
  to progress to the next level. Each time the Troll 
  skin must be enchanted from MR 10 down to MR 0. 
  After each enchantment the troll becomes resistant 
  to a magickal weapon with a plus equal to the 1 
  below that level and will only take half damage. 
  The maximum number of times a Troll’s skin can be 
  enchanted is equal to 1/₂ x ML (rounding down). 
  For instance, Eanaswhe has enchanted her skin once, 
  that means all normal weapons do half damage and 
  only magickal weapons do full damage. Geltwista 
  has enchanted his skin four times, this means that 
  a weapon with at least a +3 bonus is required to do 
  full damage.
  Storm blast
  Resistance:  .......................................................MR 6
  Fatigue Cost:  .....................................................8 FP
  Casting Time:  ...............................................Sorcery
  Range:  ......................................................................-
  Duration:  ..................................................................-
  With this spell the Troll can focus the winds into a 
  blast of air similar to the Basic Magick-Air spell Air 
  Wall. If 10 FP are paid then the Troll can bind the 
  elements to the blast as follows:
  With water it becomes similar to the Basic Magick - 
  Water spell Water Ram 
  With air it becomes similar to the Basic Magick -Air 
  spell Air Ram 
  With snow or ice, it becomes similar to the Basic 
  Magick - Water spell Ice Storm inflicting double 
  damage for the ML level of the Mage.
  With loose soil, pebbles and sand it becomes similar 
  to the Basic Magick - Earth spell Shower of Stones.
  Acts of Faith
  The Shamanesses are religious figures as well as 
  magickal and follow the vocation of Shaman as 
  described in the C&S 5th edition core rulebook 
  for access to Acts of Faith. Many of the spirits they 
  summon are to perform healing.
  All Shamanesses start with the following Acts of Faith:
  PFF  
  Anoint the Sick
  PFF  
  Anoint the Wounded
  PFF 5  
  Blessing
  PFF 10  
  Bless Item
  PFF 5  
  Common Prayer
  The following Acts of Faith are available to them and they learn them 
  as per the standard rules:
  PFF 35  
  Purify Food and Water
  PFF 50  
  Cure the Wounded
  PFF 20  
  Holy Barrier of Guard
  PFF 35  
  Remove Curse
  PFF 50  
  Neutralise Toxins
  PFF 60  
  Cure Disease
  PFF 45  
  Banish Spirits (as Exorcise Demons)
  PFF 65  
  Heal Grievous Wounds
  PFF 50  
  Visions
  PFF 90  
  Restore Senses (Combination Cure Deafness/Blindness)
  Daylight
  The Trolls are creatures of the dark and as such 
  they suffer in sunlight. For each minute in direct 
  sunlight they lose -1 Body and 1 FP. For each minute 
  in indirect sunlight they lose -1 FP until Fatigue is 
  exhausted after which they lose Body points
  Natural Weapons
  Trolls have great claws on their hands, though they 
  can show remarkable dexterity at times. For details 
  on damage etc. refer to The Bestiary.
  Armour
  The Trolls have natural armour as effective as the 
  finest made by armourers. The older the Troll, the 
  better the armour. The protection factors gained at as 
  the Troll ages are shown in Table Trolls - Armour
  Troll Natural Armour
  Age 
  C 
  S
  P 
  M 
  E
  Up to 20 
  7 
  6 
  5 
  7 
  5
  Up to 55
  9 
  8 
  7 
  9 
  7 
  +2 STR;+ 2 CON
  Up to 90 
  11 
  9 
  8 
  10 
  8 
  +2 STR; + 1 CON
  Up to 140 
  13 
  12 
  12 
  13 
  12 
  +2STR
  Up to 200 
  15 
  14 
  14 
  16 
  14 
  +1 STR; +1 WIS
  200 + 
  16 
  16 
  15 
  17 
  16 
  +1 STR; +1 WIS
  Table Trolls - Armour
  
  78
  The Historical Troll
  Feared legends of Norse Mythology found in remote 
  areas of thick forest wilderness, mountains, caves, 
  underground and some in the ocean. They live 
  together in isolated pockets of small family units 
  in places not easily accessible to humans. Giant in 
  size, possessing supernatural strength, typically 
  stupid but sometimes wielding magical abilities. 
  Oaff'ish and evil by nature said to be driven off by 
  the ringing of church bells. Dangerous with a taste 
  for human flesh. Explodes or turns into stone when 
  exposed to sunlight. 
  Mention the word 'Troll' to a layman and he will 
  most likely think of Lord of the Rings; however 
  much of what was contained in those stories about 
  trolls was taken from a Germanic/Norse tradition. 
  The other famous troll in literature is of course 
  Grendel, who was killed by the hero Bēowulf. 
  Bilbo Baggins -The Hobbit (1937)
  On encountering ravenous trolls - “He was very much alarmed, 
  as well as disgusted, he wished himself a hundred miles away."
  Bēowulf is one of the most important works of Old 
  English literature, its composition date is a matter of 
  contention among scholars; it is only the manuscript 
  that can be dated with any certainty, the text original 
  date unknown. This text was produced between 
  975 and 1025. The anonymous poet is referred to by 
  scholars as the "Beowulf poet".
  Set in Scandinavia the story dates back to around 
  the 6th century. Bēowulf, a hero of the Geats, comes 
  to the aid of Hrothgar, the king of the Danes, whose 
  mead hall in Heorot has been under attack by a 
  monster known as Grendel. 
  The poem lives in a single copy of the manuscript 
  known as the 'Nowell Codex'. It has no title in the 
  original manuscript, but has become known by the 
  name of the story's protagonist - Bēowulf.
  From the Poem
  Hrothgar, king of the Danes, or Scyldings, builds a great mead-
  hall, or palace, in which he hopes to feast his liegemen and to 
  give them presents. The joy of king and retainers is, however, 
  It is a fact that the word Troll never comes up in 
  the poem of Bēowulf, but we can imagine that such 
  was the case. Grendel is himself described as a þyrs 
  “swamp giant” by Bēowulf
  There is a great deal of confusion and crossover in 
  the use of Old Norse terms jötunn, troll, þurs, and 
  risi, which describe various beings. These were 
  originally four distinct classes of beings: lords of 
  nature (jötunn), mythical magicians (troll), hostile 
  monsters (þurs), and heroic and courtly beings (risi), 
  the last class being the youngest addition. Ármann 
  highlights that the term is used to denote various 
  beings, such as a jötunn or mountain-dweller, a 
  witch, an abnormally strong or large or ugly person, 
  an evil spirit, a ghost, a blámaðr (blue Person), 
  a magical boar, a heathen demi-god, a demon, a 
  brunnmigi (Old Norse "pees in a well" is a being 
  who defiles wells encountered by King Hjörleifr in 
  Hálfs saga ok Hálfsrekka), or a berserker.
  Etymology
  The Old Norse nouns troll and tröll (variously 
  meaning fiend, demon, werewolf, jötunn) and 
  Middle High German troll, trolle (fiend according 
  to philologist Vladimir Orel) likely borrowed from 
  Old Norse developed from Proto-Germanic neuter 
  noun trullan. The origin of the Proto-Germanic 
  word is unknown. Additionally, the Old Norse verb 
  trylla 'to enchant, to turn into a troll' and the Middle 
  High German verb trüllen (meaning to flutter) both 
  developed from the Proto-Germanic verb trulljanan, 
  a derivative of trullan.
  of short duration. Grendel, the monster, is seized with hateful 
  jealousy. He cannot brook the sounds of joy that reach him 
  down in his fen-dwelling near the hall. Oft and anon he goes to 
  the joyous building, bent on direful mischief. Thane after thane 
  is ruthlessly carried off and devoured, while no one is found 
  strong enough and bold enough to cope with the monster. For 
  twelve years he persecutes Hrothgar and his vassals.
  In Denmark, recent archaeological excavations at 
  Lejre, where Scandinavian tradition located the 
  seat of the Scyldings, i.e., Heorot, have revealed 
  that a hall was built in the mid-6th century, exactly 
  the time period of Bēowulf. Three halls, each about 
  50 metres (160 ft) long, were found during the 
  excavation.
  
  79
  The Prose Edda
  The Prose Edda is also known as the Younger Edda, 
  Snorri's Edda or,  simply as Edda, it is an 'Old 
  Norse' work of literature probably written in Iceland 
  sometime during the early part of 13th century. Often 
  the Prose Edda is assumed to have been written, or 
  compiled, by the Icelandic scholar, lawspeaker, and 
  historian Snorri Sturluson c. 1220. It is considered 
  the fullest and most detailed source for modern 
  knowledge of Norse mythology.
  The Prose Edda starts with a Christian Prologue 
  that lays out the creation of the world and the 
  human race and the rise of paganism after the 
  great flood, a section on the Norse cosmogony, 
  pantheon, and myths. After this are three distinct 
  books: Gylfaginning, Skáldskaparmál, and Háttatal. 
  Seven manuscripts, dating from c. 1300 to 1600, have 
  independent textual value.
  From the Prose Edda
  In the east dwells the old hag,
  In the Jarnved forest;
  And brings forth there
  Fenrer's offspring.
  There comes of them all
  One the worst,
  The moon's devourer
  In a troll's disguise.
  He is filled with the life−blood
  Of men doomed to die;
  The seats of the gods
  He stains with red gore;
  Sunshine grows black
  The summer thereafter,
  All weather gets fickle.
  Know you yet or not?
  On the first day of winter he began to build the burg, but by 
  night he hauled stone for it with his horse. But it seemed a 
  great wonder to the asas what great rocks the horse drew, and 
  the horse did one half more of the mighty task than the builder. 
  The bargain was firmly established with witnesses and oaths, 
  for the giant did not deem it safe to be among the asas without 
  truce if Thor should come home, who now was on a journey to 
  the east fighting trolls.
  Asas - Norse mythology: was the general name of the 
  Scandinavian gods (plural). I find it remarkable the similarity 
  between the Etruscan AEsar and the Icelandic Esir
  The slayer of Bele's evil race
  Made fall the bear of the loud−roaring mountain;
  On his shield
  Bite the dust
  Must the giant
  Before the sharp−edged hammer,
  When the giant−crusher
  Stood against the mighty Hrungner,
  And the flint−stone
  (So hard to break)
  Of the friend of the troll−women
  Into the skull did whiz
  Of Jord's son,
  And this flinty piece
  Fast did stick
  In Eindride's blood;
  Until Orvandel's wife,
  Magic songs singing,
  From the head of Thor
  Removed the giant's
  Excellent flint−stone.
  All do I know
  About that shield−journey.
  A shield adorned
  With hues most splendid
  Exceptions
  The old Danish ballad of Eline of Villenwood 
  mentions a troll not bigger than an ant.
  A list of words used in Bēowulf and other 
  contemporary sources not in general use. 
  Atheling —Prince, nobleman.
  Bairn.—Son, child.
  Barrow.—Mound, rounded hill, funeral-mound.
  Battle-Sark.—Armour.
  Beaker.—Cup, drinking-vessel.
  Begear.—Prepare.
  Bight.—Bay, sea.
  Bill.—The bill is a polearm weapon used by infantry.
  Boss.—Ornamental projection on a shield.
  Bracteate.—A round ornament on a necklace.
  Brand.—Sword.
  Burn.—Stream.
  Burnie.—Armour.
  Carle.—Man, hero.
  Jarl.—Nobleman, any brave man.
  Eke.—Also.
  
  80
  Svermark
  Svermark Political Boundaries I
  Scale: 1 Square = 100miles
  
  81
  Svermark Political Boundaries II
  Scale: 1 Square = 100miles
  
  82
  Svermark
  Location:  ...................................East coast of Arl peninsular
  Emblem:  ..................................................................A Raven
  Form of Govt.:  .......................................................Monarchy
  Current Ruler:  ..........................................High Kyng Blazek
  Official Religion:  Celatan or the Stormbringer Triplets Official
  Language:  .............................................................. Sverdish
  Area:  ......................................141,000 square miles approx.
  Population:  .............................................3,490,000 Humans
  Capital:  ...................................................................Drotheim
  Currency: ............................................... Hack Silver or Gold
  Trade Goods:  ...................................Mercenaries and ships
  Description
  The people’ of the civilised world, fear and dread the 
  arrival of the men and women of Svermark.
  On the east coast of the Arl peninsular, directly 
  south of Rutjarl lies Svermark. This realm is 
  bordered on the west by the Great Arl mountain 
  range that prevents intrusions from Trollarl, 
  although there still are raids from Goblins and 
  the odd Troll. The north of the region consists of 
  the foothills of the Arl mountain range, which are 
  densely forested by fir, pine and other evergreen 
  trees.
  As you pass southwards the forests give way to the 
  green rolling valleys which form the main habitable 
  region. Amongst these valleys, formed by the many 
  rivers flowing from the mountains, lie the townships 
  of Svermark. These towns are fortified settlements 
  built alongside the rivers and ruled over by Jarls. 
  These Jarls form loose confederacies and swear 
  fealty to the strongest amongst them. These Kyngs1 
  then, in turn, swear fealty to a High Kyng, currently 
  the strongest amongst them. When a High Kyng 
  dies there is usually a period of turmoil whilst the 
  remaining Kings struggle for power. The current 
  High Kyng is Blazek, who has ensured his claim to 
  power by building a strong húskarl war band.
  Each township has a small fleet of ships which ply 
  the river carrying trade-goods. They are also capable 
  of travelling the oceans. Occasionally the ships carry 
  groups of warriors who travel the oceans in order to 
  raid the coastlines and shipping of the other realms. 
  High Kyng Blazek is currently looking at expanding 
  the borders of Svermark in the direction of Valania, 
  as the north of that realm is currently lightly  
  populated.
  • 
  Brim 
  • 
  Dasherland
  • 
  Djarla-Land
  • 
  Döendeland
  • 
  Frostland
  • 
  Gemtland
  • 
  Goterland
  • 
  Halringer Land
  • 
  Hungermanland
  • 
  Keltaland
  • 
  Meadaland
  • 
  Narken
  • 
  Ostermanland
  • 
  Rubotten
  • 
  Simland
  • 
  Sundermanland
  • 
  Tretermanland
  • 
  Vistaland
  • 
  Wutterland
  • 
  Realm of Darwulf
  • 
  Realm of Heregris
  • 
  Realm of Greattle
  • 
  Mines of Kyng Hadrath
  The Kyngdoms of Svermark
  These two Kyngdoms are 
  being presented in the final 
  details that you will be able to 
  find in the new version of the 
  Marakush Campaign. The other 
  princedoms will be presented 
  in brief to give a feel for the 
  location as they are not relevant 
  to the contents of this book
  1 Kyng is not a gender specific word in Sverdish (or, in fact, in 
  Old or Middle English), but signifies a ruler
  
  83
  Common Name: Brim
  Other Names 
  Lakeland, Little Fishers
  Creation / Foundation
  The beginnings and endings of the Brim empire are a 
  mystery to all the usual scholars, however there are 
  some who study such things and have knowledge of 
  the old times, the time before.
  Aims & Goals
  A softer more natural culture, the Brim have no 
  expansion desires. If asked, each of their neighbours 
  will claim the land that the Brim occupy. Their goals 
  are live and be happy in whatever way that seems fit 
  for you.
  Culture
  The people of Brim are predominantly fishermen, 
  using their large freshwater lake as the source for 
  most of their protein and sufficient to export. The 
  locals of Brim are all from an even more northerly 
  stock of humans, They have moderate brown skin 
  and their eyes have epicanthic folds..
  During the summer season the lake is clear of ice 
  and the take to their boats in tribal fleets of twenty 
  or thirty. In the winter when the ice covers the lake, 
  they use drills and trot lines under the ice.
  Women of the Brim often to have some sort of 
  natural talent, this either develops into a shaman 
  vocation, or they become “Sjáandi” which is a 
  diviner. There is no formal training so levels in these 
  vocations tend to be lower levels, 2nd - 3rd level.
  The Brim culture is totemic, believing in the spirits 
  of nature, they do not worship these spirits, they 
  would say that they revere them, cooperate with 
  them and in return the spirits bring them favours 
  and blessings. The shaman of the tribe is the one 
  who communes with the spirits and summons them 
  forth to the ordinary in order to have a question 
  answered, or a favour granted.
  The people here are mostly clothed in furs and skins, 
  if forced to fight, generally a peaceful and helpful 
  people they carry with them, bow, arrows and a 
  fishing spear.
  Description
  Bordered by 6 other princedoms the existence of 
  Brim is contested by each of those all claiming the 
  land of Brim. The tribes here are smaller, shorter 
  and less warlike than the average population of 
  Svermark. They allow traveller free passage, with no 
  hindrance. They have a Chief ‘Unlook’, who leads the 
  different tribal communities.
  At the heart of the land is Lake Ontooba a large 
  freshwater lake, during the warmer months, the 
  water here is so clear you can see the bottom of 
  the lake even at its deepest parts. The great lake is 
  surrounded by smaller lakes and these are sacred to 
  the Brim, said to contain the spirits. Each of the lakes 
  has a spirit associated with it, each spirit a different 
  aspect of the natural world.
  Through the middle of Brim runs the mighty river, 
  the Kelraven, the highway for these boat people. 
  They use the river and it’s tributaries as a highway 
  through the land. Even in the winter months when 
  the river freezes over the Brim use dog sleds along 
  the frozen water way.
  Distinguished Citizens
  Chief Unlook 4th Level Forester, Human, Male, Age: 42
  Shaman Nanouk 5th Level Shaman, Human, Female, Age: 16
  Sjáandi Tootega 4th Level Diviner, Human, Female, Age; 22
  Distinguished Organisations
  None
  Entry
  Come and go as you please 
  History / Research
  It is believed that the Brim are remnants of a once 
  ancient and powerful race, so advanced that their 
  boats were heated homes, they moved around 
  without being paddled, they could move across 
  open water or ice with equal speed. The legend is 
  that they were strong with magical powers and held 
  a large track of the Northern land through force of 
  Magickal Fire.
  Over the immense span of time since this magickal 
  empire, the people have been worn down to the 
  handful of tribes that form the Brim. 
  
  84
  In the circles of wizards who study such things as 
  ancient empires, the Land of Brim is a wonder of 
  stories about spells and rituals of great power. The 
  stories can be found in alternate forms later in time 
  throughout most of the northern lands.
  Pinpointing a place or structure from this magickal 
  empire has proven impossible though a small 
  handful of scholars are still trying.
  In the guild of Esoteric Lore in the city of 
  Cadanbyrig, there is a coin, gold, round and about 
  25mm across. It has a square hole at its centre and 
  writing in an unknown pictographic language. 
  However, one word stands out in ancient Runic of 
  the northmen. 
  Allies:
  The Brim would say that the spirits of nature and 
  the elements are their allies. Otherwise they do not 
  attend moots, or partake in debates or wars. 
  Rivals: 
  Everyone believes that they have already conquered 
  the Brim.
  
  85
  0
  10
  2
  4
  6
  8
  Miles
  The Lands of the Brim
  
  86
  Dasherland
  Held be Kyng Hroathgar “Ganger” Dasher a 
  powerful man or extraordinary height, he stands 
  7’3” tall, so tall that no horse can stand to bear his 
  size and weight, it is said that his feet scrap the floor. 
  Due to his size and inability to ride a horse, he walks 
  everywhere, thus his nickname “Ganger”.
  The hills of Dasherland are rich with good hunting 
  for Deer; however the Hill Giants there also enjoy 
  good hunting of Dashermen. Wolves are prevalent 
  and many of the homesteads have large dogs and 
  watchmen overlooking sheep and deer that they 
  have in large herds.
  As with most of the other princedoms, it is required 
  to present yourself to the chief of village, town 
  when you enter, so that it may be decided if you 
  are weal or woe. The Seer may be summoned to 
  make a determination, but often it is sufficient to see 
  blood, a cut across the outside of the forearm being 
  traditional.
  Djarla - Land
  Held by female Kyngs Vitkvinna Djarla and her 
  identical twin sister Svartkvinna Djarla. They are 
  often called the ‘chess maidens’. They are cunning and 
  also good fighters. Vitkvinna always wears white 
  furs and Svartkvinna always wears black furs.
  The land they control has a good variety of terrain, 
  with excellent hunting in all the areas. It is a land 
  sought after by many in Svermark. All would try 
  to gain a hold in this land, either from marriage or 
  from conquest. Many have tried the marriage route 
  and failed leading some to conclude that the twins 
  are in love with each other for they are inseparable. 
  The land however, as well as the odd war from a 
  neighbour or two, has the issue of a troublesome fire 
  worm. She has made her home in the mountains to 
  the west, a large cave complex the locals use to call 
  “Eldandagrottan” Now, since the arrival of SHE, they 
  fear to speak her name; for legend says that "a worm 
  can hear their name being called from a hundred miles 
  away."
  The worm is Rödmagask (a rough translation is ‘Red 
  Bellied Lizard’) She is old and has recently awoken 
  from a hundred-year sleep. Hungry and cold, she 
  needs food to fuel the furnace in her belly. Once she 
  has had her fill she will return to the depth of the 
  cave and once again sleep a great slumber.
  Döendeland
  This translates to, the ‘land of walking dead men’. 
  There is no living prince here. The land has towns 
  filled with dead men who still walk. It is not known 
  if this is the realm of a great necromancer, or the 
  living dead are some curse of the land. Few if any 
  of the Svermark will venture into the Döendeland 
  for fear that the curse will take them and they will 
  also become like those who wander while death calls 
  them to the great halls.
  Vast herds of reindeer can be seen stretching into the 
  distance as far as the eye can see. Great cave bears 
  the size of a house hunt and kill during the warmer 
  months and hibernate in their caves.
  Those who have venture so far north, have seen 
  the towns of the dead, they are great stone works, 
  crumbling. Jagged spikes of metal stick out from 
  dull grey rocks, the dead have impaled men and 
  animal upon the spikes and leave the to rot. The area 
  near the towns smell of the grave and rotting flesh.
  Gemtland
  Held by Kyng Thorbold Gemt, an elderly ruler 
  whose once legendary exploits are now a distant 
  memory. In his younger days Thorbold served 
  as a High Guardsman in Urtind, he amassed a 
  large fortune in booty from his efforts in war and 
  personal service to the majestic ruler. However 
  he was caught in the bedroom with a royal family 
  member. His sentence was to be taken out to sea, cut 
  and fed to the sharks. He was prepared, stripped 
  and cut he was thrown overboard. However, they 
  underestimated the strength and willpower of 
  Thorbold, he swam 8 miles back to shore. Afterwards 
  he returned to his homeland where his elder brother 
  ruled.
  Towards the mountains lies a vast Goblin mine, 
  ruled by the Goblin Kyng, Heregris, an especially 
  large and gruesome creature. Heregris offered 
  Thorblod a truce, passage through his mines to the 
  pastures on the other side. In exchange Heregris 
  asked for 100 females each year. Thorbold agreed to 
  the terms.
  Thorbold's men started to make their way through 
  the paths of the mines and through to the pastures 
  on the other side. They raided and brought back 
  great treasures and many fine slaves. Heregris asked 
  for his due. Thorbold gave him 100 female goats.
  Furious with the deceit Heregris vowed that their 
  would never be peace between the two. Since then 
  Heregris and his goblins have waged a constant war 
  upon Gemtland.
  
  87
  Goterland
  A very poor princedom, now a full third of the 
  size it once used to be. The Kyng here is Bjorn 
  Godspell. He has taken a religious name and like 
  many in Svermark has been swayed away from the 
  traditional religions of these lands. He has taken to 
  peace and forgiveness. The land, is now gods land, 
  and churches and priest of the new religions are all 
  over. They teach a mixed up version of old and new.
  Most of the Kyngdoms in Svermark have the custom 
  of weregild. 
  In law, it is the amount of compensation paid by a 
  person committing an offense to the injured party. 
  Or, in case of death, to his family. 
  In certain instances part of the weregild was paid 
  to the kyng and to the lord, they having lost, 
  respectively, a subject and a vassal. 
  A man’s weregild was determined by his status in 
  society; for example, in Anderia the barbarians there 
  hold that a lord’s weregild could be many times that 
  of a common man. 
  The weregild of a woman was usually equal to, and 
  often more than, that of a man of the same class; in 
  some areas, a woman’s weregild might be twice as 
  much as that of a man; dependant upon how many 
  children she has born and her skill in arms. Tribal 
  Shaman also have their own rate of weregild, this is 
  sometimes dependent on the class into which they 
  were born. 
  Halringerland
  Held by Kyng Ulrik Halringer a man of renown 
  accuracy with a composite shortbow of the type 
  made from laminated sinew. It is said that his bow 
  draws 200lbs and he can shoot accurately at even 200 
  yards. Much of this is likely to be self propaganda 
  by the Kyng, or the Skalds trying to gain the kyng’s 
  favour. 
  The land is predominantly thick forest made up of 
  needle-leaf pine. A tea brewed from these pines is 
  said to be a cure for all manner of wet colds and 
  diseases.
  The people of Halringer land hunt the forest for deer 
  using their stealth to get close and their sinew bows 
  to bring even the largest stag down with a single 
  shot. The heads of their arrows are exceptionally 
  broad and do not work well at long ranges. A typical 
  kill being between 40 and 60 yards.
  Hungermanland
  A dangerous area to travel for the people who live 
  here are cannibals. They have found that eating 
  people is easier than chasing around deer or sitting 
  on the edge of frozen lake for hours. They raid 
  each other and out into the surrounding lands. 
  They especial like to break open the long bones 
  and eat the marrow. The people here are called 
  “The Benätare” The bone eaters. The men of the 
  Hungerland use large Lucerne like hammers with 
  cruel barbed pick heads.
  The Kyng is Bentja Gråvilja, a gaunt and grey-
  skinned man of some height. He attends the moots 
  of the High Kyng and pleads the cases for his 
  subjects. At the moots everyone gives him a wide 
  berth and treats him with revulsion and superstition, 
  thinking him and his kin possessed by some evil 
  spirit.
  Ambassadors are given safe passage into and 
  through the lands, so long as they carry the banner 
  with three golden rings. Many have taken to copying 
  the banner even though they are not diplomats, once 
  found out though they are thus eaten. This has lead 
  to some unfortunate cases of heralds being eaten as 
  they were thought to be mimicking the emblem. 
  Skalds and those with magickal abilities seem to be 
  immune to being eaten, somehow the Hungermen 
  can tell and avoid such people, stating that they 
  have spirits in them that do not taste good.
  Keltaland
  Held by Kyng Ragnborg Kelta, a man renowned 
  for his prowess in battle with sword and shield. 
  It is said that a Seer made a ‘Gru’ (a sort of curse, 
  prophecy and spell all rolled into one) upon him 
  that “He shall not fall, so long as a single ally stands with 
  him.” This has certainly been true so far. His survival 
  in raids and battles seem to defy common sense, 
  he wades into the thick of things swinging and 
  cleaving all around, all the time he is laughing out 
  loud with crazy eyes. He has killed many men, won 
  many trophies in the form of gold and slaves. Yet in 
  his heart when no fighting he seems to be a broken 
  sorrowful man.
  There is a great tradition of raiding and pirating 
  other ships far afield, and much of the fear that the 
  civilised lands have for the Svermark originated 
  with raids that Ragnborg has made upon their ships 
  and lands. He is 68 years old now and does not 
  seem to be slowing down. He has a dozen wives, 
  
  88
  none of whom seems to please him. During the days 
  and night when he is in his great hall he sits in his 
  great chair, forcing his skalds to recite the bloody 
  escapades of his raids and warring. He does not 
  sleep and eat and drinks little saying that they taste 
  like salt and dust.
  The land itself has little to offer, hunting is seasonal 
  in the summer months only. Nothing grows in the 
  rocky ground and their protein comes from fish and 
  hardy goats. Everything else they need comes from 
  trade or raid.
  Meadaland
  The Land is ruled by Kyng Triúnn Nattbjörn a 
  favoured of the gods, he has primitive talents and 
  uses them to his advantage. He has practiced well 
  his talents has become as good as he can be with just 
  his talent. Now he calls to him, with offer of reward, 
  any who would teach him the ways.
  Filled with mixed woodlands and fertile meadows 
  the land is ablaze with colour during the summer 
  months, with fruits here given two or three yields 
  in a year. As the land and its bee-infested meadows 
  would indicate this is the land where the highest 
  quality and most sort after mead is made. Some say 
  that even the gods come down in disguise, upon 
  their feast day to partake of the mead, it is of such 
  fine quality.
  The realm has known peace for many years, Prince 
  Triúnn has the ability to sway the minds of those 
  who would attack, he has taken advantage of his 
  powers at all of the Moots. He knows that he needs 
  to be subtle with his abilities, he has incidents 
  early on that learned him this lesson quickly. Now 
  all know of his magick talent, he is treated with 
  suspicion and made to swear an oath to not use his 
  powers in the moot.
  The port town ships of Raimina send out mead to 
  other countries, making Meadaland a very wealthy 
  place. Many missionaries from other churches have 
  arrived bringing different religions with them. They 
  have been given a free hand to preach but they 
  have not been allowed to have property or make a 
  building for worship.
  Narken
  Held by well-respected Kyng Erik Röttskägg, a large 
  man of great seamanship and fighting capability. 
  He has a great sense of honour and what is right 
  and fair. His raid are fast and brutal, taking only 
  that which can be moved in a quick manner. Slaves, 
  gold, jewellery and such. His slaves are well looked 
  after and often end up fighting with him, such is his 
  charisma. At the moots his voice carries great weight 
  to an argument.
  This is another violent culture, their lands are barren 
  and even the goats aren’t doing well here. The only 
  option the people have is to raid. They have the best 
  shipbuilders in Svermark, their dragonship are long, 
  deep and intricate, able to carry man and horse long 
  distances across rough seas. Neighbouring clans will 
  come to the fortified town of Tumala to have their 
  ships built, paying large amounts. The ships are 
  noted for the carvings and paintwork as there are for 
  the seaworthiness. 
  Ostermanland
  Held by the Prince Dræng Osterman on behalf 
  of High Kyng Blazek. The prince has temporal 
  control of the land and is entitled to half of the yield 
  from products, rents and raids. It is a satisfactory 
  agreement and releases the high kyng from his 
  duties there and frees him to perform as high kyng 
  at moots and Oath swearing feasts.
  The lands is of marginal quality able to grow the 
  more hardy rye and the rye-berries are used to make 
  various rye flour products. Seen as the grain pan of 
  the Svermark no one dares attack this princedom for 
  fear of loosing their goods.
  The High Kyng Blazek has holdings here that he 
  stays at upon occasion, especially when one of his 
  wives is with child. It gives him time away from his 
  busy life in the capital city of Drotheim.
  Rubotten
  Held by Kyng Laufar Úsvífr, a well educated man 
  of many skills and talents. As young man his father 
  sent him to Cadanbyrig to learn the ways of the 
  civilised world. He speaks several languages and 
  has a good understanding of many more. He has 
  excellent maths skills and is a formidable debater. 
  
  89
  His wit and sarcastic come-backs are feared at the 
  great moots more than sorcery and the eater of the 
  dead.  His cutting remarks can live with a person for 
  many moons, leaving them open to ridicule and lack 
  of respect.
  The land is warmed by a strange breeze that comes 
  of the sea here and even in winter it never gets 
  frigidly cold like the other area this far north. Down 
  in the valleys and near the coast there are plentiful 
  deciduous woodlands. 
  Hunting is good and the land is prosperous, 
  however they are burdened from attack by hordes 
  of undead from the Döendeland. These attacks have 
  been ongoing all the way back in the memories of 
  the old folk.
  Simland
  This is the Land of the 
  High Kyng Blazek and the 
  capital city of Svermark, 
  Drotheim. It is much more 
  cosmopolitan than the 
  other towns in the country, 
  however, that is to say that 
  one might rarely chance 
  upon a foreigner in the 
  street who is not a captured 
  slave.
  Simland is like the lowest 
  common denominator 
  of all the other realms 
  of Svermark. It has no high-points of culture, and 
  no low-points of depravity. Most of its resources 
  are brought in through tribute from the other 
  kyngdoms, or from raiding. 
  It is in Drothiem that the Moots and great feasts 
  are held. Where the other lords and Kyngs come 
  to swear their oaths and pledge their loyalties. 
  Such times are filled with music, mead, sex and 
  hallucinogenic mushrooms. The gods themselves 
  are often seen at such rituals and messages given to 
  those would listen.
  For special occasions when the kyng is in need of 
  advice from the gods to settle a dispute or make a 
  countrywide decision; a human sacrifice is made. 
  This is usually a female slave or several if a really 
  serious matter.
  High Lords are brought here for their sea burials.
  Sundermanland
  This is held by Kyng Bergálfur Sunderman, an 
  eccentric at best a crazy-man at worst. He believes 
  he has a direct connection to the gods. He speaks in 
  tongues and has taken a knife to his skin and scared 
  himself with power runes. His justice is random and 
  his punishments bizarre to the extreme. His subject 
  live in fear of some mad edict from their king like 
  the season of the apple, where they were allowed 
  only to eat apples.
  The main trade in Sundermanland is whale meat 
  and whale fat related products. The hardy menfolk 
  of the land go out in boat with harpoons and hunt 
  whales, dragging the carcases back to be cut up and 
  processed. This is a dangerous job and many are lost 
  each year out at sea.
  Vohula is known for the beautiful ivory carvings 
  that they make. All manner of ivory items are 
  exported to the civilised world from here.
  Tretermanland
  Held by Kyng Treterman, a weak and ill person 
  who it is suspected may not last the year. While still 
  young (18), he has many life threatening ailments. 
  He has no child to take the throne and there are 
  13 claimants who want it.. Even now the land is 
  gearing up for a war, with men taking sides with 
  different lords. Oath swearing has become a daily 
  routine, with the skalds unable to keep up with the 
  developments.
  The mountains to the west are filled with valuable 
  minerals and gemstones. Many would fight or die 
  to control the riches of this kyngdom.. Also to the 
  west are the Dwarves of the Mountains, the land of 
  Kyng Darwulf. He also keeps an eye on the unstable 
  situation, for fear that the fighting might spread into 
  the passes, vales, meres and caverns of his Dwarvish 
  realm.
  Kyng Darwulf has sent ambassadors into the 
  human lands to speak with the 13 contenders for 
  the throne. He wishes to know who is the stronger, 
  who is more cunning, who would be more open to 
  peaceful trade etc. These parleys are ongoing and 
  secret, he does not wish the other contesters to know 
  that each of them are also being visited by Dwarven 
  ambassadors.
  What Kyng Darwulf will do with the information his 
  ambassadors bring back is anyone’s guess.
  BLAZEK
  BLAZEK
  
  90
  Vistaland
  This is held by Prince Tósti Wjkalyf a cunning and 
  shrewd man, he has many business plans and acts 
  more like a civilised merchant ship fleet owner than 
  a Svermark Viking. He will trade with any who he 
  can make a profit from. He, however, also knows 
  the loyalty and respect money can buy; he has seen 
  too many Jarls and Kyngs brougt down by their 
  own greed and how they treated their people. He is 
  tough but generous with his populace, often extreme 
  in his punishments when it serves as a warning.
  The strongest of the Northern Princedoms in 
  number, wealth and trade potential. It has three 
  large towns: The fortified port town of Tinggard, The 
  bustling town, possibly a second capital Favrholt 
  and the large lake town of Bredhus.
  Tinggard has many trades, fishing and whaling 
  being the primary ones but also they have 
  gemstones from the mountain lake to the west 
  brought in from Bredhus. The river is flooded with 
  gold and they have a small army panning its beds 
  for nuggets.
  They have a border force that keeps watch for 
  invasion from the dead lands or the cannibals. This 
  swift moving hardy force of men call themselves 
  the ‘Werewolves’. It’s unclear as to whether they 
  really are werewolves. Claims have been made of 
  the ability to shape-shift, but there are more ways to 
  shape-shift than lycanthropy. Of course this could be 
  a clever mind game, have your enemy watching each 
  and every wolf, wandering if he is a ranger watching 
  your movements, or just a hungry lone wolf. The 
  Werewolves number around 200 or so and patrol the 
  borders with their neighbours. 
  Wutterland
  The is held by Kyng Gamlin Latman, the High 
  Kyng’s nephew by his late sister. He is a lazy good 
  for nothing who can barely tie up his boots. He 
  hold title and lands purely because his uncle made 
  a promise to his sister to keep him safe and look 
  after him. Blazek raided into the lands now called 
  Wutterland and killed many in order to instate 
  Gamlin on the throne. The land was originally held 
  by the twin Chess Sisters of Djarla Land, who still 
  hold grudge against the Kyng for his actions. He 
  does however have a cruel nature, enjoying the 
  suffering of others. He torments those who come 
  to pay tribute or present themselves to stay at the 
  Fortified town of Okrona.
  Okrona is a three layer, ring walled town and 
  citadel, its streets are lined with the sick and 
  impoverished. It is a grey stark place were fighting 
  and death are all that it has to offer. It is used as a 
  meeting ground for those who would have duel 
  with each other, often up to ten people on a side 
  from two clans with battle in the central town 
  square. An act forbidden by the countries laws but 
  enacted out here under the eyes of the 19 year old 
  Prince.
  The land itself is bare and barren, little in the 
  way of resources and no strategic value. It’s so 
  underwhelming that the Chess Sisters haven’t 
  bothered to try to take it back. It affected nothing in 
  the economics of their lands.
  Riding through Wutterland, one can see suffering 
  and poverty everywhere, as well as depravity and 
  cruelty 
  The Realm of Darwulf
  Darwulf is a mighty Dwarven Kyng, he has his vast 
  halls in these mountains and protects the paths and 
  passes with extreme vigour. Stoic and honourable, 
  he is eager to come to agreements that serve the 
  best interests of both parties. His good nature has 
  been betrayed many times by the humans, so now 
  he treats all of their dealings with suspicion. He 
  has learned of their religions and ways and now 
  in dealings he uses their own superstitions against 
  them having them swear oaths and swap rings at a 
  feast ritual. 
  His mountains are filled with valuable minerals and 
  gemstones. He also keeps an eye on the unstable 
  situation in the Tretermanland, for fear that the 
  fighting might spread into the passes, vales, meres 
  and caverns of his Dwarven realm.
  Those who try to travel the paths and passes will 
  be watched, if they stick to the common routes they 
  will be left alone. If they stray, if they prospect for 
  valuable minerals or gems, then they will be taken.
  
  91
  Should the traveller be taken to the underworld 
  city of Guldgruva he will be treated to the smell of 
  smelting, the cooking of mosses, fungi and lichens 
  and the humourless halls of Dwarven hospitality. If 
  he is deemed worthy, through many tests, he may 
  be let go. Otherwise the Dwarves will keep him in 
  the city for the rest of his life. He will be looked after 
  and fed and quartered, he will not be forced to work; 
  however, he will not be able to leave. The Dwarves 
  are a cautious and paranoid race, xenophobic to an 
  extent.
  The nature presented to the casual traveller or 
  trader is not the true demeanour of the Dwarf. They 
  are creative souls, tormented by their competitive 
  nature with themselves. They take a perfectionist 
  outlook on life, and only perfection will do, no 
  matter how long it takes. In private they sing, laugh, 
  joke and play practical jokes on each other, they 
  have nicknames and enjoy competitions in all forms. 
  However they might start out friendly competitions 
  but it can’t stay that way, they are too geared to have 
  to be the best.
  The Realm of Kyng Heregris
  A vast goblin mine is the realm of Kyng Heregris. 
  His mountains above ground are the homes of 
  many giants, the two hardly ever meet. Travellers 
  will have trouble making there way through the 
  paths and passes without encountering a hungry 
  giant. The temptation is to make way through the 
  mountain by the many caves. A big mistake for you 
  will never be seen again.
  The Kyng hates humans, with a driving passion. 
  He tried to make a deal with a human and it tricked 
  him. Since then Humans are fair game. His goblins 
  raid out from their caves into the human homesteads 
  in the foothills killing without care all who they 
  meet. It is unclear why the goblins mine, and what 
  they mine for. It seems obsessive though, almost 
  religious, as though they are trying to go deeper and 
  deeper in order to find something. Or someone?
  The Realm of Greattle
  Greattle is a large and fearsome mountain troll, 
  queen over the other females of these mountains. 
  The male trolls up and down the mountain chain for 
  hundred miles all travel here each season to battle 
  for a mate.
  The realm has no towns or even settlement of any 
  kind. Mountain Trolls are fairly solitary in their 
  days preferring their own songs for company. The 
  Lamenting song of the lonely mountain troll can 
  be heard in the wind as one travels these mountain 
  paths. Only during the mating season do the males 
  and female gather together, the males do battle for 
  the right to breed and the females put on a show 
  of strength and ferocity by throwing and crushing 
  rocks. The Queen oversees the displays and she get 
  to choose her mate from all of the male trolls first.
  Greattle has a cave palace, she has furnished it 
  with the armour and weapons of enemies she has 
  defeated in battle. One of these weapons is the 
  Bane Spear that once belonged to the mighty Dawn 
  of Snow, an enemy Greattle will not soon forget. 
  Greattle has only a single breast, the other cut off in 
  battle with Dawn of Snow, her dragon tooth dagger 
  aflame with white hot dragon fire carved deep into 
  the Queen, taking her Trollish breast clean off. The 
  dragon flames have left her scared for life, never to 
  heal.
  She commands her males to attack Dawn's holdings, 
  using this as a right to mate, should they live against 
  the mighty warrior shield maiden Dawn of Snow.
  
  92
  Honour: 206
  Dawn of Snow
  14th Level Warrior
  Social Stats: 48 BIF: 84 (2,100 Honour points)
  Place of Power: The Frostland Realm of High Mountain 
  Height: 5’2” Build: 8 Wt: 142lb
  Hair: Brown Eyes: Brown Complexion: Fair
  BOD: 49  (64) FAT: 39 (54) LCAP: 188 lb (1,000lb) CCAP: 94lb
  BAP: 17 Jump: 8’
  STR (35)16 (79%) INT 
  16 (79%) APP 
  18 (85%)
  CON 
  18 (85%) WIS 
  18 (85%) BV 
  16 (79%)
  DEX 
  16 (79%) DISC 
  14 (73%) SPR 
  10 (66%)
  AGL  
  17 (79%) FER  
  17 (79%) CHA 
  15 (76%)
   
   
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  9% 
  16%
  Alertness-Sound  
  9% 
  16%
  Stamina  
   
  40% 
  80%
  Dodge  
   
  40% 
  80%
  Will Power 
   
  38% 
  78%
  Language Sverdish 
  24% 
  84%
  Language Urtish  
  21% 
  81%
  Language Anderian 
  21% 
  81%
  Language Draconic 
  21% 
  61%
  Language Goblin  
  21% 
  61%
  Language Dwarven 
  25% 
  65%
  Faith 
   
   
  23% 
  43%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Charm  
   
  46% 
  76%
  Diplomacy & Politics 
  56% 
  50%
  Bee Keeping 
   
  25% 
  55%
  Horse Breeding 
   
  25% 
  55%
  Courtly Manners  
  46% 
  86%
  Local Geography  
  32% 
  92%
  Leadership 
   
  58% 
  88%
  Local History & Legend 
  42% 
  102%
  Faerie Lore 
   
  44% 
  88%
  Enchanted Race Lore 
  48% 
  88% 
   
  Conditioning 5 levels
  Endurance 5 Levels
  Combat Skills 
   
  PSF% 
  TSC%
  Knife Fighting 
   
  33% 
  73%
  Slashing Swords  
  74% 
  104%
  Spears  
   
  65% 
  105% 
  Archery  
   
  57% 
  77%
  Axes 
   
   
  81% 
  131%
  *PSF and TSC% are without her girdle STR increase
  Riding Warhorse  
  50% 
  70%
  Mounted Combat  
  61% 
  81%
  Talents
  Healing Powers P90
  Night Vision P91
  Weapons
  Shortbow 57 PSF% 77 TSC%
  Base Damage 9M 
  Range (crit), S:20’ (+2) M:30’(-1)  L:90’ (-6) EX: 150’ (-12)
  Knight Broadsword 47 PSF% 77 TSC%
  Damage 14S (22S) Crit +1 Bash 8
  Boar Spear 65 PSF% 105 TSC%
  Damage 15P (23P) Crit +1 Bash 9
  Dagger 33 PSF% 73 TSC% 
  Damage 6P (10P)
  Battle Axe 71 PSF% 101 TSC%
  Damage 16S (24S) Crit +1 Bash 7
  Armour
  Maille Hauberk, Quilted Surcoat and Great Helm with cloth 
  cap and maille coif, with a Reinforced Shield.
  Body [ 13 / 14 / 11 / 13 / 11 ]
  Arms & Legs [ 9 / 9 / 8 / 9 / 7 ]
  Head and Neck [ 27 / 26 / 23 / 24 / 16 ]
  Shield [ 16 / 16 / 16 / 16 / 16 ]
  Her warhorse is called Tempest. He is a Noble Warhorse 
  with appropriate stats and has learned 4 tricks.
  Frostland Realm  
  of the High Mountains
  
  93
  Belt of Power ‘Megingjörð’
  Description
  This is a bright sliver corset it is made from the finest weave 
  of chain maille that the dwarves of the mountains could make. 
  While on Dawn it looks like a tight fitting maille corset, it will 
  resize and shape to whomever can attune to it.
  Attunement
  To attune to the item a person must make a Charm skill 
  check, resisted by the item with a 25% penalty. They must 
  also be able to speak Dwarven with at least a 50 TSC% 
  Making the attunement takes a full week with 10 hours per 
  day spent charming the item in Dwarvish. This uses up all of 
  the person's fatigue points for the day. The roll is made at the 
  end of the week. If the person does not make a success with 
  at least a 3 on the crit die, they must either keep trying under 
  the same conditions or they will never attune to the item. Each 
  week after the first, the person must make a CON AR check, 
  on a failure his body has succumb to the stress, he passes 
  out and is unconscious for 2D10 days. On a success he may 
  continue the attunement. His next CON AR will be at -20% 
  then -40% etc. until his endurance fails. 
  Once attunement is successful it need not be repeated, 
  unless some other person attunes to the item, in which case 
  the attunement must be completed again. The girdle can have 
  only one master at a time.
  Powers
  While wearing the girdle the character has super human 
  Strength, able to rip the arms off Trolls and beat Giants in 
  wrestling. Even the might of a Dragon would baulk at the 
  characters strength.
  The Girdle when worn give the following advancements: -
  • 
  The Characters Strength is increased to a score of 35.
  • 
  Gains +15 Body Levels
  • 
  Gains +15 Fatigue Levels
  • 
  His Lcap is increased to 1,000lb
  • 
  Damage bonus to M or H weapons of +8
  • 
  Damage bonus to L weapons of +4
  Consequences
  If a person is fatigued and the item and it is then removed, 
  his fatigue base is returned to its normal level and the deficit 
  must be paid with Body if his normal fatigue could not take the 
  strain.
  If the character has taken wounds to their body levels, 
  removal of the girdle may kill the person if the wounds were 
  sufficiently great to his normal body level.
  The Frostland Realm of the High Mountains is held 
  by Dawn of Snow. Located high in the mountains, 
  here the weather is always chill, the winters are long 
  and arduous with three out of four seasons having 
  snow. While life is onerous there, she is a beacon of 
  warmth to that land.
  She is only 5’ 2” tall but obviously of a sturdy build, 
  natural beauty, with an overall comely appearance 
  that turns heads. She has long wavy chestnut brown 
  hair that falls to her waist and hazel brown eyes 
  with an alabaster white complexion. She wears a 
  hood of fur, some large bear she probably killed 
  herself, while protecting her camp. Her dress is 
  secured with a girdle made from the claws of Trolls 
  and fine chain.
  Her demeanour is one of joviality and she oozes 
  charisma and intelligence. Her raucous laugh is one 
  that gathers attention and is infectious, she can find 
  good in most situations and people but when she is 
  upset she can unleash holy hell. The lands she rules 
  over are harried by humanoids, giants and especially 
  trolls; even the women there are warriors and can 
  take on an Orc - or two. Dawn is no exception and 
  clearly has had training in the art of swordplay. 
  Though few in those lands are mounted warriors, 
  they tend to ride sturdy ponies, preferring to fight 
  on foot, Dawn raises and trains excellent horses of a 
  hardy mountain stock.
  While the official religions of her land are Celatan 
  and the Stormbringer Triplets, she has taken to the 
  Lawbringer of Anderian worship and the greater 
  aspect Beleryn.
  
  94
  Her motto translates to “Cold hands warm heart” and 
  this is very apt for her and her sisters and mother. 
  Her brothers were all slain in combats with Orcs or 
  Trolls not long after her father had perished from a 
  poison arrow from a great Orc's bow. She was left 
  with the threat, stepping up she donned her girdle, 
  her shield and strapped on her father's mighty 
  weapons and has since then Done battle with all 
  who threaten her people. 
  Dawn’s every day is hands on, she enjoys her 
  stables, filled with fine horses she breeds and trains, 
  during the summer months she enjoys her apiaries 
  and making honey, mead and doing embroidery. 
  She mixes with her subjects and treats them all like 
  family, she is well loved and respected. While she 
  mingles as one of the people, she remains aloof in 
  her personal life, feeling that the men of the country 
  don’t offer her anything to give her challenge. She 
  seeks a man who can be her equal.
  Dawns family owns many powerful magickal 
  items. Some of these have been won in battle by 
  Dawn herself but the most powerful of them were 
  added to the families list by her great, great great 
  grandfather. It is the family story that, Norðmaðr 
  Snow was instrumental in the battle against a great 
  worm in the mountains. 200 men battled the worm, 
  for days through mountain pass and caverns deep. 
  Eventually they slew the dragon and took the riches 
  of its horde of gold and magick from the old times.
  Over the years many have been lost in battle, traded 
  away for favours or as wedding gifts. Dawn holds 
  the last of the old times magickal items.
  Megingjörð, detailed above, was a gift to Dawn from 
  the Dwarven Kyn Darwulf. His kin were trapped 
  in a Troll ambush and fighting to the death. Dawn 
  came to his families rescue, slaying the Trolls and 
  giving the Dwarves healing, food and somewhere to 
  recuperate their ills. The Dwarven Dead were carried 
  back to the halls of Darwulf on steeds from Dawn’s 
  stables and a guard of a score of men and Dawn 
  herself.
  Kyng Darwulf, ever distrustful of Humans, heard 
  from the Dwarven survivors the actions of Dawn 
  and her húskarl in defence of his kin; about their 
  kindness and treatment of the Dwarves as though 
  they were nobles of her own land. As a sign of 
  friendship between Kyng Darwulf and Dawn, she 
  was given the Belt of Power Megingjörð
  Drekatönn
  Dragons Tooth Dagger
  This item was crafted by the court wizard of Norðmaðr 
  Snow. After being slain the dragon was taken apart; many of 
  the parts where crafted into magickal items. The Drekatönn 
  (Dragon's Tooth) was one such items.
  Description
  This is a roundel style dagger with a fine-pointed blade 
  made from the ivory of a huge dragon's tooth. Upon the 
  ivory is a mighty (MR10) compound enchantment. The 
  dagger in all other respects looks plain and simple in its 
  construction, with no adornment. Only its name in runes on 
  the ivory blade. These are tiny and one has to really look to 
  see them.
  Powers
  When the wielder of Drekatönn utters the command 
  words “Eldur hins gamla” the stored combination spell 
  is automatically triggered at a cost of 10 charges. 
  When triggered the spell is activated and the dagger is 
  encompassed in Dragon fire, that burns with a bright silver 
  blue light of intense heat. This immolation of the dagger 
  lasts for up to 20 minutes, or until dropped or sheathed 
  again.
  When immolated in this manner the dagger deals an 
  additional 14 Energy points of damage.
  Charges: 200
  Recharge: 7 per day
  
  95
  Frostland
  Other Names 
  Sunrise Realm, Snowland
  Creation / Foundation
  Frostland has been a heartland for men of Svermark 
  for many long generations, settled originally by Olaf 
  Gearsmund who hailed from the Tundra Steppes 
  far to the east. Arriving by boat they slowly moved 
  inland to the foot of the mighty mountains, building 
  a fortified structure on the Jorgeni River looking 
  up at the massive singing falls and near to the large 
  lake Guard. Jorgesi started as a wooden fort and 
  homestead but is now the capital of Frostland with a 
  stone keep and walled town around it.
  Later around 200 years ago the mantle of Frostland 
  Kyng fell to Norðmaðr Snow, (Dawn’s great, great, 
  great grandfather) his reward for his actions in 
  defeating the Worm that threatened the entire 
  kingdom; Frostland's previous Kyng having fallen in 
  battle with the Worm.
  Aims & Goals
  Survival is an everyday concern in Frostland, the 
  winter months bring male trolls and attacks from 
  those who are desperate to mate with the Queen. 
  Hungry Giants form into small groups and attack 
  the homes in the higher valleys of the mountains. 
  Orcs and Goblins, their clan size to large to sustain 
  with dwindling supplies make raids a regular thing.
  On top of all those, food, frostbite and disease have 
  to be contended with as well as the madness from 
  constant darkness. Frostland straddles the Arctic 
  circle and for half of the year barely any sunlight 
  hit the land; while during the other half the land is 
  bathed in sunlight almost all the day. This northern 
  region is called the land of the midnight sun.
  The skies during the dark months are lit with 
  colourful ribbons of light that shine and glimmer 
  and move through the sky like a river. Aurora are 
  common here, it is thought to be the highway of the 
  gods, a bridge of colours they used to move from 
  their heavenly realm to visit the earthly one.
  Frostland aims is to survive the onslaught of natural 
  disasters and the incursions of evil humanoids.
  Culture
  The people of Frostland are typical in most ways to 
  the rest of Severmark, dressing and celebrating in 
  the same manner as other Northmen.
  Where the people here differ is that a larger 
  proportion of the women of Frostland are trained 
  as shieldmaidens. When the fight comes to a town 
  or village all have to be ready to fight. Trolls, Orcs, 
  Goblins and Giant have no honour. You fight!
  Dawn has, in the last few years, spent time in the 
  lands of Anderia, where she took an education. She 
  has fallen in love with horses and they are her pride 
  and joy. While most northmen ride to battle on 
  ponies and fight on foot, Dawn has been training her 
  húskarls to fight from horseback with long spear.
  Weregild is still respected in Frostland, though 
  Dawn is trying to make it more unlikely for people 
  to resolve issues by killing each other because they 
  can afford it. She has brought back from Anderia 
  many of the laws of that land. She holds a court once 
  every lunar month, where she hears the plea of her 
  people and tries to resolve the issues with justice.
  Description
  Set between the three sides of mountains and a wall 
  of fir trees Frostland earns its name well. The winter 
  here is brutal and long, with temperatures dipping 
  low. The summers here are however, warmer than 
  other areas of Svermark and the flowers and fruit 
  do well. Honey and mead are plentiful and the open 
  areas are alive with horses and húskarls in training.
  The lakes and rivers provide good fishing and the 
  hills are filled with ore for smelting of iron. The 
  mountains are a valuable source of gold and silver 
  and Frostland while not as rich as some is a wealth 
  land to hail from.
  
  96
  
  97
  Frostland Realm
  Frostland Realm
  
  98
  
  99
  
  100
  Distinguished Citizens
  Anton Di Celli
  Human, Male, 32, 4th Level Ordained Priest of the Lawgiver
  Anton is a tall man for his lands but carries a thin 
  and frail frame, his early life was one of illness and 
  maladies. His father was bitterly disappointed in 
  him. As a landed knight he had high hopes that his 
  eldest son would take over the estate after his death. 
  The fitness of Anton precluded his knighthood, he 
  was sent to become and member of the clergy. 
  Anton is a well-respected priest from Hope in the 
  Kingdom of Anderia. He rose through the ranks 
  quickly but, then when it seemed his star was 
  destined for greatness, he made a mistake. Forsaking 
  his vow of chastity he fornicated with a young 
  woman, he claimed he was seduced and that she has 
  magical powers over him. The church, protecting 
  their own, ruled in his favour and suitable 
  punishment, as an agent of chaos was brought 
  against the woman. After this incident, everything 
  that Anton touched turned to lead. 
  When the wedding of an Anderian Princess and an 
  Urtind prince came up, he knew that this would be 
  a chance to break out of the cast he had been set in. 
  He travelled to the wedding in Cadanbyrig, where 
  things were dangerous, orcs on the roads, assassins 
  in the cathedral. However, at the wedding, he met 
  a young lady from a far off heathen land, Dawn of 
  Snow.
  They got on well and she was interested in the 
  Church of the Lawgiver. She described her lands 
  ways and Anton was shocked at the way that things 
  were settled there with life being held so cheaply.  
  He told her of the benefits of the ways that the 
  Lawgiver gave to the people of Anderia, how he 
  was a real and beneficent god. How he was involved 
  in the day to day affairs of those who worshipped 
  him, his aid to the faithful coming quickly and with 
  striking results. Anton told her some of the doctrine 
  and tales of the Lawgiver. 
  Dawn of Snow asked for assistance from the 
  Lawbringer of Anderian faith. Frostland is under 
  constant threat of attack and raids from trolls on 
  top of needing some deep restructuring within 
  the snowy society. She has heard tales that church 
  bells and organized religion has been successful in 
  driving off the evils in other areas where they were 
  a menace. It is also her goal to move away from any 
  raiding and slavery as were the old customs. 
  Desperate for positive change for her country and 
  people she has pleaded and offered whatever 
  resources and compensation she can in exchange for 
  hands on help from the church. Dawn believes the 
  structure of the new religious leadership could help 
  with the troll plague and shape a better present and 
  future for Frostland entering a new era.
  Anton was impressed with her knowledge of the 
  language and the court, charmed by her natural 
  charisma and sold into his new task by her 
  commitment to her people. 
   Hathrad Haskell
  Human, Male, 26, 9th Level Warrior
  Hathrad was the childhood friend of Dawn growing 
  up. They played together, they learned to fight 
  together. They had a bond that seemed unbreakable 
  and so far it has remained 
  that way. He was there 
  for Dawn when her father 
  made an arranged marriage 
  with a brutal jarl, it was a 
  marriage to gain lands and 
  power. Little thought was 
  given to Dawn and her 
  feelings, for such was the 
  ways in the cold north.
  Dawn has two children, 
  a son Gudbrand then a daughter Freya, born some 
  years later, she was married at the age of 16 and with 
  child at 17. Hathrad has been a surrogate father to 
  the children these years since her husband's death. A 
  pointless death it was too, he was crushed by a falling 
  tree while cutting wood for palisades. Since then 
  Dawn has been reluctant to take a husband, trusting 
  her old friend with many things, and now having a 
  confidante in Anton, the priest from Anderia.
  Haskell is short for a North-man, standing 5’9” and 
  having a muscular build. He has a long blonde beard 
  he keeps plaited same has his hair. Over the top of 
  his right eyes he has a fine piece of tattoo artistry, 
  a lightning bolt, with typical Viking Borre Style 
  inking inside. Haskell is more a Herald for Dawn of 
  Snow, but his friendship and absolute trust makes 
  him invaluable to her in her relations with the other 
  Kyngdoms of Svermark. His spear next to her in 
  combat and his protective nature for her children 
  put Haskell at the top of Dawn’s list of loved and 
  indispensable people. Many have questioned if the 
  two of them have any more intimate involvements 
  over the years, but no one will dare ask or say outright 
  their speculation upon this. 
  
  101
  Honour: 65
  Hathrad Haskell
  9th Level Warrior
  Social Stats: 30 BIF: 76 (1,100 Honour points)
  Place of Power: Jogesi Castle and Frostland
  Height: 5’9” Build: 4 Wt: 178b
  Hair: Blond Eyes: Brown Complexion: Fair
  BOD: 44  FAT: 33 LCAP: 325 lb CCAP: 163lb
  BAP: 19 Jump: 8’
  STR 
  21 (92%) INT 
  15 (76%) APP 
  14 (73%)
  CON 
  08 (50%) WIS 
  21 (92%) BV 
  16 (79%)
  DEX 
  11 (62%) DISC 
  25 (99%) SPR 
  24 (98%)
  AGL  
  13 (70%) FER  
  26 (99%) CHA 
  20 (90%)
   
   
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  7%
  Alertness-Sound  
  0% 
  7%
  Stamina  
   
  9% 
  49%
  Dodge  
   
  18% 
  58%
  Will Power 
   
  29% 
  69%
  Languages (own)  
  6% 
  66%
  Anderian  
   
  20% 
  70%
  Faith 
   
   
  28% 
  48%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Courtly Manners  
  37% 
  77%
  Brawling  
   
  12% 
  52%
  Regional Geography 
  6% 
  56%
  Charm  
   
  2% 
  32%
  Bargaining 
   
  7% 
  47%
  Oration  
   
  4% 
  34%
  Storytelling 
   
  -3% 
  27%
  Ride Animal (horse) 
  29% 
  69%
  Chess  
   
  2% 
  42%
  Intimidation 
   
  19% 
  49%
   Combat Skills 
   
  PSF% 
  TSC%
  Conditioning 5 levels
  Knife Fighting 
   
  34% 
  74%
  Spear 
   
   
  55% 
  95%
  Slashing Swords  
  53% 
  83%
  Axe 
   
   
  52% 
  82%
  Riding Warhorse  
  29% 
  49%
  Mounted Combat  
  28% 
  49%
  Battlefield Tactics  
  47% 
  67%
  Weapons
  Inf. Spear 55 PSF% 95 TSC%
  Base Damage +9P (7P) Crit +1 (0) Bash 9 (10)
  Battle Axe 52 PSF% 82 TSC%
  Damage 18S Crit +1 Bash 7
  Knight Broadsword 53PSF% 83TSC%
  Damage 16S Crit +1 Bash 8
  Dagger 34PSF% 74 TSC% 
  Damage 10P
  Armour
  Maille Hauberk, Quilted Surcoat and Great Helm with cloth 
  cap and maille coif, with a Reinforced Shield.
  Body [ 13 / 14 / 11 / 13 / 11 ]
  Arms & Legs [ 9 / 9 / 8 / 9 / 7 ]
  Head and Neck [ 27 / 26 / 23 / 24 / 16 ]
  Shield [ 16 / 16 / 16 / 16 / 16 ]
  His Warhorse is called Blix and is a Fine Light Warhorse.
  The Great Helm was a gift from Dawn, from her visit to 
  Anderia along with coif, hood and his shield.
  Haskell is never far from Dawn’s side or that of her 
  children; when she is away, Haskell is in charge. The 
  people of the town respect and fear Haskell, he has a 
  firmer hand with the people than Dawn, sometimes 
  getting a word or two from the lady about his 
  handling of a situation. In private she knows that she 
  needs a strong hand and lets it keep happening.
  Distinguished Organisations
  The Centaur Brigade
  A company of mounted húskarl warriors who 
  fight from horse with long spear. They have similar 
  attributes and stats as an Average Knight.
  Entry
  The borders of Frostland are patrolled all year 
  around, they will stop travellers who are not familiar 
  and have them present to the local Jarl as is required 
  by the laws of respect.
  History / Research
  Anyone who visits Svermark can hear tales of the 
  men and women of Frostland about the slaying of 
  the worm.
  
  102
  Allies:
  Frostland is on good terms with all of her neighbours, cordial 
  affairs and trade are conducted during the summer months. 
  Feasts are held and the men and woman of all the Kyngdoms 
  attend each others festivals. Many marriages are arranged 
  during such time, and children are conceived without 
  marriage.
  Rivals: 
  Constant threat from invasion by goblin orc and troll is 
  something that the people of Frostland have to live with each 
  and every day. Even during the summer months when attacks 
  are at their lowest point of the year, travelling the pathways 
  through the hills and mountains are still fraught with natural 
  dangers and giants.
  While the lands have most of the common types of troll, wood, 
  water, ice etc. they have a very dense population of Mountain 
  Trolls. The queen of these trolls is Greattle, a dominating force 
  who keeps the male trolls subservient, forbidden to learn troll 
  magick, thus it is only the females who have magickal powers.
  Dawn plays a constant game of chess with these cunning 
  beasts. Attack, counter attack, juxtaposition of forces and 
  environment, use of light and water. Nothing gets overlooked 
  and Dawn has won more than she has lost. 
  Others from the surrounding Kyngdoms would take advantage 
  should weakness be shown. There are those who ally with 
  Frostland and they would give help should a concerted effort 
  from Orc or Troll become necessary to defend. For Frostland is 
  the first line of defence against the first line of these creatures. 
  No Prince want to fight the battles that Dawn and the men and 
  women of Frostland fight each day. 
  The Dark seasons are the worst, Orcs and trolls love this time 
  of year, able to walk about all throughout the hours of dull 
  or dark light. Moving around sneakily or out in the open not 
  being seen by the great burning eye in the sky. This is when 
  concerted efforts from Orc and Troll come to the doorsteps of 
  all in Frostland. 
  Many Orc and Troll heads however are set upon pike in the 
  boundaries of Frostland, most are claimed by the Centuars. 
  Dawn is a warrior only the female trolls would dare to fight. 
  The weaker males know her colours and stay well clear, though 
  they will take others with ferocity and no surrender is asked or 
  given.
  
  103
  A Very Trollish Adventure
  Introduction
  It was early spring in Frostland, people were 
  beginning to move around the land, trying to find 
  resources and get set for when things really warmed 
  up. The mornings and nights blurred together at 
  that time of year, never really morning, never truly 
  night. Sleet came down, wetting everything with 
  cold blankets of slush. The people were used to 
  such things and women walked around bare legged 
  carrying buckets of milk or logs for the morning fire.
  The mountain sheepdogs barked and a commotion 
  erupted from the Mead Hall, Haskell strode towards 
  the stables where he knew that Dawn of Snow 
  would be; her usual sanctuary this early in the 
  morning. He carried concern and purpose in his 
  pace. His cloak of red blew in the wind and the slush 
  started to stick to his armour.
  The stables of Jogesi were massive, able to hold 
  hundreds of horses each. Caravans and visitors 
  stabled their horses here, and from far and wide 
  in Svermark those who wanted a quality steed 
  looked to them. There were two blocks, the easterly 
  block for the younger, untrained horses and those 
  of visitors. The block to the west is where Dawn 
  kept her special projects and the warhorses of the 
  Centaurs. This was where she would be.
  One of Dawn's ladies was outside the stable as 
  Haskell approached. 
  “I’m sorry M’lord, Dawn is in conference with the stable 
  master. She asked not to be disturbed!”, She put out a 
  hand to stop his approach but Haskell swiped her 
  aside, sending her on to her backside in the slush. 
  “Out of the way, this is disturbing news that I bring.” 
  From her soggy seat the woman shouted loudly, 
  “M’Lady Snow! Haskell approaches.”
  Stopping briefly to get used to the smell of the 
  stables, Haskell heard sudden adjustments being 
  made in the stall. He knocked off the mud and dung 
  clinging to his boots and moved towards the stall. 
  A dishevelled looking woman came out of it; Dawn. 
  Her hair was messy and her attire undone.
  “Sorry to interrupt your important meeting, M’lady, 
  but this is something you have to see.” Looking up at 
  Haskell, adjusting her clothing, Dawn could see that 
  her trusted friend from youth looked concerned and 
  a little confused.
  “As always Haskell, you are forgiven for the interruption, 
  I am sure there will be many more such. What has you 
  concerned so? Are the palisades still strong, is there some 
  Orc caught in the ditch again?”
  Haskell rubbed his bearded chin, its beads clinking 
  together. “Nay M’lady, this is truly different to anything 
  I have ever seen. Jarik and Hergard were off to get their 
  nets in, they caught a bigger fish than they expected. The 
  thing was mostly dead, great rends down its body. They 
  dragged its body to the Mead Hall. Everyone is there 
  goggling at it and poking it. It’s a bad omen. I think that 
  it is an Aesir”.
  Dawn spun on her heels, thrusting a finger into 
  Haskell’s face. “SHUSH! Don’t say that. No good 
  comes from making those statements. No one has seen an 
  Aesir in years! When last did you hear any tales of the 
  Aeser coming to meddle”.
  Haskell raised an eyebrow. “True, it has been long 
  since. I heard that Hallgut from Simriborg was drunk-
  talking and claimed he was rescued by the Aesir, said 
  two of them killed the Troll that was eating his leg. Then 
  healed his leg with Aesir Magick. That was... two year ago 
  now.”
  Dawn let out a puff of disdain. “Everyone in 
  Simriborg is a liar and a cheat. They would sell the Aesir 
  for a penny if it meant they could get another ale. Let's go 
  see what this thing is that has come to darken my day and 
  interrupt such a productive meeting.” She pokes her 
  head around the stall and points at the stable master. 
  “Hold that thought, I will be back.”
  Dawn put on her fine green cloak and pulled up the 
  fur hood as protection against the sleet. The lady 
  Haskell has pushed over had risen and was brushing 
  herself off. “Haskell, you Skítr Ätare.” She threw a 
  large gob of some mud at him. Haskell body checks 
  the woman and she planted her backside back into 
  the freezing cold slush. She laughed and then yelled 
  a stream of obscenities at Haskell.
  “She’s trouble that one, always will be," Haskell 
  muttered to Dawn.
  
  104
  Dawn looked up at her friend. “You probably 
  shouldn't have wed the woman then, huh.” Shaking his 
  head he replied, “Yeah, where were you when I was 
  making such bad decisions. I have Hel to pay tonight."
  He smiles wryly at the thought of his feisty wife’s 
  attentions.
  The Mead Hall called 'The Father’s Song' appropriate 
  given that the Father was an Aesir, was surrounded 
  by a great number, all murmuring and pulling 
  out lucky charms. Dawn thwacked Haskell on his 
  chest, his mail clinking, “You couldn’t have him taken 
  somewhere quieter, you had to stick him in the Mead 
  Hall.” 
  Haskell rubbed the spot as though he had been hit 
  with a hammer-blow. “It was big, they have a large 
  table and are used to sloping out blood after Angus has 
  been knocking heads.” A dog sniffed at Dawn's feet. 
  Pointing at the dog she berated Haskell, “Seriously, 
  I’m thinking of leaving Rufus here in charge next time 
  I go away. It’s a toss up right now.” Haskell grinned, 
  “Yes M’Lady. You I know I love you M’Lady.” Dawn 
  laughed, “You!”
  Haskel pushed aside the crowd with authority and 
  announced the arrival of Dawn of Snow with a loud 
  booming voice. The crowd parted and bowed as 
  Dawn followed him into the mead hall
  Inside the mead hall a table had been cleared, two 
  fishermen and the owner, Flerty, looking at a strange 
  body. It was long, well over six feet tall, pale as the 
  winter sky, its hair the colour of amber. The things' 
  clothes were torn, the floor wet with blood from 
  several deep and long gashes in its torso. Flerty 
  poked at it again with her mop handle. The thing 
  rolled and mumbled in some strange tongue. Its hair 
  fell to one side revealing long pointed ears.
  “See! I told you.” Haskell pointed at the thing. “Aesir.”
  “It’s not an Aesir, it’s not.” Dawn turned to Haskell 
  and whispered, “It’s not is it? Why haven't you 
  called the priest, he should know these things”. Haskell 
  shrugged. “He is morning singing. You know how he 
  gets if you interrupt his morning singing.” Dawn rolled 
  her eyes. “It’s prayer, he’s asking his god for things.” 
  Haskell shrugged, “I don’t know, but if his god was 
  interested I would think he should have got what he 
  wanted by now.” That got him another poke to the 
  ribs off Dawn. “Maybe he’s not worthy of a response, 
  like someone else I know. Hathrad, keep everyone out of 
  here. Flerty, stop poking it, you might upset it and it will 
  eat you. I’ll go get the priest.”
  A tiny hut to the very west, nestled under the giant 
  wooden palisade was home to father Anton Di Celli. 
  His voice could be heard in the mist that had fallen. 
  The sleet abated for now.
  “Sacerdos! Sacerdos! I need you, come with me.” 
  A tonsured pate and grimacing face came from 
  around the door jam. “How many times have I told you 
  not to interrupt me during mass. What is so important 
  that it can insult the Lawgiver?”
  Dawn looked around at the non-existent 
  congregation. “Two fisherman found a thing, they have 
  it at the mead hall, I want you to come look, I need to see if 
  you can advise me”.
  “A thing?”
  “Yes. It’s got two arms and two legs and face but it’s not 
  anything I have seen here; no orc, troll or dwarf I ever saw 
  looked anything like this.” Dawn waved her arms and 
  legs to indicate what she was talking about, as if the 
  priest didn’t understand what arms and legs were.
  “It’s wounded. This much I do know, it has recently 
  tangle with a she troll, I’d know those wounds anywhere, 
  and no amount of water can wash off the stench their 
  magick leaves behind. It’s either smart or lucky, probably 
  took its chances in the water rather than be eaten alive by 
  her.”
  “Well, if I can bring life back to this thing, then perhaps 
  we will have a powerful ally against the trolls. As the 
  great tactician of Urtind, Rakitus once said, the enemy of 
  my enemy is my friend.”
  Dawn shook her head, “I have plenty enemies, none of 
  their enemies are my friends, they are all Skítr Ätare if 
  you ask me.” 
  “Perhaps you have not correctly motivated them, actions 
  speak louder than words.” Silently Father Anton cursed 
  the mud and freezing sludge squeezing between his 
  sandalled toes on the way to the Mead Hall.
  “Quite a crowd this thing has drawn, I would have 
  thought you would have had it put somewhere more quiet, 
  out of the way," he said as they approached the mead 
  hall.
  “Oh please, don’t. I had this conversation already.” 
  Dawn petted the dog on the head as it returned for 
  more fuss. “Hey Rufus, good boy, you’ll be in charge 
  soon. Who’s a good boy.”
  At the threshold of the mead hall the priest stopped 
  and gasped. 
  
  105
  “By all that is Holy. Well, I never thought I would see 
  one. But there it is.”
  The priest lifted his leather bag to his chest. “Clear 
  out the way heathens, let me show you what the Lawgiver 
  can do.”
  His command of the local language wasn’t the 
  greatest, having been quickly instructed in its 
  rudiments by Dawn and picking up the rest by 
  himself. However, from his tone the folk standing 
  around the thing knew that they had been insulted 
  and told to shift.
  After several minutes of prayer and the burning of 
  incense, the application of unctions, and the pouring 
  of elixirs, a sweaty priest flopped into the nearest 
  chair. “I have done all I can, the next few hours will be 
  critical. If the Lawgiver wishes then his fever will break 
  overnight and he should recover.”
  “Haskell, you and some men take him into the castle, 
  lock him up and make sure he’s guarded all night. Put 
  food and water in with him and let me know as soon as 
  anything changes.” 
  “So, Sacerdos, what is it?”
  Exhausted, the priest turned to Dawn, “I never 
  thought I would see one. You hear tales and rumours, you 
  think they might be true. You doubt though, because the 
  stories are so wild and unbelievable."
  Putting an arm on the priest's shoulder, Dawn looks 
  into his eyes, “It’s an Aesir isn’t it?”
  As Anton started to respond and their eyes met, 
  she couldn't stop herself from drifting back into the 
  memory of their first meeting. Although the task at 
  hand was serious, she could not help being pulled 
  back into that moment, consumed with the thoughts 
  of that day, many moons ago.
  Lady Snow was thrilled when she got the invitation 
  to the wedding of Lady Katrina and the Crown 
  Prince Artorius at the Cathedral of Belryn. Life was 
  hard in Frostland, a daily struggle for survival for 
  many reasons. Not only was the weather and terrain 
  harsh and unforgiving, being under constant attack 
  from trolls, planning for and sitting continuous vigil 
  on the lookout for the next raid on Frostland was 
  exhausting. The daily struggle of life in Frostland 
  along with the lack of sunshine from living in the 
  Arctic conditions at that time of year was wearing 
  Dawn out. She was mentally and physically 
  exhausted; however she was also strong. 
  This was the only life she knew, she had to fight and 
  overcome much to be where she was now. Despite 
  the exhaustion she felt in her soul, after years of 
  battle, she remained committed to the safety and 
  well being of the people of her country. Her desire 
  was for positive changes moving forward, away 
  from the old ways, no matter how tiring and all 
  consuming the process. 
  She understood from her time in Anderia that life 
  was not like this everywhere. Most who were born, 
  raised and living in more civilized places would not 
  understand Frostland’s drastic reality.
  She appreciated her time in Anderia. Life there had 
  inspired her. Spending time at a happy occasion, 
  away from the persistent pressures of the land of 
  snow, had seemed a wonderful plan. The wedding 
  would be a time to eat, drink, be merry and mingle 
  with important people. Dawn hoped to make the 
  right connections there, that could possibly help her 
  with the heavy burden of managing life in Frostland. 
  A tough job, not everyone would be willing to take 
  that on. It would take the right person, rugged, with 
  a heart to understand and help. She didn't know 
  if she would ever find someone like that but she 
  remained hopeful anyway.
  Dawn's mind slipped even deeper into the thoughts 
  of that wedding day. During the pre-ceremony 
  gathering, Dawn had tripped while walking across 
  the room. As she started to lose her balance, she 
  extended her arm to steady herself, grabbing the 
  shoulder of Priest Anton DiCelli. She successfully 
  righted herself, halting a full-fall onto the floor at 
  a really bad time for that to happen. She hadn't 
  been able to help but let out a bit of a giggle in that 
  moment. 
  Father DiCelli was jolted from the unexpected touch 
  and turned to meet Dawn's eyes. Dawn understood 
  that this was not the most ideal of circumstances, 
  especially in the setting; however, no one seemed 
  to notice this exchange. Smirking awkwardly and 
  with a tilt of the head, she said, “So much for courtly 
  manners, hmmm?” The priest smiled.
  As unexpected and clumsy as the moment was, 
  he felt the positive, genuine spirit and energy she 
  exuded even on a bad day. 
  “Are you alright, M’Lady?” Anton asked. 
  
  106
  “Oh yes, and thank you for being kind, father,” she said 
  as she gave his arm a light squeeze. 
  “I should probably introduce myself after that 
  embarrassing entrance. I am Dawn of Snow, lady of 
  Frostland, in the high mountain realms of Svermark.”
  Father Di’celli introduced himself. Dawn lit up 
  when she heard him say he was from the Kingdom 
  of Anderia. 
  “Oh! A priest from Anderia. I stayed there for a time. I 
  enjoyed the culture there. We certainly could use some of 
  that in Frostland too. Placuit ut vestrum.” She gave the 
  Anderian greeting with barely an accent. The two hit 
  it off and exchanged thoughts on religion and life in 
  their very different countries.
  The conversation flowed easily. Dawn felt 
  comfortable with Anton. A sort of trust. As the 
  crowd was preparing for the wedding ceremony, 
  Dawn knew time was of the essence. She decided to 
  ask for his help. 
  “Father DiCelli, I know this is a lot to consider; however, 
  I humbly ask if you might be willing to come to Frostland 
  to help my people.'.
  As she spoke, she thoughtlessly moved her hand on 
  her waist-chain, touching the troll bones hard won 
  in battle. 
  “We are under constant threat of attacks, from Trolls and 
  Orcs too. Many lives have been lost.” Her fingers felt 
  the troll bones on her waist. 
  “I wish it wasn't so! Living in fear and fighting so hard 
  for daily survival is tiring. I wish there was a different 
  way, I really do. We need divine intervention. I need help 
  managing this. Maybe the faith of the Lawbringer is what 
  we need moving forward. I am hopeful of restructuring 
  things in Frostland. I want to move away from the old 
  ways, of slavery and raids, into a better, more civilized 
  society. A Frostland with faith, justice and equality for all 
  the people. Like Anderia. 
  However, change is hard, especially when there are no 
  easy answers. Perchance, your guidance and the structure 
  of the Lawgiver faith is what we need to get there. I am 
  tired of the way things are for my people. I'm ready for a 
  change and better days. We all are. I am desperate for that, 
  willing to try new things, implement positive change for 
  the future. Frostland and I humbly beseech you Father, we 
  offer whatever resources and compensation you require for 
  your assistance. I hope you will consider our plight and 
  help us. We are ready for real change powered by divine 
  love and wisdom.” 
  As Dawn finished speaking the group was called 
  to move on with the wedding procession and the 
  conversation ended with much to think about.
  Dawn's attention snapped back to the present as the 
  priest said, “No, it’s better, it’s an Elf.”
  “Oh! an álfar! Well now that is rare, let's hope that it’s 
  Ljósálfar hey? If it’s a Dökkálfar we're all done for.” 
  She let out her beautiful laugh. “It’s a long way from 
  Alfheim and I was always told that those roads were shut 
  long ago by the Old Father himself. It’s not as glowing 
  as I thought it would be. I’m a little disappointed, I was 
  secretly hoping it was an Aesir.”
  After a sleepless night tossing and turning Dawn 
  was woken by Haskell.
  “M’lady, its awake and speaking, though none can fathom 
  it’s meaning. You bade me call you if there was news.”
  “Thank you, thank you. You did the right thing, I’ll come 
  straight away, let me collect myself and present a lady 
  rather than a mess that I am.”
  The Alfar was in a talkative mood, its voice soft and 
  flowing, sounding like the winds are whispering; yet 
  with an authoritative charm.
  Dawn approached, her hand out. The Alfar took 
  it and kissed the back of her hand. Its long amber 
  hair almost reaching the ground as it bowed. It was 
  obvious that it was male, that he was no threat and 
  was grateful to be alive.
  Dawn tried to say hello to him in some of the 
  languages she knew. Only when she got to Dwarven 
  did she get a response.
  “YES! How so, YES! Hello, and thank you from the 
  star of my birth, may it shine down on you and your 
  descendants as long as I live.” He was towering over 
  her but she felt a warmth and kindness she had 
  never felt before. It was almost like she had been 
  sprayed with love.
  Dawn stood her full five foot two, and in her best 
  Dwarven said, “I am Dawn of Snow, Lady of Frostland 
  of the High Mountains of Svermark. Welcome to my 
  home, you are safe and welcome here.”
  “I am Vanir, Prince of Alfheim, and I am in your debt, 
  Queen of Frostland. And yet I must ask for a favour.”
  
  107
  
  108
  The Hook
  This adventure is designed for players to accept 
  Dawn of Snow as their patron. She is an important 
  political contact in both Svermark and Anderia with 
  a network of nobles who owe her some form of 
  pre-station. Dawn’s wealth in raw materials, such as 
  amber, gold and silver, opened up many doors for 
  her in Anderia and to some degree Urtind.
  Frostland is located in a central position, along the 
  spine of the humanoid-infested mountains and has 
  access to the sea via the mighty Auger river that 
  flows past Blonrost. Sailing down the deep fjords 
  Dawn’s Frostland merchants take out valuable 
  minerals and gemstones and bring back, horses and 
  modern arms and armour. More importantly they 
  bring back skilled labourers and artisans. She has 
  her own people learn the skills and go out and teach 
  the others of Frostland. 
  Since the arrival of the Priest, Anton, Frostland has 
  stopped raiding and taking slaves, although those 
  who have been kept as slaves are still treated as 
  such. Their lot has not improved with the changed 
  attitude towards slavery. The Priest is working with 
  Dawn to make changes to how Frostland’s culture 
  works but change is hard and he has to fight one 
  battle at a time for their souls. To his credit, father 
  Anton has managed to convert and ordain a few 
  of the Frostlanders and they in turn are taking the 
  word of the Lawgiver to the people.
  Through her contacts at the Laughing Bard tavern, 
  Matthew of Brine (12th Level Hex Master), a 
  member of the Lumina Umbra, and Yazid Mukarrib 
  (Thaumaturge of 17th level), the master of the 
  Lumina, she has managed to set up a chantry for 
  guild wizards to come and study the Runic magick 
  of the north in exchange for knowledge of the Urtind 
  methods of casting.
  The Characters
  From the details above it is easy to see how 
  characters from outside of Svermark can be 
  introduced into the adventure, regardless of their 
  vocation. Merchant Adventurers, Foresters, Heralds, 
  Priests etc. all could have excellent reason for being 
  in Frostland.
  The adventure is a tough one as it deals with trolls 
  so the characters should be advanced, they will need 
  both combat and survival skills, magickal and divine 
  talents and be able to come up with solutions to 
  problems on the fly. 
  The Briefing
  The characters are met by Haskell, either as a group 
  or as individuals. 
  Several servants usher in a small breakfast banquet 
  with all manner of cold and cured meats, cheese and 
  wine, mead and water. They bow to you and the to 
  Dawn as they leave, saying nothing.
  “Hey! You there, the Lady wants to see you in the 
  great hall. She has business with you. Don’t mistake 
  this as me asking you either, go see the Lady Snow 
  now.”
  Lord Hathrad Haskell is about to do his patrol of the 
  ditches and palisades so he has two húskarls with 
  him.
  The great hall is a huge vaulted room, filled with 
  smoke and the smell of mead and food from some 
  festivities the night before. At the great seat on the 
  far side of the table sits a beautiful woman with long 
  chestnut brown hair. She is stroking a large dog who 
  cocks its head to one side enjoying the attention of 
  the Lady. At the character's entrance, the dog moves 
  over to them to check them out, a low growl rumbles 
  in its throat. Its head easily reaches waist heigh, its 
  red shaggy coat glistens and the hackles on its back 
  rise.
  “Rufus! Get back here, these are our guests. Please 
  have a seat. Water, wine, food, bring something for our 
  guests, it’s early they should have something to break 
  their fast". 
  Dawn waves her hand in the direction of a servant, 
  who hurries off to obey.
  “Thank you for coming, something has happened 
  and I need your help. As you know, being the Lady 
  of Frostland gives me a great deal of power and 
  political reach, even into the lands of Urtind and 
  Anderia. I am sure that either through money, 
  lands or introductions through my influence, there 
  is something that I could reward your service with. 
  You will find that I am a generous patron and as my 
  interests are served and my influence extended so is 
  the influence of those who are under my patronage.”
  
  109
  Some of the food provided to outsiders might have 
  a taste that is too strong for their pallet. Pickled and 
  fermented herring and shark is an acquired taste.
  Manners would dictate that the characters partake of 
  the food provided without. This is a case for a roll on 
  the character's Discipline, can he stifle his reaction 
  to such smelly and foul tasting food. If they do not 
  make their Discipline AR% then they will have to 
  see if they can make a successful apology for their 
  actions. Have them roll their Courtly Manners or 
  (untrained if necessary) to try to save the situation.
  Whatever they roll, Dawn needs their help, beside 
  she would expect them to make such noises from 
  the food, she has seen this many times before. It 
  will bring a laugh from her as they try to bumble an 
  excuse or apology.
  “Of course, being the Lady of Frostland, The Snow 
  Queen, The Winter Shieldmaid, The Dread Dawn, has 
  it’s downsides. When I move, all eyes of orc and troll 
  are upon my actions. No travel between town and 
  village goes unnoticed, or unchallenged. My days of 
  moving around sneakily are long past.”
  “Honoured guests, a recent visiting dignitary from 
  a foreign realm has been attacked. He survived this 
  attack but the goods he carried upon his horse were 
  lost. I have promised to have them returned to him. 
  However, I cannot move around the lands this early 
  in the year without drawing great attention to myself. 
  Possibly even causing a surge in activities from the 
  orcs and trolls that watch my movements.
  You, however, can move in and out of the passes 
  of the mountains, drawing little attention to your 
  movements, bringing nothing bad back to my people. 
  I could of course ask others to perform this task for 
  me, but I have chosen to come to you and offer you my 
  patronage first.” 
  Dawn points at the characters with each ‘you’.
  “If it is monetary rewards that you seek, then of 
  course any booty that you liberate on your quest is 
  yours to keep. Also I can make a substantial reward in 
  coins, silver, gold or gems as you require.”
  Dawn gets up from her seat and walks over to a 
  large slab of stone, bending she hefts the stone up 
  on one end, a task that would take ten men and 
  ropes and pulleys to achieve. Beneath the stone is a 
  lined vault of treasure. All sizes of amber, ruby and 
  emeralds, silver and gold in the rough, coins of all 
  the realms. She releases the stone as the characters 
  look on in awe. The bang as the stone falls back into 
  place, shakes dust from the rafters and wakes the 
  characters from their dreams of avarice. 
  “My visitor has managed to give me an excellent 
  description of the one who attacked him. I know this 
  troll, where she lairs and the way to get to it with 
  little interference from her male trolls. You will 
  still have to deal with the early spring weather, the 
  unpredictable terrain of the high-mountain passes. 
  And of course fight with the She Troll who has taken 
  this prize I seek.”
  The characters could be allowed to make a Read 
  Character skill roll, upon any level of success:
  Dawn wears an eager look upon her face when she 
  mentions this prize, it is easy to read that whatever 
  this thing is it will be a major boon to Dawn from 
  her visitor. Such a desire means that the characters 
  can probably bargain hard to increase their rewards.
  “The prize I seek is a puzzle box. Its construction 
  will be beyond anything you have ever seen before. 
  It will be made of many kinds of wood, all colours 
  and texture of grain and it’s patterns will enchant 
  your mind. You will stare at it long unless you place 
  it inside a bag or other container before it controls 
  your mind. If you would think to keep this item for 
  yourselves, I would urge you not to, for its powers 
  and influence over you will be too great for you to 
  resist. I would like very much for us to do business 
  with each other again. Trust is a large part of a 
  partnership, I am trusting you with my task, your 
  rewards will await your return with my prize.
  Do not take lightly a combat with a female mountain 
  troll, she will have magick and cunning attacks and 
  her lair will be modified to give her advantage, there 
  will be tricks and traps before you get to her inner 
  sanctuary. It will be a challenge.”
  
  110
  The characters will have trouble making any good time travelling in this 
  terrain, not only because of the steep and uncertain footing in the hills 
  and mountains, but also because the light available during this time of 
  year is limited. Only a fool would travel in the dark, you could come upon 
  any number of creatures that love the darkness or fall to your certain 
  death. Face to face surprise encounters with trolls orc or giants would not 
  go well for the group. 
  So while the map distance doesn’t seem like much the travel distance 
  and time is measured by weather, light and terrain. In some areas the 
  group will be lucky if they can make 3 or 4 miles before having to make a 
  camp and set watches.  Use the random encounter table provided during 
  the journey; the areas around the villages, towns and keeps are not well 
  patrolled this time of year so most encounters will be hostile.
  
  111
  Daylight Hours
  In the far north during early spring the light is never great. The 
  sun rises at 8am and sets at 4pm, even during the hours when 
  the sun is up it is so low on the horizon it gives little in the way 
  of heat or comfort.
  During the day-time in hills there is a chance of encounter 
  every 2 hours, roll a 1D10 Crit Die on a 10 the group have an 
  encounter rolled from the table below.
  Daytime Hills [Roll 2D10]
  Dice Roll 
  Encounter 
   
  2 
   
  Boar 
   
   
  3-4 
   
  Wolf Pack 
   
  5 
   
  Alpha Wolf and Pack
  6-7 
   
  Brown Bear
  8-9 
   
  Hippogriff
  10-11 
   
  Worg
  12-13 
   
  Worg Pack
  14 
   
  Harpy
  15 
   
  Bugbears
  16-17 
   
  Goblins
  18-19 
   
  Ogre
  20 
   
  Giant Bees
  During the night-time in hills there is a chance of encounter 
  every 2 hours, roll a 1D10 Crit Die: on a 9-10 the group have an 
  encounter rolled from the table below.
  Night Time Hills [Roll 2D10]
  Dice Roll 
  Encounter
  2 
   
  Boar
  3-4 
   
  Wolf Pack
  5 
   
  Alpha Wolf and Pack
  6-7 
   
  Brown Bear
  8-10 
   
  Worg
  11-12 
   
  Worg Pack
  13 
   
  Bugbears
  14-15 
   
  Goblins
  16-17 
   
  Ogre
  18-20 
   
  Orcs
  Daylight Hours
  In the mountains while technically the sun rises at 8am and 
  sets at 4pm, this can be much different when you have 14,000 
  feet of mountain in the way, restricting the light even further, 
  maybe only giving 4 hours of usable light if you are in the 
  shadow of a great peak.
  During the day-time in the mountains there is a chance of an 
  encounter rolled every 2 hours, roll a 1D10 Crit Die, on a 10 the 
  group have an encounter rolled from the table below
  Daytime Mountains [Roll 2D10]
  Dice Roll 
  Encounter
  2 
   
  Goblins
  3 
   
  Hippogriff
  4-6 
   
  Ogre
  7-9 
   
  Worgs
  10-12 
   
  Brown Bear
  13 
   
  Bugbears
  14 
   
  Mountain Troll - Male
  15 
   
  Mountain Troll - Female
  16 
   
  Cave Giant
  17 
   
  Ettin
  18 
   
  Frost Giant
  19 
   
  Stone Giant
  20 
   
  Greater Gnome
  During the night-time in mountains there is a chance of 
  encounter every 2 hours, roll a 1D10 Crit Die on a 9-10 the 
  group have an encounter rolled from the table below.
  Daytime Mountains [Roll 2D10]
  Dice Roll 
  Encounter
  2 
   
  Worgs
  3-5 
   
  Goblins
  6-9 
   
  Orcs
  10 
   
  Hobgoblins
  11-12 
   
  Mountain Troll - Male
  13-14 
   
  Mountain Troll - Female
  15-16 
   
  Cave Giant
  17 
   
  Swarm of Striges
  18 
   
  Frost Giant
  19 
   
  Stone Giant
  20 
   
  Greater Gnome
  For details of the creatures in the random encounters see the Bestiary section of the main Chivalry & Sorcery 5th Edition rules. 
  Some creatures not in the main rules will have their details listed later in the book, and others will have more details. 
  
  112
  
  113
  
  114
  The Dark 
  Under the Mountain
  The mountains present a shield of stone for men to 
  cross over, around or in this case through; to reach 
  the other side and the trails and valleys on the other 
  side. The journey over and around is so dangerous, 
  few undertake such a perilous trek without good 
  reason. The ways are filled with dangerous terrain 
  and threat from Orc, Troll and Giant.
  However, Dawn has spent most of her youth 
  travelling these mountains with her father and 
  grandfather, she knows the easy and hidden ways to 
  get through to the passes and vales on the other side 
  of the shield of stone.
  This section of the shield of stone she has given the 
  name the Dark Under the Mountain. It was part of 
  and old Goblin mine, most of which collapsed and 
  has not been used for many-a-year now. The mine 
  still holds threats, to be sure, but for the puissant 
  warrior, the cunning sneak and the wary wizard, it 
  is by far the easiest way through.
  The collapsed mine stretched much further with 
  other entrances and ways down not shown on the 
  map. If the gamesmaster wanted to make more of 
  the character's journey he could easily add to the 
  complex other ways in, more dangerous ways. 
  Perhaps the characters get lost and can’t take the 
  way that Dawn of Snow has mapped out for them.
  The Dark Under the Mountain is reached by a 
  natural by difficult series of steps leading up to the 
  mouth of this section of the mine. The step is prone 
  to rockfall and some of the narrow ledges can fall 
  always underfoot. 
  Have the characters make a series of skill checks 
  along the way, running in a challenge from pure 
  Agility AR rolls to any skill checks you think are 
  appropriate, the consequences for failure should 
  be FP loss, the amount should be the Crit Die 
  or a multiple depending upon the threat being 
  navigated.
  Here is a quick example of a running skill challenge 
  with consequences: 
  Climb the Stone Stair Skill Challenge
  Skills Used: Agility AR, Climbing, Strength AR, Discipline AR, Dodge, 
  Stamina Skill
  Achieving: Making the entrance with low fatigue and injury
  How long: 1 hour
  TSC% Mods
   
  No tools -25% to Climb
   
  Visored Helm - 50% to Climb and Agility AR
   
  Heavy Armour - 20% to Stamina
   
  Master Climbing Tools +30% to Climb
  The step crumbles away beneath the characters feet [Agility AR]
  Success Crit: 
  01 - 10 The character steadies himself, reaches out and holds on while 
  sharp shards of rock tumbles downwards with a loud clattering.
  Failure Crit:
  01 - 02 The Character slips and falls, taking 2 BP damage but remains 
  on the ledge
  03 - 10 Oblivious to shelf giving way beneath their feet the character 
  tumbles down and off the ledge, they take 10 BP scrambling to halt their 
  decent.
  Consequences:
  On a Failure with Crit Die 9-10 the character must try to pull themselves 
  back up onto the ledge. They should make a STR AR check. Any 
  success and they are back on the ledge, otherwise a failure will result in 
  the characters taking the Crit Die in FP loss
  The Steep Part [Climbing]
  Success Crit: 
  01 - 10 The character rises up the steps like a goat 
  Failure Crit:
  01 - 02 Something has caught on the tackle being used the character 
  takes an additional 10 minutes to make any headway and expends 10 
  FP to clear the rope or snagged gear. Repeat Roll
  03 - 07 The Character looks down and loses his grip, he take 7 FP and 
  must make a willpower check to calm his nerves to carry on. The Delay 
  costs 10 min. Repeat Roll
  08-10 The character takes all the wrong holds and ends up rock-bound. 
  He takes 10 FP damage from stress of the situation. He must make 
  another Climbing Skill roll with -20% to continue. Each failure adds 
  another 10 min to the climb and he suffers another 10FP from stress. 
  Repeat Roll
  Lookout Below [Dodge] Armour can reduce damage
  Either from a natural fall or at the gamemasters call because of a failure 
  by an advanced character on the path the character must avoid the 
  avalanche of sharp heavy rock shards falling down.
  Success Crit
  01 - 10 The character ducks into some natural overhang and avoids all 
  of the debris that is tumbling down past him.
  Failure Crit
  01-03 The character weaves and jinks out of the way of the falling rocks 
  managing to slip away from the larger shards. He take 3 BP.
  04 - 08 The character doesn’t see the falling rocks until it’s too late, it 
  takes a large section of the debris on his head 8 BP
  09 - 10 The character finds himself with nowhere to go, he take the full 
  brunt of the rock slide 20 BP
  Consequences:
  Any failure also requires a Stamina Check, any failure with this skill and 
  the character must sit and rest for 10min
  
  115
  Location 1
  The Mine Opening
  Following the map given to them by their new 
  patron Dawn of Snow, lady of Frostland; the 
  character have climbed the steep steps and arrived 
  at the entrance to the old Goblin mine.
  A large ledge gives them somewhere to rest though 
  they are greeted by a strong odour of stale beer and 
  rotting food. A draft from the opening is a good 
  indicator that Dawn’s map is good and will lead 
  them through to the other side.
  On the ledge is a spiky bush, some sort of high 
  alpine hardy plant, it has an early flowering of 
  yellow and red. The spines on the stems of the 
  branches look wicked and sharp, easily usable as 
  needles for clothes, repairs of socks, sacks or flesh.
  ENTRANCE
  Herblore Skill Challenge
  Skills Used: Herblore
  Achieving: The plant is called “Ledge Blessing” and when prepared 
  correctly can be made into a tea that will restore lost fatigue points. The 
  character knows the correct way to make a decoction from the petals.
  How long: Instant to know and dodge, 10min to prepare decoction
  TSC% Mods
   
  Has Sheep Herding +30%
  Detect Mantraps
  Success Crit: 
  01 - 10 The Character is able to make a successful decoction from the 
  yellow and red leave of the bush.
  Failure Crit:
  01 - 02 The character uses the whole flower not just the petals, they get 
  a  failed decoction and the imbiber gains no benefits
  03 - 10 Failing to understand the plant and the process the character 
  uses the oily leaves instead of the petals and the decoction induces 
  vomiting and gastrointestinal expulsions.
  Consequences:
  With a successful decoction, the imbiber recovers half of their lost FP 
  and get a +20% to their next Stamina Check
  
  116
  Location 2
  The Goblin Stores
  This is where the goblins put their haul of goodies 
  from their autumn raids. The soft food and the open 
  ale caskets have gone off and are stinking the whole 
  place up. The entire cavern is a mess and awash with 
  sticky beer spills, mushy puddles of mashed rotting 
  fruit.
  The loss of the stores is not really a concern for the 
  goblins, they will stomach just about anything. 
  However the chamber opposite has become the 
  home of a colony of Striges. The rotting foodstuff 
  and ales have provided an nice change to their diet. 
  Striges don’t like Orc meat or blood, so the arrival of 
  the characters will be a nice treat from them.
  The wait until the characters are bogged down in 
  slippery beer and fruit mush before they launch an 
  attack en-mass.
  Honour: 14 Each
  Striges (20)
  Height 18” 
   
  BAP 
  18
  Weight 13 lbs 
   
  BOD 
  20
  Length 36” wingspan 
  FAT 
  20
   
   
   
  DT 
  20(f)
  BMR 
  10 
   
  SPRINT 40(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Beak  
  4S 
  18% 
  58%
  M Claws  
  6S 
  28% 
  68%
  Dodge  
  - 
  15% 
  55%
  Stamina  
  - 
  9% 
  46%
  Will 
   
  - 
  6% 
  6%
  Armour - Dense Plumage ( 1 / 2 / 1 / 1 / 2 )
  Description:
  The Striges appear as a large headed bird with piercing 
  amber eyes, a falcon like beak with grey white wings and 
  wicked hooked claws. It hangs upside down in caves like a 
  bat and feeds primarily on blood. They often prey on infants 
  using it’s claws to disembowel them before dining on its 
  victim's blood.
  Special Ability
  If a successful attack draws blood (BOD damage) they will 
  drain blood at 1 BOD / Turn which also heals their FAT on a 
  1:1 basis
  Note: Striges don’t like Orc blood, it tastes like vomit and 
  burnt rubber to them. 
  Special Conditions
  Close Quarters [-20 to long weapon TSC%]
  Those characters who have long weapons will be at a 
  disadvantage fighting the striges amongst the barrels and 
  crates. 
  Slippery Footing [-20 to Dodge TSC%]
  The mix of rotting fruit and spilled ale has created a mix of 
  sticky and slippery footing, those characters using a dodge will 
  take a penalty of -20 to the Dodge TSC% and can only make 
  active dodges against attacks.
  Vomiting
  At the end of each round the character must make a stamina 
  check to see if the stench combined with the strain of combat 
  has induced vomiting.
  Roll the character's Stamina skill, any failure and the character 
  will lose the Crit Die amount of AP this turn from spending time 
  vomiting.
  Treasure
  The goblins have taken away pretty much anything 
  that looked shiny like coins and rich metals as well 
  as arms and armour pieces.
  They did leave a few items in the crates that are 
  valuable if a character is prepared to haul it out.
  There is: -
  • 
  A bolt of Fine Blue Silk 1,200sp (needs washing)
  • 
  A Vial of Myrrh 360sp 
  • 
  A box of Pepper 320sp
  • 
  A Hippogriff Feather enchanted to MR0
  
  117
  Honour: 31
  Location 3
  Sigvard the Ogre
  Sigvard has robbed all the books from the stash 
  that the goblins have and he has been looking at the 
  pretty pictures and has started to learn to read. He 
  can stumble through some of the simple text with 
  a more basic script, he likes the runic script, some 
  of the more complex scripts make his head hurt but 
  they are the ones that have the best pictures.
  He doesn’t bother the goblins, unless he gets a 
  headache from reading, then he will go over and 
  bully them or maybe eat one.
  His reaction to the characters will be one of shock, he 
  doesn’t get many visitors here. He will of course go 
  for his club, an Ogre needs to protect himself from 
  “Those iron, crusted Ewmans.” He will however ask, 
  “Any of you draw sounds and speak them back?”
  So he intends to keep a reader as a slave to read to 
  him and teach him words. He likely eat the others.
  His cavern is lit by a single torch over his bed where 
  he likes to read, the desk and chair have been made 
  from the old crates and barrels from the old stores. 
  He keeps the books on the table and stacks them 
  so they make a pretty pattern. He has a candle on 
  the desk and only uses this to pick a book to look 
  through.
  His bed is huge and seems to be made up of human 
  clothes stitched together in a haphazard manner. For 
  support he has stuffed them with moss and lichens. 
  It stinks of Ogre body odour.
  He has nowhere to go, so once in combat he 
  will fight until he either wins or asks for mercy, 
  expecting none to be given. If the characters do give 
  mercy he will be a wretch of a creature whimpering 
  and complaining about his wounds and how he 
  could die at any minute and he continues to beg and 
  whine for help.
  This point depending on what the characters do, 
  and how you want to play with spirit, grace and 
  hindrances, could be an interesting session with 
  Sigvard. You might have him go with the characters, 
  he could certainly carry things; however, he wont 
  fight, he’s far too injured to fight.
  He will give the characters cheeky nicknames, 
  something pithy he can remember rather than their 
  real names he has trouble pronouncing.
  Ogre (Unique Semi-Civilised)
  Height 7’ 
   
  BAP 
  17
  Weight 530 lbs  
  BOD 
  66
   
   
   
  FAT 
  44
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 14
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Large Club 
  15C 
  41% 
  71%
  Dodge  
  0 
  0% 
  40%
  Stamina  
  0 
  56% 
  96%
  Will 
   
  0 
  15% 
  55%
  Armour - Hide ( 5 / 7 / 4 / 5 / 6 )
  Large Club +1 Crit Die,  Bash 8
  Treasure
  He hasn’t had much need for gold or silver, he lets 
  the goblins keep that stuff. He does have a barrel 
  of brandy, he has had a couple of swigs out of it so 
  there might be some backwash in there, a piece of 
  un-chewed goblin perhaps.
  His biggest treasure, and one he will plot heavily to 
  get back! Is the book collection he has amassed.
  • 
  Manual of Puissance at Arms 
  2,000exp in Slashing Swords over 2 months of reading
  • 
  War Tome of Honorius Shalkoor 
  5,000exp in Battlefield Tactics over 6 months
  • 
  Khemosutra  
  5,000exp in Pharmacology & Medicine over 12months
  
  118
  Location 4
  The Path Down
  If you plan to make this little dungeon larger then 
  this would be the place to put a shaft leading down. 
  Either a spiralling stair, or a chair and pulley system, 
  just large enough for the number in the group less 
  one. That tension of having a single character left 
  behind is always a good feeling as a gamesmaster.
  If on the other hand you are running this game as a 
  one-off adventure are happy to move things along 
  then you can run this little combat encounter.
  Honour: 29  Each
  Orcs - (2)
  Height 6’3” 
   
  BAP 
  12
  Weight 230 lbs  
  BOD 
  43
   
   
   
  FAT 
  30
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  2H Splitting Axe 
  15S 
  19% 
  59%
  Dodge  
   
  12% 
  52%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  12% 
  52%
  Armour - Hide (5 / 7 / 4 / 5 / 6 )
  Splitting Axe +1 Crit Die, Bash 7
  Treasure
  These Orcs have a little cash on them: one has 32sp 
  and the other has 12sp
  Location 5
  The Goblin Guard
  The cavern is well lit by both a small but smoky 
  fire and a torch upon the cavern wall. Four smaller 
  rough made bed bundles are on the floor and a 
  goblin is sitting occupying himself with whatever 
  bones or trinkets has taken his eye. Some are 
  mocking the others valuables.
  A small table has a pile of rubbish upon it, stuff the 
  goblins aren’t interesting in or haven’t managed 
  to share out yet. It looks like this group has started 
  raiding the local homesteads after the last heavy 
  snow abated.
  They are never very far from their weapons but 
  will be seated so they will yield 5AP at the start of 
  combat but will be standing when things kick off.
  Honour: 15  Each
  Goblin - (4)
  Height 5’7” 
   
  BAP 
  13
  Weight 145 lbs  
  BOD 
  34
   
   
   
  FAT 
  22
   
   
   
  DT 
  7
  BMR 
  0 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Goblin Scimitar 
  7S 
  15% 
  55%
  Dodge  
   
  21% 
  61%
  Stamina  
   
  2% 
  42%
  Will 
   
   
  10% 
  50%
  Armour - Leather (3 / 1 / 1 / 2 / 6 )
  Goblin Scimitar Bash 9+
  Goblin Tactics
  Goblin Weaving
  If another goblin ally is engaging your enemy, then you can 
  use your goblin weaving ability. You may spend AP instead 
  of FP to make an active Dodge.
  Goblin Shadow Strike
  If you are not engaged by an enemy you can spend AP’s in 
  the shadows. Each AP skulking in the shadows gives you a 
  +1 to your TSC% on your next attack. You can gain a total 
  bonus equal to your PSF%.
  
  119
  Location 6
  The Crushed Dwarf
  The area is dark and definitely something is not right 
  with this area. Off in the distance those with keen 
  hearing can make out scuttling noises.
  The cavern here has an old and rust ore cart filled 
  with ore. When things collapsed the cart came of 
  the rails and somehow it seems that a dwarf was 
  trapped beneath the cart and crushed to death. His 
  chain armour has almost totally rusted away as has 
  his clothes and boots. However his weapon seems as 
  shiny as ever. The problem is that the warhammer is 
  firmly trapped with the dwarf under the laden cart.
  The cart will need to be lifted off the Dwarf to get to 
  the shiny warhammer. The goblins and the Ogre are 
  too stupid to empty the cart, thus making it lighter 
  and easier to tip it off the dwarf and the hammer.
  The action will still need a Total lifting capacity of 
  2,000lbs. Add those character helping to tip the cart 
  to see if they can make the weight. If the characters 
  are too stupid to empty the cart then they’re never 
  going to succeed.
  As can be seen from the map the area is heavy with 
  cobwebs, this is because the are ahead is home to a 
  dozen giant spiders, looking for a meal, when the 
  characters move the cart then they alert the spiders 
  to their presence. From out of the darkness the 
  spiders will strike hoping for a juicy meal.
  The goblins have lost a dozen or so to the spiders 
  and don’t come this way anymore.
  Only 2 of the spiders will leave the nest.
  Honour: 30  Each
  Goblin Boss - (1)
  Height 5’9” 
   
  BAP 
  15
  Weight 185 lbs  
  BOD 
  44
   
   
   
  FAT 
  32
   
   
   
  DT 
  7
  BMR 
  0 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Goblin Scimitar 
  9S 
  25% 
  65%
  Dodge  
   
  31% 
  71%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  20% 
  60%
  Armour - Scalemail  (10 / 8 / 7 / 8 / 7 )
  Goblin Scimitar Bash 9+
  Goblin Tactics
  Goblin Weaving
  If another goblin ally is engaging your enemy, then you can 
  use your goblin weaving ability. You may spend AP instead 
  of FP to make an active Dodge.
  Goblin Shadow Strike
  If you are not engaged by an enemy you can spend AP’s in 
  the shadows. Each AP skulking in the shadows gives you a 
  +1 to your TSC% on your next attack. You can gain a total 
  bonus equal to your PSF%
  Goblin Accuracy
  You spend an addition 2AP to make your blow upon your 
  enemy, if you score a hit you get +2 to the Crit Die result
  
  120
  Honour: 60  Each
  Giant Venomous Spiders - (2)
  Height 4’3” 
   
  BAP 
  12
  Weight 125 lbs  
  BOD 
  44
   
   
   
  FAT 
  49
   
   
   
  DT 
  8
  BMR 
  10 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Venomous Bite 
  7P 
  27% 
  67%
  Dodge  
   
  20% 
  60%
  Stamina  
   
  18% 
  28%
  Will 
   
   
  27% 
  67%
  Armour - Chitin Exoskeleton (5 / 5 / 5 / 5 / 6 )
  Venom
  When the spiders attack deals any amount of Body Points in 
  damage the victim must make a Stamina check, this is at a 
  penalty of 27 (the Spider bite PSF%) to the victims TSC%.
  Success Crit:
  10 The character has a natural resistance to this spiders 
  venom, he gains a +20 bonus to his stamina TSC% against 
  this spiders venom.
  08 - 09 The character shrugs off the poison and carries on 
  as normal with no ill effects
  04 - 08 The character feels sluggish and his vision becomes 
  somewhat blurred he has a 4 AP penalty each round the 
  effect last for an hour.
  01 - 03 The character has a mild effect from the venom, 
  his limbs begin to shake uncontrollably and fine control is 
  very difficult. He has a 4 AP penalty each round and takes a 
  -27% penalty to any skills or actions that requires the use of 
  DEX the effect last for an hour.
  Failure Crit:
  01 - 03 The character has a mild effect from the venom, his 
  limbs begin to shake uncontrollably and fine control is very 
  difficult. He has an 8 AP penalty each round and takes a 
  -54% penalty to any skills or actions that requires the use of 
  DEX the effect last for an hour.
  04 - 09 The character is awake and aware and can speak, 
  all be it slurred. He can blink and breath. All other actions 
  have stopped, the effect last for an hour.
  10 The character is completely paralysed, all functions have 
  stopped and he will perish from being unable to breath if 
  he cannot overcome the toxin. Each round he must make 
  a stamina check at -27 to his TSC% any success and his 
  condition moves up to the next level. Failure and he suffers 
  7 Body Points of Damage. This routine continues until he 
  dies or moves up to the next level crit die failure result 04 - 
  09
  
  121
  Blixtrande Hammera
  Hammer of Lightning
  Crafted in the court of King Darwulf in the mountains of 
  Svermark by the Master Dwarven Smith Långtskägg. 
  Description
  The hammer is made from an iron mithral alloy and so 
  will never rust and is almost unbreakable. It has a haft 
  wrapped in the hide of a mountain troll and a single rune is 
  upon either side of the hammer. The top of the hammer is 
  adorned with a large domed amber gemstone.
  Powers
  When the wielder of Drekatönn utters the command 
  words “Kala Leh Patori Morti” the stored combination 
  spell is automatically triggered at a cost of 10 charges. 
  When triggered the spell is activated and the dagger is 
  encompassed in a ball of lightning that burns with a bright 
  silver blue plasma of intense heat. This immolation of 
  the dagger lasts for up to 20 minutes, or until dropped or 
  sheathed again.
  When immolated in this manner the dagger deals an 
  additional 14 Energy points of damage.
  Once immolated in this manner the wielder of the weapon 
  can choose to cast the ball of plasma onto a distant target. 
  The ball has a range of 100 feet and requires the use of 
  an additional 10 charges. The ball seems to dart around 
  objects and find its target. The target, if inanimate, takes 
  42E damage. If a creature then it must make an active 
  dodge skill check to avoid the ball. 
  Success Crit:
  07 - 10 The targets fast movements manage to get him out 
  of the way of the ball and then it dissipates.
  01 - 06 The target is too quick for the ball, he is barely 
  brushed by the intense heat of the plasma, he take 7E 
  damage.
  Failure Crit:
  01 - 06 The target ducks and the balls plays over half his 
  body causing severe burns, he takes 14E
  07 - 09 The target freezes momentarily and gets a full body 
  hit, the ball is over his entire body inflicting horrible burns he 
  takes 21E
  10 The target is mesmerized by the shifting patterns of blue 
  and white plasma, he stands still, effectively an inanimate 
  object, the ball of plasma sticks to his body; suffering critical 
  burns, he takes 28E
  Charges: 100 (200) Recharge: 4 (7) per day Damaged
  Extract Venom Skill Challenge
  Skills Used: Administer Poisons & Drugs
  Achieving: Extraction and preparation of a sticky salve to be used on 
  an open wound or placed upon a small blade such as a short sword or 
  dagger
  How long: 10min to extricate venom and 1 hour to prepare salve per 
  spider
  TSC% Mods
   
  Has medical tools +30%
   
  Makes a successful Pharmacology & Medicine Skill Check with 
  a -27 to TSC% gains +30%
  Administer Poisons & Drugs
  Success Crit: 
  10 The character is able to make enough venom salve for three 
  applications
  07 - 09 The Character is able to make enough venom salve for two 
  applications
  01 - 06 The character is successful at making the extraction and preparing 
  the venom salve for a single application.
  Failure Crit:
  01 - 02 The character manages the extraction but wastes the material and 
  makes no venom salve
  03 - 08 The character fails at the extraction and doesn’t even get to the 
  procedure to make the venom salve
  09 - 10 The character blunders through the extraction, he fails to notice 
  some open cut or nicks himself and the venom enters his bloodstream. 
  Have the character make a Stamina skill without penalty, the check and 
  compare the success and crit die on the table below.
  Consequences:
  Each application can either be used directly on an open wound, (any 
  creature that has taken Body Points of Damage) or placed upon a small 
  blade to inflict the wound. An application can be used once, directly on a 
  wound or it will remain active on a blade for a single day.
  Any wound inflicted with the coated blade will call for the target to make a 
  Stamina check and compare to the results below:
  Success Crit:
  10 The character has a natural resistance to this spider's venom, they gain 
  a +20 bonus to his stamina TSC% against this spider's venom.
  08 - 09 The character shrugs off the poison and carries on as normal with 
  no ill effects
  04 - 08 The character feels sluggish and their vision becomes somewhat 
  blurred causing 4 AP penalty each round the for an hour.
  01 - 03 The character has a mild effect from the venom, their limbs begin 
  to shake uncontrollably and fine control is very difficult. They have a 4 AP 
  penalty each round and takes a -27% penalty to any skills or actions that 
  requires the use of DEX. The effect last for an hour.
  Failure Crit:
  01 - 03 The character has a mild effect from the venom, their limbs begin 
  to shake uncontrollably and fine control is very difficult. They have an 8 AP 
  penalty each round and takes a -54% penalty to any skills or actions that 
  requires the use of DEX. The effect last for an hour.
  04 - 09 The character is awake and aware and can speak, all be it slurred. 
  He can blink and breath. All other actions have stopped, the effect last for 
  an hour.
  10 The character is completely paralysed, all functions have stopped and 
  he will perish from being unable to breath if he cannot overcome the toxin. 
  Each round they must make a stamina check at -27 to his TSC% any 
  success and his condition moves up to the next level. Failure means they 
  suffer 7 Body Points of Damage. This routine continues until they die or 
  moves up to the next level crit die failure result 04 - 09
  
  122
  Location 7
  Goblin Warriors
  The goblins here will be able to have chance to 
  prepare a defence, originally asleep they will jump 
  to ready upon the commotion from combat either in 
  location 6 with the cart or spiders or location 5 The 
  goblin guards. They will form up in the entrance the 
  their chamber and will try to protect the chief of this 
  little tribe.
  The goblin chief will hold back and used ranged 
  attacks on the characters with his bow. The goblins 
  will not be drawn out of their chamber the will stand 
  an guard the chamber and the chief till the group get 
  fed up and leave or they die protecting the chief.
  When the line of goblins get down to two goblins 
  the chief will arm with his scimitar and enter the 
  combat.
  Honour: 15  Each
  Goblin - (5)
  Height 5’7” 
   
  BAP 
  13
  Weight 145 lbs  
  BOD 
  34
   
   
   
  FAT 
  22
   
   
   
  DT 
  7
  BMR 
  0 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Goblin Scimitar 
  7S 
  15% 
  55%
  Dodge  
   
  21% 
  61%
  Stamina  
   
  2% 
  42%
  Will 
   
   
  10% 
  50%
  Armour - Leather (3 / 1 / 1 / 2 / 6 )
  Goblin Scimitar Bash 9+
  Goblin Tactics
  Goblin Weaving
  If another goblin ally is engaging your enemy, then you can 
  use your goblin weaving ability. You may spend AP instead 
  of FP to make an active Dodge.
  Goblin Shadow Strike
  If you are not engaged by an enemy you can spend AP’s in 
  the shadows. Each AP skulking in the shadows gives you a 
  +1 to your TSC% on your next attack. You can gain a total 
  bonus equal to your PSF%
  
  123
  Treasure
  The goblins have amassed quite the haul of coins 
  and jewellery. 
  1,200sp
  42 Cr
  A silver and sapphire necklace 700sp
  A gold Tiara with Diamonds 4,500sp
  A plain golden ring 500sp
  The items are spread around the cavern in bedding and little 
  cracks of the walls, wherever the goblins could hide them.
  Honour: 30  Each
  Goblin Boss - (1)
  Height 5’9” 
   
  BAP 
  15
  Weight 185 lbs  
  BOD 
  44
   
   
   
  FAT 
  32
   
   
   
  DT 
  7
  BMR 
  0 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Goblin Scimitar 
  9S 
  25% 
  65%
  Dodge  
   
  31% 
  71%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  20% 
  60%
  Armour - Scalemail  (10 / 8 / 7 / 8 / 7 )
  Goblin Scimitar Bash 9+
  Goblin Tactics
  Goblin Weaving
  If another goblin ally is engaging your enemy, then you can 
  use your goblin weaving ability. You may spend AP instead 
  of FP to make an active Dodge.
  Goblin Shadow Strike
  If you are not engaged by an enemy you can spend AP’s in 
  the shadows. Each AP skulking in the shadows gives you a 
  +1 to your TSC% on your next attack. You can gain a total 
  bonus equal to your PSF%
  Goblin Accuracy
  You spend an addition 2AP to make your blow upon your 
  enemy, if you score a hit you get +2 to the Crit Die result
  Honour: 36  Each
  Goblin Chief - (1)
  Height 5’9” 
   
  BAP 
  16
  Weight 195 lbs  
  BOD 
  46
   
   
   
  FAT 
  38
   
   
   
  DT 
  7
  BMR 
  0 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Goblin Scimitar 
  10S 
  45% 
  85%
  Goblin Shortbow 9M 
  40% 
  80%
  Dodge  
   
  41% 
  81%
  Stamina  
   
  22% 
  62%
  Will 
   
   
  30% 
  90%
  Shortbow 20' +2 crit, 30' +1 Crit, 90' -6 crit
  Armour - Scalemail  (10 / 8 / 7 / 8 / 7 )
  Goblin Scimitar Bash 9+
  Goblin Tactics
  Goblin Weaving
  If another goblin ally is engaging your enemy, then you can 
  use your goblin weaving ability. You may spend AP instead 
  of FP to make an active Dodge.
  Goblin Shadow Strike
  If you are not engaged by an enemy you can spend AP’s in 
  the shadows. Each AP skulking in the shadows gives you a 
  +1 to your TSC% on your next attack. You can gain a total 
  bonus equal to your PSF%
  Goblin Accuracy
  You spend an addition 2AP to make your blow upon your 
  enemy, if you score a hit you get +2 to the Crit Die result
  Sure Shot
  When shooting in to combat at short range (20’) you have 
  trained to be extra careful to not hit your allies. Even on a 
  Crit Die failure of 10 when shooting into melee you will not 
  hit your allies, you will always make a sure shot.
  Long Draw
  When using a shortbow that has been made for you, you 
  can drawn the arrow back just that little bit further than usual 
  gaining some extra speed of flight and power.
  Spend 1AP extra to make your shot and you gain +2P 
  damage and 10% more range.
  
  124
  Location 8
  Spider Home
  This is where the spiders call home, they take any 
  prey that their poison has paralysed and they 
  cocoon them up here for drinking later. While 2 of 
  their number will reconnoitre outside of the web 
  nest (leaving 4 here) the others will defend the brood 
  of spiderlings. If the characters stumble into the web 
  nest without drawing the 2 reconnaissance spiders 
  out then there will be 6 spiders here.
  Honour: 60  Each
  Giant Venomous Spiders - (4)
  Height 4’3” 
   
  BAP 
  12
  Weight 125 lbs  
  BOD 
  44
   
   
   
  FAT 
  49
   
   
   
  DT 
  8
  BMR 
  10 
   
  SPRINT 16
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Venomous Bite 
  7P 
  27% 
  67%
  Dodge  
   
  20% 
  60%
  Stamina  
   
  18% 
  28%
  Will 
   
   
  27% 
  67%
  Armour - Chitin Exoskeleton (5 / 5 / 5 / 5 / 6 )
  Venom
  When the spiders attack deals any amount of Body Points in 
  damage the victim must make a Stamina check, this is at a 
  penalty of 27 (the Spider bite PSF%) to the victims TSC%.
  Success Crit:
  10 The character has a natural resistance to this spiders 
  venom, he gains a +20 bonus to his stamina TSC% against 
  this spiders venom.
  08 - 09 The character shrugs off the poison and carries on 
  as normal with no ill effects
  04 - 08 The character feels sluggish and their vision 
  becomes somewhat blurred. They have a 4 AP penalty each 
  round. The effect last for an hour.
  01 - 03 The character has a mild effect from the venom, 
  their limbs begin to shake uncontrollably and fine control is 
  very difficult. They have a 4 AP penalty each round and take 
  a -27% penalty to any skills or actions that requires the use 
  of DEX. The effect lasts for an hour.
  Failure Crit:
  01 - 03 The character has a mild effect from the venom, 
  their limbs begin to shake uncontrollably and fine control is 
  very difficult. They have an 8 AP penalty each round and 
  take a -54% penalty to any skills or actions that requires the 
  use of DEX. The effect lasts for an hour.
  04 - 09 The character is awake and aware and can speak, 
  all be it slurred. They can blink and breath. All other actions 
  have stopped, the effect last for an hour.
  10 The character is completely paralysed, all functions have 
  stopped and they will perish from being unable to breath 
  if they cannot overcome the toxin. Each round they must 
  make a stamina check at -27 to their TSC%; any success 
  and their condition moves up to the next level. Failure and 
  they suffer 7 Body Points of Damage. This routine continues 
  until they die or moves up to the next level crit die failure 
  result 04 - 09
  
  125
  Location 9
  The Goblin Rearguard
  The spiders have been very proficient at keeping out 
  things from the Troll side of the mountain, other 
  Goblins and Orcs for example. However, every now 
  and then a Troll wanders by and takes an interesting 
  the tasty smell of Goblin. The spiders won't tangle 
  with a Mountain Troll and so the rearguard have to 
  make sure they hold off the troll until the chief can 
  escape.
  Honour: 15  Each
  Goblin - (4)
  Height 5’7” 
   
  BAP 
  13
  Weight 145 lbs  
  BOD 
  34
   
   
   
  FAT 
  22
   
   
   
  DT 
  7
  BMR 
  0 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Goblin Scimitar 
  7S 
  15% 
  55%
  Dodge  
   
  21% 
  61%
  Stamina  
   
  2% 
  42%
  Will 
   
   
  10% 
  50%
  Armour - Leather (3 / 1 / 1 / 2 / 6 )
  Goblin Scimitar Bash 9+
  Honour: 30  Each
  Goblin Boss - (1)
  Height 5’9” 
   
  BAP 
  15
  Weight 185 lbs  
  BOD 
  44
   
   
   
  FAT 
  32
   
   
   
  DT 
  7
  BMR 
  0 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Goblin Scimitar 
  9S 
  25% 
  65%
  Dodge  
   
  31% 
  71%
  Stamina  
   
  12% 
  52%
  Will 
   
   
  20% 
  60%
  Armour - Scalemail  (10 / 8 / 7 / 8 / 7 )
  Goblin Scimitar Bash 9+
  Goblin Tactics
  Goblin Weaving
  If another goblin ally is engaging your enemy, then you can 
  use your goblin weaving ability. You may spend AP instead 
  of FP to make an active Dodge.
  Goblin Shadow Strike
  If you are not engaged by an enemy you can spend AP’s in 
  the shadows. Each AP skulking in the shadows gives you a 
  +1 to your TSC% on your next attack. You can gain a total 
  bonus equal to your PSF%
  Goblin Accuracy
  You spend an addition 2AP to make your blow upon your 
  enemy, if you score a hit you get +2 to the Crit Die result
  
  126
  The goblins are trained and expecting attacks from 
  the Troll side of the mountain, the commotions from 
  inside the caverns and the mines has them confused 
  as what to do.
  When they are engaged they will fight erratically 
  until they get into their stride. Give them -20 TSC% 
  for the first 2 rounds of combat.
  They go all in after that, and the bosses will even 
  enter a berserker rage as per the talent in the 
  Chivalry & Sorcery main rule book Page 89
  Treasure
  They are supposed to have given anything they get 
  from the Trolls to the chief and he shares out the 
  goodies. However, the bosses have been sneaky 
  and have stored away some things they found in a 
  Giant's sack.
  100sp
  4Cr
  A golden Orb with gems 1,200sp
  Location 10
  The Brood Chamber
  This area is covered in webs, and is the brood 
  chamber for the spiders. There are dozens of tiny, 
  fist sized spiders. They are not offensive so if the 
  characters leave them alone they will just sit in the 
  webs and wait for their next meal to be fed to them. 
  However if the characters decide to have a search 
  around for treasure in here then they will find that 
  these spiders are able to swarm and attack.
  Split the spiders into groups of five,  each against 
  a separate single target adding +30 PSF% and +10P 
  damage)
  The spiders also carry a poison like their large 
  parents do, however it is considerably weaker. 
  If more than half of the spiders die, then they will 
  flee into the cracks in the cavern walls.
  
  127
  Honour: 2 Each
  Spider Brood Swarm (20)
  Height   7” 
   
  BAP 
  10
  Weight   8 lbs 
   
  BODY 
  15
  Length   18” 
   
  FAT 
  19
   
   
   
  DT 
  8
  BMR 
    10 
   
  SPRINT 15
   
   
   
  Relevant Skills 
   
  Dmg 
  PSF% 
  TSC%
  L Bite 
   
   
  1S 
  12% 
  32%
  Dodge  
   
  - 
  9% 
  49%
  Stamina  
   
  - 
  0% 
  40%
  Will 
   
   
  - 
  6% 
  46%
  Armour - Hide ( 2 / 3 / 2 / 2 / 3 )
  Venom
  Any wound inflicted with the coated blade will call for the target to make a 
  Stamina check and compare to the results below:
  Success Crit:
  10 The character has a natural resistance to this spiders venom. They gain 
  a +20 bonus to his stamina TSC% against this spiders venom.
  08 - 09 The character shrugs off the poison and carries on as normal with 
  no ill effects
  04 - 08 The character feels sluggish and their vision becomes somewhat 
  blurred they have 4 AP penalty each round. The effect last for an hour.
  01 - 03 The character has a mild effect from the venom, their limbs begin 
  to shake uncontrollably and fine control is very difficult. They have 4 AP 
  penalty each round and take a -27% penalty to any skills or actions that 
  requires the use of DEX. The effect last for an hour.
  Failure Crit:
  01 - 03 The character has a mild effect from the venom, their limbs begin 
  to shake uncontrollably and fine control is very difficult. They have 8 AP 
  penalty each round and take a -54% penalty to any skills or actions that 
  requires the use of DEX. The effect last for an hour.
  04 - 09 The character is awake and aware and can speak, all be it slurred. 
  They can blink and breath. All other actions have stopped. The effect last 
  for an hour.
  10 The character is completely paralysed, all functions have stopped and 
  they will perish from being unable to breath if they cannot overcome the 
  toxin. Each round they must make a stamina check at -27 to TSC% any 
  success and their condition moves up to the next level. Failure and they 
  suffers 7 Body Points of Damage. This routine continues until they die or 
  move up to the next level crit die failure result 04 - 09
  Dealing with Cobwebs
  There are two ways to deal with the cobwebs, 
  the first is treat them in an abstract way, leaning 
  towards descriptions and risk rewards. The second 
  is a mechanical way with rules and dice rolls. Both 
  of these systems for working with cobwebs should 
  give the players the sense of danger and both should 
  be enough to be suitably creepy. However, for 
  realism, the mechanical rules will give much more 
  in the way of options for the characters and the 
  spiders in combat. The difference will be in the time 
  the combats take. The abstract method is quick and 
  clean, but sacrifices options, the mechanical is slow
  Cobwebs Mechanical System
  1. 
  Getting Stuck. A character who is in a square that 
  contains a web must make a STR AR with a penalty of 
  30% at the start of each round. On a success they can 
  spend APs normally. On a failure with a crit die of 01- 09 
  they have half their normal BAPs for that round. On failure 
  with a Crit Die of 10 they cannot act and can only spend 
  FP to active dodge, though these act as though a passive 
  dodge for how much PSF% can be applied. They can roll 
  another STR AR at the beginning of the next round.
  2. 
  While Stuck. A character who fails the STR AR can use 
  some of their APs to attempt to escape. Either by tearing 
  the web strands with their hands, or cutting them if they 
  have a sharp object that was held when they got stuck. 
  They make a weapon attack roll, with any success they 
  gainback the half of the APs lost. Or another STR AR 
  roll tearing at the webs with their hands, -30 TSC% any 
  success and he gains back the half of the APs lost.
  3. 
  Attacking While Stuck. The character can spend their 
  APs to attack while stuck, however their attack rolls are at 
  a -30 TSC% penalty and weapon or shield parries are not 
  allowed.
  4. 
  Attacked While Stuck. The character cannot use APs to 
  parry or passive dodge.
  5. 
  Freeing a Stuck Ally. This is much easier to do than 
  being stuck oneself. If you are not stuck in a web you can 
  try to free a character who you can reach.
  6. 
  Burning Webs. A character can clear a 5’x5’ square of 
  webs using normal fire and an action taking 7APs. Magick 
  fire can do twice that amount for the same APs. Area 
  spells will destroy webs in the volume created.
  Cobwebs the Abstract System
  When the character is in a square containing a web, 
  they take a penalty to all physical actions of -30 
  TSC% and have their BAP halved.
  A character can still use APs to clear a section of 
  web, either with fire or hacking through with blade 
  or axe. 7APs for either will clear a 5’x’5 square of 
  webs and make it safe to enter without getting stuck.
  Between the poison and the webs the characters 
  will need to be cunning in fighting the spiders. 
  The spiders are going to want to leave their webs, 
  it’s their ball park, they’ll want to fight there. The 
  reconnaissance spiders however, that’s their job go 
  take the fight to the enemy see what is outside of the 
  web that can be brought back to feed the brood.
  
  128
  Location 11
  The Troll Valley
  The characters have broken out to the other side and 
  are looking down onto the valley floor. The valley 
  is dark in the shadow of the mountain. A long trek 
  down the side to the valley below.
  An Ore cart stands in good condition on some rail 
  tracks. The tracks seem to wend and wind down the 
  rock face to the valley below. A walk of many hours 
  could be made short by riding the cart down the 
  tracks. Or made short in a terminal death sense. 
  We will leave this up to the gamesmaster as to how 
  the ride plays out. However, there is some fun to be 
  had in this for sure.
  Manticore Hunting Range
  The five mile stretch of valley belongs to a pair of 
  Manticores, a breeding pair. They have had several 
  cubs over the years and are currently nurturing 
  another. Their lair and cub, is high up in the 
  mountain, atop a sheer spire of rock with a wide 
  enough shelf just below the summit. To reach it one 
  must be able to fly.
  In this area, any random encounter roll will be with 
  the manticores, they have such dominance over the 
  area. If they are killed, go back to normal encounter 
  results.
  The manticores are on the hunt most of the daylight 
  hours, during this time an encounter will be with 
  both of them. At night time they take turns in 
  sleeping and making short reconnaissance flights 
  to see what is moving about. At night time the 
  encounter will be with a single manticore.
  There are two resources for the gamemaster 
  available for further detailing: the ruins of Navarik 
  and the ruins of Galabdur.
  Navarik
  This was once a stronghold for the Clan Snow 
  back in the days when the great worms were being 
  slain and the folk of the north were legends. As the 
  Trolls and other humanoids overtook the valleys 
  and the west side of the mountains, the folk lost 
  their foothold in this area. The Ruins are extensive 
  and have a dungeon level beneath. What this place 
  holds for your adventurers is up to you. However 
  Undead is a good fit, as most things that are living 
  are hunted down by the Manticores.
  Galabdur
  This was once a dwarven stronghold, it belonged to 
  the mighty King Tarwulf, a forebear of Darwulf. The 
  stone fortress cut into the side of the mountain was 
  a favourite palace of the King. Its halls were long 
  and tall and the fires inside raged day and night 
  and their crackle was accompanied by song and fine 
  music.
  The King and all of the forts inhabitants were one 
  day, never heard from. Some say that a mighty 
  worm came into the fort and ate everyone. Other 
  that it was some mighty magickal curse. Rumours of 
  poison and treachery have circulated. 
  With all of the suspicion of the Dwarves no one has 
  been here since the tragic quieting of Galabdur.
  
  129
  
  130
  Rasande Torc
  Talisman of Rage
  A twist of metal strands, either copper, silver or gold from 
  which hangs the heart of a manticore.
  Preparation
  The heart of the manticore MR 0 needs to be warm and 
  still twitching to make this item. The strands of wire can be 
  beaten into shape from coins and this must be done before 
  the heart cools and stops twitching. A craft skill roll with any 
  success will be sufficient to make the time requirements. 
  Once formed into a torc the item is active and no spell 
  needs to be cast into the item.
  Power
  The wearer of the item can enter and leave a berserk rage 
  at anytime he wishes to. 
  • 
  If copper was used (100sp) in the torc’s construction 
  there is a 10% chance that the wearer will not exit their 
  rage each round after making the decision to stop. Also 
  there is a 10% chance that anyone the wearer engages 
  in combat, also enters a berserk rage (If affected Roll 
  willpower - 40 TSC% to resist each round).
  • 
  If silver was used (400sp) in making the torc the wearer 
  will always be able to exit his rage; however the chance 
  for his enemy to become berserk is 20% (If affected 
  Roll willpower - 40 TSC% to resist each round).
  • 
  If gold was used (20cr) in its construction then the 
  wearer can enter and exit at will and the items has no 
  effect on enemies.
  • 
  If the creator is so bold as to mix metals then a cursed 
  item is created. The wearer can not remove the item 
  unless they have a remove curse upon him. The item 
  will send the wearer berserk upon a failed skill check of 
  any skill with a Crit Die result of 9-10. In addition when 
  in combat they (automatically) and their opponent (roll 
  willpower - 40 TSC% to resist) will enter a berserker 
  rage.
  Honour: 85 Each
  Spike Tailed Manticore (2)
  Height 5’ 
   
  BAP 
  18
  Weight 2,000 lbs  
  BOD 
  65
  Length 36’ wingspan 
  FAT 
  50
   
   
   
  DT 
  8/(f)
  BMR 
  20 
   
  SPRINT 24/30(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  H Tail 
   
  12P 
  49% 
  89%
  H Claws  
  14S 
  39% 
  79%
  Dodge  
  - 
  5% 
  45%
  Stamina  
  - 
  54% 
  94%
  Will 
   
  - 
  15% 
  55%
  Armour - Hide ( 6 / 9 / 7 / 7 / 5 )
  Description:
  A complex magickal hybrid creature with the head of a man, 
  the body of a lion, the wings of a dragon and a tail made 
  up of spikes. They do not wear armour or carry weapons; 
  however, their hide is thick and well resistant to weapons. 
  They prefer to lair in the high mountains, and hunt in the 
  valleys below. 
  There are desert varieties that have a scorpions tails and 
  are wingless, or subterranean ones with a mighty clubbed 
  tail. The desert and subterranean manticores are usually 
  solitary only coming together to mate, however the mountain 
  variety usually stick in pairs for greater safety from the 
  greater predators that inhabit that terrain.
  There are many theories upon the creation of the 
  manticores, however one truth is that they despise 
  humanoids cursing them as they claw and take them high 
  into their mountain lair to be eaten at their leisure. Usually a 
  cave on some high shelf where only flight will get you there.
  Special Ability
  The spiked tail manticore has a tuft of spikes at the end of 
  its tail. It can throw these sharp barbs at an enemy up to 
  150 feet away. To throw a barb is 7APs  and the manticore 
  has 50 of them in its tail tuft.
  The spikes once thrown can regrow back on the manticore's 
  tail at a rate of 10 per day.
  Magickal Materials
  As a legendary beast a manticore provides a wizard with a 
  veritable cornucopia of magickal resources. 
  13 + 1D10 quantities of MR 2 Blood, Bone, Hide and 
  Brains etc. each of which counts as three substances for 
  enchantment purposes for the element of air or command 
  spells in items.
  
  131
  Honour: 80 Each
  Forest Truff
  Height 5’ 
   
  BAP 
  20
  Weight 0 lbs 
   
  BOD 
  40
  Length 0 
   
  FAT 
  32
   
   
   
  DT 
  20(f)
  BMR 
  20 
   
  SPRINT 40(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Dodge  
  - 
  40% 
  80%
  Stamina  
  - 
  50% 
  90%
  Will 
   
  - 
  35% 
  85%
  Alertness sight 
   
  35% 
  40%
  Alertness sound 
   
  40% 
  45%
  Special Abilities
  May use magic as ML 6, Illusions to level 6 45 PSF%
  Commands to Level 4 26 PSF%, Air to Level 4 26 PSF%
  Water to Level 6 45 PSF%, and they may lend up to 27 fatigue to 
  a friendly Wizard for casting spells. The only real means of attack 
  other than magic, is by the use of their possession ability. The 
  rules for possession can be found in 5th Edition C&S Core rules
  Description
  Born out of the essence that lies between the blades of grass and 
  the stones, the trees and the moss, the sky and the land; the Truff 
  is a spiritual being. Depending upon whom you talk to the Truff can 
  be either malevolent or benevolent. They work for the good of the 
  life of their forest and have been known to aid wizards who combat 
  evil forces within the Truff’s realm.
  They do this by lending the wizards some of their life force, 
  effectively reducing the cost of the spells they cast to zero. The 
  Truff protects foresters who only cut dead wood and manage the 
  forest well, culling only where needed. They have been known to 
  warn of attack by wolves or guide the forester away from pitfalls. 
  Those who harvest the bounty of the forest for their own greed and 
  profit will almost always come to ill if a Truff is in the area.
  Truffs live in the boundaries between this world and the spirit 
  world and as such have no physical body. They can only manifest 
  themselves in a reflective surface such as a still pool or the shine 
  of a knight’s armour. This makes them very difficult to get rid of. 
  They can however be trapped. 
  A wizard must first fashion a mirror from true silver and 21 other 
  materials from the area of the Truff’s home. Once crafted he 
  must go to an area in the forest where there are no reflective 
  objects except for the magical mirror. Then he casts the Rank 6 
  summoning spell Summon Lesser Spirit. When the Truff appears 
  in the mirror the final closing word is spoken on the mirror 
  enchantment and the Truff is trapped. The wizard must however 
  be very wary as the Truff is a powerful spirit and he will not be very 
  pleased at being trapped. The enchantment does not stop him 
  from using his powers. Most likely the wizard will bargain services 
  for release.
  The Forest Truff
  Lentgala is a large castle (V), originally of 
  dwarven construction the castle fell into ruins 
  after the death(?) of King Tarwulf. Dawn’s Jarl 
  Harald Ivar took a full hundred men over the 
  mountains with the mission to reclaim the castle 
  for Frostland. He did just that, with the loss of 
  many over the last three years. This is Dawn’s 
  oasis in the sea of Orcs. Trolls and Giants on this 
  side of the mountain range.
  Jarl Harald has held off all of the attacks from 
  the various humanoid factions that assail the 
  castle on a regular basis. In fact the group have 
  many women and artisans there now. Their 
  journey to here over the mountain trails and 
  passes was a perilous one. They have rebuilt and 
  restored as much as they can of the old castle. 
  It defences were still in good shape with most 
  work required inside the walls.
  
  132
  Outside of the walls an elite group of foresters, 
  scout and hunt in the hills and forests around the 
  castle. They call themselves the “Vlu Ensom” or Lone 
  Wolves. They have had many encounters with the 
  forest truff that lives in the woods to the south of the 
  castle. The early encounters with a paranoid forest 
  spirit and a skittish bunch of Vikings didn’t go so 
  well. However, after numerous encounters they are 
  now on terms with each other and fight against the 
  cruel and destructive Orcs and Trolls of the area.
  If a Troll is encountered in the forest then it will be 
  a Wood Troll. The encounter with the truff should 
  be a role-playing encounter. Threats and soft testing 
  with spells from the truff might occur. He may show 
  himself in some pool or shiny surface. He might give 
  them tests to see if they are good, that is, in tune 
  with what the forest and nature wants. He might 
  offer up riddles.
  Use the players role-playing to gauge where the 
  truff goes with the encounter. If they are a combative 
  group he might show them the way to a particularly 
  mean Wood Troll. Maybe have some form of Skills 
  challenge with Charm or Con or Read Character. Or 
  even give them Survival and Forestry challenges, 
  hide and seek in a very childlike fashion.
  The goal of the truff is to protect his forest, he needs 
  to see that the characters are not going infest the 
  woodland or burn it down. He wants to be very 
  certain that they are not with the Orcs or Trolls.
  The truff is an excellent chance for the group to gain 
  an ally in the next encounter on their journey, a 
  wizard in the group might be lucky enough to have 
  the truff grant him some of his spirit to power their 
  spells. In the combat with the wood troll the truff 
  might cast spells to aid the characters if things are 
  looking grim for them. 
  The truff also knows where there is a stash of ancient 
  magickal items, if they kill the wood troll in the next 
  encounter then he might just reward them with 
  revealing the stashes location to them. The reason 
  I say might here is because Magickal items of any 
  kind ancient or not can change the balance of the 
  game dramatically, therefore, the award of magick 
  must be up to the individual gamemasters to judge 
  if the group needs the boost to their power level or 
  if they are already hitting above the curve, maybe 
  leave this particular magickal award for another 
  adventure. After all the characters have to come back 
  this way to get the puzzle box to Dawn.
  
  133
  
  134
  The Wood Troll
  If trolls in general are solitary creatures, then wood 
  trolls are the solitary troll. You will never see a 
  group of trolls, you might see two trolls, but only 
  because they are in rutting season and the fights 
  for land and females send them into an even more 
  heightened state of frenzy. If trolls are ferocious the 
  woods trolls are the most ferocious of the trolls. The 
  like to spend time getting to know their prey first, 
  using their natural camouflage to hide amongst the 
  tree tops, they hunt down the prey with great joy.
  When thinking of a wood troll, think of the Predator 
  from the movies, how he stalks and takes a group 
  out one by one, waiting for his moment. Once he 
  has taken a victim, he will attack with full ferocity, 
  taking nor giving any quarter. Wood trolls always 
  take trophies of the one’s who fight back, those have 
  a special spiritual place in the wood trolls lair. Skulls 
  are arranged in an altar, a homage to his greatest 
  kills.
  Most Troll cultures have the females with the most 
  strength and the most magick, well certainly female 
  wood trolls are bigger and stronger; however 
  unlike mountain trolls they share the same levels of 
  magickal powers.
  As the name suggests wood troll prefer to inhabit 
  woodlands, they are usually specialised preferring 
  either evergreen or deciduous woodlands. It is 
  unlikely that a wood troll will be found where the 
  woodland is mixed with both these. 
  A wood troll is, like a bear before hibernation, 
  continually hungry, driven by this hunger to eat, 
  then eat again. They especially enjoy the flesh of 
  elves and dwarves though they will settle for a 
  human when they are plentiful and usually easy 
  picking. They are superb trackers and even a stone 
  or hard earth surface cannot shake a troll. 
  They have a natural camouflage and sprout moss 
  like growths as well as dappled colouration. Though 
  they can hide amongst the trees perfectly well they 
  have devolved magicks that allow them to vanish 
  amongst the natural backdrop of the trees and 
  undergrowth.
  They are unlikely to give a group a straight up 
  fight, they prefer sneaky ambushes, taking one at a 
  time, using total ferocity when making any attack. 
  Wood trolls are always berserk when they attack 
  a prey. Those who have witnessed a wood troll 
  attack have cited the shock of the brutal way the 
  prey is ripped into. It is almost as though the person 
  couldn’t move, they just stood there and let the troll 
  dismember them.
  As you can see from the stat block below and the 
  special talents of the troll, they are a formidable foe, 
  it is very likely that the group will need the aid of 
  the forest truff in defeating this particular enemy.
  During the encounter have the characters make 
  plenty Alertness skill checks, make strange guttural 
  noise or soft whispers tell them it seems nearby 
  but they can’t place where it comes from, or see 
  anything that would make such a noise.
  You could have the troll imitate one of the characters 
  companions, try to lure him off on his own. Or give 
  the characters a good moral reason to split up.
  Cloak of Woodland Guise
  Description
  A cloak made from the enchanted hide of a wood troll. It is 
  dappled with green and amber hues as well as tufts of old 
  man’s beard lichens. 
  Formulae
  The character must enchant the complete hide of the wood 
  troll MR 7, 21 quantities. This is then cut and tailored into a 
  suitable cloak
  Powers
  The wearer of the cloak has an effective Blend into 
  Surrounding skill of 100%
  Boots of Unnoticed Passage
  Description
  A pair of dappled green and amber boot that are soft and 
  sponge like.
  Formulae
  Made from 7 quantities of wood troll hide MR 7, the fluffy 
  bits.
  Powers
  The wearer moves silently 100% and leaves no tracks. 
  However he does leave the faint scent of wood troll, this 
  can be an issue in fey woodlands where the fey hounds are 
  constantly patrolling and sniffing for the presence of wood 
  troll.
  
  135
  Honour: 350 Each
  Evergreen Wood Troll
  Height 
  8’ 
   
  BAP 
  13
  Weight 600 lbs  
  BOD 
  64
   
   
   
  FAT 
  50
   
   
   
  DT 
  6’
  BMR 
  25 
   
  SPRINT 10’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  12S 
  41% 
  91%
  M Bite 
   
  8S 
  39% 
  79%
  Spear 
   
  30P 
  38% 
  88%
  Dodge 
   
  - 
  3% 
  43%
  Stamina  
  - 
  37% 
  77%
  Will 
   
  - 
  23% 
  63%
  Alertness Sight 
   
  33% 
  38%
  Alertness Sound 
   
  27% 
  32%
  Outdoor Skills 
   
  40% 
  80%
  Blending with Surrounding 
  50% 
  90%
  Athletic Skills 
   
  39% 
  79%
  Armour - Hide ( 13 / 10 / 12 / 13 / 13 )
  Magickal Materials
  A wood troll is a veritable apothecary shop for a wizard looking for materials to make magickal items or foci from. 24 quantities of 
  bone, teeth, claws, blood, organs can be harvested from the corpse of a wood troll. MR 7 each.
  Hide: This provides 21 quantities of magickal materials. An entire hide may be enchanted into a magical cloak of woodland guise. 
  Or 7 quantities may create Boots of Unnoticed Passage.
  Wood Troll Abilities
  Troll Senses
  They can see at night as if it was a bright sunny day and in total darkness as if it were a dark sunless night.
  Troll Regeneration
  A wood troll gains 1 body point back very 2 minutes through regeneration. Even lost limbs can be regrown this way.
  Troll Gaze
  A wood troll is able, with a locked gaze, to render a foe immobile, mesmerised under its gaze.
  The troll must be within 30’ of his target and it takes 7AP to make sure that a good eye contact with his target has been made. The 
  target must make a willpower skill check to avoid being unable to act each round. Even if the target is being clawed or chewed 
  upon.
  Troll Roar
  With a bone shaking roar taking 12AP the troll demoralizes its target. Those within hearing range 200’ must make a willpower skill 
  check. If the group (up to six targets) have been reduced to half their number then this willpower skill check is at 1/2 TSC% If they 
  fail then they can only show total cowardice for the next 5 min, until they are able to collect themselves and steel their will against 
  such a primal, evil and terrifying roar.
  Cloak of Arcadian Veil
  Taking 20AP to perform the wood troll calls around him the veil of the shadow-land, the very boundaries of Arcadia snuggle up to 
  his body making him almost impossible to spot (5%) while within the natural surroundings of the woodland. This veil of Arcadia can 
  only be maintained for 20 min
  When the veil begins falling back from the trolls body after 20min this takes a huge strain on the trolls body losing 20FP
  
  136
  
  137
  The Tomb of 
  Kyng Norðmaðr
  The Tomb of Kyng Norðmaðr
  The characters could stumble upon the tomb, or this 
  could be the where the stash of magick items are 
  that the forest truff shows the characters too.
  The tomb is made from the hard grey granite stone 
  of the local mountains. It is a large structure with 
  a gargoyle atop a large spire. Light falls out of the 
  windows from the magickal ever-burning torches 
  and braziers. There are eight basic kist for his loyal 
  banner-men and a single more ornate kist for the 
  Kyng himself.
  A kist is a small stone-built coffin-like box or ossuary 
  used to hold the bodies of the dead. Examples can 
  be found across Europe and in the Middle East. 
  kists have been associated with other monuments, 
  perhaps under a cairn or long barrow. Several kists 
  are sometimes found close together within the same 
  cairn or barrow. Often ornaments have been found 
  within an excavated kist, indicating the wealth or 
  prominence of the interred individual.
  A large statue of the kyng in full armour and 
  holding a brazier of light is at the far end of the tomb 
  and he looks down upon the skeletal remains of the 
  worm he slew in battle and his own remains.
  The tomb has been lost to the people of Frostland 
  since before Dawn was born. Its hall was once a 
  place of pilgrimage, to show respect for the sacrifice 
  that was made by the Kyng and his thanes.
  The crypt holds many possibilities for the 
  gamesmaster. He could just have it as a place of 
  mystery for the characters to explore, rest up and 
  equip with items from the vaults. However, perhaps 
  the Kyng in his long rest has become unhappy that 
  his loyal banner-men have forgotten his sacrifice and 
  has returned from the dead as a creature of revenge 
  and hate. He would be aided by the return of his 
  men, also raising from the dead to once again fight 
  with their lord.
  
  138
  Helm of Norðmaðr
  Description
  A typical helm of the northmen, however it had a bone 
  crest running along the centre line and where the earpiece 
  protection would be there are the scales of a red worm
  Formulae
  Made from 7 quantities of dragon bone, the eyes of the 
  dragon and a decoction of its blood. 
  Powers
  The character is immune to fear of any kind and cannot be 
  affected by gaze attacks, such as that of a troll, Medusa or 
  basilisk
  Note: A decoction is a concentrated liquor resulting from 
  heating or boiling a substance or enchantment especially 
  a medicinal preparation made from a plant. “a decoction of 
  a root” the action or process of extracting the essence of 
  something.
  The Thane Barrow
  These are the burial barrows of the men who fought 
  with Norðmaðr in the battle against the great red 
  worm.
  As with the Kyng’s tomb these too could hold weal 
  or woe for the characters, wights of course would be 
  appropriate for such mounts.
  Perhaps the kyng will rise as a powerful wraith and 
  his men as wights to teach the invaders to his tomb 
  that Norðmaðr is still a mighty power and that a 
  worm slayer is not to be treated with disrespect.
  Perhaps the gargoyle atop the spire is a guardian, 
  long tasked with keeping out the unwanted 
  attentions of Orc or Trolls.
  The level of danger / reward here is very 
  customisable dependant upon the level of your 
  group of characters.
  Honour: 14 Each
  Gargoyles (3)
  Height 35” 
   
  BAP 
  12
  Weight 130 lbs  
  BOD 
  35
  Length 62” 
   
  FAT 
  35
   
   
   
  DT 
  6
  BMR 
  10 
   
  SPRINT 21
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Bite  
  11S 
  39% 
  79%
  Dodge  
  - 
  22% 
  62%
  Stamina  
  - 
  26% 
  66%
  Will 
   
  - 
  33% 
  73%
  Armour - Hide ( 2 / 3 / 2 / 2 / 3 )
  Honour: 63 Each
  Wraith
  Height     6’ 
   
  BAP 
  19
  Weight     n/a 
   
  BOD 
  -
   
   
   
  FAT 
  60
   
   
   
  DT (Fly) 10’/30’
  BMR 
  0% 
   
  SPRINT (Fly) 20’/60’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Touch   
  crit x3 
  30% 
  60%
  Dodge  
  0 
  33% 
  73%
  Stamina  
  0 
  27% 
  67%
  Will 
   
  0 
  43% 
  83%
  No Armour 
  Each touch hit ignores armour.  
  It also drains 1 FP at the end of each round from every living 
  creature within 50 feet. 
  See Chivalry & Sorcery 5th Edition Bestiary section p555 
  for all its special abilities.
  Honour: 56 Each
  Wights (8)
  Height 5’ 9” 
   
  BAP 
  12
  Weight 160 lbs  
  BOD 
  48
   
   
   
  FAT 
  31
   
   
   
  DT 
  10’
  BMR 
  0% 
   
  SPRINT 20’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  13S 
  25% 
  65%
  Dodge  
  0 
  20% 
  60%
  Stamina  
  0 
  35% 
  75%
  Will 
   
  0 
  40% 
  80%
  Longsword 
  11S 
  28% 
  68%
  Armour - none
  The have innate magick powers (PMF 37, ML 3, PSF 36%) 
  and have access to Basic Magick Air - Fog and Mist, all 
  Command spells that relate to illusions and fear to MR 2. 
  They can see in darkness. (See Chivalry & Sorcery 5th 
  p555)
  
  139
  Sword of Norðmaðr
  Description
  A Viking broadsword with a double fuller and runes running 
  down the length of the blade. 
  Formulae
  Made from meteoric iron that has been folded in with blue 
  steel from a far distant land of the rising sun and pattern 
  welded in the form of a serpent. It has then been trice case 
  hardened in the ashes of a sentient tree.
  Powers
  The blade has +4 Crit Die modifier and bashes on a 8+
  It also contain several spells within the runes on the blade, 
  the wielder must know the command words to activate the 
  runes and access the spell effects. This takes 3 APs
  1. 
  Rune of Strength “Styrkur” 
  The character becomes incredibly strong, his LCAP is 
  increased to 1,000lb and he gets +8 to his damage with 
  melee weapons. This effects can be used for 6 rounds 
  totally in a day. It can be turned on and off as desired.
  2. 
  Rune of Speed “Skjótur” 
  The character becomes a blur of celerity and their 
  movement is double its normal rate, and they add 
  6APs to his BAP. This effects can be used for 6 rounds 
  in a day. It can be turned on and off as desired.
  3. 
  Rune of Bravery “Grimmd” 
  The character becomes incredibly brave and gains 
  +50% to Discipline AR and Willpower Skill rolls to 
  remain steadfast against fear. This can be used when 
  making such rolls a total of 6 times a day
  4. 
  Rune of Healing “Heilsufar” 
  The character heals at incredible rate, having the affect 
  as though 1 round was a whole day of rest for Fatigue 
  and Body level recovery.  This effect can be used once 
  per day.
  If the characters have a bad encounter with the Truff and bypass the 
  tomb of the Kyng, then they could always come upon the barrows 
  and have the items and undead be found amongst those ruins. 
  They are also an excellent place to seed information for your next 
  adventure. Perhaps the worm that was slain never had its true lair 
  discovered and there is a map of likely suspects.
  The barrows all interconnect and raiding one of them could well 
  bring all of the wights into the action, unless the characters are 
  stealthy and cunning.
  The supplement Nightwalkers has a map and some more details 
  on the undead as well as secret societies that might be inserted in 
  the information the characters come across within the tomb and 
  barrows.
  
  140
  
  141
  The Lair of the She Troll
  The Lair of the She Troll
  Mjertle Everborn
  Mjertle Everborn
  
  142
  The Lair of Mjertle
  The lair is located atop a high mountain in the 
  Frostland realm under the leadership of Dawn of 
  Snow. The area is were once a great empire ruled, 
  the people of the Brim being their descendants. The 
  lair is a relic of that empire, a beacon that shone so 
  long ago few know it’s true name. Many scholars 
  have tall tales of the wonders of this ancient empire 
  and few scraps of unreadable runic texts, a stone 
  item of a strange shape and unknown function. 
  Such items with a good provenance can fetch a great 
  amount of money to the right collector.
  Once the characters are atop the mountain in the 
  location that is marked upon the map they were 
  given by Dawn of Snow they will the ruins of a great 
  city, now over taken by rock growths and larva 
  flows, only the outlines of structures give away the 
  former habitation of the area by people. Much of the 
  city has crumbled leaving it formless or buried deep 
  beneath old ash that is now has hard as any stone.
  With this maze of intricate boxes and alleys there 
  is the ruins of a tower, its walls no more, however 
  the foundations give away it’s former height. A set 
  of spiral stairs go down the side of the mountain a 
  tube cut through the rock, clearly by some form of 
  stone magic. A soft glow of light still falls into the 
  tunnel the stairs create, coming from nowhere and 
  illuminating the steps below.
  The way is clear, the characters must descended 
  the steps and make their way down. This is an easy 
  if daunting and fatiguing task. The steps go down 
  some 400’ to another rock shelf overlooking the 
  shadowed side of the mountain. All the way down 
  the stair tunnel light basks the characters and warms 
  them, though the heat and light seems to be coming 
  from nowhere.
  
  143
  Location a
  After descending the strange stair case the characters 
  come out onto a large shelf overlooking the 
  shadow side of the mountain and the valley below. 
  Movement can be made out in the valley but too far 
  away to say what is moving around down there. 
  Pools of water collect in pockets along the wall of the 
  mountain, green and filled with moss and lichens.
  Between the first two pools is a small opening, it 
  seem big enough to squeeze through, although a 
  fight in such a tight tunnel would make melee with 
  anything but a dagger impossible. 
  The tunnel doesn’t look like it has been made 
  naturally, the sides of the tunnel are sculpted like 
  something has removed the rock like it was mud, 
  with three fingered hands.
  Location 1
  A statue of a huge giant guards the cavern entrance, 
  it holds in it hand a stone axe of a size that could 
  cleave a horse in two. The statue and the axe are 
  positioned such that the axe would fall over the 
  entrance to the cavern.
  The axe head is large enough the should it fall then it 
  would block off the entrance to the cavern. Anything 
  caught under the axe when it fell would be cut in 
  two.
  A soft orange glow of light issues from the cavern 
  and there are many tracks of trolls, mountain trolls, 
  entering and leaving through the cavern entrance.
  Did they have some secret method from stopping 
  the giant statue from cleaving them in two and 
  blocking the entrance?
  No, there is no great mystery here, the statue does 
  not animate, but the threat of such will make the 
  characters think about it and wonder.
  Inside the cavern, after a turn a corridor of stone 
  leads down with cut steps and ever-burning torches 
  to light the way. These torches are modern and not 
  of the same creation as the city above or the light in 
  the stair tunnel, these are just your average magickal 
  torches.
  
  144
  Helm of Brim
  Description
  Dark iron dome of metal with soft iron chains that clasp 
  under the chin.
  Formulae
  Made from 21 quantities of Iron and treated with a quench 
  of 7 quantities of alchemical noble metal distillations.
  Powers
  When worn the character has a magickal armour against fire 
  giving him a protection of 20E against even dragons breath 
  or spells of dragon fire.
  Kyng Norðmaðr was described as having worn such a 
  strange helm in combat with the worm,
  Optional Magick Item
  Within the piles of bones, a good search result (9-10) 
  will reveal an unusual helmet. This is a magickal 
  item from the time of the Brim empire. It is a large 
  dome like helmet with chain straps, easily mistaken 
  for some cooking pot.
  Location 2
  After making their way down the dimly lit stair the 
  characters enter a square chamber. It is well cut from 
  the rock and the floor is smooth polished stone. It is 
  very shiny, like it has had a coat of lacquer varnish. 
  From ahead their is a flicker orange light that is 
  really very bright and with comes an stench of rotten 
  eggs and intense heat as though they were standing 
  next to a forge. The crackle of roar of the larva flow 
  is like a deep rumble that rattles the characters bones 
  and seems to be coming from everywhere.
  On the southern wall there are two doors, sturdy 
  and made from petrified wood that has the same 
  varnish polished look as the floor.
  The floor of the room is covered with bones, those of 
  humans, orcs, goblins and even trolls. The bones are 
  in piles but it’s hard to pick a way across the floor 
  without treading on a pile of bones. A character who 
  makes an Alertness Sight check will notice small 
  movements within the piles of bones.
  The bone piles are the snacks that the trolls have 
  left in this entry way to their lair, it is both a quick 
  dinner place to eat and also a warning to other trolls 
  or intruders that they are proficient and capable 
  hunters and your doom is sealed if you enter.
  The bones however, have been made into piles by a 
  fey creature, several of whom make their home here, 
  living off the scraps the trolls leave behind. They are 
  too small to be a threat to the trolls and the trolls 
  bring them bones, but the characters... 
  They look like they have good fresh bones.
  Honour: 30 Each
  Marrowhogs (10)
  Height 24” 
   
  BAP 
  18
  Weight 30 lbs 
   
  BOD 
  25
   
   
   
  FAT 
  30
   
   
   
  DT 
  4
  BMR 
  20 
   
  SPRINT 8
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Bite  
  6S 
  49% 
  89%
  Dodge  
  - 
  20% 
  40%
  Stamina  
  - 
  26% 
  66%
  Will 
   
  - 
  33% 
  73%
  Alertness 
   
  15% 
  20%
  Armour - Hide ( 2 / 3 / 2 / 2 / 3 )
  Description
  The Marrowhog is a type of fey gremlin, taller, viscous and 
  stouter than their more mischievous cousins. They have 
  long pointed snouts with sharp cruel looking fangs that can 
  penetrate deep to the bone of their prey and crunch and 
  munch upon the marrow within.
  Special Attack
  If Marrowhogs score a critical hit of 9-10 they have 
  managed to burrow into the flesh and are gnawing upon 
  the bones. Instead of taking the crit die in damage the 
  character takes this amount as a cumulative penalty to 
  TSC% of physical actions. The penalty can be removed 
  with Cure disease.
  
  145
  Honour: 90
  Ganderwulf
  Height 9’ 
   
  BAP 
  10
  Weight 800 lbs  
  BOD 
  64
   
   
   
  FAT 
  47
   
   
   
  DT 
  5
  BMR 
  25 
   
  SPRINT 10
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  19S 
  39% 
  89%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  41% 
  81%
  Will 
   
  - 
  14% 
  54%
  Alertness 
   
  20% 
  25%
  Set Mantraps 
   
  21% 
  41%
  Climbing  
   
  60% 
  110%
  Armour - Hide ( 11 / 8 / 10 / 11 / 9 )
  Description
  Mountain trolls are the largest and strongest of the trolls, 
  however, what they have in strength and bulk they lack 
  in brains. They are least intelligent of the trolls. Mountain 
  trolls are usual solitary creatures, only allowed to gather 
  together at the express permission and request of a female 
  mountain troll. These are hulking figures that roam the 
  mountains in hunt of prey, covered with flinty grey hides 
  rough like sandpaper. Their limbs are huge with massive 
  muscles and the disposition of a rabid wolverine. They 
  prefer to lair in mountain caverns or sink-holes in the 
  barren valleys below. 
  They cannot stand sunlight, but unlike the stories they 
  do not turn to stone upon the first rays of sunlight. A troll 
  in sunlight takes 10 damage to his body each minute he 
  is exposed. Death indicated he has fully turned to stone. 
  They have a craving for the flesh of sentient humanoids, 
  dwarves are a favoured delicacy and humans a close 
  second. They will take orc and giants and even other trolls 
  when things are getting desperate. Overall their demeanour 
  is one of an animal-predator with some spark of intellect in 
  their somewhere. They can speak and often spout some 
  dwarfish tongue, usually single words: Hate, Hungry, Hot, 
  Thirsty.
  Weakness: Sunlight Vulnerability
  The Mountain troll loves the northern climes, especially 
  because of the lack of daylight hours in the winter and early 
  spring and autumn.
  When caught out in direct sunlight a troll begins to burn. 
  This isn’t a burn as though touched by the beam of a laser, 
  it is a volatile burning with light and gases escaping from 
  the skin of the troll. Where the light touches the burning 
  takes hold, stone cane be seen forming a hard black basalt 
  like glassy stone.
  Location 3
  This large square chamber is home to one of 
  Mjertle’s male trolls. Ganderwulf is not the best of 
  the male bunch but he was good enough to have the 
  grace of Mjertle shine on him and give him a home 
  in her lair. As long as he keeps bringing back good 
  food and showing her suitable respect he is safe. It’s 
  not only Mjertle he needs to worry about though, the 
  other male trolls have design to bring in their own 
  friends to the lair, so Ganderwulf’s death wouldn’t 
  be a tragedy, they could petition Mjertle to instil one 
  of their own troll mates and increase their power 
  within the male conclaves.
  
  146
  Bridge Skill Challenge
  Q. Is the Bridge Safe?
  The characters must make a skill check each minute, each 
  character can make one skill roll a round though they can 
  pass if they have no relevant skill. Characters may use the 
  same skill as each other.
  Each minute add up the Crit Die for successes and take 
  away the Crit Die for failure.
  The group needs to make a total Crit Die successes of 100.
  Each minute the characters must make a Stamina Skill 
  Check. Each minute after the first they get a cumulative 5 
  penalty to their Stamina TSC%
  Mountain Troll Abilities
  Troll Vision
  They can see at night as if it was a bright sunny day and 
  in total darkness as if it were a dull cloudy day. In an 
  underground setting with no light sources they can see as if 
  it were a moonlight night 
  Troll Regeneration
  A wood troll gains 1 body point back very 2 minutes through 
  regeneration. Even lost limbs can be regrown this way
  Troll Cold Resistance
  Against cold attacks a mountain troll has double its Energy 
  armour rating.
  The Southeast corner of the room has a small hole in 
  the floor, this is where the tunnel comes up from the 
  small entrance on the rock shelf. It’s way too small 
  for the troll to fit through. He has placed a stone 
  over the hole. This can be pushed to one side with a 
  STR AR% roll.
  In the southwest corner there is a false doorway. It 
  is arched and has intricate runic symbols around 
  it, though they make no sense. The central part 
  of the fake doorway has been carved to look like 
  two large open doors, leading off into a room with 
  some apparatus of an unknown purpose or origin. 
  The details of the carving are incredibly realistic as 
  though one is actually looking into a room.
  Location b
  Inaccessible unless one has the ability to pass 
  through stone, either using spells or the artefacts of 
  the Brim.
  Inside the room is a large apparatus, it seems to be 
  made of noble metals, still shiny and not a single 
  scratch upon its surface. Bright gems gleam brightly 
  all over the apparatus, twinkling in the light.
  If a character tries to pluck a gem, they can; however 
  once taken it turns into glass.
  With time at least three days, and some brutal 
  handling a characters can harvest a small fortune 
  in metals: around Cr240 worth of metals can be 
  salvaged.
  As for what the apparatus does... That’s up to you, 
  can a player do research and find out what it does?
  Location 4
  The Larva Chasm
  The noise, heat and stench here is overwhelming. A 
  bridge made from petrified wood and secured with 
  chains is precariously suspended over a fast flowing 
  river of molten rock. Steam rises in the form of 
  deadly toxic fumes. 
  Is the bridge safe to cross?
  Yes, but the characters don’t know that, they will 
  want to take time to gauge if they are safe to cross 
  over this ancient suspended bridge. This could be 
  time that they don’t have with the fumes overtaking 
  them every second they spend in the room.
  
  147
  Covered Spike Pit
  Spot
  The lead character walking down the tunnel has chance to 
  spot the covered spike pit trap. The covering is haphazard 
  and a character gets +40% to their alertness sight check.
  Disarm
  The character can just step over the pit, it’s only 5’ across
  Consequence
  If the character fails to spot the trap and steps on the 
  covering he will fall 30’ onto spikes. He can make an AGL 
  AR to save himself hanging on the edge of the pit.
  They take 3D10 Crush falling damage. Roll 1D10 and they 
  take that many spike hits for 6P damage each.
  A failed roll and the brain is starting to be affected by 
  the toxic fumes. Give the player only ½ of PSF% with 
  skills that require INT.
  However they must still keep rolling their Stamina checks. 
  Fail the roll they pass out. 
  They must still keep rolling their Stamina checks. 
  A third failed roll and the brain is shut down by the 
  toxic fumes. Even if they are woken up they will have 
  only ¼ of their PSF for skills that require INT
  They must keep making their Stamina Checks.
  A fourth failure is their final failure, the brain has 
  succumbed to the lack of oxygen and the toxic gases. 
  The characters dies.
  Once the characters is out of the influence of the toxic 
  fumes, they will awaken in 15min and their PSF% levels 
  will recover at the rate of 1/4 per hour in good air.
  A cure disease will remove all penalties at the end of the 
  prayer.
  Once the group achieve 100 Crit Die successes with 
  relevant skills they have determined that the bridge is safe 
  to cross able to carry 2 armoured characters or 2 without 
  Armour at a time.
  Crossing the Bridge
  The bridge sways and gives underfoot, the heat 
  and the fumes make it hard to place hands and feet 
  correctly. It takes a full round of action to move 10’ 
  across the bridge.
  Cutting the Chains
  The chains can be cut, they have a hardness of 20 
  and 30 body points. Once two on one side have 
  bee cut the bridge tilts throwing off anyone on the 
  bridge into the larva. They can make an Agility AR 
  to try to hang on. A 1/2 Agility AR can be made 
  every 10’ to crawl across the bridge like this. 
  When all four chains have been then that side of the 
  bridge collapsed and make crossing the larva chasm 
  impossible without flight or some magick.
  This could be a good tactic if the characters are on 
  the run from Mjertle and they need to cut off or kill 
  her while she is crossing the bridge.
  Location 5
  Home of Vajwulf
  Vajwulf is further up the pecking order than 
  Ganderwulf, he brings home better quality meats. 
  He is certain that Ganderwulf has been entering his 
  cavern while he’s been out hunting, so he has set 
  a pit trap at the entrance to his lair. It is not every 
  well hidden, mountains troll are not only stupid but 
  when it come to things not related to food they’re 
  really lazy.
  
  148
  Location 6
  The Charnel House 
  This room is filled with bones, however unlike the 
  other bone location this is filled with bones that 
  are trophies. Dawn would recognise many of the 
  shield devices and banners here that accompany the 
  remains of her Jarls and kinsmen. 
  The bones of the skeletons have been strung together 
  with troll hair to keep them joined, then they have 
  been strapped to wooden poles in the upright and 
  posed in a fighting stance.
  The skeletons here are mostly human, with a couple 
  dwarves and also two elves. These are the travelling 
  companions of Dawn’s mysterious eleven visitor. 
  They were not so lucky as to escape the attack of 
  Mjertle. 
  While the bones of the fallen are here, along with 
  their weapons, shield and armour that they still 
  wear, their other goods are located somewhere else 
  in the complex.
  One might be tempted to search for items that could 
  be of a magickal nature here, though this would only 
  burn time and gain a chance to be found by one of 
  the roaming male trolls.
  The room has two fake doorways, one to the west 
  that is the magickal control for location c and one to 
  the south with is the magickal control for location d.
  Location c & d
  The magickal control on the west and south 
  walls will be a carved image of these rooms. It 
  is inaccessible unless one has the ability to pass 
  through stone, either using spells or the artefacts of 
  the Brim.
  Inside the room is a large apparatus, different but 
  similar to the one in location b, it seems to be made 
  of noble metals, still shiny and not a single scratch 
  upon its surface. Bright gems gleam brightly all over 
  the apparatus, twinkling in the light.
  As with the machine at location b, gems plucked 
  from the machine will turn into glass, and three days 
  spent salvaging will yield metal worth Cr240.
  As for what the apparatus does... That’s up to you, 
  can a player do research and find out what it does?
  
  149
  Location 7
  The Strange Statue
  Clearly humanoid, it is hard to tell if the statue has 
  been defaced or genuinely the subject looked this 
  way. It seems to be some sort of cross between a 
  Brim mixed in with the features of a mountain troll. 
  It is wearing some manner of strange armour, made 
  from plates and with joints like a crabs. The facial 
  features and the armour make it difficult to know 
  if the features are a helmet design or the subjects 
  actual look. The figure hold some sort of weapon, 
  square clubbed at one end and tappers to a dull 
  point at the other end, being around 36” long.
  Behind the statue on the wall there appears to be a 
  cracked mirror. Jet black the mirror has a spider-web 
  of white cracks over its surface.
  In front of the statue is a raised plinth and atop that 
  a glass dome that glows green, a faint pulse to the 
  light can be detected if a character pays attention for 
  a minute or so.
  The dome controls the doorways in the complex, 
  behind the statue was a seeing mirror that showed 
  what doorway was being controlled but this has 
  been destroyed and the statue added at a much later 
  date.
  If someone smashes the dome then this causes 
  the fake stone doors to open and close randomly. 
  When a characters is in eyesight of one of the fake 
  doorways, there is a 1 in 10 chance that the door will 
  open. Once open it will stay open for 1D10min.
  Location e
  The magickal control on the east wall will be a 
  carved image of these room. It is inaccessible unless 
  one has the ability to pass through stone, either 
  using spells or the artefacts of the Brim.
  Inside the room is a round table with a chair at its 
  centre, a cut out allows a person to walk through 
  the table and get to the chair at the centre. The table 
  has all manner of gems upon it surface that glow 
  all colours. Once again however if they are plucked 
  from the table they turn to glass.
  
  150
  Location 8
  This chamber is the protection for Mjertle, its larva 
  flow and massive chasm are not passable to the 
  make trolls, orcs, dwarves or humans. It is a 30’ drop 
  down to the larva flow.
  The heat and stench here are almost unbearable. The 
  floors smooth flagstones have been ripped up, from 
  the doorway to the drop off and the rough rock floor 
  beneath has been scratched up with troll claws. This 
  seems to be in a line along where the chasm is at its 
  most narrow. Directly opposite the smooth floor has 
  many hundreds of long scratches that go all the way 
  to the back wall.
  Mjertle lairs in room 9 along with her precious 
  treasures. This room is impassable for most and 
  gives her peace of mind while she sleeps. 
  She is using the area of upturned flagstones and 
  scratched floor as a run up, so she can get better 
  traction. With this run up she can make the jump 
  across the gap. The narrowest gap is 25’
  A human with 20 STR and 20 AGL will have a jump 
  of 12’ with a run up they can add 1/₂ D10 feet to this 
  amount; a potential of 17’. Still a ways short of the 
  25’, however jumping skill adds +1’ for each level so 
  if a character has 8 levels in Jumping he would have 
  a slim chance of making the jump. 
  Clearly the characters need to be inventive.
  With a wizard in the group there are of course many 
  magickal options using spells such as flight and 
  teleport. Other spells could be used creatively too, 
  for example create earth could be used to close the 
  distance needed to jump, or maybe create command 
  air to create a huge updraught and carry the 
  character the extra distance. Creating dangling vines 
  to swing on, or summoning creatures to take you 
  across. Making the jump is also within the realms of 
  a lesser miracle. 
  More mundane option could be worked out, 
  salvaging materials to make a bridge, or springboard 
  for extra distance.
  Clearly if the characters can’t get across the chasm 
  then they cannot get the puzzle box. Therefore as 
  a gamesmaster have some fun with the builds or 
  spells, make it tense and give the characters a few 
  moments of dread. However, ultimately you have 
  to make sure that whatever they try has a good to 
  certain chance of succeeding.
  Making the jump rolls in secret if they are using a 
  method that shortens the gap or have failure and 
  low Crit Die results lead to strength checks to pull 
  oneself up off the ledge you are dangling from while 
  your feet cook. 
  
  151
  Mountain She-Troll Abilities
  Troll Vision
  They can see at night as if it was a bright sunny day and 
  in total darkness as if it were a dull cloudy day. In an 
  underground setting with no light sources they can see as if 
  it were a moonlight night 
  Troll Regeneration
  A wood troll gains 1 body point back very 2 minutes through 
  regeneration. Even lost limbs can be regrown this way
  Troll Cold Resistance
  Against cold attacks a mountain troll has double his E 
  armour rating.
  She-Troll Gaze
  A she-troll is able, with a locked gaze, to render a foe 
  immobile, mesmerised under its gaze. The troll must be 
  within 30’ of his target and it takes 7AP to make sure that a 
  good eye contact with his target has been made. The target 
  must make a willpower skill check to avoid being unable to 
  act each round. Even if the target is being clawed or chewed 
  upon.
  Honour: 475
  Mjertle Everborn
  Height 11’ 
   
  BAP 
  12
  Weight 1000 lbs  
  BOD 
  80
  PFF 
  35 
   
  FAT 
  65
  ML  
  6 
   
  DT 
  5
  BMR 
  25 
   
  SPRINT 10
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  24S 
  76% 
  116%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  60% 
  100%
  Will 
   
  - 
  46% 
  96%
  Alertness 
   
  35% 
  40%
  Set Mantraps 
   
  33% 
  73%
  Climbing  
   
  60% 
  110%
  Jumping  
  +10’
  Troll Method 
   
  38% 
  58%
  Armour - Hide ( 20 / 14 / 18 / 19 / 21 )
  Description
  See the troll Ganderwulf on P131
  Spells
  As a female mountain troll Mjertle is well versed in the 
  magick of the trolls. 
  Summon Totem p63
  Bind Fear p64
  Enhance Fear p64
  Walk Unhindered p64
  Venom of Hel p64
  Storm Blast p65
  Acts of Faith up to PFF 35 p65
  All Earth Spells up to MR 6 C&S core p325 - 330
  All elemental spells that relate to cold up to MR 6
  Arcane Weakness
  Female trolls are vulnerable to the Arcane spells, doing 
  an additional 1D10 damage. A critical hit with such Arcane 
  damaging spells, has a chance to shatter limbs as though 
  hit with a crit from a trollbane weapon.
  Magickal Materials
  Her corpse will give 28 quantities of Bone, claws, teeth 
  blood and organs rated at MR4 and of the element earth 
  with a value of Cr 1 each.
  The hide of the mountain troll counts as 21 quantities of 
  magickal material. If the full hide is enchanted and the 
  spell Arcane shield cast into the item, it can be made into a 
  Cloak Protection (see following page)
  Location 9
  The Lair of Mjertle Everborn
  Mjertle is a typical female mountain troll, paranoid 
  and constantly angry and hungry. She is also 
  greedy and has amassed a large treasure trove from 
  the ruins she has raided and also from the men, 
  dwarves and orcs she has killed or been brought to 
  her by her males.
  The major items in her treasure trove are of course 
  the magical puzzle box that Dawn requires the 
  characters to return, but also a trollbane sword. 
  This is a two handed greatsword, it has an odd 
  design to it, clearly old it does not look like 
  anything the characters have ever seen before. 
  It has runes down the length of the blade which 
  is clean of rust or pitting. The edge is sharp and 
  shines brightly light the sun even in the dark.
  
  152
  Brim Trollbane Greatsword
  Description
  This is a two handed greatsword, it has an odd design to 
  it, clearly old it does not look like anything the characters 
  have ever seen before. The blade is flat with no fuller yet is 
  lighter than it looks and is easy and not tiring to wield. It has 
  etched runes down the length of the blade which is clean 
  of rust or pitting. The edge is sharp and shines brightly light 
  the sun even in the dark. The pommel is a dome of polished 
  obsidian and the quillons are made from gold and look like 
  the arms of a troll.
  Formulae
  The making of such swords of power will be detailed in an 
  upcoming module dealing with Alchemy, Mechanicians and 
  Weaponsmith/Armourers.
  Powers
  Simplified for the game, more details on bane weapons will 
  be in the upcoming module.
  The sword has a Crit Die bonus of +3. It has a bash of 6+ It 
  ignores all troll armour values, this includes armour that is 
  made from the hides of trolls. If the additional 1D10 Damage 
  from a critical hit is a 10, then the troll has lost a limb. Roll 
  1D10: 1-5 Hand, 6-7 Arm, 8-9 Leg, 10 head. (Odd number 
  left, Even number right) Losing a head wont kill the troll but 
  it will only have ½ its usual APs for the round.
  Gems 
  • 
  2 x Black Pearl
  • 
  White Pearl 
  • 
  Citrine
  • 
  2 x Eye Agate
  • 
  Peridot
  • 
  Rich Purple Corundum
  • 
  Violet Garnet
  The coins here are off sorts of mix of metal, origin and age, 
  they are stored in an old sea chest that his made from the 
  same smooth petrified wood as the bridge over the larva. Inside 
  the chest is a heavy load of coins. The total value once sorted 
  and exchanged would be 6,000sp
  Location 10
  Strige Home
  This cavern intersection has a good flow of air and is 
  well protected from the usual aerial predators. This 
  comfort and buffer has allowed several of the Striges 
  to grow to an incredible size. They do not bother the 
  trolls, their hide is far to thick for even the largest of 
  the Striges to penetrate. 
  Cloak of Protection
  Description
  A hooded grey cloak, it does not blow in the wind and 
  seems to become soft and translucent if it gets wet. The 
  inside in lined with a black felt and the clasp is made from 
  gold.
  Formulae
  Made from the hide of the mountain troll, 21 quantities 
  of Mountain troll hide Gold, Silver for attachments and 
  Mercury to stiffen the hide are also required. If the full hide 
  is enchanted and the spell Arcane shield cast into the item it 
  has the following powers
  Powers
  When worn the cloak gives the wearer an +10 bonus to all 
  non metal armour values. 
  This armour bonus does not work if the cloak becomes 
  soaked. An hour or more in a downpour of rain, or crossing 
  a deep ford is enough to negate the armour bonuses as the 
  cloak softens and becomes jelly like.
  A critical hit while in this state ruins the item.
  
  153
  Rotating Saw Trap
  This is a non functioning trap, it looks like it was 
  activated many decades ago, if not centuries. Two 
  large 5’ diameter steel discs protrude from the wall 
  with some mechanism behind the wall to drive 
  them. Everything has rusted and is locked solid, 
  though they do block easy movement through 
  this section of the corridor. This sort of traps is far 
  beyond what a mountain troll could make.
  Honour: 14 Each
  Striges (12)
  Height 18” 
   
  BAP 
  18
  Weight 13 lbs 
   
  BOD 
  20
  Length 36” wingspan 
  FAT 
  20
   
   
   
  DT 
  20(f)
  BMR 
  10 
   
  SPRINT 40(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Beak  
  4S 
  18% 
  58%
  M Claws  
  6S 
  28% 
  68%
  Dodge  
  - 
  15% 
  55%
  Stamina  
  - 
  9% 
  46%
  Will 
   
  - 
  6% 
  6%
  Armour - Dense Plumage ( 1 / 2 / 1 / 1 / 2 )
  Description:
  The Striges appear as a large headed bird with piercing 
  amber eyes, a falcon like beak with grey white wings and 
  wicked hooked claws. It hangs upside down in caves like 
  a bat and feeds primarily on blood. They often prey on 
  infants using claws to disembowel them before dining on the 
  victims blood.
  Special Ability
  If a successful attack draws blood (BOD damage) they will 
  drain blood at 1 BOD / Turn which also heals their FAT on a 
  1:1 basis
  Note: Striges don’t like Orc blood, it tastes like vomit to 
  them.
  Honour: 25 Each
  Dire Striges (2)
  Height 30” 
   
  BAP 
  18
  Weight 28 lbs 
   
  BOD 
  35
  Length 6’ wingspan 
  FAT 
  35
   
   
   
  DT 
  20(f)
  BMR 
  10 
   
  SPRINT 40(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Beak  
  6S 
  28% 
  68%
  M Claws  
  8S 
  48% 
  88%
  Dodge  
  - 
  25% 
  65%
  Stamina  
  - 
  9% 
  46%
  Will 
   
  - 
  6% 
  6%
  Armour - Dense Plumage ( 3 / 5 / 2 / 2 / 4 )
  Description:
  The Striges appear as a large headed bird with piercing 
  amber eyes, a falcon like beak with grey white wings and 
  wicked hooked claws. It hangs upside down in caves like 
  a bat and feeds primarily on blood. They often prey on 
  infants using claws to disembowel them before dining on the 
  victims blood.
  Special Ability
  If a successful attack draws blood (BOD damage) they will 
  drain blood at 2 BOD / Turn which also heals their FAT on a 
  1:1 basis
  Note: Striges don’t like Orc blood, it tastes like vomit to 
  them. 
  
  154
  Location 11
  Water-slide Room
  In the southeast corner of this room there is a large 
  downpour of melt-water it collects into a natural 
  bowl formed over centuries and then swiftly 
  disappears down a shoot into darkness. The tunnel 
  is easily wide enough for a character and his gear to 
  slide down.
  This will give alternative and fast safe access to 
  location 12, 13 and 14
  Location 12
  This chamber is a little over 2’ higher than the water 
  shooting past in the slide, heading east. The flow of 
  cold water keeps this chamber cool and aerated. The 
  entire cavern is covered in mosses and lichens.
  Honour: 35 Each
  Spitting Beetles (6)
  Height 14” 
   
  BAP 
  14
  Weight 3 lbs 
   
  BOD 
  11
   
   
   
  FAT 
  21
   
   
   
  DT 
  2/10(f)
  BMR 
  10 
   
  SPRINT 30(f)
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  S Bite 
   
  3P 
  15% 
  45%
  Spit Fire  
  8E 
  30% 
  75%
  Dodge  
  - 
  5% 
  45%
  Stamina  
  - 
  10% 
  50%
  Will 
   
  - 
  25% 
  65%
  Armour - Chitin Armour ( 4 / 7 / 2 / 2 / 3 )
  Description:
  They are large Beetles with two bright yellow stripes 
  one down each side of the wing cases. They have large 
  mandibles and dine upon the snails that live in amongst the 
  mosses and lichens.
  Special Ability
  They have a unique defence capability, they can spit a 
  natural chemical concoction that is like Greek fire. It burns 
  hot and sticks to flesh and armour. It has a limited range 10’
  
  155
  Location 13
  The Troglodyte Lair
  This little chamber is home 
  to a couple of Trogs, they 
  feed off the beetles, snails 
  and crabs in the water an 
  caverns that they Trolls do 
  no use. They have simple 
  fur beds, a collection of 
  trinkets that they have 
  stolen from the trolls, it lies 
  in a pile in the northeast 
  corner of the chamber, set 
  up like a shrine. Beneath 
  the trinkets are a set of Trog 
  bones, laid out in reverence 
  of some elder. 
  At the head of the trinkets 
  is a mannequin, arms raised 
  and he holds a blue metal 
  snowflake talisman. The 
  figure is about 1 foot tall 
  and has bendable arms, legs 
  hands and feet, but no facial 
  features. His erect posture is 
  maintained by a metal rod and a wooden base. His 
  arms are raised holding the metal snowflake which 
  glistens and has two distinct faces both snowflakes 
  but one is bright and twinkles in the torchlight and 
  the other is darker blue with more subtle reflections.
  A crude jute twine strand hangs down and forms a 
  loop to hang around one’s neck. This is a magickal 
  talisman, created in the old days of Kyng Norðmaðr 
  it is an heirloom of the Snow Clan.
  Honour: 23
  Troglodyte Juvenile
  Height 6’ 
   
  BAP 
  9
  Weight 225 lbs  
  BOD 
  35
   
   
   
  FAT 
  33
  ML  
  1 
   
  DT 
  7
  BMR 
  10 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  8S 
  14% 
  54%
  Spear 
   
  7P 
  20% 
  70%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  21% 
  61%
  Will 
   
  - 
  23% 
  63%
  Alertness 
   
  33% 
  38%
  Craft Skills 
   
  7% 
  47%
  Climb 
   
   
  38% 
  78%
  Swim 
   
   
  55% 
  95%
  Armour - Hide ( 3 / 5 / 2 / 2 / 5 )
  Description
  Roughly humanoid reptilian creatures who enjoy the 
  constant temperature and darkness of subterranean 
  dwelling.  They are family, clan oriented creatures who 
  have the slightest of sentience about them. Troglodytes 
  are incredible territorial and will fight any intruders, not 
  retreating or giving quarter to those who defile their 
  domain. 
  Weakness
  Almost all Troglodytes without fail have the Severe  
  versions of Agoraphobia and Heliophobia traits p100 from 
  the C&S main core rule book. A Troglodytes PSF% is 
  halved out in the open and a further -10 to TSC% if bright 
  light, either the sun or magickal light.
  Spells
  There is an ML # listed for female Troglodytes. Very few 
  males learn to cast magick spells. This is a form of casting 
  based upon summoning the spirits of their ancestors 
  who's ghostly form then performs the desired magickal 
  effects. They use the mode  and method from the shaman 
  vocation.
  
  156
  Honour: 63
  Troglodyte Female Adult
  Height 6’ 
   
  BAP 
  11
  Weight 265 lbs  
  BOD 
  42
  PMF 
  62 
   
  FAT 
  42
  ML  
  3 
   
  DT 
  7
  BMR 
  10 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  10S 
  26% 
  66%
  Shaman Mode 
   
  56% 
  66%
  Spear 
   
  9P 
  20% 
  70%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  27% 
  67%
  Will 
   
  - 
  32% 
  72%
  Alertness 
   
  49% 
  54%
  Craft Skills 
   
  13% 
  53%
  Climb 
   
   
  38% 
  78%
  Swim 
   
   
  55% 
  95%
  Armour - Hide ( 3 / 6 / 3 / 2 / 5 )
  Description
  She is a fine example of a female Troglodyte with a frill 
  mane of speckled red orange and blacks. 
  Weakness
  Almost all Troglodytes without fail have the severe  
  versions of Agoraphobia and Heliophobia traits p100 from 
  the C&S main core rule book. A Troglodyte's PSF% is 
  halved out in the open and a further -10 to TSC% if bright 
  light, either the sun or magickal light.
   
   
   
   
   
  Page 
  Spells  
   
   
    FAT 
  C&S 5th
  Sleep
  2
  353
  Area Sleep
  5
  353
  Hold Person
  6+3
  357
  Suggestion
  4
  358
  Fear (f)
  7
  361
  Detect Illusion
  3
  370
  Dispel Illusion
  sp
  370
  Blurred Image
  3
  371
  Greater Disguise
  6
  372
  Cloak Self (f)
  6
  372
  Lesser Illusion
  4
  371
  Lesser Ward against Evil
  3
  395
  Lesser Ward Against Beasts
  3
  395
  Lesser Ward against Commands
  4
  395
  Lesser Ward Against Undead
  4
  395
  Create Command Air
  3
  319
  Air Beam (f)
  6+
  320
  She has a simple focus: -
  Charges 18 Recharge: 3 per week
  A leather medicine bag, it contains enchanted bones and 
  teeth as well as Iridescent bug wings. The bones and teeth 
  are all Trog bones and teeth. They are her connection to the 
  ancestors.
  • 
  +5% to targeting
  • 
  Store 9 MR of Spells marked (f) cast as hex at no fatigue 
  cost. 
  The Symbol of Snow
  Description
  A blue metal snowflake with two aspects, dark and light. The 
  blue metal seems to be embedded with crystals as is seems 
  to sparkle like glitter in even the faintest of lights.
  Formulae
  This uses the formulae from the core rules for Item of 
  Power.
  Powers [All effects are at ML 10]
  The powers are activated by speaking the command words 
  for the specific power.
  The light Side
  • 
  Daylight - “dagsbirtu” [4 charges] 
  This power works as the spell Area Eldritch Sunlight 
  from the core rules p348
  • 
  Sunburst - “sólbruna” [6 charges] 
  This power works the same as the spell Sunburst in the 
  core rules p348
  • 
  Arcane Shield - “Bogaskjöldur” [5 charges] 
  This works as the spell of the same name in the core 
  rules p346
  The Dark Side
  • 
  Arcane Cloak - “Bogagöng” [4 charges] 
  Works as the spell of the same name in the core rules 
  page 346
  • 
  Walk the Rainbow “áfanga” [7 charges] 
  This works as per the spell Phase in the core rules 
  p350
  • 
  Speak to the Beastman “dýratala” [8 charges] 
  This works the same as the spell Command 
  Lycanthrope in the core rules p360
  Charges: 200 Recharge: 7 per day
  
  157
  Location 14
  The Trog Home
  This is where the main group of troglodytes live, 
  the area is constantly wet, though a warm blooded 
  reptilians they are well used to cold water and enjoy 
  the freedom of movement in the shallow fresh water.
  Their are two families here, 2 Male Adults, 2 Female 
  Adults and 2 Juvenile togs
  Honour: 23 Each
  Troglodyte Juvenile (2)
  Height 6’ 
   
  BAP 
  9
  Weight 225 lbs  
  BOD 
  35
   
   
   
  FAT 
  33
  ML  
  0 
   
  DT 
  7
  BMR 
  10 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  8S 
  14% 
  54%
  Spear 
   
  7P 
  20% 
  70%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  21% 
  61%
  Will 
   
  - 
  23% 
  63%
  Alertness 
   
  33% 
  38%
  Craft Skills 
   
  7% 
  47%
  Climb 
   
   
  38% 
  78%
  Swim 
   
   
  55% 
  95%
  Armour - Hide ( 3 / 5 / 2 / 2 / 5 )
  Honour: 36 Each
  Troglodyte Male Adult (2)
  Height 6’ 
   
  BAP 
  13
  Weight 300 lbs  
  BOD 
  50
   
   
   
  FAT 
  50
  ML  
  0 
   
  DT 
  7
  BMR 
  10 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  12S 
  32% 
  72%
  Spear 
   
  9P 
  20% 
  70%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  33% 
  73%
  Will 
   
  - 
  38% 
  78%
  Alertness 
   
  54% 
  59%
  Craft Skills 
   
  19% 
  59%
  Climb 
   
   
  38% 
  78%
  Swim 
   
   
  55% 
  95%
  Armour - Hide ( 3 / 6 / 3 / 3 / 5 )
  Honour: 25 Each
  Troglodyte Female Adult (2)
  Height 6’ 
   
  BAP 
  11
  Weight 265 lbs  
  BOD 
  42
  PMF 
  62 
   
  FAT 
  42
  ML  
  3 
   
  DT 
  7
  BMR 
  10 
   
  SPRINT 12
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  10S 
  26% 
  66%
  Shaman Mode 
   
  56% 
  66%
  Spear 
   
  9P 
  20% 
  70%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  27% 
  67%
  Will 
   
  - 
  32% 
  72%
  Alertness 
   
  49% 
  54%
  Craft Skills 
   
  13% 
  53%
  Climb 
   
   
  38% 
  78%
  Swim 
   
   
  55% 
  95%
  Armour - Hide ( 3 / 6 / 3 / 2 / 5 )
  
  158
  Location 15
  The Nonsense Room
  As the characters enter this room all of their senses 
  will be assailed with conflicting information. The 
  room is hot yet they have the chills, it has water 
  everywhere yet the atmosphere is dry, the water 
  seeping in under the southern door, flows uphill 
  towards a great demonic face that snorts fire. The 
  ground looks like stone tiles yet it’s soft, the water is 
  surrounded by what looks like sand, yet it is a single 
  things that is hard. There is an island of green slime 
  that seems to move and undulate.
  Flagstones
  These are like a sponge, when stepped on the 
  character sinks up to his calf and takes effort to pull 
  one’s leg out. ½ AP when on flagstone.
  Dark Gravel
  The gravel moves around as though it has some life 
  to it. When stepped on it starts to vibrate and climb 
  up the character's leg, higher and higher as if drawn 
  upwards by the character's breath. Indeed if allowed 
  to climb it will begin to force its way into the 
  characters mouth and into his lungs. One can brush 
  off the gravel stones easily enough. When brushed 
  off the let out a high pitched squeak.
  The Sand
  This is hard and thought it looks like sand is seems 
  to be a contiguous object around the water, as 
  though it is a barrier keeping the water back. 
  The Water
  This is cold to the touch and seems to evaporate 
  instantly on the skin or item. It leaves a white 
  residue and the skin begins to crack and dry all the 
  grease and oils removed from the skin. Blisters will 
  form and make holding things or walking difficult. 
  -20 to relevant physical skills TSC%.
  The Slime
  This gives off a sickle sweet smell, like fresh 
  marzipan. It is incredibly sticky. Anything touching 
  the slime will become stuck instantly and stuck hard 
  and fast with no chance of just a tug and getting 
  free. A character trying to pull himself free will do 
  himself harm before making any headway at freeing 
  himself 1D10 Body damage if they use a big effort, 
  or get help to pull them free as they tear flesh and 
  wrench joints.
  It will become obvious that the slime is beginning 
  to envelope the character, slowly crawling up from 
  the original touch site. The rate is incredible slow 
  probably so slow it would take 24 hours to kill 
  someone this way. Not a silly time frame given that 
  the character is totally stuck.
  However, the water poured over the area, will 
  neutralise the sticky within a minute or two and the 
  characters can easily pull themselves free.
  A stuck creature cannot dodge or use a stuck limb.
  Floating above the green slime are two statuesque 
  purple and black floating objects. They look 
  like some nightmare of the deep yet have an 
  otherworldly demonic visage to them. Something 
  about them stops you looking directly at them, you 
  find yourself turning away in disgust involuntarily.
  
  159
  Honour: 62
  Dimensional Abomination (2)
  Height 7’ 
   
  BAP 
  17
  Weight 330 lbs  
  BOD 
  66
   
   
   
  FAT 
  44
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 14
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Flurry of Tentacles 15C 
  41% 
  71%
  M Beak  
  10S 
  20% 
  60%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  56% 
  96%
  Will 
   
  - 
  15% 
  55%
  Stealth  
  - 
  45% 
  75%
  Armour - Hide ( 5 / 7 / 4 / 5 / 6 )
  Flurry of Tentacles +1 Crit Die, 7 Bash
  The beak carries an hallucinogenic toxin that acts much the 
  same as ‘Offends Thee’ A powerful hallucinogenic agent. 
  Causes visions of hellish creatures crawling out of the 
  victims skin. He tries to rip the creatures from his flesh. 
  Vector................................................................Open Wound
  Onset ..........................................................................1 min
  Damage ........................................................... 9 Body / Turn
  Duration .................................................................... 3 Turns
  Description
  A purple and black floating squid like creature, larger than 
  a man. It has two large dead shark like eyes and can see 
  easily in the darkness. It recoils from light and will never be 
  encountered in the daylight hours, even on a dark overcast 
  day.
  This is a floating horror, equipped with a dozen or more 7 
  foot long tentacles that drape down to the floor. They are 
  lined with griping suckers and are meant to hold on and 
  crush the life out of their prey. Once slain the Abomination 
  moves in to devour with their cruel beak.
  If they get a hold with their tentacles (STR 17AR 82%), then 
  they often peck with the beak, knowing that if they retreat 
  the toxins might just finish off what they started.
  Aura of Disgust
  This creature does not belong in this reality and the brain 
  instinctively recoils in disgust. Looking at the creature is an 
  act of will. At the start of a combat round a character must 
  make a willpower skill roll, a failure means that the character 
  loses his Crit Die in APs for that round. Any sort of true sight 
  will negate this effect.
  The Demon Head
  Snorting fire, the head looks completely demonic in 
  nature. The fire however burns cold, leaving those 
  near the flame chill. In fact within a single round of 
  being within the glow of the fire they will take 1D10 
  Fatigue and continue to do so until they leave the 
  glowing zone. If close enough to physically examine 
  the demon head they will be taking 1D10 Body 
  damage each round and have to make a Stamina 
  Skill check to avoid getting Frost Bite.
  Frost Bite: The Failure Crit Die result is a permanent 
  reduction to TSC% of physical skills. A cure disease 
  will remove the penalty.
  
  160
  Spear Trap & Double Spear Trap
  Clumsy and hastily set by one of the male trolls this 
  trap can be spotted easily. Alertness +30 to TSC% all 
  the that needs to be done is to step over the thick trip 
  wire.
  The Spear trap does 2D10 body if activated and 
  the Double Spear trap does 2D10 body and a 50% 
  chance less ½ Dodge PSF% of a second lot of 2D10 
  Damage.
  Location f
  Inside the room is a large apparatus, different but 
  similar to the one in location b, it seems to be made 
  of noble metals, still shiny and not a single scratch 
  upon it’s surface. Bright gems gleam brightly all 
  over the apparatus, twinkling in the light.
  As with similar machines elsewher ein the complex, 
  gems pried from it will turn into glass, but three 
  day's work will salvage Cr249-worth of metals.
  As for what the apparatus does... That’s up to you, 
  can a player do research and find out what it does?
  Location 16
  Hûgerwulfs Lair
  This is the home of the current man in the house for 
  Mjertle. He is the strongest of the male mountain 
  trolls who serve Mjertle and makes sure that the 
  other male trolls understand his position and power 
  handing out regular beatings to the lesser trolls. As 
  with most trolls he has a collection of trophies from 
  scouting old ruins and his kills.
  Carved Ivory Drinking Horn inlaid with Silver 
  Fine Leather Braces
  Leather Boots with Electrum Buckles
  Silk Vest threaded with Platinum
  Silver Gauntlets
  Silver Medallion
  Small Bag of Spices
  Wooden Chest filled with various coins
  Total value of the horde 6,430sp
  
  161
  Honour: 130
  Hûgerwulfs
  Height 9’ 6" 
   
  BAP 
  11
  Weight 900 lbs  
  BOD 
  72
   
   
   
  FAT 
  55
   
   
   
  DT 
  5
  BMR 
  25 
   
  SPRINT 10
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  21S 
  57% 
  107%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  53% 
  93%
  Will 
   
  - 
  20% 
  60%
  Alertness 
   
  30% 
  35%
  Set Mantraps 
   
  27% 
  67%
  Climbing  
   
  60% 
  110%
  Armour - Hide ( 15 / 11 / 13 / 15 / 15 )
  Description
  Mountain trolls are the largest and strongest of the trolls, 
  however, what they have in strength and bulk they sure 
  lack in brains. They are least intelligent of the trolls. 
  Mountain trolls are usual solitary creatures, only allowed 
  to gather together at the express permission and request 
  of a female mountain troll. These are hulking figures that 
  roam the mountains in hunt of prey, covered with flinty 
  grey hides rough like sandpaper. Their limbs are huge with 
  massive muscles and the disposition of a rabid wolverine. 
  They prefer to lair in mountain caverns or sink-holes in the 
  barren valleys below. 
  They cannot stand sunlight, but unlike the stories they 
  do not turn to stone upon the first rays of sunlight. A troll 
  in sunlight takes 10 damage to his body each minute he 
  is exposed. Death indicates he has fully turned to stone. 
  They have a craving for the flesh of sentient humanoids, 
  dwarves are a favoured delicacy and humans a close 
  second. They will take orc and giants and even other trolls 
  when things are getting desperate. Overall their demeanour 
  is one of an animal-predator with some spark of intellect in 
  their somewhere. They can speak and often spout some 
  dwarvish tongue, usually single words: Hate, Hungry, Hot, 
  Thirsty.
  Weakness: Sunlight Vulnerability
  The Mountain troll loves the northern climes, especially 
  because of the lack of daylight hours in the winter and early 
  spring and autumn.
  When caught out in direct sunlight a troll begins to burn. 
  This isn’t a burn as though touched by the beam of a laser, 
  it is a volatile burning with light and gases escaping from 
  the skin of the troll. Where the light touches the burning 
  takes hold, stone cane be seen forming a hard black basalt 
  like glassy stone.
  Mountain Troll Abilities
  Troll Vision
  They can see at night as if it was a bright sunny day and 
  in total darkness as if it were a dull cloudy day. In an 
  underground setting with no light sources they can see as if 
  it were a moonlight night 
  Troll Regeneration
  A wood troll gains 1 body point back very 2 minutes through 
  regeneration. Even lost limbs can be regrown this way
  Troll Cold Resistance
  Against cold attacks a mountain troll has double his Energy 
  armour rating.
  
  162
  From the Other Side
  As with the site adventure that was presented for the 
  section on Goblins and Orcs, the Troll section can 
  be played with the players having troll characters. 
  They could be all male trolls vying for the favours of 
  Mjertle, trying to capture the best meats or find the 
  best trinkets that she would like. They might have 
  to fend off adventurers who are trying to kill Mjertle 
  and get the puzzle box.
  You could use the troll stat blocks here for quick 
  fun or use the troll generation in this book to create 
  unique trolls for a longer lasting game.
  Epilogue
  The maps, monsters and tools are all here to inspire 
  the gamesmaster to imagine and create his own 
  interesting story to get the characters back to Dawn 
  safely with the Puzzle box located in Mjertle's lair. 
  This could be as swift or as slow as you like. With 
  the details of Frostland and Dawn of Snow as a 
  patron then there should be no lack of inspiration or 
  setting ideas.
  There is a few burning questions though...
  • 
  What was an Elven noble doing in the 
  mountains far away from Álfheimr. 
  • 
  What importance does this magickal puzzle 
  box have to the world at large, as well as the 
  questions of interference from Álfheimr
  • 
  Where was it being taken, and for what purpose.
  Well these are the makings of another adventure, 
  one that you will have to write.
  Dawn sat in the cold chapel, her emerald cloak 
  pulled tight around her curves, warding off the 
  worst of the wind blowing through the cracks 
  in the badly built structure. Opposite her sat her 
  confidante and moral advisor, Anton; a priest of the 
  Lawgiver from the far off kingdom of Anderia. 
  From deep in thought she looked up.
  “The all father closed the roads to Alfheim long ago, 
  centuries, if not thousands of years have passed since 
  the people of those lands have come to trouble our doors. 
  The stories of old are true! They have such powers and 
  knowledge of secret things.”
  Father Anton poured the hot water over the finely 
  chopped pine needles, stirred them and offered the 
  refreshing tea to Dawn. 
  “In my land, we call them Elves, their realm we call 
  Arcadia, they are indeed a mighty race, legends speak 
  of their magical gifts and prowess in battle. They have 
  a history of meddling in the affairs of humans, M’lady; 
  though not always to the detriment of those who align 
  themselves with the Elves.”
  Drinking from the hot cup Dawn seemed to 
  brighten.
  “We saved the life of a prince and gave him back an item 
  that was precious to him. That will count for something. 
  Won’t it? I mean are these creatures good to their 
  words?”
  “Oh yes M’lady Snow, the histories are replete with 
  stories of the Elves sticking to their word even when it has 
  cost them dearly. However, they are tricky bargainers, 
  they can twist the words of a pact to suit their needs. Any 
  alliance must be cast in iron, or they will take advantage 
  of the language of such loopholes that might exist.”
  Dawn loosened the cloak's grip as the hot tea 
  warmed her.
  “Anton, you are a priest of the lawgiver, you are bound 
  by so many laws and articles of justice. You will be able 
  to bargain for us this - cast in iron agreement; an alliance 
  between Frostland and the Elves.” 
  Dawn used the term of Elves, feeling more civilised 
  in doing so.
  
  163
  “It will be my honour to negotiate such a treaty M’lady. 
  But our guest has left, we have none to negotiate with”. 
  Anton waved his hand in the direction the Prince 
  left.
  Dawn thought for a second, then standing, made a 
  proclamation. 
  "We will find this open path into Álfheimr, go there 
  and make a treaty with them, I suspect that this puzzle 
  box has something to do with the opening of the way. 
  Now that they have it back, I think that more ways into 
  Álfheimr are going to be open. We need to be the first, take 
  full advantage of what we can learn from them. This will 
  make Frostland strong and my people safe and well.
  I will lead a group on an adventure to find the path to 
  Álfheimr, we will search out our prince who owes us a life 
  debt and we will make a treaty with him. Firstly though, 
  I will not go into a foreign land without some knowledge 
  of their tongue and their laws and ways. I suspect that my 
  Dwarven ally might have some knowledge of their ways 
  and their tongue, Dwarves are long-lived and keep records 
  on everything. 
  I will go to the mountain realm of Kyng Darwulf and 
  speak with him upon the Elves. I must insist you come 
  with me Anton, and I shall collect together a fellowship of 
  hardy adventurers to accompany us. It is a hard road to 
  the entrance of Kyng Darwulf's realm. We will need the 
  best outdoorsmen, our strongest warriors, our brightest 
  rune mages, our trickiest of trap-masters.
  Have a feeling I have not had since the old days of 
  my father's victories. Hope! I think that the future of 
  Frostland has never been more bright. The knowledge 
  and protection we can gain from an alliance with the 
  Elves will have far reaching consequences for the whole of 
  Svermark.
  Think of the magicks, the building methods, the tactics of 
  war, the connections to the old gods, the...
  I have to get moving, my head is swimming with 
  possibilities and I have to do something."
  Leaving the chapel, she shouted in a booming voice 
  that belied her small stature. 
  "Haskel, looks like Rufus is in charge, I am going on an 
  Adventure!! Bring me my armour! Bring me my axes! 
  Once again, my linage as a royal lady of Frostland will be 
  known across the land!"
  
  164
  BGD3300
  Goblins, Orcs & Trolls
  Species Supplement
  Goblins, Orcs and Trolls - ask a dozen people what they are, and you will 
  most likely get a dozen answers. Some will draw upon folklore and fairy 
  stories, others on legends, others on the works of JRR Tolkien and fantasy 
  works inspired by him. Some have played other fantasy role-playing 
  games and form their views from the way these creatures are presented in 
  them. 
  In this book we offer several approaches to presenting Goblins, Orcs 
  and Trolls in your game, drawing inspiration from historical sources, 
  medieval and early modern folk tales and modern fantasy. Not all of 
  them will be suitable for every game world. Use whichever version you 
  like or mix things up, drawing inspiration from several of the versions 
  here. You’re the world builder.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/BGD3300 Chivalry & Sorcery 5th Edition - Goblins, Orcs and Trolls.pdf