TEXT: 1 
   
  The Book of 
  Legends 
   
   
   
   
   
   
   
   
   
   
   
   
   
  An AWESOME collections of Non-Player Characters, Magic 
  Items, Monsters, Cults, Legends and Ideas written for Old 
  School Rules but a brilliant resource for ANY Fantasy Role-
  Playing Game 
  © Simon Miles 2020 
  www.dunrominuniveritypress.co.uk  
   
  
  2 
   
   
   
  The Book of Legends 
  Another BRILLIANT role-playing resource from Dunromin University Press. 
  © Simon Miles 2020 
  For more information go to www.dunrominuniveritypress.co.uk 
   
   
   
   
   
   
   
   
   
   
   
  As with all the Barnaynia game world FRPG setting products, this resource is designed to be 
  as useful and flexible as possible. 
  The statistics and game mechanics are written for the OSRIC v.2 FRPG system but this 
  means they are readily usable in any other Old School style FRPG based on the mechanics of 
  1st and 2nd edition Advanced Dungeons and Dragons.  This also means that all the ideas and 
  most of the statistics for the NPCs and Monster herein can be easily converted and used in 
  almost any other FRPG system, new or legacy. 
  Cover “The Widows of Poldaak” by Simon Miles. 
  All artwork by Gareth Sleightholme [ hesir.artstation.com ] and Simon “Milo” Miles 
  This product uses the OSRIC™ System (Old School System Reference and Index Compilation™). The OSRIC system text may be found at 
  http://www.knights-nknaves. com/osric. The OSRIC text is copyright of Stuart Marshall. “OSRIC” and “Old School Reference and Index 
  Compilation,” are trademarks of Matthew Finch and StuartMarshall and may be used only in accordance with the OSRIC license.  All 
  references to “Core” Rules or Rulebook refer to OSRIC v.2.  
  This product is not affiliated with Wizards of the Coast. 
   
  
  3 
   
  Dedicated to The Eight, for they are legends. My oldest role-playing friends whose support, love, 
  advice and threats of blackmail have got me to where I am today, mostly. They know who they 
  are… 
  The Book of Legends 
  Monsters, Magic Items, NPCs and new classes: Welcome to a resource designed to do most of the 
  heavy-lifting for the stressed Games Master.  Behold!  Fully detailed and varied adventuring parties, 
  individuals and hirelings; new magic items; some unusual monsters, deities and even two new 
  Character Classes.  All this and some interesting legends and trade goods too! 
   
  Table of Contents 
  Introduction ........................................................................................................................................ 5 
  NPCs and NPC Groups ........................................................................................................................ 6 
  The Beasts of the Spirit of the Moon – Her Enemies will Bleed. .................................................... 7 
  The Black Sept: .............................................................................................................................. 10 
  Captain Kevin of Trollbane and his Men ..................................................................................... 15 
  The Champions of Womankind ................................................................................................... 17 
  
  4 
   
  The Gentlemen of Verona ............................................................................................................. 22 
  Hooky’s Gang ................................................................................................................................ 27 
  Jack Rider ...................................................................................................................................... 29 
  Jasper of Longfield and Diana of Tat Lane ................................................................................... 30 
  Les Chevaliers Lunatic (the Warriors of the Moon) .................................................................... 31 
  The Liliputians .............................................................................................................................. 36 
  The Moon Shadows....................................................................................................................... 38 
  Sir Oriq the Disgraced .................................................................................................................. 44 
  Rembrandt the Rogue (Roger of Skuttul) ..................................................................................... 46 
  Rentakill ........................................................................................................................................ 48 
  Ruffler of Newtown, a Merchant ................................................................................................. 50 
  The Widows of Poldaak ................................................................................................................ 52 
  Legends ............................................................................................................................................. 57 
  The Burning of the Pitta ................................................................................................................ 57 
  The Century Plagues ..................................................................................................................... 57 
  The Epic of Zondar ....................................................................................................................... 58 
  The Fall of Beauvais ...................................................................................................................... 59 
  The Forty-four Undying Thyngs ................................................................................................... 60 
  The Good Orc ................................................................................................................................ 61 
  The Ladies of the Nativity ............................................................................................................. 62 
  The Lantern Wall .......................................................................................................................... 62 
  The Paradox of Pidcock the Pandimensional ............................................................................... 64 
  The Spear of Halibert .................................................................................................................... 66 
  The Wars Before Time .................................................................................................................. 66 
  Mercenary Groups: ........................................................................................................................... 67 
  The Fentarc ................................................................................................................................... 67 
  The Ibid Azaam (Sand Snakes) ..................................................................................................... 68 
  The Knights of Coin ...................................................................................................................... 69 
  The Pension ................................................................................................................................... 69 
  The Scarlet Enchanters ................................................................................................................. 70 
  Hirelings ........................................................................................................................................... 71 
  Services offered and persons offering them: ................................................................................ 71 
  New Character Classes: .................................................................................................................... 76 
  The Oni - The Failed Hermits of Asstract ..................................................................................... 76 
  Navigators ..................................................................................................................................... 78 
  Magic Items: ..................................................................................................................................... 81 
  
  5 
   
  New Monsters ................................................................................................................................... 93 
  Blood Shadows .............................................................................................................................. 93 
  Fey-Wisps ...................................................................................................................................... 93 
  Shadowkin .................................................................................................................................... 94 
  Snipes (Ravening Stirgekin).......................................................................................................... 95 
  Unbirds ......................................................................................................................................... 95 
  The Vaganga ................................................................................................................................. 97 
  Whispering Death ........................................................................................................................ 99 
  Gods, Demigods and Supernatural Entities of Barnaynia .............................................................. 100 
  Dau’Chi-Chi - The King of the Court of Ghosts ......................................................................... 100 
  Fu’Nithiln – The Fungus God ...................................................................................................... 100 
  Ibid-Atch Azaam (the Great Sand Snake) .................................................................................. 101 
  The Spirit of the Moon ................................................................................................................ 101 
  Famous Sayings and Slang of Dunromin ....................................................................................... 103 
  Commodities for trading: ............................................................................................................... 105 
  Common Trade Goods (Alphabetised): ...................................................................................... 105 
  Spices, Seeds and Similar: ........................................................................................................... 107 
  Wine, Beer and Other Intoxicants .............................................................................................. 109 
  Index ............................................................................................................................................... 112 
   
   
  Introduction 
  Dunromin and the World of Barnaynia that it 
  exists upon are extraordinary in many, many 
  different ways.  It is a place of legendary 
  personalities, items and places.  Whilst the 
  majority of the physical, geographical and 
  astronomical phenomena are dealt with in 
  SM05 The World Guide to Barnaynia and 
  there are many personalities, guild and 
  temples detailed in SM02 The Games Master’s 
  Guide to Dunromin (as well as our many 
  other publications) there are some other 
  extraordinary things that deserve mention.  
  That is the purpose of this book. 
  This is a rather disparate collection of NPCs, 
  NPC groups, new monsters, magic items, 
  deities and more, including some ideas about 
  trade-goods and other materials that might 
  add some extra interest to potential treasure 
  hauls other than just another bag of gold.   
  While there is an underlying thread of larger 
  plots and campaigns all the data in here is 
  essentially system-agnostic and you are, of 
  course, free to use and adapt it however you 
  wish and to whatever gaming system you 
  fancy.  The main rules and statistics are written 
  with OSRIC in mind but this does mean they 
  
  6 
   
  are VERY easily transferrable to all the Old 
  School systems like AD&D First and Second 
  Editions, and even to more modern versions of 
  the Great Game with minimal tweaking. 
  Herein, there is also a wealth of background 
  for a lot of the material offered below.  They 
  are all designed to fit seamlessly into any 
  Barnaynia based campaign, but this isn’t 
  saying much.  The dilemmas, plots and 
  adventures offered can be run in almost any 
  FRPG setting, high, low or medium magic and 
  fantasy. 
  It is the sincere intention of Dunromin 
  University Press that you find the 
  following useful AND entertaining. 
  Please feel free to share your thoughts and 
  opinions of our products on our web-page 
  www.dunrominuniversitypress.co.uk, or our 
  Facebook page.  Similarly, if you have any 
  ideas for anything that might fit with the 
  Barnaynian world-view, let us know and we 
  can see if we can incorporate them. 
  NPCs and NPC Groups 
  This 
  section 
  lists 
  several 
  groups 
  and 
  individuals, some of whom are based on 
  previous player characters and non-player 
  characters from play-testing and older 
  campaigns.  There is a wealth of information 
  on each that may or may not be useful to you.  
  Most of the groups are adventuring parties but 
  there is no reason you can’t use them as 
  individuals or mix and match characters from 
  different groups.  Each section includes their 
  stats as developed under the rule variations 
  dealt with in SM01 The Players’ Guide to 
  Dunromin and SM02 The Games Master’s 
  Guide to Dunromin. 
  As stated, most of these groups are ex-Player 
  Characters and have all been generated for 
  and used in play-testing.  Each group was 
  generated using a different style as per SM01 
  The Players’ Guide to Dunromin so they are of 
  different personal ability and different magical 
  levels – the Chevaliers in particular were 
  generated using the Dunromin Hero Rolling 
  system so the impact of this technique can be 
  seen.  Veteran GMs will realise that this 
  character generation technique can be 
  Kryptonite to a campaign if not properly 
  handled… 
  There is also a short section under each group 
  called “Adventure Hooks” that suggests how 
  they might be used in your own campaigns.  
  With some of them extra details are included 
  to help use them – such as details of physical 
  appearance, look-a-likes or even favoured 
  quotes.  Of course you are free to use, adjust or 
  ignore than as suits your own purposes. 
  Within the statistics given for these NPCs are 
  including some Magic Items; where they have 
  a magical weapon this is not duplicated from 
  the “Wpn” section.  Where required some key 
  pieces of non-magical equipment are also 
  included, in italics.  These specific items are 
  intended to be in addition to the usual range of 
  adventuring equipment and personal items 
  appropriate to each NPC’s character and 
  position.  Assume that all these characters have 
  backpacks, 
  bedrolls, 
  clothing, 
  knives, 
  tinderboxes and all the usual adventuring kit 
  associated with experienced campaigners as 
  well as that listed. 
  You may note that some of these characters 
  exceed the limits of the Core rules as written, 
  but this is to allow coolness and excitement; 
  the so called “Rule of Cool”.  This is with the 
  specific intention of allowing them to become 
  significant, possibly recurring characters in 
  any campaign. 
  
  7 
   
  The Beasts of the Spirit of the Moon – Her 
  Enemies will Bleed. 
  Within the deep of the Darkworld there is a 
  tribe of orcs that call themselves the Disciples 
  of Fire.  They are followers of a Fire Elemental 
  deity, which is an unusual manifestation of the 
  usual Orc deity, and their king was Beglvitagg, 
  meaning “Shining Flame” in Grunt.  He had 
  several sons by a number of different wives 
  and concubines, as well as a number of 
  daughters.  One of these sons, Firebornknife 
  was touched by greatness and, with his blood 
  brother, Slab, he was trained in the ways of the 
  warrior king with a great future of conquest 
  before him. 
  As this son grew to maturity his father became 
  enslaved to the priests rebuilding a Temple of 
  Elemental Evil and the tribe began a 
  pilgrimage 
  to 
  this 
  site. 
   
  However, 
  Firebornknife, nick-named Gurt, was visited 
  by strange visions of the Fire of the Temple 
  being put out by light falling 
  from the Moon.  He shared 
  this vision with his peers but 
  was not listened to save by 
  two twin brothers, trained as 
  witch-shaman, called Red-
  eye and Blue-scar.  These 
  brothers 
  had 
  also 
  been 
  troubled by such visions and 
  recognised 
  Gurt 
  as 
  the 
  Chosen One they had been 
  told of by the Spirit of the 
  Moon in their dreams over 
  and over again. 
  The four orcs (including 
  Slab) 
  got 
  together 
  and 
  discussed what they had all 
  seen in their visions.  They 
  decided to leave the tribe and 
  seek out their own destiny.  It 
  is worth noting that Slab had 
  no great love for his tribe as 
  he had been known for some 
  time as ‘Elf-blade’, a terrible 
  slur, due to his natural 
  affinity and skill with the 
  Long Sword. 
  Key to this rather radical 
  decision was an old book that 
  Red-Eye had found written 
  by a half-orc adventurer 
  from the upper World of 
  Light, 
  describing 
  his 
  journeys in the world hunting goblins. From 
  this tome Red realised he had a great insight 
  into the way the World of Light worked.  He 
  understood from it that when the orcs and 
  goblins raided the World of Light then the 
  humans would unite and strike back at them, 
  regardless of the humans’ tribe or actual 
  personal interest.  Red discovered that humans 
  extended cooperation beyond an individuals 
  close friends and even beyond their tribe. 
  This revolution of thinking made it clear to 
  him that, in order to avoid these widely 
  organised reprisals, orcs must raid secretly 
  deeper into the World of Light and then retreat 
  by hidden ways, moving base often.  It 
  highlighted the vulnerability of remaining in 
  an area after the raid.  The book also stated that 
  combined forces of allied experts and races 
  would achieve far more than orcs alone, their 
  different 
  skills 
  complimenting 
  and 
  
  8 
   
  empowering each other rather than being the 
  object of fear and superstition. 
  Red-Eye’s revelations were too extraordinary 
  for most orcs to comprehend and fell on deaf 
  ears.  But Gurt, renaming himself now 
  Moonwater in heresy to his father, realised 
  Red’s new learning was the key to successful 
  raiding above.  He also suspected that small, 
  highly motivated and skilled groups would 
  achieve more in this than large raiding parties, 
  which inevitably suffered from ill-discipline 
  and made themselves easy to track. 
  One night the four braves split away from 
  their tribe and headed eastwards towards the 
  Burning Woods, where they thought they 
  might find similar minded orcs from other 
  tribes, or wild wanderers of no allegiance 
  whom they might convert to their Moon 
  Goddess, The Spirit of the Moon.  They were 
  hunted but managed to evade their pursuers 
  with the help of a mysterious goblin and his 
  two followers. 
  This goblin, called Shubby by all, was a 
  survivor of a lair that had been raided by elves.  
  He and his two young friends had managed to 
  sneak away and sought shelter in an 
  abandoned temple.  While in this temple an 
  ancient, solitary goblin Shaman initiated 
  Shubby into the ways of the Moon Spirit.  The 
  old goblin died when the temple was raided 
  and pillaged by Bugbears; Shubby, Bobbler 
  and Togg only just managed to get away.  As 
  they roamed without direction they bumped 
  into the Gurt’s group one evening.  While they 
  all faced-off, ready for a fight, Shubby spotted 
  the holy symbols now worn by Gurt, Red, Blue-
  scar and Slab and took it as a sign.  Orc wine 
  was offered and drunk, oaths were made and 
  a bond resembling friendship forged. 
  The group then headed south into the deeper 
  woods and came upon a way to a Deep Elf 
  trading post deep below the ground in the 
  Darkworld.  Here, disguising their loyalties 
  and origins to gather information and food, 
  they fell in with an Ogre pit-fighter called 
  Lard.  This curious and clever ogre felt his days 
  as a pit-fighter were limited as he had 
  somehow gained his master’s displeasure.  The 
  group fled with their new heavy-weight 
  convert. 
  Once again daring the surface world of the 
  Burning Woods the party were formulating a 
  plan to raid into the Land of the Young, the 
  closest and richest land of humans they knew 
  of.  Unwilling, at this stage, to take on elves or 
  bugbears they thought to find a weak spot in 
  the Land somewhere, although their ideas 
  were muddled and lacking in knowledge of 
  their target. 
  Penetrating up through the swamps of the land 
  east of the Burning Woods they came to ruined 
  buildings of an old and frightening power.  
  They recognised the marks of the Temple of 
  Elemental Evil and worried they had strayed 
  too far and become dangerously close to their 
  old King’s new ally.  As they wondered whence 
  they might go now a single Lizardman rose 
  from a nearby pool and bade them a welcome 
  as ‘Brothers of the Moon and Guardians of the 
  Chosen One’.  Stunned by this and his peaceful 
  approach they listened to what he had to say. 
  Cyril had been born in the far east, in the 
  Saltmarsh, where his father made a living 
  serving the humans as a pearl diver.  Cyril was 
  a very talented lizard and quickly outpaced all 
  his siblings in his wisdom and strength.  This 
  was noticed by a human ranger who needed a 
  guide in the wilderness and a translator to talk 
  to the lizard-folk and other Grunters in the 
  place.  Cyril agreed to do this and stayed with 
  the man, called Rob of Tendrill, for many 
  years, observing his craft and learning from 
  him.  It came to pass that Rob died of a swamp 
  fever and Cyril took his sword.  Heading back 
  towards his parents he was visited by the Moon 
  Spirit while smoking Dream-Slime.  The Spirit 
  told him he owed his life to the dead and must 
  serve the Chosen One of the Moon until he 
  died.  Cyril is a grim and circumspect creature 
  but felt he was compelled to do this thing (a 
  Geas spell from the Spirit of the Moon). 
  Cyril knew a little of the local area, having 
  been waiting here for a while.  He doesn’t 
  entirely understand the motives and habits of 
  his new colleagues but is prepared to tolerate 
  their behaviour on the back of his Geas.  And 
  so the Beasts were Nine. 
  Given their shared faith and seemingly special 
  status, the group are a lot more tolerant and 
  respectful of one another than their races 
  would normally be.  As well as their shared 
  faith they have observed each has considerable 
  skill with magic or weapons.  Cyril soon 
  demonstrated himself to be an outstanding 
  swordsman while Togg and Bobbler are 
  
  9 
   
  excellent archers.  Lard, now known as Big 
  Lard, or just Big Lad, had even demonstrated 
  great skill as a butcher and cook.  They were a 
  curious bunch and soon became almost fond 
  of one another, helped greatly by sharing the 
  Dream-Slime that Cyril had brought with him. 
  Over several years they completed a few key 
  raids into the soft under-belly of the Land of 
  the Young, managing to flee before being 
  caught.  They have also had some brutal 
  encounters with the other inhabitants of the 
  Burning Woods and the eastern Horn 
  Mountains which has resulted in them being 
  very experienced and very well equipped.  
  Their long term plan is to unite an army 
  together in the patronage of the Spirit of the 
  Moon but are, meanwhile, desperate to get 
  more powerful and avoid the ire of King 
  Beglvitagg, his Fire tribe and the rest of the 
  staff at the Temple of Elemental Evil. 
  All of these guys are exceptional examples of 
  their species, selected by the Moon Goddess for 
  their outstanding skills and minds.  They are 
  fanatics to her cause but also very shrewd and 
  cunning in all things, especially combat.  
  Thanks to their adventuring they are also very 
  well equipped; as well as the items listed below 
  assume they will have normal adventuring kit 
  like backpacks, tools, lanterns, oil and so on, as 
  per a human adventurer of equivalent level. 
  Adventure Hooks: These guys can fulfil 
  anything you have in mind as regards an 
  adventure chasing humanoids all over the 
  place.  They can be, either individually or in 
  their entirety, the Big Bad End Guy (BBEG) for 
  any kind of adventure.  Or you could use them 
  as a wandering distraction, the object of a 
  quest or orc-hunt, a rival band seeking the 
  same thing as the party, or thread them into a 
  bigger, complicated campaign concerning 
  rival Moon Cults vying for power over some 
  artefact or for the attention of their fickle deity. 
  Prince “Gurt” Moonwater 
  Race: 
  Orc 
  Class: Fighter 5 
  Str: 18:80 
  Int: 16 
  Wis: 13 
  Dex: 18 
  Con: 18 
  Cha: 17 
  HP: 57 
  AC: -6 
  Almt: LE 
  Wpn: +3 Broad. Sword (Dbl Spec; 
  +8/+10) 
  Magic Items: Plate Mail +2; Large Shield 
  +1; Medallion vs. Crystal Ball Detection, 
  Wand of Secret Door and Trap Detection 
  (48); Ring of Protection +1; Ring of 
  Swimming 
  Slab the Elfbade 
  Race: 
  Orc 
  Class: Ftr/Thief 4/4 
  Str: 18:75 
  Int: 13 
  Wis: 15 
  Dex: 18 
  Con: 18 
  Cha: 14 
  HP: 46 
  AC: -2 
  Almt: LE 
  Wpn: Long Sword +2 Black Wyrmbane - 
  double damage to Dragons (Dbl Spec; 
  +7/+9) 
  Magic Items: Leather Armour +3; Small 
  Shield +2; Ring of Invisibility; Ring of 
  Jumping; Rope of Climbing 
   
  Red Eye 
  Race: 
  Orc 
  Class: Cleric-MU 4/3  
  Str: 17 
  Int: 16 
  Wis: 16 
  Dex: 12 
  Con: 12 
  Cha: 14 
  HP: 20 
  AC: -2 
  Almt: LE 
  Wpn: Scimitar +2 (+3,+4); Dagger +1 
  (+1/+3) 
  Magic Items: Chainmail +2; L Shield +1; 
  Wand of Magic Missiles (41); Cloak of 
  Protection +1; Rod of Cancellation (48) 
   
  Bluescar 
  Race: 
  Orc 
  Class: Cleric-MU 4/3 
  Str: 17 
  Int: 15 
  Wis: 16 
  Dex: 12 
  Con: 15 
  Cha: 12 
  HP: 27 
  AC: 0 
  Almt: LE 
  Wpn: Long Sword +2 (+3/+4) 
  Magic Items: Shield +2; Dagger of Venom; 
  Chime of Opening (40); Rod of 
  Resurrection (5); Ring of Sustenance 
   
  Shublatter the 4th of Feltberg “Shubby” 
  Race: 
  Goblin Class: Ftr-Cleric 4/5 
  Str: 17 
  Int: 12 
  Wis: 16 
  Dex: 18 
  Con: 18 
  Cha: 9 
  HP: 53 
  AC: -3 
  Almt: LE 
  Wpn: Scimitar of Speed (Dbl Spec +6/+7; 
  2 attacks per round) 
  Magic Items: Chainmail +1, Small Shield 
  +2; Potions; of Speed x2; Healing; ESP; 
  Flying; Gaseous Form; Plant Control; 
  Wriath Control; Scroll of Protection from 
  Breath Weapons 
   
  Boblerig “Bobbler” of Feltberg 
  Race: 
  Goblin Class: Ftr-Thief 4/4 
  Str: 16 
  Int: 11 
  Wis: 11 
  Dex: 17 
  Con: 17 
  Cha: 10 
  HP: 36 
  AC: 0 
  Almt: LE 
  Wpn: Short Sword +2 (spec; +4/+5); Short 
  Bow (Dbl. Spec.; +4/+2; Double Damage 
  at ranges less than 30 feet) 
  Magic Items: Armbands of AC3; 10x 
  Arrows +2; Knife +1; high quality 
  Thieves’ Tools. 
  
  10 
   
   
  Togg the Eyes of Feltberg 
  Race: 
  Goblin Class: Ftr-Thief 4/4 
  Str: 17 
  Int: 14 
  Wis: 13 
  Dex: 18 
  Con: 18 
  Cha: 11 
  HP: 44 
  AC: 2 
  Almt 
  LE 
  Wpn: Short Sword +3 (spec. +5/+7); 
  Dagger +2 (left hand; +1/+4); Short 
  Bow (Dbl. Spec. +5/+2; double damage 
  at ranges less than 30 feet) 
  Magic Items: Ring of Invisibility; 8x arrows 
  +3; high quality Thieves Tools, silk rope 
  and small grappling hook. 
   
  Big Lard the Pit Fighter 
  Race: Ogre 
  Class: Fighter 5 
  Str: 18:00 
  Int: 10 
  Wis: 13 
  Dex: 15 
  Con: 17 
  Cha: 12 
  HP: 47 
  AC: 1 (-3 vs. Missiles) 
  Wpn: Morning Star +2 (Dbl. Spec. 
  +8/+11) 
  Magic Items: Shield +1/+4 vs. Missiles; 
  Cloak of Protection +2; Ring of Protection 
  +2 
   
  Cyril of Saltmarsh 
  Race: Lizardman 
  Class: Ranger 4 
  This is a special Lizardman form of Ranger.  
  They gain all the ranger abilities except 
  for extra damage against giant class but 
  their alignment must be neutral.  They 
  are, effectively, a violent and selfish form 
  of druid, kind of… 
  Str: 18:00 
  Int: 13 
  Wis: 17 
  Dex: 14 
  Con: 17 
  Cha: 17 
  HP: 45 
  AC:  
  Almt: N 
  Wpn: Long Sword +2 Giantbane - double 
  damage against Giants (Dbl. Spec. 
  +8/+11) 
  Magic Items: Chain  Mail +1; Shield +1; 
  Dagger +1; Ring of Protection +1; Boots 
  of Springing and Striding 
   
  The Black Sept: 
  There was a warrior cleric of Hecate who was 
  gripped with strange and intense visions.  This 
  warrior cleric was called Moran Darkspark 
  and was the son of a successful fur trader 
  working the eastern banks of the Greyflood 
  and up into the Low Moors.  Despite having 
  wealth and a comfortable inheritance to look 
  forward to, Moran felt driven instead to join 
  the Olympian Temple and follow the teachings 
  of the Mistress of the Moon and Dark Magic 
  herself.  This he did and was the rising star of 
  the temple until Garibaldi appeared and 
  Moran’s star was dimmed by Garibaldi’s 
  meteoric rise.  Resenting his lost place at the 
  top table, Moran resolved to seek his own 
  fortune adventuring and went about the city to 
  seek out other like-minded individuals of 
  power and cunning to join him on his 
  adventuring. 
  Carefully 
  screening 
  the 
  applicants and actively seeking out old 
  acquaintances, Moran put together a party 
  and named it the Black Sept, after its number 
  and the power of their patron Hecate. 
  Snipe was Moran’s first recruit.  An apparently 
  dull-witted Halfling given into service of 
  Moran’s father as a punishment for poaching 
  salmon, Snipe is a personal servant and grafter 
  who is neither respected nor befriended.  Snipe 
  is utterly terrified of Moran (whom he calls 
  Master) and totally in awe of him.  Snipe’s own 
  personal history is a sorry tale of orphaned 
  upbringing in a quiet village, living hand-to-
  mouth with his three elder brothers who 
  abandoned him when they were caught 
  poaching.  Ever since Snipe has been in service 
  of the Moran family and is completely loyal 
  and subservient, but treated like shit. 
  Snipe has a soft voice and is given to humming 
  when working, which might not help his Move 
  Silently skills.  None of the rest of the party 
  
  11 
   
  tend to pay Snipe much attention at all and he 
  gets no share of the treasure.  Snipe is unlikely 
  to manage to get any treasure at all but he is 
  not adverse to stealing things he comes across.  
  These will almost certainly be passed to Moran 
  at some point as Snipe knows he will be beaten 
  if he is found with the items on him (although 
  when Moran is absorbed in his own training 
  and progression he does not notice Snipe 
  sneaking off to train with the Poorhouse 
  Guild). 
  Next came Katerina of Riversdam, or Kat, a 
  peasant beauty who came across Moran when 
  she came looking for better prospects in the 
  bright lights of Dunromin.  She is the third 
  daughter of a miller in the town of Riversdam, 
  capital of the Home Counties Barony of 
  Riversdam.  Her father is actually a travelling 
  warrior whom her mother had a dalliance 
  with and as such she has nothing in common 
  with her siblings.  After endless fallings-out 
  with her father (mainly over undesirable 
  boyfriends whom she learned her skills from), 
  she stole the family savings and fled to the city.  
  While realising she could make a fortune 
  working for Lady Mary (see SM03 The Games 
  Master’s Guide to Duromin), Katerina fancied 
  her chances as an adventurer, with natural 
  talent for such.  She came across Moran at a 
  feast in the Temple of Hecate and set about 
  making him her own.  As with many things, 
  she wasn’t going to take no for an answer but 
  Moran took very little persuading.  She is a 
  close confidant of her lover but guards him 
  jealously.  This puts her often at odds with 
  Thelma but this amuses Moran who likes to 
  remind Kat of her vulnerable position. 
  Thelma Billydos has long been inspired by 
  Moran and his apparent connection with the 
  goddess.  Appalled by the liberal ideals of most 
  of the Olympian Temple, Thelma has instead 
  hitched her theological wagon to Moran and 
  appears to be enthralled by him.  There is a 
  deep physical fascination here as well but she 
  would be reluctant to make any move that 
  might jeopardise a quite close and mutually 
  respectful comradeship the two share.  Thelma 
  is contemptuous of Kat, seeing her as a kind of 
  groupie and, as she is not a member of the 
  Olympian Temple, outside the real circle of 
  power within the group.  This causes a lot of 
  resentment in Kat which Thelma seems to be 
  very amused by.  This is predominantly for 
  show however, as Thelma is secretly appalled 
  by the way in which Moran appears to have 
  become infatuated with Kat. 
  Thelma is a city girl and the daughter of a local 
  armourer who has very close ties with the 
  Poorhouse Guild.  She is the black sheep of a 
  very chequered family and doesn’t get on with 
  any of them.  Thelma plays it cool as regards 
  being in the party, often making jokes about 
  the name, but in fact she is desperate to remain 
  close to Moran and practically bankrupted 
  herself to get together the equipment needed 
  to go adventuring, including owing her father 
  a loan at a bad rate of interest. 
  Moran has an elder half-brother called Saurus 
  Darkspark who is considerably more mature, 
  calculating and ambitious than Moran is.  
  Saurus’ mother died when he was small and he 
  has no real memory of her.  His abilities are 
  more in the realm of magic than Moran’s as 
  his mother, their father’s second wife of three, 
  was a sorceress of some power.  As a result 
  Saurus has trained as a Magic-User and spent 
  some time working in the library at the College 
  of Magic.  He has determined, however, that 
  more immediate power might be available to 
  him if he were to re-train as a Diabolist and 
  switch his abilities over to the Guild of Black 
  Magic.  His ultimate ambition is to achieve a 
  position on either the Counsel of Three for the 
  Guild of Magic or as Guildmaster for the Black 
  Magic Guild, possibly both (the former is more 
  realistic as he has neither the patience nor the 
  people skills to deal with the majority of the 
  members of the Black Magic Guild).  To this 
  end he has realised he needs to accumulate 
  power and riches as quickly as possible.  He 
  has elected to try his hand at adventuring and 
  intends to accompany his half-brother in 
  order to accumulate at least 5 levels of MU 
  before re-training. 
  Moran and Saurus operate under a vicious 
  sibling rivalry between themselves, both in 
  terms of success and for the approval of their 
  father, but present a united and cooperative 
  front 
  to 
  everyone 
  outside 
  this 
  close 
  relationship.  While they would risk all to save 
  each other they would excuse this sign of 
  weakness as a strategy to maintain a support 
  structure offering all advantages of power and 
  skill.  They work very well together, 
  understanding each other implicitly and often 
  cooperating on the basis of unspoken 
  understandings.  They are a formidable team; 
  
  12 
   
  Moran has the charisma and the leadership 
  skills to get almost anyone to do what he wants 
  and Saurus has a keen, detached, analytical 
  and strategic sense possibly unmatched in the 
  city, certainly in their peer-group.  At low level 
  Saurus realised his vulnerability in combat and 
  will take absolutely no unnecessary risks, 
  hanging back from any fight and steering well 
  clear of anything that might be trapped. 
  Saurus has a lover, Gelnir Argentwood, who is 
  a half-elven and also a member of the party.  
  Gelnir’s real name is Thellin Mortgard but he 
  has left this name behind him after a war 
  between crime families in Loom when the 
  Mortgard family were wiped out by their 
  opponents, the Tulthellin and the Balderini 
  families.  Being a Half-Elf has enabled Gelnir 
  to deny his Loomish roots and people think he 
  is from one of the March Baronies.  Even 
  Saurus doesn’t know the truth of it although 
  he suspects not all is what it seems with his 
  lover.  Gelnir is a fighter-assassin posing as a 
  fighter-thief and a member of the Poorhouse 
  Guild.  He professes that he wants to become a 
  great archer to excuse not spending any 
  money on training with the Poorhouse (it 
  would be of no use to him) but his real 
  ambition is to uncover the structure of the 
  Dunromin Assassins’ Guild and infiltrate it. 
  He wants to take over the city’s organised 
  crime networks and use the power he would 
  then gain to revenge himself on the Tulthellin 
  and Balderini families.  He is not sure if Saurus 
  would help him in this but is prepared to trust 
  Saurus insofar as relying on him to help Gelnir 
  become as powerful as possible. 
  Gelnir arrived in the city with a considerable 
  purse, which he explains as a small 
  inheritance from a distant relative in some 
  barony or other.  He claims to be uninterested 
  in his family or their property holdings and is 
  vague about where he is from.  This vagueness 
  has aroused Saurus’s suspicions but no one 
  else has picked up on it yet.  Gelnir has an 
  ability to get along with most people but has a 
  polite distraction about him that makes it very 
  easy for people to forget him.  His appearance 
  is plain but he dyes his hair black (naturally 
  mid-brown) and shaves even though he could 
  grow a reasonable beard with time.  Moran 
  cares not one jot about his half-brother’s love-
  life but sees Gelnir as a competent and useful 
  addition to the party.  Kat is not so sure but 
  Thelma is quite taken by the worldly Half-Elf 
  and the two talk a lot. 
  Dave son of Dirk is an arrogant and self-
  obsessed warrior with a huge ego and a very 
  short temper.  Moran has known Dave for a 
  long time since they used to endlessly fight as 
  children and came into regular conflict over 
  the women they tried to see.  Out of this 
  maelstrom of mutual loathing has arisen a 
  kind of grudging respect and when Moran 
  realised he needed a tank to balance out his 
  party Dave was the obvious person to ask.  
  Dave was confused at first but realising the 
  fame and prestige that could be got from an 
  adventuring career, and knowing Moran was 
  patronised by Hecate, he soon came on-board.  
  Dave is a fanatic of the Olympian Temple, 
  specifically the facets of Aphrodite and Hecate, 
  and as such will follow Moran’s suggestions as 
  long as they seem semi-sensible. 
   
  Dave loves fighting and is always willing to try 
  and prove himself to anyone who happens to 
  come across to him as anything but servile.  He 
  has an ego the size of a planet and, frankly, it’s 
  quite surprising no one has killed him already.  
  His body is covered in scars from fights as a 
  teenager and there isn’t a place in the city he 
  isn’t known as a trouble-maker.  He has 
  arguably calmed down a little of late but this is 
  mainly because his father now refuses to help 
  him out with bribes to the Guarde when he 
  gets arrested.  Dave is utterly without qualm or 
  conscience when it comes to his bloodlust. 
  Such is the mixed bag of ne’er-do-wells that 
  came together at the Bawdy Wench one Spring 
  
  13 
   
  evening to discuss what they were to do.  They 
  vanished into the ruined lands of the southeast, 
  seeking to re-open a lost trade route between 
  Constantan and the eastern cities of the Blue 
  Mountain Dwarves and returned scarred but 
  richer and very, very dangerous.  In truth, they 
  were working further west than this, north of 
  the Burning Woods.  Here they observed 
  parties of adventurers heading into the 
  dangerous forest in search of stragglers from 
  Kzenzakai’s hordes and other beasts.  The ones 
  that came back, laden down with loot and 
  battered by their foes, were rich pickings for a 
  ruthless band of adventurers like the Black 
  Sept.  The Sept were very careful about leaving 
  evidence behind and ensured that the fate of 
  the parties they attacked would be attributed 
  to the dangers of those dreadful lands, but that 
  is not to say none of their victims have 
  survived. 
  They have been assisted in this by an old 
  drinking friend of Dave called Temperrus 
  Dirruk.  Temperrus encountered the Black 
  Sept when his party was attacked by them 
  returning from an adventure.  Temperrus was 
  already at odds with his party and so switched 
  sides in the fight, possibly saving Kat’s life in 
  the process.  Being unassociated with the Sept 
  (at first) he was able to scout for information 
  about adventuring parties for them.  As yet no 
  one has connected the disappearance of 
  several adventuring parties with either 
  Temperrus nor the Sept. 
  Temperrus is a broad man of a fighter 
  background but has trained as a Magic-User 
  as a character with two classes after being 
  inspired by Saurus, whom is a kind of mentor. 
  The Black Sept have another dark secret too, 
  although not one that bothers them much.  In 
  their original group was one other member; 
  Sally Wilderdos was a wandering elf.  Sally 
  was a wild and free Wood Elf with nasty 
  tendencies and an obsession with tormenting 
  weaker creatures than herself, born from 
  several unfortunate experiences as a child 
  (which also explains her flight from the Forest 
  of Loom where she grew up).  Her one 
  weakness was an utter devotion to Hecate in 
  the form of the Elven Moon Maiden who she 
  was convinced came to her in a dream and 
  delivered her from the wilderness of the 
  mountains when she fled the forests to the 
  south.  Moran was, for Sally, the embodiment 
  of the Moon Goddess on Barnaynia and she 
  was fanatical in her devotion to him.  Her 
  chaotic streak had her blow hot and cold with 
  everyone and she sailed a little close to the 
  wind too many times.  She enjoyed tormenting 
  Snipe and embarked on an ill-advised heated 
  and 
  passionate 
  affair 
  with 
  Dave.  
  Unfortunately, her impulsive and selfish 
  nature led her to double-cross the party and 
  attempt to leave with some very choice 
  treasure items.  She wasn’t successful.  When 
  caught the party “gave” her to Dave and he 
  spent a night beating and torturing her before 
  hurling her battered and unconscious body 
  from the top of a cliff.  The fall killed her but 
  her twisted spirit would not be quiet and found 
  another wandering soul in the dark valley 
  bottom.  She now inhabits an evil creature of 
  great eldritch power and seeks out the part to 
  wreak her revenge.  The GM might have this 
  beastie be a Revenant or something even 
  nastier. 
  Adventure Hooks: given the amount of damage 
  these guys can do it’s pretty likely they will get 
  a price put on their heads at some point.  The 
  party might be employed to hunt them down 
  or perhaps retrieve something they have 
  stolen.  Or the party might come by something 
  the Black Sept want, or upset them in some 
  other way (probably very easily done).  If the 
  party succeed in defeating the Black Sept then 
  the being that was Sally might even resent 
  being cheated of its revenge on Dave, and 
  switch its ire to the party or just the individual 
  who killed Dave. 
  Moran Darkspark 
  Race: 
  Human Class: Ftr-Cleric 4/5 
  Str: 18:00 
  Int: 15 
  Wis: 18 
  Dex: 18 
  Con: 17 
  Cha: 18 
  HP: 53 
  AC: -4 
  Almt: LE 
  Wpn:  Long Sword +2/+4 vs. Orcs (Dbl 
  Spec. +8/+11) 
  Magic Items: Chainmail +2; Large Shield 
  +2;Staff of Curing (14); Ring of Orc 
  Command; Boot of Levitation; Potion of 
  Healing x2. 
  Lookalike: Karl Urban 
  Quote: “The only witness to our black acts 
  that I shall leave will be our Lady of the 
  Moon” 
   
  Saurus Darkspark 
  Race: 
  Human Class: MU 5 
  Str: 11 
  Int: 18 
  Wis: 13 
  Dex: 17 
  Con: 14 
  Cha: 11 
  
  14 
   
  HP: 15 
  AC: 4 
  Almt: CE 
  Wpn: Spells and Dart (+2 to hit, rate 3) 
  Magic Items: Wand of Magic Missiles (40); 
  Potion of Longevity; Ring of Fire 
  Resistance; Ring of Protection +3; Potion 
  of Invisibility; Wand of Paralysis (11). 
  Lookalike: Ozzy Osbourne (without any 
  shakes) 
  Quote: “Time spent in observation is 
  seldom wasted.  The impatient enemy 
  will always give themselves away…” 
   
  Katerina “Kat” of Riversdam 
  Race: 
  Human Class: Ftr-Thief 4/5 
  Str: 18:93 
  Int: 14 
  Wis: 8 
  Dex: 18 
  Con: 16 
  Cha: 15 
  HP: 40 
  AC: 0 
  Almt: LE 
  Wpn: Broad Sword +1/+3 vs. Humans 
  (Dbl. Spec. +6/+9) 
  Magic Items: Leather Armour +1; Ring of 
  Protection +2; Periapt of Health; Ring of 
  Feather Falling (short bow) 
  Lookalike: Kara Thrace but with black hair. 
  Quote: “The spider or the fly?  Which are 
  you today do you think?” 
   
  Thelma Billydos 
  Race: 
  Human Class: Ftr-Cl 4/5 
  Str: 16 
  Int: 9 
  Wis: 15 
  Dex: 13 
  Con: 11 
  Cha: 11 
  HP: 34 
  AC: 0 
  Almt: LE 
  Wpn: Long Sword +2 (Dbl Spec +6/+6) 
  Magic Items: Chainmail +2; Large Shield 
  +1, Ring of Protection +1, Potion of 
  Neutralise Poison; Philter of Love (short 
  bow) 
  Lookalike: Helen “Excalibur” Mirren 
  Quote: “Tread wisely.  Fools rush in and all 
  that.” 
   
  Snipe 
  Race: Halfling Class: Thief 6 
  Str: 8 
  Int: 12 
  Wis: 8 
  Dex: 16 
  Con: 12 
  Cha: 8 
  HP: 28 
  AC: 6 
  Almt: LE 
  Wpn: Short Sword +1(+1/+1); Dagger +3 
  (+3/+3); Dagger Throwing +1 (3 of) 
  (+2/+1) 
  Magic Items: Gauntlets of Swimming and 
  Climbing; Wand of Illumination (53) 
  Lookalike: Brad “Wormtongue” Dourif 
  Quote: “Yes, master, of course master, 
  straight away, master.” 
   
  Dave son of Dirk 
  Race: 
  Human Class: Fighter 5 
  Str: 18:95 
  Int: 15 
  Wis: 11 
  Dex: 17 
  Con: 18 
  Cha: 16 
  HP: 55 
  AC: -2 
  Almt: NE 
  Wpn: Long Sword +2 (Dbl Spec +7/+10) 
  Magic Items: Splint Mail +1; Large Shield 
  +1; Ring of Feather Falling; Potion of 
  Invulnerability; Potion of Extra Healing; 
  Potion of Fire Resistance 
  Lookalike: Michael Schwartz, NFL 
  Quote: “Any Fuhkah gets in my way it’ll be 
  the last godsdamn thing they do.” 
   
  Gelnir Argentwood 
  Race: 
  Half-Elf 
  Class: Ftr-Asn 5/4 
  Str: 18:90 
  Int: 15 
  Wis: 11 
  Dex: 18 
  Con: 16 
  Cha: 15 
  HP: 40 
  AC: 1 
  Almt: NE 
  Wpn: Long Sword +1 (Spec +4/+7); Long 
  Bow +1 (Dbl Spec +5/+2, at less that 30 
  feet +6/+3, double damage) 
  Magic Items: Arrows +1 x10, Medium 
  Shield +1; Potion of Hill Giant Strength; 
  Ring of Spell Storing (5); Potion of Poison; 
  Elven Cloak (Platemail) 
  Lookalike: David “Faramir” Wenham 
  Quote: “Give me a sec, I’ll get my …oh for 
  fuck’s sake, where’s that arrow?” 
   
  Temperus Dirruk 
  Race: 
  Human Class: Ftr-Mu 3/2 
  Str: 16 
  Int: 15 
  Wis: 11 
  Dex: 13 
  Con: 15 
  Cha: 16 
  HP: 19 
  AC: 2 
  Almt: N 
  Wpn: Spells and Long Sword +1 (Dbl Spec 
  +5/+5) 
  Magic Items: Chainmail +1; Large Shield 
  +1; Potion of Heroism 
  
  15 
   
  Lookalike: Ben “Game of Thrones” 
  Crompton 
  Quote: “Whatever you say, boss.  You line 
  ‘em up and I’ll hack ‘em down.” 
  Captain Kevin of Trollbane and his Men 
  Captain Kevin of Trollbane is one of the chief 
  warriors working for Baron Ketterall, a wizard 
  of some renown.  The barony of Ketterall 
  neighbours the site of Mirt’s Folly in the 
  prosperous central south of the Land of the 
  Young.  Captain Kevin is a natural leader but 
  also a bit of a chauvinist.  He is very confident 
  about his own soldiering skills but is a 
  woodsman at heart.  He has been tasked with 
  sweeping the southern borderlands looking for 
  any sign of monsters exploring the place.  
  While lower level soldiers patrol the lands 
  close to the Barony the good Captain has a 
  wider brief and is tasked with accompanying 
  the elfish princess Tetherin on her adventures.  
  He is also looking to establish links with the 
  Troll Hunters known to be in the more 
  southern areas closer to the Burning Woods. 
  Boris, Tick and Will have volunteered to go 
  with their Captain.  They are fine horsemen 
  and have patrolled the lands for some years, 
  seeing off monstrous infringements on a 
  regular basis.  All are excellent swordsmen and 
  unquestionably loyal to their captain; they will 
  follow his orders to the death.  That said they 
  are not clones:  Boris is the eldest, at nearly 
  forty, but is not looking to retire.  His life has 
  been the service of the baron and his father 
  before him.  He has many memories and some 
  cracking stories.  Tick is a young and talented 
  leader.  24 and married but with no children 
  yet, he is torn between home life and 
  continuing in the military.  Being a second son 
  he has no inheritance to look forward to and 
  Boris and Will know this.  They may even help 
  him out with some extra funds if the 
  opportunity presents itself.  Tick will not think 
  twice, however, if his captain were to send him 
  on a suicide mission.  Will is a surly military 
  man with a reputation about the county and a 
  vicious streak.  He is completely loyal to his 
  mates but his morals are very lose and he 
  seems to have no conscience or empathy with 
  anything outside his immediate circle of male, 
  military friends. 
  Bucknall is one of the Baron’s Apprentices who 
  has been sent along for the experience.  He is 
  mostly terrified beyond his capacity for 
  rational thought.  He is a clerk and an 
  academic at heart and totally disagrees with 
  his mentor, the Baron, that a jaunt in the wilds 
  will do him good.  He realises he has no way 
  out and will do as much as he can to help 
  Captain Kevin, of course he realises this is not 
  much.  He is not stupid and is very observant.  
  One skill he has is incredible 3-d spatial 
  awareness 
  and 
  will 
  be 
  mapping 
  the 
  exploration both on paper and in his head.  
  This skill is outstanding and may be useful to 
  him at some point (see the new adventuring 
  class Navigator, below). 
  Owen Longstep is a member of the Dunromin 
  City Guarde, attached to the Ice Warriors 
  Regiment.  He had been sent by the Privy 
  Counsel to get better relations with an elven 
  Baron, Lord Oakbough.  Owen has now been 
  charged with being the bodyguard of the elfish 
  Lord’s daughter and is travelling the southern 
  borders with her, hunting orcs.  He is 
  professional and ruthless, more than capable 
  of looking after himself and with a wise head 
  on his shoulders.  His good sense and 
  experience will temper the Princess’s worst 
  impulses, but she has grown to resent that. 
  Princess Tetherin Oakbough, a Wood Elf and 
  daughter of Lord Oakbough, cares little for 
  either of her two bodyguards, or wardens as 
  she sees it.  Despite being a capable adventurer 
  her father still tries to clip her wings and keep 
  the headstrong young elf out of trouble.  The 
  main problem is she likes trouble and is a good 
  trouble-magnet.  She knows her own mind but 
  is also pretty savvy and won’t do anything 
  stupid, unless she thinks someone is trying to 
  
  16 
   
  stop her.  She is likely to attack anything she 
  perceives is obstructing her aims. 
  Mildred of Silverlight is a bit of a loose cannon.  
  She had an affair with Lord Oakbough when 
  younger and the Lord’s wife has her 
  suspicions, which places Mildred in a very 
  vulnerable position.  Mildred is very fond of 
  the easy, society life her family’s station has 
  given her, and her experiences as a younger 
  adventuress have given her a loathing of the 
  rough and ready adventuring lifestyle.  She 
  will play the helpless prude but will soon spot 
  the possible profit to be made and may let loose 
  with a big spell if the fancy takes her.  She is 
  limited in magic due to bringing only her small 
  travelling spell book with her as well as being 
  flighty and very narcissistic.  She will hide 
  behind everyone else if she can but can also be 
  quite devastating when she needs to be.  She is 
  utterly selfish, calculating and ruthless.  She 
  needs to get back to court alive – it is the only 
  life 
  she 
  thinks 
  is 
  worth 
  living 
  or 
  contemplating.  She may fall asleep on watch. 
  Adventure Hooks: Captain Kevin is searching 
  the lands for some particularly nasty 
  humanoid insurgents.  He has been joined with 
  the Princess Tetherin on his travels and sees it 
  as his duty to assist here.  Princess Tetherin is 
  desperate to hunt down the killers of her 
  brother (the Beasts of the Spirit of the Moon 
  q.v.).  The others in her group are honour 
  bound or tasked with protecting and assisting 
  her.  As such, they might cross the Player 
  Character’s paths at any time.  Tetherin herself 
  is a spirited and determined lady who might 
  inspire all sorts of feelings in people.  This 
  group are also closely associated with Bill the 
  Hook’s group (q.v.) and any encounter with 
  one will be learned of by the other, prompting 
  appropriate responses. 
  Captain Kevin of Trollbane 
  Race: 
  Human Class: Ftr 5 
  Str: 18:40 
  Int: 11 
  Wis: 14 
  Dex: 16 
  Con: 12 
  Cha: 14 
  HP: 34 
  AC: 0 
  Almt: LG 
  Wpn: Broad Sword +3 (Dbl Spec +7/+9) 
  Magic Items: Potion of Gaseous Form 
   
  Boris, Tick or Will of Trollbane (all have 
  the same-ish stats) 
  Race: 
  Human Class: Ftr 3 
  Str: 17 
  Int: 10 
  Wis: 10 
  Dex: 12 
  Con: 16 
  Cha: 10 
  HP: 25 
  AC: 2 
  Almt: LG 
  Wpn: Long Sword (dbl spec +4/+5) 
  Magic Items: none (plate mail, shield, 
  dagger, light crossbows, etc.) 
   
  Owen Longstep 
  Race: Human Class: Ranger 5 
  Str: 18:29 
  Int: 14 
  Wis: 14 
  Dex: 14 
  Con: 14 
  Cha: 15 
  HP: 28 
  AC: -2 
  Almt: NG 
  Wpn: Hand Axe +1 (dbl Spec +5/+7) 
  Magic Items: Splint Mail +2; Buckler +2; 
  Helm of Teleportation; Scroll of 
  Protection from Undead; Ring of 
  Infravision 
   
  Princess Tetherin (of) Oakbough 
  Race: 
  Wood Elf 
  Class: Rngr-MU 6/6 
  Str: 14 
  Int: 16 
  Wis: 15 
  Dex: 14 
  Con: 15 
  Cha: 12 
  HP: 43 
  AC: 4 
  Almt: NG 
  Wpn: Spells or Scimitar of Speed +2 (dbl 
  Spec +5/+5) 
  Magic Items: Scale Mail +1; Small Shield 
  +1; Scroll of Protection from Breath 
  Weapons; 2x Potion of Healing; Boots of 
  Elvenkind 
   
  Bucknall of Ullwater 
  Race: 
  Human Class: MU 1 
  Str: 12 
  Int: 17 
  Wis: 12 
  
  17 
   
  Dex: 14 
  Con: 12 
  Cha: 11 
  HP: 3 
  AC: 10 
  Almt: LN 
  Wpn: Spells; Staff and pure hope 
  Magic Items: none 
  Lookalike: Matthew “Ladyhawke” 
  Broderrick 
  Mildred of Silverlight 
  Race: 
  Wood Elf 
  Class: MU-Thf 5/5 
  Str: 9 
  Int: 16 
  Wis: 12 
  Dex: 18 
  Con: 11 
  Cha: 14 
  HP: 25 
  AC: 3 
  Almt: CG 
  Wpn: Spells, Staff of Striking (36); Dagger 
  +1/+2 vs Small Targets 
  Magic Items: Ring of Protection +1 (leather 
  armour; well-packed court lady kit 
  including jewellery) 
   
  The Champions of Womankind 
  Christin Doomtread, a lady High Elf Paladin, is 
  the highly motivated and driven daughter of a 
  miller from the High Woods (Sylvanian 
  Woods).  Ever since a visit to the big city when 
  she was small she has been smitten by the idea 
  of serving Athena, the goddess of justice, as 
  manifest in the strength and wisdom of all 
  womankind.  As a result she signed up for the 
  temple service as soon as she could and went 
  through the training with flying colours.  Since 
  graduating she has been looking for a 
  direction and settled, pretty much, on joining 
  Sir Tristram’s next Deep Elf Campaign (see 
  SM02 
  The 
  Games 
  Master’s 
  Guide 
  to 
  Dunromin).  However, Sir Tristram’s efforts 
  are falling short compared to the new 
  ascendancy 
  of 
  Baron 
  Garibaldi, 
  whom 
  Christen knows as a nodding acquaintance at 
  the temple.  She now wants to be a successful 
  adventurer without a mortal patron, serving 
  only her patron deity and womankind in 
  general.  Her childhood friend Corellin, who 
  had remained a close friend throughout their 
  separate training in the city, put her in touch 
  with Shayne, whom he knew through the 
  fighter’s guild.  Christin forged the group on 
  this basis, finding a common thread in their 
  passion for justice and equality and/or the 
  abolition of slavery (at least of humans and 
  demi-humans).  They are very ambitious in 
  their aims, mainly driven by Christin’s forceful 
  personality. 
  Corellin Kimbatar, a Wood Elf Fighter-Thief, is 
  a quiet, watchful young elf with a mixed 
  background.  He is the fourth child of a wood 
  elf mage of some repute, however Corellin has 
  showed no skill with magic at all.  Indeed, he 
  is quite firmly on the autistic spectrum with an 
  obsession for order and justice, not dissimilar 
  to Forrest Gump.  He has considerable physical 
  prowess and is never happier than climbing, 
  running 
  or 
  fiddling 
  with 
  complex 
  mechanisms, which he delights in dismantling 
  whenever he can (with no idea how to 
  reassemble them, usually).  Corellin forms 
  very firm friendships and his oldest, deepest 
  friendship is with a young High Elf he has 
  known all his life – this is Christin. 
  Of course no one has any idea quite what 
  Corellin’s problem is and most people view 
  him as a little slow and potentially dangerous 
  given the rages he suffers when confronted 
  with injustice.  When Christin asked him if he 
  could help her plan her expedition to the 
  southwest he said he knew some adventurous 
  people at the fighter’s guild and introduced 
  Christin to Shayne.  Corellin has found the 
  fighter’s guild very much to his taste of an 
  ordered, steady environment and has spent a 
  lot of time there.  He is also a member, of sorts, 
  of the Arboretum Thieves’ Guild, although this 
  is an arrangement of convenience as no one at 
  
  18 
   
  the guild believes the alignment-varied young 
  elf good or trustworthy enough for any real 
  work. 
  Corellin is a rather non-character as regards 
  most people’s expectations.  His father 
  basically cashiered him out of the family and 
  abandoned him to his fate.  Christin realises 
  this and keeps Corellin around as a friend and 
  comfort in the lonely city, however Corellin 
  himself will hear nothing said against his 
  father despite the way he has been treated.  He 
  has very little ambition of his own but has 
  realised he is more at home in the ordered 
  surroundings of the city but knows that he 
  needs funds to enable him to live here. 
  Corellin is completely loyal to Christin and will 
  do anything she asks of him.  He does not have 
  any romantic inclination however and would 
  never dream of interfering with that side of her 
  life.  He has become a follower of Athena as a 
  result of this friendship and his mental issues 
  have removed the alignment clash he suffers 
  as a result of his class and being Lawful Good. 
  Shayne the Blakarik, a half-elven Fighter-
  Magic-user, is the son of an elven druid, 
  traveller and story-teller, and his muse, a low 
  class girl struck by the elf’s silvery words and 
  soft hands.  The elf has since vanished to the 
  horizon, 
  abandoning 
  Shayne’s 
  mother.  
  Shayne’s elven lineage has meant he has aged 
  at a slow rate and his mother is now old and 
  her health is failing.  When his grandmother 
  died, Shayne found some ancient jewellery in 
  her attic.  He cashed this in to pay for his 
  training, aiming to become a wizard and 
  provide for his dear old mum in her dotage.  
  This is all very well but his old mum is a very 
  strong willed and powerful personality, 
  engendering in her only son a profound 
  respect and love for all woman kind.  This 
  unlikely women’s libertarian is therefore more 
  open to ideas of woman’s rights than otherwise 
  might be thought. 
  Shayne excelled in his magic classes and made 
  firm friends with the other high fliers amongst 
  the students.  This friendship, with the aid of 
  alcohol, led to an idea of forming an 
  adventuring band.  This drunken ambition 
  may have ended there but for a chance 
  friendship Shayne struck up with a rather slow 
  but talented chap he met at the Fighter’s Guild.  
  This was Corellin and through him Shayne 
  was introduced to Christin.  It is likely that 
  Shayne harbours some romantic ideas about 
  the striking Christin but he has put such 
  feelings to one side for the time being.  He 
  realises her plans are the best opportunity he 
  could have to achieve some real wizardry 
  power.  Shayne is a shrewd and intelligent 
  man and always has an eye on the bigger 
  picture. 
  Evelyn Deepener, a lady Hill Dwarf Fighter-
  Magic-User, is the product of a strong, ancient 
  dwarven family.  She is related to the royal 
  family of one of the main clans of the Blue 
  Mountains.  As a result of her privileged 
  upbringing Evelyn has some revolutionary 
  ideas about the potential role of the dwarven 
  lady outside the smithies and kitchens of their 
  home estates.  In her younger days she 
  managed to persuade her father to fund 
  training at the Magic College in Dunromin, 
  where she has been ever since.  Having 
  completed her course and seeking to remain 
  away from her family home (where an 
  arranged marriage is probably waiting for 
  her) she has been wondering what she might 
  do.  As she sees it, adventuring seems to offer 
  an escape, and the challenge and danger also 
  inspires her. 
  As a result of an over-heard conversation 
  Evelyn has attached herself to the elven mages 
  from her graduation class.  While they are 
  happy to tolerate her there does seem to be a 
  mismatch here, or there was until Shayne 
  introduced Christin.  Christin and Evelyn 
  immediately hit it off and are now firm and 
  favourite friends.  Evelyn tends to be a bit 
  vague about her family background and, 
  should a wedding match be found for her, she 
  might even find herself being hunted down by 
  her own clan. 
  Quite how she might explain this to her new 
  friends remains to be seen.  She has grown to 
  value her freedom too highly to risk being 
  found and chaperoned into adult life.  In fact 
  her family are already concerned about the 
  fact she hasn’t returned home after completing 
  her course.  A chaperone is likely to be sent to 
  find her soon and, indeed, letters have already 
  been written to the college hierarchy asking 
  why their daughter has not yet been returned 
  to the Blue Mountains.  Needless to say the 
  college elders have no intention of getting 
  involved in the private life of one of their 
  graduates, although they would be loath to do 
  
  19 
   
  anything 
  that 
  might 
  offend 
  Dwarven 
  Royalty… 
  Pricilla Leffwalken is a lady Halfling Druid 
  who arrived in the city of Dunromin as an 
  outcast of her village.  Her mother and father 
  are dead and Priss has been the sole carer for 
  her four younger siblings for many years.  
  When she came of age her uncle decided, 
  despite having taken no interest in her at all 
  until that time, that it was time she was 
  married into a family he wanted a business 
  relationship with.  Priss reacted violently to the 
  idea and, after the whole community turned 
  against her, fled. 
  Priss ended up falling in with a wandering 
  druidess and was trained in the druidic arts.  
  The druidess died of old age last year and Priss 
  has been searching for a direction ever since.  
  Happening into the city to find a bath and a 
  good meal, she got into an argument with 
  some misogynistic racists in the Storm Guarde 
  at the East Gate.  Gus came to her rescue and 
  they have been friends ever since. 
  Priss has struggled to get along in the city, 
  being a single, female Halfling, and is now 
  very keen to get out of the city and sample 
  fresh air and woods again.  She has survived 
  by selling the small amount of personal affects 
  left to her by her druidess mentor. 
  After meeting Christin through Gus, Priss and 
  her outspoken belief in the equality of women 
  and men have become a popular mix among 
  the rest of the party.  Now she has friends, a 
  future and a hope of gaining her own 
  independence.  It is worth noting that Priss is 
  also a close ally of Libby the Tree (see SM02 – 
  The Games Master’s Guide to Dunromin); 
  Libby’s early training was done under the same 
  tutelage as Priss, with Libby graduating a 
  season after Priss met up with the older 
  druidess.  The two worked well together, 
  although not close enough to stay in touch.  
  Libby and Priss have spoken on numerous 
  occasions since but have not made any plans 
  together. 
  Priss desires now to become powerful as a 
  druidess and take her teaching of equality and 
  fairness back to her people.  How successful 
  she would be in persuading them remains to 
  be seen but she doesn’t lack for determination 
  and the ability to make friends easily. 
  Gus Ten-Bollards, a gnome Fighter-Cleric, is a 
  bit of an odd-ball in the group.  He has a very 
  close friendship with Priss since they both 
  arrived in the city at the same time.  They had 
  a run-in with the Storm Guarde together over 
  their height and various other attributes.  Gus 
  is from the Gnome Hills but, being a member 
  of a small Olympian Sect in Constantan, he 
  decided he would have more support for his 
  future career in the ascending Temple of 
  Olympus in Dunromin.  As he entered the city 
  some City Guarde were taunting a Halfling 
  female and Gus felt honour bound to step up 
  for her honour.  There was a scuffle and the 
  two fled into the city.  The event blew over but 
  Gus and Priss became firm friends and now 
  just avoid the eastern parts of the city. 
  Being a new arrival in the city, the Olympian 
  Temple paired Gus up with Christin as his 
  guide for the first few days.  They got on but it 
  was apparent to Gus that Christin’s mind was 
  on other things.  After some discussions over 
  wine in the evening, Gus realised Christin’s 
  ambitious adventuring plans would need some 
  clerical assistance and suggested she could do 
  worse than invite him along too.  Christin 
  wasn’t keen at first but has come around to the 
  idea.  Quite what Gus will get from the 
  arrangement is not entirely clear but the little 
  chap does seem keen to make a name and a 
  reputation for himself – perhaps in order to 
  bolster the position of the Olympian Temple in 
  Constantan. 
  The invitation of Priss into the group was Gus’s 
  idea too and this was more popular due to 
  Priss’s outspoken rejection of the male-
  dominated civil orders of Dunromin.  Gus 
  himself is not a great believer in women’s 
  rights but knows when he is on to a good thing 
  and does have a very clear perception of what 
  is fair and what is not.  He honestly believes 
  that there is a great deal of wisdom in much of 
  what Christin and Priss proclaim as the right 
  way for society to be. 
  Ainala Eltellerin, a lady Grey Elf Fighter-
  Magic-User-Thief, is usually called Annie.  She 
  graduated top of her class from the Magic 
  Guild.  Austere, severe and incisive, Annie has 
  few human characteristics but is very much 
  the ideal Grey Elf wizard, except female.  
  While any casual observer and almost anyone 
  who knew them would say that Christin was 
  very much the party leader, anyone who 
  
  20 
   
  paused, observed and thought about it for a 
  while might start to think this really isn’t the 
  case. 
  There is something quite calculated about the 
  way Annie runs her life.  If you were to ask her, 
  it would be apparent that she regards herself 
  as the natural leader of the group but is quite 
  content with the current state of affairs.  Annie 
  believes that she is almost employing Christin 
  to run the angry group politics and leadership 
  tasks for her.  Annie will, of course, support 
  Christin in all her decisions and address any 
  differences in view privately, afterwards or in 
  advance. 
  Unfortunately, Christin is a complete control 
  freak and has probably not really come to 
  terms with this yet.  This means that, at some 
  point, there is going to be a massive blow-up 
  between them while they wrestle the control of 
  the group from each other.  That is a long time 
  into the future, probably, and in the meantime 
  Annie realises that this is a tremendous 
  opportunity for her.  She has every intention of 
  making the most of it. 
  Annie was always good friends with Evelyn 
  and Shayne and was even lovers with Shayne 
  at one point, although this is a quite acceptable 
  simple elven distraction compared with the 
  magnitude such affairs have in human circles.  
  Finding a common goal and a common 
  methodology suits Annie and she believes that, 
  when there is the inevitable power struggle, 
  some compromise will be reached and a new 
  order will be formed.  Whether that will be the 
  case is, perhaps, beside the point and Annie 
  knows that, if she survives, she will go on to 
  achieve her own ends with or without the 
  party. 
  Annie also has a weakness; a weakness for 
  power and absolutes.  She perceives things as 
  always changing and in different shades of 
  grey, never true white or true black.  She 
  honestly believes in truth and justice, but she 
  also believes in reconciliation and the power of 
  the good in everyone.  In a world like 
  Barnaynia she might be being a little naïve but 
  perhaps only in this might she be called that.  
  She is very strong, very clever and utterly in 
  control, all the time.  She is a determined, 
  capable and solid foe, but sometimes a less 
  than reliable friend as well. 
  Sister Helen Fry, a Lady Human Monk (a 
  special kind of Cleric) who is not popular in 
  Dunromin.  She has been, since childhood, an 
  outspoken critic of the slave trade in 
  Dunromin.  She is a loud proponent of the 
  belief that all peoples are created equal and it 
  is unnatural and wrong for one species, breed, 
  cult or family to place themselves above 
  another. 
  Now grown up, Helen preaches these beliefs 
  on street corners, in inns, anywhere she thinks 
  people will listen.  Few do.  Some people, 
  however, have taken notice and she has been 
  the victim of some attacks.  One of these 
  attacks was witnessed by Corellin and he 
  waded in to help.  After this strange evening 
  Helen got to meet Christen and hear her 
  theories of equality.  For Helen these 
  crystallised into revolutionary views on the 
  role of the woman in society. 
  As a result of this Helen has become the 
  ideological core of the party.  She is in fear of 
  her life in the city and is keen to leave as soon 
  as possible, with a view to getting some 
  personal power to assist her in protecting 
  herself.  Helen has far-reaching, strongly 
  political ambitions which are traditionally 
  quite at odds with her age, influence and 
  gender.  This bothers her not a jot.  She also 
  realises that her only hope of ever succeeding 
  in any of her ambitions is to cultivate powerful 
  friends.  In her fellow members of the party she 
  sees these powerful friends. 
  Helen is the most vulnerable member of the 
  party but also its most crucial.  As a kind of 
  wise big sister, she manages to express their 
  joint desires and acts as a catalyst for their 
  moral agenda.  Christin respects her and is a 
  little in awe of her, while Annie sees Christin 
  as a respected peer and fellow academic.  The 
  others believe Helen is a genuinely good soul 
  with the best interests of civilisation as a whole 
  at heart.  Many of her enemies, which 
  probably includes most of the male population 
  and much of the female, regard her as a 
  dangerous, psychotic dreamer; fanciful and 
  totally misguided. 
  Few citizens see Helen as a threat, being a 
  young woman, and many see her as 
  completely outside normal, moral society.  She 
  has rattled some dangerous egos, however, 
  and there are some slavers, being bigoted, 
  greedy and vain creatures, that think she 
  
  21 
   
  should be taught some respect for her elders 
  and betters.  And there are a great many in the 
  Guarde and in the various powerful groups in 
  the city who would be completely prepared to 
  turn a blind eye to any such action.  Luckily, 
  even in Dunromin, there are some who are 
  listening and watching out for her.  She has 
  friends in high places, male and female, whom 
  she does not know of yet… 
  In the short term, she has decided that, despite 
  her poor training and lack of any military 
  expertise whatsoever, she will become an 
  adventurer and prove, to herself at the very 
  least, that she can walk the walk as well as talk 
  the talk.  Personally, Helen is a very eloquent 
  and charming young lady, although she lacks 
  the inspirational leadership qualities of 
  Christin and the wit and insight of Annie.  She 
  is a significant piece in the play of the party’s 
  future, and undoubtedly is the embodiment of 
  its philosophical core.  While Helen lives it 
  would be unimaginable for any of the ladies in 
  the group, and therefore any of the men, to 
  leave. 
  Adventure Hooks: This is perhaps a niche party 
  that might be used as any random encounter 
  or might be used to embroil the party in a 
  wider struggle more in keeping with their 
  passions.  Woman’s Suffrage is perhaps a 
  redundant concept outside a democracy but a 
  concerted campaign for female equality in 
  whatever context presents some interesting 
  role-playing possibilities.  The group are also 
  keen abolitionists and are against Slavery of all 
  kinds – perhaps an unpopular concept in 
  Dunromin 
  Christin Doomtread 
  Race: 
  High Elf 
  Class: Paladin 5 
  Str: 18:75 
  Int: 12 
  Wis: 15 
  Dex: 18 
  Con: 18 
  Cha: 17 
  HP: 48 
  AC: -5 
  Almt: LG 
  Wpn: Long Sword +3 Frostbrand (+6 vs 
  Fire Using Creatures; Dbl. Spec. +8/+8) 
  Magic Items: Plate Mail +1; Large Shield 
  +1; Ring of Protection +1; Ring of Fire 
  Resistance; Scroll of protection from 
  Undead; Ring of Unicorn Friendship 
  (worn on a chain around her neck);  
  Lookalike: Leelee “Joan of Arc” Sobieski 
  Quote: “I am the equal of any man, as is 
  any woman, and although we don’t have 
  to prove it, we do, every day.” 
   
   
  Shayne Blakarik 
  Race: 
  Half-Elf 
  Class: Ftr-MU 5/4 
  Str: 18:91 
  Int: 18 
  Wis: 14 
  Dex: 18 
  Con: 17 
  Cha: 11 
  HP: 48 
  AC: -4 
  Almt: LG 
  Wpn: Spells; Long Sword +1/+2 vs 
  Undead (Dbl Spec +6/+9) 
  Magic Items: Golden Plate Mail +1; Shield 
  +1; Potion of Growth; Potion of 
  Invisibility; Ring of Free Action (short 
  bow, great helm, knightly stuff that looks 
  cool) 
  Lookalike: Nikolias “Jamie Lanister” Coster 
  Quote: “I will do what I came here to do 
  and then I will leave.  You would do well 
  to stay out of my way.” 
   
  Evelyn Deepener 
  Race: 
  Dwarf Class: Ftr-MU 5/4 
  Str: 18:99 
  Int: 17 
  Wis: 9 
  Dex: 17 
  Con: 17 
  Cha: 14 
  HP: 51 
  AC: -3 
  Almt: LG 
  Wpn: Long Sword +1/+3 vs Dragons (Dbl 
  Spec, +6/+9); Battle Axe +1 (Spec, 
  +4/+8) 
  Magic Items: Plate Mail +1; Shield +1; Ring 
  of Fire Resistance; 2x Potion of Water 
  Breathing 
  Lookalike: Nicola Walker with a beard 
  Quote: “I don’t do missile weapons, only 
  spells.  Missile weapons are just so, well, 
  er, elfish really, y’know?” 
   
  Corellin Kimbatar 
  Race: 
  Wood elf 
  Class: Ftr-Thf 5/5 
  Str: 16 
  Int: 9 
  Wis: 8 
  Dex: 18 
  Con: 14 
  Cha: 9 
  HP: 41 
  AC: -3 
  Almt: LG 
  Wpn: Short Bow (Dbl. Spec. +5/0; +6/+2 
  at less than 30 feet, double damage); 
  Long Sword +2 (Dbl Spec, +7/+6) 
  Magic Items: Plate mail +1, Large Shield 
  +1; Dagger +1; Necklace of Adaption; 
  Rope of Climbing (Thieves’s tools and 
  such but tends to leave that kind of thing 
  to the others) 
  Lookalike: A young Woody Harrelson 
  Quote: “I’m with the Paladin.  Whatever 
  she says, goes.” 
   
  Gus Ten-Bollards 
  Race: 
  Gnome Class: Ftr-Cleric 4/5 
  Str: 18:50 
  Int: 13 
  Wis: 18 
  Dex: 15 
  Con: 17 
  Cha: 11 
  HP: 45 
  AC: -1 
  Almt: LG 
  Wpn: Short Sword +2 (Dbl Spec +6/+8); 
  Dart (Spec +1/+4) 
  
  22 
   
  Magic Items: Ring of Protection +1; 
  Chainmail +2; Small Shield +2; Staff of 
  Curing (40); Scroll of Cleric Spells (Find 
  Traps; 3x CLW; 2xSilence 15’ and Detect 
  Magic) 
  Lookalike: Kenan Imirzalioglu but shorter 
  Quote: Why are you arguing with us?  
  Why would you do that?  Can’t you see 
  what we are?  Can’t you see the nose on 
  your foolish face?  This makes no sense to 
  me.” 
   
  Ainala “Annie” Eltellerin 
  Race: 
  Grey elf 
  Class: Ftr-MU-Thf 4/4/5 
  Str: 17 
  Int: 15 
  Wis: 13 
  Dex: 19 
  Con: 15 
  Cha: 9 
  HP: 34 
  AC: 1 
  Almt: NG 
  Wpn: Long Sword +1 Flametongue (Spec 
  +4/+4); Long Bow +1 (Dbl Spec +6/+2, 
  or +7/+3 and double damage at less 
  than 30 feet range 
  Magic Items: Leather Armour +1; Rope of 
  Climbing; Ring of Invisibility; Ring of 
  Protection +1; Belt Pouch of Holding (as 
  smallest Bag) 
  Lookalike: Aminika Wilmont 
  Quote: “It’s OK.  It’s just my opinion, that’s 
  all, take it or leave it.  But I am right.  
  You know I am right, you’re just too 
  arrogant and scared to admit it.” 
   
  Sister Helen Fry 
  Race: 
  Human Class: Cleric (monk) 5 
  Str: 16 
  Int: 9 
  Wis: 17 
  Dex: 16 
  Con: 11 
  Cha: 9 
  HP: 15 
  AC: 4 
  Almt: LG 
  Wpn: Spear +1 (+1/+4) 
  Magic Items: Elven Claok and boots, 2x 
  Potion of Healing; Ring of Infravision; 
  Ring of Protection +1; Potion of 
  Invisibility 
  Lookalike: Annie Lennox 
  Quote: “We must be calm.  In all things we 
  must be calm.  Panic and haste are the 
  killers of reason.” 
   
  Pricilla “Priss” Leffwalken 
  Race: Halfling Class: Druid 7 
  Str: 13 
  Int: 10 
  Wis: 18 
  Dex: 17 
  Con: 9 
  Cha: 15 
  HP: 40 
  AC: 0 
  Almt: N 
  Wpn: Spells; Spear +1 (+1/+1) 
  Magic Items: Leather armour +1; Wooden 
  Shield +1; Bag of Holding (mid size), 
  Ring of Fire Resistance; Cloak of 
  Protection +2; 2x Potion of Healing. 
  Lookalike: Lily Allen 
  Quote: “No I am not a Thief!  Why does 
  everyone assume I’m a Thief?  It’s racist!” 
   
  The Gentlemen of Verona 
  Verona is a small village to the far southeast of 
  the Land of the Young, sandwiched between 
  the Barony of Ulfhelm and the High Woods.  It 
  is a peaceful area these days but has not always 
  been that way, which means there is deep 
  suspicion of people from other areas.  The 
  Principality of Ulfhelm, as it used to be, 
  remained fiercely independent for many years 
  because of its easily defensible position on hilly 
  ground and surrounded by rivers.  Only in 
  CY404 was it finally quelled to become a 
  domain of Dunromin (later the Land of the 
  Young) and a baronial royal family appointed.  
  This royal family was actually the existing 
  Prince but with appropriate marriages and 
  hostages. 
  Being the front line against the Gnome Hills 
  and remote in terms of the usual trade routes, 
  the locals of Ulfhelm tend to be xenophobic 
  and unwelcoming with a low view of anyone 
  from elsewhere.  The consequence of this is a 
  kind of inherent xenophobia that is based on 
  where you are from rather than what race or 
  species you are.  Anyone from the local area, 
  or generally Ulfhelm, from whatever species 
  are regarded as being naturally “better” than 
  someone from outside the Barony or more 
  specifically the Ridings, which is the name for 
  the four halves of the Barony.  Only among the 
  Ulfhelmers does their Riding of origin really 
  become significant. 
  This 
  breeds 
  tough 
  warriors 
  and 
  all 
  commoners, male and female, are trained in 
  the fighting arts to some extent, many 
  managing to gain first level fighter standard 
  and even developing some specialisations.  
  Traditional weapons are the axe, from their 
  human woodsmen traditions, the long sword 
  and the short bow, from their neighbouring 
  elves.  The Yeomen (equivalent of a militia or 
  home-guard, which is most adults) are also 
  trained in use of the club for ceremonial and 
  sporting 
  reasons. 
   
  The 
  local 
  Halfling 
  population also prefer short swords to long 
  swords for obvious reasons. 
  The men of Ulfhelm pride themselves on long 
  hair and big moustaches.  They wear course 
  woollens over cotton, usually in dull colours 
  but with green denoting woodsmen, of which 
  
  23 
   
  there are many.  Trade is getting more 
  common with the Gnomes, Elves and Dwarves 
  of the neighbouring areas making even the 
  quietest hamlets surprisingly cosmopolitan.  
  The population is predominantly human with 
  many Gnomes in the east, Halflings in the west 
  and some Elves and many Half-Elves in the 
  north.  Due to this varied mix of race a 
  person’s Riding is more important to their 
  sense of identity than their species in most 
  matters.  Drinking and Clubbing (a ceremonial 
  sport similar to cricket) are the most common 
  past-times. 
  The adventuring party calling themselves the 
  “Gentlemen of Verona” are a bunch of youths 
  who grew up together in the village on the 
  edge of the border between the West and 
  North Ridings of the Barony of Ulfhelm.  The 
  rich merchant father, George Thelmy, of two 
  of them disappeared on a regular trade route 
  west.  A ransom demand from an unknown 
  bandit gang was botched, so the sons were left 
  without a father and without the funding that 
  was taking them through their magical 
  training.  They were promptly evicted from 
  their course (which one was re-sitting his final 
  year for the third time and the other was just 
  completing his first go). 
  The skint and frustrated youths returned home 
  and 
  started 
  rounding 
  up friends 
  and 
  acquaintances from their youth who might be 
  interested in an adventuring career.  The two 
  brothers soon rustled up some ne’er do wells 
  they often got roistered with for drinking too 
  much, one of whom is a Half-Elf.  This Half-Elf 
  also had a shady friend from the 
  village down the road but 
  staying in Verona at the time, to 
  avoid the father of a pregnant 
  lady from his home village. 
  The group considered they 
  probably needed a Cleric so they 
  got in touch with a resolutely 
  lapsed follower of Bacchus.  He 
  had been thrown out of his 
  temple and was relying on his 
  questionable fighting skills as a 
  Yeoman in the same temple’s 
  guard, hidden under a dodgy 
  beard and a false name.  He was 
  delighted to leave and try and is 
  determined to prove himself to 
  his god.  This did leave the group 
  short of the healing prowess 
  they all believed he had but they didn’t, at that 
  stage, realise it. 
  The elder brother of one of the members also 
  joined to provide woodcraft and some 
  additional fighting skills.  Thus the party were 
  ready to go to war, and go to war they did. 
  Josh Thelmy of Verona (Human Magic-User) – 
  a dark haired and thin, severe looking youth.  
  Josh takes himself very seriously and regards 
  the world around him with suspicion and 
  contempt.  He doesn’t come across as being 
  particularly friendly but has a habit of being 
  over-friendly around powerful magic-users.  
  Women may find him a bit creepy or arrogant, 
  depending on their perceptiveness.  This 
  arrogance has got him into trouble and, 
  married with his obstinacy, has led to him not 
  passing his final magic exams two years 
  running due to getting into arguments with 
  the examiners.  He is a perfectly capable 
  Magic-User but has never actually passed his 
  level 1 exams. 
  Gus Thelmy of Verona (Human Magic-User) – 
  Thin and dark haired like his brother but 
  slightly better looking and nicer to talk to.  Not 
  as bright as his brother but better able to focus 
  and has done better at the College as a result.  
  Gus can be a little fickle at times but, like his 
  brother, can take himself far too seriously.  
  Like his brother he has never passed his level 1 
  exams but this was due to being absent during 
  the exams, trying to find his father; he would 
  have passed and is a capable wizard. 
  
  24 
   
  Jeff Trigger of Verona (Human Fighter) - Jeff is 
  a tense, angry young man with very low self-
  esteem.  He tends to view any comment, at any 
  time, as being critical of him and has a habit of 
  over-reacting to situations.  Although prone to 
  panic under certain circumstances (not fond 
  of explosions and magic) unless he can hide 
  behind his fellows, he is solid in a fight but a 
  loose cannon in an argument.  He is not as 
  clever as his best friend Josh Thelmy and was 
  never as good at the fighting arts as his big 
  brother Dart.  This has led him to feel inferior 
  in all things, which is a situation he tends to 
  try and deal with through aggression.  Not one 
  to try and use reason or diplomacy to solve a 
  problem. 
  Flint Delvelow of Verona (Dwarf Fighter) – 
  Flint is the antithesis of Jeff but has grown very 
  fond of him as they have worked together 
  previously in the town militia.  Flint is older 
  and a little wiser than the others but had still 
  never set his foot outside Verona or the road 
  back to his parents’ home city in the Blue 
  Mountains (Lundenfukket) before they all 
  started adventuring.  He can handle himself in 
  a fight and is quite prepared to face anyone 
  down, particularly over a game of Clubs at 
  which he is reasonably adept.  He doesn’t have 
  a particular chip on his shoulder about his 
  race, height or background and is generally 
  incredibly cheerful, easy going and liberal for 
  a dwarf. 
  ‘Big Jim’ James Hoffer of Verona (Halfling 
  Fighter) – As his name suggests, Jim is small, 
  even for a Halfling, a fact which he accepts 
  with the graceless aplomb of one who realised 
  very early on his three sisters would always be 
  taller than him.  For a Halfling Jim is an 
  incredibly practical, straight-forward kind of 
  chap, with a no-nonsense, go-getting attitude 
  and big ambitions.  He wants to be Sheriff of 
  his own barony one day, a simple plan which 
  he is working, steadily, towards.  His friends 
  respect him and his abilities completely and do 
  not make jokes about him at all (quite the 
  opposite – they will instantly rally round if Jim 
  is threatened).  They are also deeply respectful 
  of his calm decisiveness and openness to new 
  and different ideas.  Given his ambition and 
  diplomatic manner, an observer of the group 
  might realise that it’s probably Jim that is 
  actually the leader of the party.  What he says 
  usually ends up happening, but he is not so 
  arrogant as to not think about what others say 
  very carefully indeed. 
  Halogen Furrlamir of Verona (Half-Elf 
  Fighter-Thief).  Halogen is another moody 
  youth who probably takes himself far too 
  seriously.  He fell in love at an early age with 
  the daughter of the Baron’s younger brother.  
  Being a Half Elf he was able to arrange to meet 
  her and try and few lines, but she rejected him 
  out of hand which has left him torn and bitter.  
  He has few friends and is difficult to know.  His 
  father and two elder brothers were killed 
  during a caravan ambush to the west which 
  has scarred him greatly and, although he 
  doesn’t know much about the detail of their 
  deaths, is keen to find the signet ring his father 
  owned which is a family heirloom.  Of course 
  he has no idea how to go about finding such a 
  thing although he will recognise it instantly as 
  it has a unique arrangement of topaz gems 
  around a diamond at its centre.  He has no idea 
  if the ring is magic or not.  Halogen is an old 
  friend of Josh’s from their times sharing a 
  room in Dunromin while Halogen was 
  attempting to discover what might have 
  happened to his father.  But Halogen’s only 
  real friend is Douglas, whom he has known 
  since they were children (their mothers are 
  sisters although Douglas’s mother moved to 
  the next village when she married). 
  Douglas Affler recently of Verona (Half-Elf 
  Fighter-Thief) 
  was 
  probably 
  the 
  most 
  experienced of the party at the start of their 
  adventures, due to a small spying job in the 
  woods to the west of the barony.  Douglas 
  managed to get one of the local maidens of his 
  home village pregnant and fled to Verona to 
  hide out with his cousin Halogen.  While 
  hiding out Douglas fell in with the bodyguard 
  of a local timber merchant and the merchant 
  paid Douglas to find out a little bit about his 
  competition in the neighbouring High Woods.  
  This Douglas did and spent several months in 
  the green woodland desperately trying to 
  ingratiate himself with the local elves enough 
  for them to employ him in some role.  They 
  never did for whatever reason and he 
  eventually ran out of money and returned to 
  Verona.  Upon his return the merchant refused 
  to honour their agreement due to the lack of 
  results and Douglas was forced to take up his 
  cousin’s offer of a part in an adventure to try 
  and make ends meet.  Douglas is a very 
  reluctant adventurer as he is not very brave 
  
  25 
   
  but, once in the field, he has found he has a 
  real taste for it all… 
  Freddy Bull of Verona (Human Cleric of 
  Bacchus) – Freddy was thrown out of his 
  temple due to his fondness for wine.  Given he 
  is a follower of Bacchus this is somewhat 
  hypocritical but since then Freddy has found 
  his mojo and realised that the form and 
  ceremony of temple life is far more important 
  to him than roistering with his friends.  This is 
  no surprise as Freddy is touched by the gods 
  and occasionally has images, dreams or 
  visions, often at times of great personal stress.  
  However, Freddy is also a dreamer and a 
  storyteller prone to eulogising about his god’s 
  abilities and adventures.  In fact his mouth has 
  got him into and out of more than enough 
  trouble for one much older than he is.  One 
  example is his predicament when his old 
  friend Josh said “Aren’t you an Acolyte of 
  Bacchus now?”  The answer was, by this stage, 
  due to a misunderstanding about his use of 
  Holy Wine, a resounding NO, but Freddy said 
  ‘yes’.  This fact did eventually reveal itself to 
  the rest of the party and was a big issue for a 
  while.  Luckily, Freddy is capable in a fight and 
  is a useful sword-arm to have around the 
  place.  It came to pass, after several adventures, 
  that Freddy reconciled himself with his deity 
  and was once more able to cast Clerical spells.  
  As yet, however, he is not reconciled with the 
  Olympian Temple in Dunromin… 
  Dart “the Dart” Trigger of Verona (Human 
  Ranger) – Dart is a devoted follower of 
  Bacchus and deeply in love with the wilds and 
  the greenwood.  He loves wandering the 
  rolling hillsides of his youth and exploring the 
  woods and dales of the southeast of the 
  kingdom.  He particularly likes the company of 
  elfish women but has, as yet, had little luck in 
  convincing any that he is worthy of their time.  
  He is an experienced woodsman and very 
  capable with a sword (as well as a club, of 
  course).  He has a taste for wine and weed and 
  longs to journey the world and meet strange 
  and fabulous people for various experiences.  
  He is a hippy with a big old streak of sword 
  master and believes the expression of 
  swordplay in the greenwood to be an art-form 
  rather than a martial skill.  To this end he has 
  learnt much of healing and herb lore as well 
  as the skill with a blade he inherited from his 
  uncle.  Although sceptical of his reliability at 
  first, due to a childhood disagreement, Josh 
  accepted him into the group due to his 
  knowledge of the paths and roads west of the 
  barony as far as the Rushmoors. 
  Alice Jabber (Human Cleric) was invited to 
  join the party when they encountered her in 
  the wilds near a haunted castle they were 
  heading for.  Alice is also from Ulfhelm and 
  even trained with Freddy.  The others wonder 
  if they may have had a relationship at some 
  point.  She had been intending to journey to 
  the Barony of Garibaldi to help set up a new 
  Shrine to Bacchus but got lost.  She quietly 
  believes their god guided her steps to the party 
  to make up for Freddy’s short-comings.  Being 
  known to the party they begged her to come 
  along as an additional healer and she has been 
  with them ever since.  She is an imposing and 
  stern lady, built as a warrior should be.  She 
  tolerates no foolishness from the men around 
  her and has formed a bond of close friendship 
  with Big Jim.  She is smarter than she appears 
  to be and Big Jim always listens to her advice. 
  Despite their yocal-ish appearance, behaviour 
  and individual naiveté the group do have a 
  good understanding of what they need to do to 
  work efficiently together as a group.  They 
  have a deep bond in the most cases and a love 
  for each other that belies their outward scorn, 
  contempt and teasing.  Together they work 
  well, watching out for and trusting each other 
  without a thought.  They are not perfect and 
  fight like harpies when they disagree but, 
  when threatened by an external force, they 
  will stand together and back each other 
  unquestioningly.  While Josh is ostensibly the 
  leader of the group and Dart has the most 
  
  26 
   
  experience, it is Big Jim around whom the 
  moods and opinions of the group as a whole 
  seem to orbit.  Freddy sees himself as a spiritual 
  leader but will always, regardless of the 
  situation, defer to Big Jim or Josh.  Douglas will 
  keep his opinions to himself and is more 
  perceptive than he appears, while Flint and 
  Gus rarely differ from the majority in their 
  wishes. 
  Over several months the merry band explored 
  a ruined fortress southwest of the Burning 
  Woods, gradually adventuring lower and 
  lower into the dungeons below over several 
  expeditions, based out of Troll Bridge in the 
  Barony of Garibaldi.  They are now 
  experienced and even more closely bound, 
  loyal to each other and their patron deity, 
  Bacchus.  Whatever revelation happened on 
  their last expedition to the fortress they seem 
  changed now; calmed but more determined.  
  They have no desire to return to the haunted 
  fortress and are now looking to explore 
  westwards, out into the Borderlands and the 
  Wild Lands beyond. 
  Adventure Hooks: These guys are a pretty 
  average adventuring party and can be used as 
  a ready-made opponent or ally in an 
  adventure.  They are not tied to any greater 
  ambition or plot as such but there is no reason 
  they couldn’t be tied into one.  In role-playing 
  the idea behind them was to be a bunch of 
  Yorkshiremen with an elevated opinion of 
  themselves.  The concept of Ulfhelm is the 
  concept of Yorkshire as suggested by Monty-
  Python crossed with Royston Vasey from the 
  League of Gentlemen.  Their passion for the 
  sport of Clubbing (basically Cricket) might be 
  used as a reason for them travelling about the 
  area, trying to inspire other areas to take up 
  the challenge. 
  Jeff Trigger of Verona 
  Race: 
  Human Class: Ftr 5 
  Str: 18:13 
  Int: 10 
  Wis: 10 
  Dex: 16 
  Con: 17 
  Cha: 11 
  HP: 45 
  AC: 0 
  Almt: CG 
  Wpn: Long Sword +2 (Dbl Spec +6/+8) 
  Magic Items: Chainmail +2; Large Shield 
  +1; Ring of Feather Falling 
  Lookalike: John “Clockwise” Cleese 
   
  Dart Trigger of Verona 
  Race: Human Class: Ranger 5 
  Str: 15 
  Int: 14 
  Wis: 14 
  Dex: 12 
  Con: 15 
  Cha: 11 
  HP: 43 
  AC: 0 
  Almt: NG 
  Wpn: Long Sword +1 (Dbl Spec +4/+5) 
  Magic Items: Plate Mail +1; Shield +1 
  Lookalike: Beardy Frank Zappa 
   
   
  Flint Delvelow of Verona 
  Race: 
  Dwarf Class: Ftr 5 
  Str: 18:08 
  Int: 11 
  Wis: 11 
  Dex: 16 
  Con: 16 
  Cha: 14 
  HP: 51 
  AC: -1 
  Almt: NG 
  Wpn: Battle Axe +3 (Dbl Spec +7/+9) 
  Magic Items: Chainmail +2; Small Shield 
  +1; Ring of Free Action; Potion of Speed 
  (short bow, silly furry hat) 
  Lookalike: Brad Pitt with a beard 
   
  Douglas Affler of Verona 
  Race: 
  Half-Elf 
  Class: Ftr-Thf 4/4 
  Str: 18:05 
  Int: 15 
  Wis: 13 
  Dex: 18 
  Con: 17 
  Cha: 15 
  HP: 42 
  AC: 0 
  Almt: NG 
  Wpn: Long Sword +1 (Dbl Spec +5/+7) 
  Magic Items: Leather Armour +1; Small 
  Shield +1; Cloak and Boots of Elvenkind 
  (short bow and thieves’ tools) 
  Lookalike: Christian Slater 
   
  “Big” Jim Hoffer of Verona 
  Race: Halfling Class: Ftr 5 
  Str: 14 
  Int: 11 
  Wis: 15 
  Dex: 17 
  Con: 16 
  Cha: 12 
  HP: 47 
  AC: 1 
  Almt: CG 
  Wpn: Short Bow (Dbl Spec +3/0 or +4/+2 
  and double damage at ranges less than 
  30 feet); Short Sword +1, +2 vs Scaley 
  Creatures (+1/+1) 
  Magic Items: Leather Armour +1; Bag of 
  Holding (small size); 7x Arrows +1 
  Lookalike: James Hetfield but two and a 
  half feet tall. 
   
  Josh Thelmy of Verona 
  Race: Human Class: MU 5 
  Str: 9 
  Int: 16 
  Wis: 9 
  Dex: 17 
  Con: 16 
  Cha: 13 
  HP: 21 
  AC: 1 
  Almt: NG 
  Wpn: Spells or dagger +2 (+2/+2) 
  Magic Items: Ring Protection +1; Cloak of 
  Protection +1; Armbands of AC6; Potion 
  of Flying; Potion of ESP; Scroll (Slow, 
  Dispel Magic) 
  Lookalike: Nick Cave 
   
  Gus Thelmy of Verona 
  
  27 
   
  Race: Human Class: MU 5 
  Str: 11 
  Int: 15 
  Wis: 11 
  Dex: 17 
  Con: 16 
  Cha: 14 
  HP: 26 
  AC: 2 
  Almt: NG 
  Wpn: Spells or Dagger +1 (+1/+1) 
  Magic Items: Armbands of AC6; Potion of 
  Water Breathing; Potion of Red Dragon 
  Control; Cloak of Protection +1 
  Lookalike: Jonny Depp 
   
  Alice Jabber 
  Race: 
  Human Class: Cleric 
  Str: 18:34 
  Int: 12 
  Wis: 18 
  Dex: 14 
  Con: 15 
  Cha: 11 
  HP: 28 
  AC: 1 
  Almt: LG 
  Wpn: Short Sword +1 (+2/+4) 
  Magic Items: Chainmail +1; Large Shield 
  +1; Scroll of Protection from Undead 
  Lookalike: Maxine “Twinkle” Peake 
   
  Halogen Furrlamir or Verona 
  Race: 
  Half-Elf 
  Class: Ftr-Thf 4/5 
  Str: 17 
  Int: 11 
  Wis: 11 
  Dex: 17 
  Con: 16 
  Cha: 12 
  HP: 42 
  AC: 1 
  Almt: NG 
  Wpn: Long Sword (Dbl Spec +3/+4) or 
  Short Bow 
  Magic Items: Leather Armour +1; Shield 
  +1; Ring of Protection +1 
  Lookalike: a young Jay Baruchel 
   
  Hooky’s Gang 
  Bill the Hook, or just Hooky to his friends, is 
  the leader of a highly skilled group of 
  experienced Bounty Hunters and adventurers.  
  He is one of life’s winners.  From a stable but 
  poor 
  background 
  he 
  quickly 
  realised 
  adventuring was the life for him.  He has no 
  ties save for his friends but of those there are 
  many.  He is a hard, professional adventurer 
  with a very keen sense of risk and self-
  preservation.  He has evolved to be the leader 
  of the group but he would never claim to be it.  
  He perhaps doesn’t even realise he is, merely 
  thinking his mates put him forward as he’s ‘the 
  best at all the talking and planning shit’.  He 
  has made an excellent living as an adventurer 
  by punching slightly below his weight and 
  seeking profit over glory every time.  He will 
  not take silly risks and will not put his neck on 
  the line for anyone but his mates.  Hooky has 
  known Owen Longstep (currently working 
  with Captain Kevin; see above) for years and 
  has been adventuring with him several times.  
  They are good friends and trust each other 
  completely. 
  Sparky of Morrigan is a priestess of the Celts.  
  Sparky has been adventuring with Hooky for 
  as long as the two could hold a sword.  They 
  met by chance in an ambush when working as 
  caravan guards looking for free passage out to 
  the Borderlands.  They made it out and then 
  went back to rescue the rest of the guards and 
  the merchants.  So successful were they that 
  they defeated the attackers and got the 
  survivors to lead them back to their base.  This 
  was the pair’s first big pay-out and also met 
  them up with Shuttle, who was a prisoner of 
  the group.  Sparky is a shrewd and clever 
  warrior-lesbian of Morrigan.  She is wild in a 
  fight but otherwise very flighty and forever 
  laughing at the silliest little things.  She trusts 
  Hooky and the others completely and has the 
  capacity to go from peaceful banter to full-on 
  banshee attack mode in an instant.  She has a 
  Rod of Resurrection with few charges left.  This 
  is a closely guarded secret known only to 
  Sparky, Hooky, Beechy and Shuttle. 
  Beechstripe is a human druid.  If he ever offers 
  you something to eat or drink, don’t take it; he 
  often 
  cooks 
  with 
  some 
  very 
  strange 
  ingredients.  He is also very free with his 
  language and uses a cacophony of swear 
  words 
  like 
  confetti 
  when 
  he 
  speaks.  
  
  28 
   
  Beechstripe is a curious character with an 
  indistinct background:  He joined the party 
  after they met him travelling through some 
  woods close to the capital.  They were hungry 
  and he was able to help them prepare some of 
  the local mushrooms for tea.  When they all 
  finally came down from that experience they 
  found that they had developed a weird 
  fondness for this crazy drug peddler and 
  invited him to join them.  This sounds like 
  some kind of Mass Charm but it isn’t.  They all 
  just found they got along really well and 
  decided they could work well together.  
  Beechstripe (‘Beechy’) himself is an intense but 
  funny man who has an irrational and intense 
  hatred of all undead.  His memories of his early 
  childhood are fragmented and sometimes 
  contradictory, which is a source of frustration 
  for him.  He only clearly recalls his life from 
  being an eleven-year-old foundling raised by 
  high elf woodsmen in the Royal Parks.  At the 
  age of 15 he was then trained in the Druidic 
  arts by the Druid in the Woods’ father in 
  Dunromin.  He knows all the druids in the land 
  and has a thorough knowledge of intoxicants 
  and brewing, especially fungi.  In combat he is 
  a fast and relentless foe, tied to the yin and 
  yang of light and dark, life and death.  He is 
  relentless and remorseless in fighting but loyal 
  and effusive in friendship.  He has an unusual 
  sense of humour, a very working-class, earthy 
  outlook on life and an obscene lexicon of 
  normal communications.  He also has 
  absolutely no respect whatsoever for anyone 
  with an inherited title, which often gets him 
  into trouble. 
  Shuttle of Widdlin is a Halfling whose village 
  was destroyed by a goblin band a few years ago 
  while he was away.  When he heard of the fate 
  of his extended family it gave him a fierce 
  hatred of goblins.  Some time later Shuttle had 
  been working as a small-time burglar in Karan 
  but got embroiled in an adventure that was out 
  of his depth.  His party were slain and he was 
  only spared by the bandits they were attacking 
  because he managed to convince them he 
  knew a secret way into the city of Karan.  
  When rescued by Hooky and Sparky he 
  realised this party was a good thing to get 
  involved with and kind of tagged along.  
  Shuttle is a quiet, unassuming little man who 
  has a talent for slipping through society 
  without being noticed.  He is not a talker or a 
  charmer but has a fascination with knives and 
  knife tricks.  Although talented as a thief his 
  real fascination is with knife fighting, and 
  killing goblins. 
  Adventure Hooks: These swords for hire might 
  encounter the Player Characters in all kinds of 
  situations – enemies, allies, rivals, wandering 
  monsters or whatever.  They are often sought 
  out by various Barons for clandestine and 
  honest jobs and have a reputation for 
  efficiency and secrecy.  They are not 
  completely without scruples, however, and 
  would not kidnap or imprison any “civilised” 
  race. 
  Bill the Hook “Hooky” 
  Race: Human Class: Ftr-Thf 5/6 
  Str: 18:84 
  Int: 15 
  Wis: 12 
  Dex: 18 
  Con: 14 
  Cha: 9 
  HP: 45 
  AC: 1 
  Almt: NG 
  Wpn: Short Sword +3 (Dbl Spec, +8/+10); 
  darts (Spec., +4/+4) 
  Magic Items: Leather Armour +3; Rope of 
  Climbing; Ring of Infravision; Potion of 
  Flying; Potion of Speed (thieves tools and 
  various other adventuring items of great 
  use concealed about his person, 
  including several knives) 
   
  Sparky of Morregan 
  Race: Human Class: MU-Cleric 5/5 
  Str: 13 
  Int: 15 
  Wis: 16 
  Dex: 12 
  Con: 14 
  Cha: 15 
  HP: 30 
  AC: 1 
  Almt: CG 
  Wpn: Spells and Spear +2 (+2/+2) 
  Magic Items: Large Wooden Shield +1; Rod 
  of Resurrection (4); Ring of Swimming; 
  Potion of Vampire Control 
   
  Beechstripe “Beechy” 
  Race: 
  Human Class: Ftr-Druid 5/6 
  Str: 16 
  Int: 9 
  Wis: 16 
  Dex: 16 
  Con: 10 
  Cha: 15 
  HP: 40 
  AC: 3 
  Almt: N 
  Wpn: Spells; Scimitar +2 (Dbl Spec, 
  +6/+6); Spear +1 (spec. +3/+4) 
  Magic Items: Leather Armour +1; Wooden 
  Shield +1; Potion of Plant Control; Ring 
  of Sustenance; Potion of Wraith Control; 
  Scroll of Druid Spells (Transmute x5) (a 
  range of pouches and bottles, packets and 
  bags containing all kinds of 
  paraphernalia including a lot of 
  intoxicating substances of different types.  
  He will always have a set of travelling 
  chef’s equipment with him usually 
  carried as a carpet bag to be dropped in 
  combat) 
   
  
  29 
   
  Shuttle of Widlin 
  Race: Halfling Class: Ftr-Thf 5/5 
  Str: 18:10 
  Int: 9 
  Wis: 14 
  Dex: 18 
  Con: 12 
  Cha: 10 
  HP: 36 
  AC: -2 
  Almt: CG 
  Wpn: Short Sword +2 (Dbl Spec, +6/+8); 
  Dagger +2 in left hand (Spec +3/+7) 
  Magic Items: Elven Chainmail +3; Potion of 
  Speed x2; Ring of Delusion (he thinks it is 
  Feather Fall); Periapt of Proof against 
  Poison (he has a number of knives 
  concealed about him.  He also has very 
  high quality Thieves’ Tools which give 
  him +5% on his chances of picking locks 
  and disarming traps) 
   
   
  Jack Rider 
  Jack Rider is perhaps the unluckiest man alive, 
  or perhaps the luckiest.  Let me explain: 
  Like Rentakill and Garibaldi (q.v.), Jack is not 
  originally from this planet.  He fell through a 
  magical portal in an ancient temple he was 
  exploring with his best friends and found 
  himself in a cellar under an abandoned house 
  in Dunromin.  Unlike Rentakill, he was on his 
  own and unlike Garibaldi, Jack is not 
  particularly bright and has struggled to 
  survive ever since. 
  In his previous life he was destined to become 
  quite a significant individual, although he was 
  only just starting out, really.  He was a 
  reasonably successful adventurer, on the up as 
  they say, and had excellent riding and combat 
  skills, as well as some magic items.  He had also 
  attracted the attention of a minor god.  This 
  god had selected Jack to be the saviour of a 
  persecuted race that, like Jack, worshipped this 
  god.  This god also gave Jack a “Great Blessing” 
  to assist with the task being set for him.  Jack 
  was very pleased about this and was trying to 
  find out where he needed to go to find this 
  beleaguered race when he ended up here.  The 
  race was called the Fallen Wanderers, or the 
  Ashnagazi K’till; the deity was Great Alliniwirt 
  of the Pool.  The god’s evil twin, T’Hurrt of the 
  Pits Glimmering, however, had managed to 
  Curse Jack with a spell that would hinder him 
  forever, no matter what. 
  Well, such is the plight of a holy hero.  So Jack 
  set out on his quest, hunting for information as 
  to where the Fallen Wanderers might be 
  found.  Having been told that there were many 
  ancient scrolls of knowledge in the hidden 
  dungeons below a temple, he and his friends 
  went to recover these scrolls.  Whilst exploring 
  the temple Jack fell through a random 
  wormhole and ended up on Barnaynia.  
  Neither his patron deity nor anyone else had 
  any idea what had happened to him.  That was 
  about two years ago. 
  Ever since, Jack has been wandering around 
  the Land of the Young trying the find out what 
  on earth has happened to him.  He has run out 
  of money for research and has even been 
  banned from the Great Library for an 
  altercation with a number of fellows there: 
  Jack had paid them in advance to find out how 
  to get back to where he was from and to find 
  out anything about the Fallen Wanderers or 
  the other parts of the story he could remember.  
  Nothing was found, of course, because Jack 
  hadn’t, at that time, quite realised that he 
  wasn’t even on the same World as he had been.  
  Since then Jack has realised that Barnaynia is 
  not right at all and has come to terms with the 
  fact he sure as hell isn’t in Kansas anymore.  
  His requests to re-enter the Great Library with 
  this 
  new 
  information 
  has 
  yet 
  to 
  be 
  acknowledged in any way. 
  Jack’s Curse has two parts – the first is bad 
  luck; like a normal Curse he suffers a -1 or -
  5% penalty on anything he tries to do.  
  Anything.  As a result his body is a battlefield 
  of scars and scratches from accidents and 
  mishaps.  He is also unable to benefit from 
  
  30 
   
  Clerical Magic at all and can’t even cross the 
  threshold of an active temple of any god, other 
  than his own, in peace.  This means he can’t 
  ask for magical assistance in the manner of 
  divination from any of the Dunromin Temples.  
  He can only enter a non-abandoned holy site 
  if his intention is to rob it, kill its staff or 
  otherwise do it harm.  Likewise, when 
  adventuring he cannot benefit from any 
  Clerical magic such as Cures and Bless unless 
  they are cast by a priest of his patron deity, of 
  whom there are precisely none on Barnaynia.  
  This is not so much of a problem as it might be 
  for an adventurer due to Jack’s Great Blessing. 
  Jack’s Great Blessing makes it very difficult for 
  him to die, although the majority of the effects 
  only come onto play once he is unconscious.  
  While he is conscious Jack benefits from being 
  immune to all poisons, magical and material.  
  His skin also gives off a very faint odour of 
  foulness such that no creature would ever 
  want to bite him, let alone eat him.  Monsters 
  will still bite him in order to prevent him from 
  killing them but, once down, nothing will ever 
  be tempted to then eat him, even vultures, 
  slimes and such. 
  When Jack is knocked to the ground and is 
  unconscious or dead, however, then the REAL 
  power of his Blessing kicks in.  When 
  unconscious, he is completely immune to heat 
  and cold of any form (normal and magical fire 
  and ice, spells, lava etc. Everything to do with 
  heat and cold!).  Also, one round after falling 
  unconscious or becoming dead, Jack will start 
  to regenerate as per a Troll; that is 3hp a round 
  with severed and battered limbs and bones re-
  joining and healing themselves.  Once back to 
  1hp, Jack continues to heal as per a normal 
  human, experiencing the pain and discomfort 
  associated with recovering from serious 
  injury.  Jack is aware that he seems to be very 
  lucky in surviving fights where he has been 
  knocked unconscious and ignored, but does 
  not fully understand the true magnitude of his 
  powers.  He is also very much aware that he 
  still feels pain from all these things once he is 
  conscious again and is unwilling to test his 
  powers in any way. 
  Such is Jack’s plight.  His life is blessed and he 
  is, barring drowning in acid or getting buried 
  under a mountain, indestructible, or at least 
  un-killable.  He is a very capable swordsman, 
  a great horse rider (which is where he got his 
  name) and he is quite good looking (with lots 
  of scars) and interesting to talk to.  In fact, if 
  you have no sense of smell he probably has a 
  Charisma of about 15, but the smell will put 
  anyone off.  He has clean habits and the smell 
  doesn’t transfer to his clothes or bedding, it 
  just comes from his skin, enough to put off 
  things that might want to eat him.  This works 
  on all organisms including rats, mosquitoes, 
  other invertebrates and so on.  It also works on 
  Oozes and Slimes but only when he is 
  unconscious – they will still attack him but 
  then leave him alone.  Also, it’s not like a smell 
  you get used to over time.  Every time you meet 
  him it’s changed slightly so as to still be 
  horrible.  Even when you spend time with him 
  the smell evolves to remain unpleasant.  But 
  once you can get past the smell, he’s a pretty 
  nice person. 
  Adventure Hooks: Jack can be pretty much 
  anything; patron, enemy, ally or random 
  encounter.  His unusual background might put 
  him in conflict with the party, or he might 
  become a patron, seeking to ask any Clerics in 
  the party for help with divine guidance.  
  Perhaps one of the party might have a 
  visitation from Jack’s deity.  Or maybe the 
  party kill some monster only to find Jack’s 
  regenerating body in the depths of its lair. 
  Jack Rider 
  Race: Human Class: Fighter 3 
  Str: 17 
  Int: 9 
  Wis: 8 
  Dex: 18 
  Con: 15 
  Cha: 6 
  HP: 24 
  AC: 1 
  Almt: NG 
  Wpn: +2 Broad sword (Double specialised, 
  +6/+6) or short bow.  Note he suffers a -
  1 penalty on all attacks. 
  Magic Items: +2 Studded armour, potion of 
  Invisibility, Potion of Flying, good quality 
  adventuring kit, lots of personal 
  grooming products and perfumes, none 
  of which work for him. 
  Lookalike: Rafe Spall 
   
   
  Jasper of Longfield and Diana of Tat Lane 
  This would-be Bonny and Clyde grew up 
  together in the slums of the Maze, in the centre 
  of Dunromin, running with street gangs and 
  generally getting into scrapes with the Guarde.  
  They had a kind of Romeo and Juliet love affair 
  across the borders of two street gangs but fled 
  into the countryside rather than following the 
  plot of Shakespeare’s romantic tragedy. 
  
  31 
   
  Since then they have managed to survive 
  wandering the various baronies staying one 
  step ahead of the law.  They make their money 
  on petty burglary and small-time swindles.  A 
  favourite is waiting by a lonely main road, 
  between two Baronies, and then casting a Sleep 
  spell from hiding on any passing travellers.  If 
  the victims fall asleep, the pair steal what they 
  can, if the travellers don’t fall asleep then the 
  two wait for the next travellers.  This latter 
  eventuality usually works as the victims of the 
  spell, although unnerved as if by some ghostly 
  presence, see no threat and quickly move on. 
  Jasper and Diana are careful to only take a few 
  things from each person so their theft is less 
  likely to be realised immediately, if at all.  They 
  are not really greedy but very much in love 
  and at a loss as to what to do next.  Neither has 
  the slightest interest in settling down and 
  working for a living and they certainly don’t 
  fancy adventuring.  They are also pretty 
  peaceful and avoid violence and actually doing 
  harm at all costs.  It is likely that Dianna will 
  get pregnant at some point and they will be 
  forced to make some serious choices – 
  although nothing would please them more 
  than having children together. 
  Jasper somehow managed to train as a Magic-
  User, sponsored by a senior member of the 
  Poorhouse Thieves’ Guild (who may feel he is 
  owed something) and has gained in power a 
  little as he has lived his strange life.  He has a 
  few spells in his spell book and some valuable 
  trinkets safe for hard times.  Otherwise he 
  comes across as a well-meaning but less than 
  bright city sharp, built very tall and skinny.  
  Despite living in the country for several years 
  now he still has a very strong city accent. 
  Dianna has a very robust build and coy 
  demeanour, but she is a professional Thief who 
  is as hard as nails.  She pretends to be very 
  dainty and shy most of the time to allay 
  suspicion.  She pretends to be scared of the 
  sight of blood and gets flustered if people raise 
  their voices, even fainting, but this is all a 
  sham.  Her great weakness, besides Jasper, is 
  her fondness for children.  One of the reasons 
  they elected to leave the city was that she was 
  always giving away their money to the street 
  kids they knew. 
  Adventure Hooks: this charming and slightly 
  pathetic pair might cross a party’s path in 
  many ways.  The party might be the victim of 
  one of their highway robberies, or the pair 
  might come by some little something the party 
  want, or someone wants and then gets the 
  party to find for them.  Or the news of Japser 
  and Diana’s habits may get a Baron or two to 
  hire the party to hunt them down.  Or perhaps 
  an old acquaintance from the city Thieves’ 
  Guild sends the PCs after them.  A clever GM 
  might have Dianna be very pregnant when the 
  party catch up with them causing the party a 
  moral dilemma as regards whether bringing 
  them to justice is really the “right” thing to do 
  (highway robbers are usually hung; the belief 
  that having the roads are safe and well 
  protected is vital for trade). 
  Jasper of Longfield 
  Race: Human Class: Magic-User 3 
  Str: 11 
  Int: 13 
  Wis: 10 
  Dex: 15 
  Con: 9 
  Cha: 12 
  HP: 10 
  AC: 9 
  Almt: NG 
  Wpn: Spells or Dagger 
  Magic Items: None but has a set of survival 
  equipment and some odds and ends of 
  treasure. 
  Lookalike: Steven Merchant 
   
  Diana of Tat Lane 
  Race: 
  Human Class: Thief 4 
  Str: 16 
  Int: 9 
  Wis: 13 
  Dex: 15 
  Con: 12 
  Cha: 14 
  HP: 16 
  AC: 9 
  Almt: NG 
  Wpn: She is proficient with Club and 
  Dagger which means she can fight with 
  pretty much anything that comes to 
  hand.  She usually has a Dagger about 
  her somewhere for self-defence (+0/+1) 
  Magic Items: None.  She has a set of good 
  travelling clothes and even some leather 
  armour stashed away, but generally 
  dresses as a normal village woman 
  (sensible long dress). 
  Lookalike: Rebel Wilson. 
   
   
  Les Chevaliers Lunatic (the Warriors of 
  the Moon) 
  Some years ago, the group of elven musicians 
  from Loom who were to become Les Chevaliers 
  Lunatic were playing among themselves in a 
  moonlit meadow deep in the heart of the 
  Forests of Loom.  It was a magical night, 
  cloudless after a warm summer’s day 
  harvesting grapes on the uplands.  The 
  musicians, making a living labouring on the 
  
  32 
   
  vineyards while they played away their youth, 
  were relaxing and enjoying the warmth of the 
  wines they had purchased with the last of their 
  pay. 
  This is an elven tradition among the wine-
  makers and their extended families.  As the 
  youths grow towards adulthood they are 
  required to spend their summers toiling on the 
  farms, learning the skills of their fathers, being 
  close to nature and generally getting a feel for 
  the traditional values of the elven wine makers 
  of the region.  These youths were exceptional 
  only in-so-far as they were of mixed breeds, 
  being three High and three Sylvan (Wood Elf), 
  and contained one in their number who had 
  already been ordained into the priesthood of 
  Nataliar Efferenduil, the Moon Spirit.  This is a 
  Wood Elven deity of indeterminate race and 
  sex who represents the Moon in its ascending 
  majesty of magic and power over the tides as 
  well as the threshold of the gateways to the 
  afterlife (see the later section on Gods, 
  Demigods and Supernatural Entities of 
  Barnaynia).  On this night, this disciple of the 
  Moon and skilful lute-player (it is claimed) 
  had a visitation. 
  As the moon-beams filled the spaces beneath 
  the trees with silvery light a creature emerged 
  from the shadows that they immediately took 
  to be a dryad.  The figure was slim and bathed 
  with sinews of blue light, dressed in the 
  sheerest white gossamer and bore a crown of 
  blue diamonds set in crystal, all glittering with 
  faery fire.  The elves recoiled with fear, 
  wondering at the power of a dryad and fearing 
  for their safety, but the figure bade them be 
  calm and without fear.  The figure, whose sex 
  was impossible to tell, announced it was an 
  illuvatar of Nataliar Effernduil and had been 
  sent 
  with 
  a 
  message 
  for 
  the 
  newly 
  indoctrinated priest – a high honour indeed. 
  “You are touched with the Moon,” said the 
  messenger, “As are all your company here.  
  The Multiverse will have its use of you in the 
  near future but know now that you are chosen 
  and that your steps are watched.  Find in 
  yourselves the skills you feel you will need and 
  look to the north, to the lands of the gnomes 
  and of men.  Seek there for a sign and you shall 
  find a future calling for yourselves.  Beware 
  impatience, and look to the Moon when in 
  doubt.” 
  The company were transfixed by this magical 
  portent and resolved to follow its guidance, 
  each undertaking an oath to seek out this sign 
  in the north.  Before anything more could be 
  discovered the light faded and the figure 
  vanished, the wood left lightless and empty 
  save for the soft tinkling of fey bells.  The elves 
  were stupefied for a while and resolved to 
  travel to the Temple of the Moon that night 
  and seek the counsel of the High Priest there. 
  Initially suspicious, once their stories had been 
  verified by magical divination a long 
  discussion was held, followed by a meeting 
  with the parents of the chosen elves.  It was 
  decided, after a great deal of consideration and 
  divining using bones, stars and dead leaves, 
  that the six should be trained in their 
  respective talents and then sent out, furnished 
  appropriately by the temple and their parents, 
  to discern the will of their patron deity. 
  After this long counsel of the High Priest and 
  their parents, the six friends consulted closely 
  on their chosen professions.  They chose paths 
  that complimented and matched one another 
  and, being young and full of spirit, they 
  competed closely with each other in their 
  various training regimes. 
  
  33 
   
  Guided by their instincts and wise counsel, 
  they selected very demanding, combined 
  careers as Elven Knights first and foremost, a 
  band of brothers equal and mutually faithful.  
  They would become a potent fighting force 
  with adventuring skills beyond compare.  Or 
  that was the plan.  This meant they had very 
  similar starting skills and, having pooled their 
  resources and equipped themselves uniformly, 
  almost identical appearances once their 
  helmets were in place.  Their lustrous green 
  tabards naturally bore the token of the silvery-
  grey full moon. 
  When the training was complete the travellers 
  set out onto the quest, to follow the ancient 
  trade-routes to the lands of gnomes and men, 
  north of the mountains, and come that way to 
  Constantan and then the Land of the Young.  
  The Cleric was elected their leader, now a 
  Ranger too though still a dour child.  He was 
  scarred from a boyhood accident, but he was 
  ably supported by his friends.  As they 
  journeyed they were often distracted by 
  adventures, peril and monsters such that they 
  were all well skilled by the time they reached 
  Dunromin seeking their Sign.  There they yet 
  remain, taking occasional jobs to pay their 
  way, awaiting The Sign. 
  Volteleminir [Ranger-Cleric, High Elf] – is 
  disfigured by a childhood illness of a magical 
  nature, like a fey small-pox, that gave him his 
  un-elfin nickname, Zombie.  He has always 
  been an intense and solemn sort for a High Elf.  
  He is uncompromisingly pragmatic in all 
  matters but selfless in his considerations of the 
  best solution to any given problem.  Although 
  dour, he is not without humour but charm is 
  not his strong suit.  He plays the lute passably 
  well.  His appreciation of being a chosen one 
  of the Moon on some level has persistently 
  confused him as, while he feels favoured and 
  blessed, he doubts his own abilities and 
  struggles with the lack of clear guidance or 
  mission for him.  He feels frustrated by the lack 
  of direction in his life as a result and finds 
  himself 
  imposing 
  missions, 
  limits 
  and 
  demands upon himself to either prove himself 
  worthy or perhaps just to keep his darker fears 
  occupied.  He is a steadfast friend but has a 
  distance and objectivity to him which some 
  find lacking in empathy or compassion.  Born 
  of a well-to-do local family he was trained in 
  the ways of the wild woods by his uncle, a pure 
  Ranger, as he grew up.  Shunned by his posh 
  peers (except one, Olniritin, see below) he 
  instead made friends with many from the 
  lower classes who seemed more ready to 
  accept him.  Before completing his Ranger 
  training however he felt a calling to the 
  Temple of the Moon, keeping secret a deeper 
  feeling 
  of 
  pre-destiny. 
   
  After 
  being 
  indoctrinated as an Acolyte he then took his 
  traditional turn harvesting the grapes.  It was 
  at the end of this period of time when the 
  visitation took place and his secret feelings of 
  being touched by a higher power were made 
  plain to all.  He responded positively to this 
  but, at the bequest of his head priest, then 
  completed his Ranger training so as to better 
  serve the temple against the forces of giantkin 
  and darkness. 
  Letelinir [Fighter-Magic-User, Wood Elf] is 
  mercurial in his moods and often a firebrand, 
  hence his nickname ‘Zappy’ among his 
  friends.  He is passionate in all things and 
  makes decisions quickly but often without 
  grace.  He plays the pan-pipes well.  A friend 
  of Zombie since childhood, before the illness, 
  he is loyal, clever and good-looking.  While 
  popular with the ladies his own ambitions are 
  more towards the mysteries of magical power 
  and he fancies himself a great hero in the most 
  ancient traditions of Loomish warrior-mages.  
  When his friend was visited by the Moon’s 
  messenger, Zappy was the first to swear an 
  oath to the quest and suggest a knightly 
  brotherhood.  The others quickly agreed but as 
  a result Zappy seems to retain an unspoken 
  leadership, or at least as a first among equals, 
  when it comes to plans and initiatives. 
  Barthelias [Fighter-Thief, Wood Elf] is the 
  quiet one of the group.  Like Zappy he is an old 
  friend of Zombie and has spent many years 
  growing and learning with them both.  He is 
  more taciturn than either and, displaying more 
  subtle skills, has been trained in the fine arts of 
  the adventuring rogue, often referred to as the 
  company’s burglar in the old fairy-story 
  meaning of the word.  Nicknamed ‘Bart’, he is 
  a shrewd elf, although less wise or technically 
  clever as his friends, his combination of 
  insight, empathy and observational skills mark 
  him out as something special.  He is no leader 
  but the group are always keen to hear his 
  opinion and will react quickly to any 
  instruction he gives, trusting his acute senses 
  to be a sure and safe warning.  His ambitions 
  are simpler than the others, being of more 
  
  34 
   
  modest stock, and he merely wants to be rich 
  enough to buy a vineyard, rather than being a 
  mere vats-man like his father.  He plays the 
  flute. 
  Anteleminovar 
  [Fighter-Magic-User-Thief, 
  High Elf] has a quixotic mind and several 
  talents that were observed when he was 
  young.  As a result, he was trained initially as 
  a mage, with a great future marked out for 
  him.  As he grew older he discovered a speed 
  and agility within himself but also became 
  frustrated at the sedentary nature of mage 
  training.  His friend call him ‘Snooks’ after the 
  favoured curse ‘snukvellatin’ of one of their 
  old teachers, roughly translated as ‘vagabond’.  
  Even before the visitation of his friend Zombie, 
  Snooks had been planning to diversify into 
  fighting and roguish pursuits.  Handsome and 
  passably charming, he is also a poet and 
  storyteller of sorts with a fine singing voice.  
  His astonishing memory is now the repository 
  of many ancient poems and legends which he 
  often regales friends and family with.  His 
  skills are many and he is watched closely by 
  several persons in the hierarchy of the 
  Loomish Guilds, marked for greatness even 
  before the ascendancy of his friend.  Quite 
  whether Snooks is as keen on the careers being 
  mapped out for him as his father is remains to 
  be seen.  He is shrewd but impetuous, lacking 
  empathy to some degree he has a selfish 
  inclination in all matters save that of caring for 
  his friends, in which alone is he steadfast.  To 
  all other plans and patrons he can prove fickle 
  and wayward. 
  Olniritin [Fighter-Druid, Wood Elf] is the first 
  and only son of one of the foremost houses in 
  the largest wine-growing region of Loom.  As 
  such it was incumbent upon him to follow in 
  the family tradition of joining the rather 
  unique warrior sect of the Golden Sickle.  Thus 
  when touched by the destiny of his old friend 
  Zombie, he was indoctrinated into the 
  Brotherhood of the Golden Sickle and trained 
  both as knight and druid.  It is a combination 
  thought to be unique to this small sect in the 
  depths of the greenest woods of Loom who are 
  bound to protect its borders.  His nickname 
  ‘Sticks’ comes from an old saying that he was 
  often teased with when younger.  Through his 
  friendship with Zombie, Sticks has had his 
  duties with the Golden Sickle suspended until 
  such time as his Moon quest is ended.  Then he 
  will return to the woods of his fathers and take 
  up station there, as a Guardian of the 
  Greenwood.  This is a great honour and Sticks 
  feels proud of this but also a little resentful, 
  feeling his life has been mapped out for him by 
  the tradition of his family and the weight of his 
  friend’s quest.  He longs for space to relax and 
  find himself, to discover his own destiny, 
  although he would never admit to this. 
  He is a charismatic young elf with an eye for 
  the ladies and the wild life.  Although 
  trustworthy he does have some weaknesses 
  and can be easily distracted.  His druidic 
  persuasion is for nature and the truth and 
  beauty of the natural life.  To this end he enjoys 
  various physical pleasures as well as the more 
  traditional wine of his homeland.  He is mature 
  enough to take his responsibilities seriously 
  and would never allow these weaknesses to 
  endanger his friends or his mission.  He is 
  cheerful, well-humoured and fun to be with, 
  often quick with a witty comment but as free 
  with compliments as he is charming in 
  counsel.  He plays the fiddle well and fast. 
  Fangolmar [Fighter-Cleric, High Elf] was 
  attracted to the Temple of the Moon from a 
  young age and was welcomed in along with 
  his good friend Zombie, whom managed to 
  graduate shortly before him.  His nickname 
  ‘Tiler’ comes from the elven for ‘one who 
  treads grapes’ and could be taken as a 
  derogatory term in some company, certainly 
  he only permits his friends to call him this. 
  Soon after Zombie’s visitation Tiler also 
  managed to become an Acolyte and the two 
  enjoy a friendly rivalry within the temple as 
  regards their talents and prospects.  Of a lower 
  caste, Tiler is content to occupy the shadow of 
  his friend as he feels, in himself, a little less 
  driven, still finding his own way in the world.  
  For the present he is more than content to 
  follow the whim of the group but he has no 
  doubt a new path will be made plain for him 
  at some point.  Perhaps he will be instrumental 
  in whatever mission his friend will be given 
  and so, for the present, he will put his own 
  heart and soul into their solemn brotherhood.  
  As a person, he is quiet; an observer and an 
  outsider, but comfortable in that.  In the 
  company of friends he can be outspoken in 
  matters he feels strongly about.  Tiler plays the 
  harp without great talent but enough to keep a 
  group in tune.  
  
  35 
   
  Adventure Hooks: These very dangerous, 
  militant, 
  moon-worshipping 
  elves 
  are 
  awaiting their deity to give them a quest.  You 
  might use them as a trigger for some broader 
  campaign or as rivals, seeking the same 
  artefact as the party.  Or perhaps another 
  powerful being pretending to be their Moon 
  Deity (Nataliar Efferenduil) will try and fool 
  them with a different mission suited to a 
  darker purpose at odds with something your 
  player characters are involved in.  If your party 
  were to do something offensive to the powers 
  of the Forest of Loom or the elven Moon Sect 
  then this group might be sent to punish them. 
  Note – these characters were generated using 
  the Dunromin Hero Rolling system so their 
  statistics are higher than would normally be 
  expected. 
   
  Volteleminir “Zombie” 
  Race: 
  High Elf 
  Class: Rngr-Cleric 6/5 
  Str: 18:75 
  Int: 16 
  Wis: 18 
  Dex: 17 
  Con: 18 
  Cha: 9 
  HP: 63 
  AC: -4 
  Almt: NG 
  Wpn: Long Sword +3 (Dbl Spec +9/+9) 
  Magic Items: Plate Mail +2; Shield +1; Ring 
  of Feather Falling; Ring of Swimming; 
  Potion of healing (plays the Lute and 
  wears an open helm) 
   
  Fangolmar “Tiler” 
  Race: 
  High Elf 
  Class: Ftr-Cleric 6/5 
  Str: 18:75 
  Int: 10 
  Wis: 18 
  Dex: 17 
  Con: 14 
  Cha: 9 
  HP: 44 
  AC: -5 
  Almt: LN 
  Wpn: Long Sword +2 (Dbl Spec +8/+8); 
  Short Bow (Dbl Spec +4/+1 or +5/+2 
  and double damage at range less than 30 
  feet) 
  Magic Items: Plate Mail +3; Shield +1; Ring 
  of Warmth (also has a harp) 
   
  Anteleminovar “Snooks” 
  Race: 
  High Elf 
  Class: Ftr-MU-Thf 5/5/5 
  Str: 18:75 
  Int: 18 
  Wis: 9 
  Dex: 19 
  Con: 17 
  Cha: 12 
  HP: 55 
  AC: -4 
  Almt: CG 
  Wpn: Long Sword +2 Chromatic Dragon 
  Slayer (Dbl Spec +8/+8) 
  Magic Items: Plate Mail +1; Small Shield 
  +1; Potion of Heroism; Everlasting Candle 
  (Thieves tools are in a bag on left thigh) 
   
  Letelinir “Zappy” 
  Race: 
  Wood elf 
  Class: Ftr-MU 6/5 
  Str: 18:73 
  Int: 18 
  Wis: 9 
  Dex: 18 
  Con: 17 
  Cha: 10 
  HP: 63 
  AC: -6 
  Almt: LG 
  Wpn: Long Sword +2 Giantbane (Dbl Spec 
  +8/+8); Short Bow (Dbl Spec +5/+1 or 
  +6/+2 and double damage at range less 
  than 30 feet) 
  Magic Items: Plate Mail +3; Shield +1, 7x 
  Arrows +1; Ring of Fire Resistance; Wand 
  of Wonder (6) (silver pan pipes and open 
  helm) 
   
  Olniritin “Sticks” 
  Race: 
  Wood elf 
  Class: Ftr-Druid 6/6 
  Str: 18:18 
  Int: 11 
  Wis: 15 
  Dex: 18 
  Con: 14 
  Cha: 16 
  HP: 48 
  AC: -3 
  Almt: N 
  Wpn: Long Sword (Dbl Spec +5/+6); Short 
  Bow (Dbl Spec +2/+1 or +3/+2 and 
  double damage at range less than 30 feet) 
  Magic Items: Splint Mail +1; Small Shield 
  +3; 9x Arrows +2; Ring of Protection +1; 
  Potion of Healing (elegant, elven fiddle 
  and open helm) 
   
  Barthelias “Bart” 
  Race: Wood 
  elf 
  Class: 
  Ftr-Thf 6/6 
  Str: 18:75 
  Int: 14 
  Wis: 15 
  Dex: 18 
  Con: 15 
  Cha: 9 
  HP: 42 
  AC: -4 
  Almt: NG 
  Wpn: Long Sword +1 (Dbl Spec +7/+7); 
  Short Bow (Dbl Spec +2/+1 or +3/+2 
  and double damage at range less than 30 
  feet) 
  Magic Items: Plate mail +1; Shield +1; 
  Dagger +1; 6x Arrows +1; Cloak of 
  Elevenkind (keeps a suit of leather armour 
  and his thieves tools in his backpack, also 
  carries a silver flute and a penny-whistle) 
   
   
  
  36 
   
  The Liliputians 
  This group of rogues and chancers are a mix 
  of thieves with short stature.  Their name, The 
  Liliputians, is a mixture of the old Elvish words 
  for Stature and Rich. 
  Reginald “Reg” Tubthumper is, effectively the 
  leader of the party, or at least its spokesman.  
  He formed the group around his friendship 
  with Alfred Bundlesnipe with an aim to 
  identifying ways to get rich quick, based on the 
  concept that once you are rich it is easier to get 
  richer.  To this end he enticed Dashinael 
  Greywind (known as Dash) to act as the front 
  man for a prospective confidence trick based 
  on raising cash for a woodland development 
  project, based in Fetlin Woods in the Belentine 
  Forest.  Dash got his partner and fiancé 
  Sasarinia Ashen (known as Sasha) involved as 
  well as it all seemed tremendous fun and a jolly 
  jape.  Sasha brought with her a new 
  acquaintance she was employing at the time as 
  a guide in the woodland they were thinking of 
  using.  This was Nesbit of Fetlin and it was the 
  Fetlin Wood that the party were planning their 
  con around.  The con failed when the party 
  realised they were all as deceitful as each 
  other, got drunk, and decided larceny in 
  baronies farther from their homes was a better 
  way of getting rich quick – Dash’s real name is 
  Dashdividni Oakenbond and Sasha is really his 
  sister, and her real name is Sasarinia 
  Oakenbond. 
  Dash and Sasha are the half-blood children of 
  a wood elven princess from Loom, estranged 
  but still potentially bank-rolled by her uncle, a 
  Leaf Lord of a minor trading fiefdom within 
  the Forest of Loom south of the mountains.  As 
  half wood-elves the pair share a childish sense 
  of humour and have a rather loafer-esque 
  lifestyle.  They don’t seem to take anything very 
  seriously and are constantly looking for 
  adrenaline-fuelled 
  diversions, 
  such 
  as 
  burglary or adventuring.  As befits their rank 
  they are well armed and equipped warriors 
  but have also used their tree-climbing to 
  conceal training in the arts of thievery.  They 
  have little respect for property but do like 
  people with character.  They have become very 
  fond of their travelling companions over the 
  months they have been together. 
  Nesbit is a gnome whose family were slain by 
  ogres when he was a child.  He escaped into 
  the woods near where they were attacked and 
  used his father’s spell-books, his natural 
  abilities and some contacts among the local 
  Brownies to teach himself some basic 
  Illusionist skills.  He is a great woodsman and 
  tireless tracker, having more in common with 
  the Bushmen of Namibia than the tinkers of 
  gnomish legend.  He is never-the-less a gnome 
  with considerable natural ability in the arts of 
  underground movement and mechanical 
  manipulation.  He has spent much of the last 
  few years living wild in the Forest of the 
  Belentine, trapping and selling furs and acting 
  as a guide to travellers in the deeper woods.  
  This part of Belentine is called Fetlin Wood, 
  hence his name.  Personally, he is a quiet, 
  almost timid little person, deferential to Sasha, 
  whom he regards as an employer as much as a 
  friend.  He is essentially well-meaning but has 
  an absence of appreciation of the significance 
  of property and ownership that could easily 
  get him into a lot of trouble.  He gets on well 
  with the rest of the party although he is 
  confused by their ongoing discussions about 
  personal hygiene.  He has a simple wit and 
  charm but can lie convincingly when he needs 
  to.  He is no one’s fool and the rest of the party 
  realise this and like him all the more for it.  
  Despite his natural Charisma few people can 
  stand his low levels of personal hygiene for 
  long. 
  Reg is a Priest of Loki, which is a faith he 
  doesn’t openly advertise but a manner of 
  thinking he follows as regards spreading 
  mischief and disorder, especially when it 
  comes to embarrassing other Clerics.  Alf is a 
  Magic-User, having graduated from conjuring 
  tricks and sleight of hand to managing to enrol 
  on a course at the Magic College in Dunromin, 
  
  37 
   
  entirely funded by ill-gotten gains from street 
  tricks, petty theft and some bigger “capers” 
  with Reg.  There is probably some dispute as to 
  whether Alf is a qualified Magic-User because 
  he never attended his graduation ceremony as 
  there was a concern over some issuing books 
  from the library that his name had become 
  associated with. 
  Reg and Alf are a veritable double-act who 
  understand and trust each other without 
  question.  They always play the most 
  appropriate 
  partnership 
  as 
  befits 
  their 
  situation without pride or second thoughts, be 
  that a pair of bumpkins, old lags, master and 
  servant, simple traders or whatever they 
  require.  They know each other so well as to 
  almost share a telepathic link.  Outside the 
  party they trust no one but have a great 
  number of acquaintances in Dunromin and 
  into the Home Counties to the south, most of 
  whom are on good terms.  In Dunromin they 
  are also acquainted with Gerym Twofella and 
  are associate members of the Poorhouse 
  Thieves Guild, although they are quite happy 
  for Sasha, Dash and Nesbit to remain freelance 
  thieves.  They are also old associates of 
  Rembrandt the Rogue (q.v.) from his time in 
  Dunromin but it is not clear how favourably 
  he might look upon them now.  Certainly they 
  worked together on some projects and 
  Rembrandt and Alf have been known to swap 
  spells and knowledge in the past.  The books 
  Alf was thought to have taken from the Great 
  Library were certainly found in Karan some 
  years later, allegedly sold by someone 
  resembling Rembrandt.  Alf and Reg have a 
  long and colourful history within the cities and 
  baronies of the Land of the Young but scant 
  dungeoneering experience.  They are of such 
  low profile, despite their numerous contacts, 
  they can pass through the Home Counties 
  quite quietly and would be unknown beyond 
  there. 
  Adventure Hooks: these five individuals are 
  always getting into messy scrapes.  They have 
  done some grave robbing in the hills around 
  Creb Untool and have even burgled a few 
  baronial properties without being caught.  As 
  they have improved in ability they have 
  managed to keep their low profile through a 
  mixture of deliberate anonymity in the case of 
  the Halflings, not giving a damn in the case of 
  the half-elves and disbelief in the case of 
  Nesbit.  As a result they offer a number of 
  unusual possibilities in terms of adventures – 
  the party might come by (accidentally or on 
  purpose) some item from them that is then 
  recognised by its previous owner.  Or the party 
  might witness and/or be blamed for some 
  larceny or other that the Lilliputians are 
  responsible for.  The party might be hired to 
  find these people or to get something back 
  from them that they have taken, perhaps 
  without knowing the true value of the item; the 
  person from whom the item was stolen might 
  have their own reasons for keeping the 
  recovery secret too.  These guys are not 
  straight-up fighters; although very capable of 
  looking after themselves; they are more likely 
  to flee a straight fight.  This might make them 
  a different kind of challenge to a heavy-
  handed party.  They might even try to rob or 
  swindle the party as it returns from an 
  adventure. 
  Reginald “Reg” Tubthumper 
  Race: Halfling Class: Cleric-Thf 6/6 
  Str: 15 
  Int: 13 
  Wis: 16 
  Dex: 18 
  Con: 16 
  Cha: 14 
  HP: 43 
  AC: -2 
  Almt: CG 
  Wpn: Spells; Short Sword +2 (+2/+3); 
  Dagger +2 (Left Hand, +1/+3); Short 
  Bow 
  Magic Items: Armbands of AC4; Ring of 
  Spell Storing (Invisibility, Magic Missile, 
  Shield; Death Spell; all at lvl12); Ring of 
  Protection +2; Potions od Climbing, 
  Longevity and Acid Resistance; only 
  carries his thieves’ tools when he has to 
  and even then disguised amongst a 
  general handyman toolkit shoulder bag.  
  His clothes are always top quality but 
  never “showy”. 
   
  Alfred “Alf” Bundlesnipe 
  Race: Halfling Class: MU-Thf 6/6 
  Str: 15 
  Int: 15 
  Wis: 11 
  Dex: 18 
  Con: 17 
  Cha: 13 
  HP: 41 
  AC: -3 
  Almt: CG 
  Wpn: Short Sword +2 (+2/+3); Dagger +3 
  (Left Hand, +1/+4); Short Bow 
  Magic Items: Arm Bands AC3; Wand of 
  Magic Missiles (13); Ring of Protection 
  +2; Scroll (Haste, Hold Monster, Slow, 
  Water Breathing; all at 9th level); thieves’ 
  tools carefully concealed about 
  comfortable “country gentle-hobbit” 
  clothes. 
  Short Sword +2 (+2/+3); Dagger +2 (Left 
  Hand, +1/+3); Short Bow 
   
  
  38 
   
  Dashinael “Dash” Greywind 
  Race: 
  Half-Elf 
  Class: Ftr-Thf 4/3 
  Str: 18:75 
  Int: 10 
  Wis: 10 
  Dex: 15 
  Con: 11 
  Cha: 12 
  HP: 34 
  AC: -1 
  Almt: CG 
  Wpn: Long Sword +3 (Dbl Spec +8/+9), 
  short bow 
  Magic Items: Chain mail +2, Shield +1, 
  Open Helm of Protection +1 
   
  Sasarinia “Sasha” Ashen 
  Race: 
  Half-Elf 
  Class: Rngr Thf 4/4 
  Str: 12 
  Int: 13 
  Wis: 15 
  Dex: 13 
  Con: 15 
  Cha: 10 
  HP: 38 
  AC: 1 
  Almt: CG 
  Wpn: Long Sword +2 (Dbl Spec +5/+5), short 
  bow 
  Magic Items: Chain Mail +1, Shield +1 
  Note: She has a red scar from a garrotte 
  around her throat 
   
  Nesbit of Fetlin 
  Race: 
  Gnome Class: Ill-Th 6/6 
  Str: 14 
  Int: 15 
  Wis: 12 
  Dex: 18 
  Con: 14 
  Cha: 12 
  HP: 22 
  AC: 0 
  Almt: NG 
  Wpn: Short Sword +2 (+5/+9); Dagger +3 
  (Left Hand, +5/+10); Short Bow 
  Magic Items: Belt of Hill Giant Strength; 
  Armbands AC4; Boot of Elvenkind; Wand 
  of Fireballs (16); Ring of Fire Resistance; 
  Helm of Nesbit (q.v.); Nesbit has many 
  grubby pockets, pouches and straps 
  about his body in which are arranged lots 
  of odd tools that comprise his Thieves’ 
  Toolkit and includes various woodsman 
  kit like skinning knives and snare wires, 
  but they don’t look incriminating and, 
  frankly, the smell generally puts people 
  off checking too closely… 
   
  The Moon Shadows 
  Brutus Trojan is the fifth son of the Baron 
  Trojan, one of the lowlier March Barons 
  holding a poor stretch of arable land a day’s 
  ride west of Dunromin and some way off the 
  north side of the Great West Road.  This land 
  farms wheat, fruit and cabbages for sale in the 
  capital and the Baron Trojan made a 
  reasonable tariff from the trade as well as rent 
  and such.  Brutus’ elder brothers often called 
  him “the Runt” as he was the smallest and 
  weakest of the set, even failing to make the cut 
  and be trained as a Knight like his brothers, 
  father and uncles before him.  A source of 
  great shame, Brutus persisted in training as a 
  fighting man but then left the family home in 
  search of adventure and respect. 
  Despite the derision received from his elder 
  siblings Brutus was not a weak man and, when 
  measured against normal men, he had 
  considerable strength and skill.  He is also 
  somewhat cleverer than his brothers, although 
  this is not saying a lot by all accounts.  Brutus 
  is a severe and sour-faced young man, hiding 
  his inherent insecurities and self-doubt behind 
  a grim exterior and brash humour. 
  When he left his home he travelled with three 
  hirelings; Bodkin Merryweather, his cook, 
  Gerald Smith, his squire, and Vincent Potter, 
  his new valet.  As his wanderings continued 
  and he failed to find the sniff of adventure and 
  earnings, his monies dwindled and he was, in 
  the end, unable to offer his hirelings pay any 
  more.  He offered them a partnership in his 
  adventuring plans instead and Bodkin and 
  Vincent, for their own reasons, accepted.  
  Gerald thought this profession too wearisome 
  and returned to his home. 
  A short time later they met Sensor, her friends 
  and some others in the town of Troll Bridge on 
  the far southwest border of the Land of the 
  Young, at the start of the Wine Road; a new 
  trade route to the Forests of Loom.  Being the 
  son of a Baron, Brutus made himself the 
  captain of this rag-tag adventuring band, 
  which no one else seemed to have an opinion 
  on or objection to.  Since then they have styled 
  
  39 
   
  themselves the Moon Shadows, owing to their 
  shared faith in the Moon Spirits and its 
  associated religious fraternities. 
  Brutus was deeply affected by the death of one 
  of the party called Willow in their first 
  adventure.  He blames himself for her being 
  left to melee a Hippogriffs alone as he was 
  blinded by a cursed item when they attacked.  
  He made sure he did whatever he could for her 
  afterwards but still has an issue dealing with 
  the whole affair. 
  Siegfried Wagnerian is a high elf from a family 
  serving one of the Low Lords of the Forests of 
  the southern Land of the Young.  His father’s 
  elder brother is a Troll Hunter (see SM02 The 
  Games 
  Master’s 
  Guide 
  to 
  Dunromin).  
  Siegfried’s family traditionally served as 
  gamekeepers and land-watchers on the lower 
  slopes of the Blue Mountains west of High Pass 
  and this is what Siegfried had been trained for 
  – including mountaineering and specialising 
  in the use of the bow.  Siegfried, however, was 
  not content with such a life.  From a very 
  young age he had been enchanted with the 
  idea of travel and had watched the passing 
  caravans of exotic produce and peoples, 
  wondering where they were going and where 
  they had come from. 
  When he came of age he explained his desire 
  to travel to his father and a proper argument 
  ensued.  As an only son his father felt Siegfried 
  had certain obligations to the family and his 
  lord but they could find no compromise.  
  Siegfried left home and fled to the big city.  His 
  father may never forgive him and his lord 
  probably regards him as a traitor.  
  Siegfried could care less about this and 
  has spent the time since wandering the 
  Land of the Young and meeting Willow 
  the Walker along the way.  Willow was a 
  Ranger, seeking her brother, Sindarin.  
  Sindarin had been lost on an expedition 
  to the Burning Woods along with the rest 
  of his adventuring party, but no one 
  knows where or how.  Priests have 
  informed Willow that her brother 
  remains in the land of the living but can 
  offer no more information (for what she 
  could afford, anyway). 
  Siegfried is a self-contained, contented 
  spirit whom seems never glum nor 
  distressed.  While not inspiring, he is a 
  determined and polite person, not 
  popular but not despised.  He makes friends 
  with difficulty but is fiercely loyal to those he 
  does make, particularly Willow and, over time, 
  Brutus.  His motives seem merely to explore 
  and see the world.  Adventuring was the ideal 
  means to this end and he seems uninterested in 
  fame or fortune as such, viewing the fighting 
  skills he has as tools, the combats as necessary 
  evils.  Any greater philosophy or taste for the 
  world he keeps to himself. 
  After Willow’s death in their first adventure 
  Siegfried’s switched the aim of his adventures 
  and vowed to find her brother for her, 
  effectively taking on her quest as she was no 
  longer able to. 
  Vincent Potter is an ambitious thug from 
  Dunromin who grew up running with the 
  street gangs and joined the Poorhouse Guild as 
  an enforcer at the age of fifteen.  This career 
  soon went sour as he was involved with 
  beating up the son of a baron and a price was 
  put on his head.  He fled west, using his saved 
  money and ability to appear more than he was 
  to secure training as a valet in a market town 
  halfway between Dunromin and Karan.  As a 
  valet he was employed by Baron Trojan to look 
  after his youngest son, Brutus, with whom he 
  has been ever since.  When Brutus offered him 
  a partnership, Vince realised that he would 
  have to start from the bottom in another post 
  and risk someone recognising him if he 
  travelled back to the east, so he decided to stick 
  with Brutus and see where it led him. 
  Vincent is a self-serving and selfish outlaw.  He 
  has let his greed and violent nature destroy one 
  
  40 
   
  career but has managed to find another in 
  which these very character flaws might serve 
  him well.  It is impossible to tell, looking back, 
  if Vincent felt any loyalty, comradeship or 
  even affection for his old boss Brutus.  He 
  behaviour since is a friendly enough manner 
  and is willing to do whatever is needed to serve 
  the group’s best interests. 
  Vince undoubtedly has a taste for the high-life 
  and his choice of clothes, pastimes and 
  companions when not adventuring reinforces 
  the perception of his preoccupation with the 
  fleshy delights of life and the appearance of 
  success and power.  In more modern parlance 
  he would have been viewed as a gangster but 
  this is perhaps unfair on him.  His motives are 
  not nastiness or evil, but purely self-serving.  
  Any friendships he formed along the way are 
  regarded as means to an end.  One old 
  acquaintance from the Poorhouse street gangs 
  summed it up as “He’s a good laugh, nice 
  enough and he would have your back in a 
  ruck.  But you wouldn’t trust him with 
  anything or miss him if he vanished.” 
  Crowley the Cunning is the oldest member of 
  the company by some measure, Crowley was 
  already well known in the southwest as one of 
  the acolytes at the new temple of Hecate in the 
  Barony of Garibaldi.  He spent most of his time 
  travelling around the barony telling stories 
  and providing mystic guidance to villagers in 
  the style of a soothsayer.  He made some 
  reputation extolling the virtues of showing 
  abeyance to the Moon and her powers, in the 
  act helping out a number of farmers and their 
  families. 
  The head of the new temple suggested that he 
  needed to do something about improving his 
  powers and suggested joining an adventuring 
  band then forming in Troll Bridge.  Realising 
  things would become uncomfortable for him if 
  he refused, Crowley reluctantly agreed and 
  was soon attached to Brutus Troy and his 
  troop.  This was much to the appreciation of 
  Brutus himself who sets a lot of store by getting 
  the positive approval of the gods in all his 
  endeavours.  Crowley has developed some 
  affection for his new group over time but he 
  will never be more than indifferent about the 
  prospects of fighting for his life in some 
  dungeon. 
  Crowley is a not a leader but a very wise 
  counsellor.  He is very good at understanding 
  people and has what was often thought to be 
  second sight in terms of noticing useful things 
  – this is thought to be a god gift and his 
  Observation/Spot-Hidden skill is exceptional.  
  He doesn’t make friends easily but is very good 
  at associating himself with powerful people 
  that might help his interests.  When 
  adventuring he tends to be cautious but is 
  often the source of the best ideas and solutions 
  to puzzles and traps that present themselves. 
  Sensor Blackwind is the eldest daughter of a 
  Dunromin cloth merchant, with two older 
  brothers.  Showing a talent with magic from a 
  very early age her father managed to scrape 
  together the funds required to put her through 
  Magic College.  This proved ill for the father as 
  the business went down due to quicker, 
  cheaper imports of elven cloth from Loom via 
  the new Wine Road.  Her father ended up in 
  debt and Sensor worked as a scribe to help pay 
  the bills.  Unfortunately, the business is not 
  recovering and Sensor travelled to Troll Bridge 
  to discover how they might recover using this 
  new route themselves.  While there she 
  encountered her old college friend Alquin of 
  Lacquer. 
  Over a long drink in a local tavern Sensor 
  began 
  to 
  realise 
  that, 
  with 
  Alquin’s 
  connections, she stood a good chance of 
  rescuing her father’s business by buying out a 
  local cloth trader who was looking to retire.  
  First she needed the capital and the only way 
  she could see to do this was by going 
  adventuring.  Keeping this secret from her 
  father, who would have stopped her straight 
  away, she sought to join a party with equally 
  urgent but realistic ambitions. 
  In an inn in Troll Bridge Sensor soon found a 
  common, if slightly uncomfortable purpose 
  with Siegfried Wagnerian and Jay Blinder.  
  Realising they needed some heavy artillery and 
  spiritual support, they all then chose to ally 
  themselves with Brutus Troy and his Moon 
  Shadows.  Later they were joined by Vurst 
  Geshtaldt and Crowley the Cunning although 
  this seems to have been out of convenience 
  rather than enthusiasm. 
  Jay Blinder was born to a wood elf in the woods 
  of Dunromin.  Although his mother was of 
  poor standing and never said who her lover 
  had been (she was a very mature elf and there 
  is little doubt that her human mate was well 
  chosen) Jay was brought up as any other elf in 
  
  41 
   
  the community.  His mother had some skill in 
  magic so it seemed natural he would too, 
  although his own passions seemed far more 
  physical.  Jay’s mixed heritage was a great 
  burden to him and he struggled to feel 
  accepted in his hometown.  He observed his 
  school-friends developed a natural skill with 
  the long sword that he envied.  He lacked their 
  natural ability but was so determined to excel 
  in this weapon that he drove himself to be a 
  double-specialist before he had completed his 
  training in the martial arts. 
  He proved a passable student at magic, hardly 
  excellent, but his steadfast determination and 
  self-reliance carried him through his joint 
  courses.  Once graduated, and with his 
  mother’s blessing, he headed straight away to 
  the Borderlands, in search of adventure and 
  fame.  He didn’t care much for fortune but has 
  such a drive to prove to his old school enemies 
  that he is a great warrior he would do anything 
  to promote himself. 
  Jay seems an egotistical and humourless 
  individual, 
  being 
  driven 
  and 
  almost 
  monomaniacal in his dream to be known as 
  the greatest swordsman in the land.  Part of 
  this ideal involves honour and discipline of 
  mind and body.  He does whatever he needs to 
  in order to press his skills and learn to be better 
  and better with his sword.  His bow and spells 
  are merely back-ups to deal with the dross he 
  encounters, permitting him access to the real 
  challenge beyond them.  He always drives to 
  engage the biggest, hardest enemy he 
  discovers in single combat, often blocking his 
  comrades from attacking to try and keep the 
  glory for himself. 
  Once arrived in Baron Garibaldi, Jay met 
  Sensor.  Sensor and Jay did not get on very well 
  initially but realised they needed each other 
  and learned to tolerate and co-operate 
  eventually.  Jay saw Sensor as a money-
  grabbing gold-digger obsessed with her 
  father’s plight and getting any kind of profit 
  from trade or collected loot.  While Sensor 
  thought Jay an egocentric sword fanatic with 
  no understanding of the real world and what 
  really mattered, which was family.  They 
  remain hostile but pragmatic, detesting each 
  other’s values and objectives but realising they 
  both needed and benefited from their 
  association.  Siegfried and Vurst have secret 
  bet going that Jay and Sensor will one day fall 
  in love. 
  Vurst Geschtaldt is the eldest son of a 
  traditional dwarven priest of Dernhelm and he 
  was brought up in the faith.  He qualified as an 
  Acolyte with flying colours, despite struggling 
  throughout his training with a certain lack of 
  natural ability.  His first assignment was to 
  assist in the building and equipping of the new 
  Temple of Dernhelm in the Barony of 
  Garibaldi.  Determined to honour his father he 
  set off to do his best at the task in hand. 
  However, as soon as he started his journey 
  down the mountains towards the Land of the 
  Young Vurst saw the green surface world for 
  the first time.  Uncharacteristically for a dwarf, 
  he was entranced by the wonders and 
  intricacies of the sunlit world around him.  
  Although still determined to do well at the 
  temple, Vurst’s superiors became aware that 
  his heart was not really in completing his 
  work.  He had realised the sooner he 
  completed his task, the sooner he was likely to 
  be sent back underground. 
  To 
  avoid 
  being 
  returned 
  to 
  his 
  old 
  underground life Vurst tried to join the Moon 
  Shadows.  This proved easier said than done 
  but, as he persisted, Vurst discovered a kindred 
  spirit in Siegfried and was, eventually, invited 
  to join.  This proved fortuitous and Vurst soon 
  proved a jolly, determined and courageous 
  member of the troupe.  He even became a close 
  friend, possibly best friend, of Brutus Troy 
  himself.  Vurst is a cheerful and enthusiastic 
  creature, that rarest of things; an out-going 
  and friendly dwarf.  He also has a great natural 
  skill as a carpenter and wood carver. 
  Fred Sharpspike was born in a remote fishing 
  village on the north coast, eking out a living 
  from shellfish and other creatures from the 
  edges of storm bay.  Fred always had an affinity 
  with the sea and its moods and tides, and the 
  local holy men observed his natural talent. He 
  was then chosen to be trained as a druid in the 
  elven woods northwest of Dunromin along the 
  banks of the river Greyflood.   
  Once qualified, with a natural sense of the 
  magic of water and a feel for the flow of energy 
  around the world, Fred felt strangely drawn to 
  the temperate woodland of the southwest 
  frontier.  He joined there with the Grove in 
  Owl Wood, run by Libby the Tree, by then well 
  
  42 
   
  established and famous throughout the land.  
  Fred found friendship there but was far from 
  happy so far from the sea.  Frustrated and 
  running out of good will he chose to leave in 
  the night and found himself lost, wandering 
  south, wondering where his next meal might 
  come from.  In walking he fell in with a 
  Halfling likewise heading south, Bodkin 
  Merryweather.  The two formed a healthy 
  curiosity about each other and Fred was 
  invited to join the Moon Shadows the next day. 
  Fred is a dour man with a thick accent that 
  many 
  struggled 
  to 
  understand 
  (broad 
  Glaswegian is a good approximation).  He was 
  willing to accept the charity of others but was 
  one of life’s watchers and would sit quietly in 
  company working out the hidden under-
  currents.  When he did talk he was friendly but 
  softly spoken, reluctant to talk about himself 
  but always keen to talk about the elements, 
  water and particularly the sea, about which he 
  was passionate and effusive. 
  Bodkin Merryweather is a Halfling from one of 
  the cosy Sheriffdoms in the Home Counties to 
  the east of Dunromin.  At a very young age he 
  travelled every week into the city with his 
  father to buy and sell goods at market.  The 
  trek took all afternoon, they did their business 
  in the morning having stayed overnight with 
  friends, and then they travelled home in the 
  afternoon.  This gentle lifestyle had a huge 
  impact on the young Bodkin.  He became 
  fascinated by the big city and soon learned 
  some tricks to help him survive there.  He also 
  discovered an exceptional ability and interest 
  in cooking.  As soon as he was old enough he 
  left his old village and managed to get an 
  apprenticeship in the Outlaw Inn, cooking and 
  chefing.  This was a happy time but also a time 
  when Bodkin discovered a lust for pretty 
  trinkets and started lifting them.  This was soon 
  discovered and he was dismissed from his job 
  with a black mark against his name. 
  Unable to get any other work the wandering 
  Bodkin found himself skint and hopeless in the 
  Barony of Trojan, where he was lucky enough 
  to be taken on as a kitchen servant by the 
  Baron’s own housekeeper.  He soon showed his 
  talent and was sent as cook and servant with 
  the Baron’s youngest son Brutus when he went 
  away to make his reputation.  The two quickly 
  made a solid friendship, both seeking the 
  approval of a distant parent but having failed, 
  to varying degrees, in their first attempt.  
  When Brutus ran out of money Bodkin was 
  first to suggest he continue as the Baron’s son’s 
  friend rather than employee. 
  Bodkin is a well-meaning if slightly scatter-
  brained young Halfling.  He is always cagey 
  about his origins but his reputation at home 
  seems unblemished.  Quite why he is always 
  reluctant to return to his father’s fruit growing 
  farm has never been explained.  One thing 
  Bodkin is hopeless with is money.  Despite his 
  light-fingered talents he is rarely able to stay 
  in the black and often has no money and debts 
  all over the place. 
  Wild Horse was a member of a barbarian tribe 
  from Low Moors in the northeast of the Land 
  of the Young.  He often associated with visitors, 
  acting as a guide through the area and 
  reporting on events and changes to the local 
  barons.  These paid him well for his 
  information as they knew they could trust him 
  in the manner of a Troll Hunter although he is 
  a Wild Domains Barbarian (see SM01 The 
  Players’ Guide to Dunromin for more 
  information on this new Fighter Sub-class).  He 
  was well known in the area for this but fell foul 
  of his chief for being too fair and considerate 
  of others before loyalty to the tribe.  Eventually, 
  he was forced to leave the area. 
  Quite why he ended up in Troll Bridge is not 
  known, but there were rumours of signs and 
  portents he had seen in the wild and messages 
  from the spirits of the Moon.  Whatever the 
  reason, as the Moon Shadows were forming up 
  ready to travel one day he offered to be their 
  guide if he could join them.  They asked how 
  well he knew the area they were going to and 
  he admitted he didn’t, but knew the wild as 
  good as any of them. 
  When pressed he merely said that he ‘had’ to 
  be with them.  Against the wishes of some in 
  the party, and mainly due to Crowley taking a 
  liking to him, they allowed him to tag along, 
  acting as the rear-guard.  This role he became 
  very good at and it is said his presence at the 
  rear of the party often persuaded the less 
  resolute not to run away.  Indeed, he and 
  Brutus became firm friends and he was even 
  known to socialise with Vincent, who was less 
  popular with the rest of the party. 
  Not the typical barbarian, Wild Horse is a 
  chatterbox and chats to anyone and everyone 
  
  43 
   
  he comes across, amassing a vast amount of 
  trivial information he seems to be unable to 
  forget.  He is friendly and open generally, and 
  quick to forgive a slight.  He is always keen to 
  hear a different viewpoint and ready to accept 
  new ideas.  Even in combat he is less wild and 
  more circumspect and cautious than many of 
  his kind. 
  Adventure Hooks: This is a fairly standard 
  adventuring party and can be used as NPCs 
  however suits.  They are fully detailed so can 
  be just used if you need some adventurers in a 
  hurry or some travellers visiting an inn. 
  Brutus Trojan 
  Race: 
  Human Class: Fighter 5 
  Str: 18:23 
  Int: 11 
  Wis: 15 
  Dex: 14 
  Con: 16 
  Cha: 15 
  HP: 46 
  AC: -1 
  Almt: LG 
  Wpn: Long Sword +1 (Dbl Spec +5/+7) 
  Magic Items: Chainmail +2; Large Shield 
  +3; Ring of Feather Falling; Boots of 
  Speed 
  Lookalike: Alexander Armstrong with a 
  moustache 
  Quote: “Show some spirit! With such 
  friends as these how can we fail?” 
   
  Seigfried Wagnerian 
  Race: 
  High elf 
  Class: Fighter 5 
  Str: 16 
  Int: 13 
  Wis: 9 
  Dex: 16 
  Con: 13 
  Cha: 9 
  HP: 40 
  AC: 1 
  Almt: LG 
  Wpn: Short Bow (Dbl Spec +3/0; or 
  +4/+2 and double damage if range less 
  than thirty feet); Long Sword (Spec. 
  +2/+3) 
  Magic Items: none 
  Lookalike: Haldir of Lorien (Two Towers 
  Film) 
  Quote: “I mean you no harm.  I seek merely 
  to broaden my horizons.” 
   
  Vincent Potter 
  Race: 
  Human Class: Ftr-Thf 4/5 
  Str: 17 
  Int: 10 
  Wis: 14 
  Dex: 16 
  Con: 15 
  Cha: 11 
  HP: 35 
  AC: -1 
  Almt: N 
  Wpn: Long Sword (Spec. +2/+4); Dagger 
  +1 (+2/+2); Short bow 
  Magic Items: Large Shield +1; Belt of Flying 
  (52 charges); Ring of Limited Invisibility 
  (up to 1 hour per day) 
  Lookalike: John “Pulp Fiction” Travolta 
  Quote: “I just don’t like people barking 
  orders at me all the time.” 
   
  Jay Blinder 
  Race: 
  Half-Elf 
  Class: Ftr-MU 4/3 
  Str: 15 
  Int: 15 
  Wis: 10 
  Dex: 14 
  Con: 16 
  Cha: 14 
  HP: 30 
  AC: 2 
  Almt: NG 
  Wpn: Spells; Spells; Long Sword +1 (Dbl 
  Spec +4/+4); Long Bow 
  Magic Items: Scale Mail +1; Shield +1; 
  Amulet of Protection from Magic (+1 to 
  saving throws); Ring of Free Action; 
  Scroll (Cone of Cold, Clairvoyance) 
  Lookalike: Tom “Legend” Cruise 
  Quote: “Anyone can act clever until they 
  have a sword in their hand.  Then you see 
  who’s REALLY clever.” 
   
  Crowley the Cunning 
  Race: 
  Human Class: Cleric 5 
  Str: 12 
  Int: 14 
  Wis: 16 
  Dex: 9 
  Con: 15 
  Cha: 11 
  HP: 35 
  AC: 0 
  Almt: LN 
  Wpn: Spells; Short Sword (0/0) 
  Magic Items: Small Shield +2; Rod of 
  Smiting (+3/+3); Ring of Demon 
  Summoning (he believes this to be a ring 
  of Demon Protection but if he 
  pronounces the word “Summon” while 
  holding the ring aloft he will summon a 
  Bone Devil, which will 75% obey his 
  commands for an hour before vanishing; 
  one use per day); Scroll of Protection 
  from Demons; Potions of Healing and 
  Longevity; Mug of Six Beverages per day; 
  Plater of 3 meals per day (wears Plate 
  Mail) 
  Lookalike: Bill Nighy with long hair 
  Quote: “I think, perhaps, we might look at 
  that first option again.” 
   
  Vurst Geschtaldt 
  Race: 
  Dwarf Class: Cleric 6 
  Str: 14 
  Int: 14 
  Wis: 15 
  Dex: 12 
  Con: 16 
  Cha: 11 
  HP: 47 
  AC: 1 
  Almt: LG 
  Wpn: Spells; Battle Axe +2 (+2/+2); Light 
  crossbow 
  Magic Items: Small shield +1; Gloves of 
  Fire Resistance; Potion of Clairaudience 
  (wears Plate Mail and full helmet) 
  Lookalike: Any jolly, bearded fat Dwarf, a 
  bit camp 
  Quote: “Oh, you are a one!  I remember 
  this huge bloke in Karan, nose like a 
  leper, smelt as bad as this…” 
   
  Sensor Blackwind 
  Race: 
  Grey Elf 
  Class: MU 5 
  
  44 
   
  Str: 12 
  Int: 17 
  Wis: 11 
  Dex: 15 
  Con: 11 
  Cha: 13 
  HP: 13 
  AC: 5 
  Almt: LN 
  Wpn: Staff +3 (+3/+3; but this staff has a 
  demon trapped in it which will be freed 
  if the staff is broken; Sensor does not 
  know this) 
  Magic Items: Armbands of AC6; Dust of 
  Appearance; Wand of Fear (3) 
  Lookalike: Sasha Pivovaro 
  Quote: “If we could all just stop smashing 
  everything to pieces I might have an idea 
  here…” 
   
  Fred Sharpspike 
  Race: 
  Human Class: Druid 6 
  Str: 14 
  Int: 15 
  Wis: 15 
  Dex: 11 
  Con: 17 
  Cha: 15 
  HP: 49 
  AC: 5 
  Almt: N 
  Wpn: Spell; Spear or Scimitar 
  Magic Items: Amulet +1 on saves vs. 
  Magic; Armbands AC7; Ring of Protection 
  +2; Potions of Diminution; Fire 
  Resistance and Love; Scroll (Cure Critical 
  Wounds) 
  Lookalike: Nick Oliveri from Queens of the 
  Stoneage 
  Quote: “The ring of bright water will show 
  us the way.  Always watch for the 
  undercurrent.” 
   
  Bodkin Merryweather 
  Race: Halfling Class: Thief 6 
  Str: 11 
  Int: 13 
  Wis: 14 
  Dex: 18 
  Con: 14 
  Cha: 12 
  HP: 33 
  AC: 4 
  Almt: NG 
  Wpn: Short Sword; Dagger +1 (Left hand, 
  0/+1); Sling 
  Magic Items: Boots of Elvenkind; 2x Potions 
  of Climbing; Cloak of Protection +2; Ring 
  of Invisibility (this is a very special ring 
  and Bodkin is unaware of it; it contains 
  half the spirit of a very powerful Air 
  Elemental Lord of Chaos and is merely 
  “pretending” to be a Ring of Invisibility.  
  When the wearer slays an Air Elemental 
  or related monster of 6HD or more the 
  ring will reveal its true nature which 
  gives the wearer power Control of Air 
  Elementals (no save) amongst other 
  things.  The Elemental Lord of Chaos is 
  probably looking for his missing ring). 
  Lookalike: Roy Kinnear as Planchet in the 3 
  Musketeers 
  Quote: “You kill it, I’ll cook it.” 
   
   
  Wild Horse 
  Race: 
  Human Class: Wild Domains 
  Barbarian 6 
  Str: 15 
  Int: 13 
  Wis: 12 
  Dex: 17 
  Con: 14 
  Cha: 16 
  HP: 44 
  AC: -3 
  Almt: LG 
  Wpn: Long Sword (Dbl Spec, +3/+3); 
  Spear; short bow 
  Magic Items: Shield +2; Pitcher of Endless 
  Mead; Ring of Feather Falling; Onyx Dog 
  (3 times per day for up to 3 turns can 
  change into a talking black mastiff called 
  Shadow; ac 5, hp 8, hd 2+2, d2-8; 90' 
  infravision, Int 8, available for 6 hours 
  per week. 100% track known scent (-
  10% per hour old), spot hidden 80%, spot 
  invisible 65%, astral, ethereal and phased 
  50%.  All else as War Dog) (wears plate 
  mail and open helm with shield) 
  Lookalike: Dennis Storhoi (13th Warrior) 
  Quote: “Coming in chilly again, lets get a 
  fire started and get a brew on. Anyone 
  got any hard tack? I love a bit of salt beef 
  me….” Etc. 
   
   
  Sir Oriq the Disgraced 
  Sir Oriq was a high-flying Paladin of the 
  Babylonian Temple; a significant personality 
  about the cities of Karan and Dunromin and 
  having great influence on the (then) young 
  King Mordred.  Sir Oriq met a young Wood Elf 
  maid at a royal function, a lady of the courts of 
  the Forest of Loom and related to the Wood Elf 
  royal family.  He fell in love with this great 
  beauty and sought to win her heart despite the 
  fact that the Babylonian Temple expressly 
  forbids any friendship between humans and 
  other races.  So infatuated with the lady was he 
  that he didn’t even bother to hide his 
  intensions and was cast out of the Temple even 
  as the elf herself went back to Loom. 
  As he had not actually broken the Temple 
  Codes except in intent, Sir Oriq did not lose his 
  Paladin powers.  He was bereft by the Temple’s 
  rejection of him, however, and exiled himself 
  to the Borderlands dedicating himself to 
  protecting humans in these lands and slaying 
  all non-humans, as penance for his failings. 
  And this is all he now does.  He wanders the 
  wilds on his faithful warhorse, seeking out 
  humanoids and other monsters to kill and 
  escorting humans across these perilous lands.  
  He is as grim as they come, his armour battered 
  
  45 
   
  and soiled, his sword sharp but worn.  He has 
  nothing but hostility for all non-humans, even 
  elves, but is even unfriendly and stern towards 
  humans.  If he saves someone then he will 
  expect a material sacrifice from them in 
  return, which should be donated to the 
  Babylonian Temple.  This will be a sum of gold 
  or a magic item of his choice.  He does not seek 
  to cause hardship by these donations but does 
  expect people to live up to his own high 
  standards of personal sacrifice.  Failure to do 
  so would invite immediate punishment. 
  He is a massive, heavily-built warrior with 
  unkempt hair and beard of dark brown.  His 
  steel-blue eyes are in a permanent scowl and 
  he probably hasn’t smiled for five or six years.  
  Inhabitants of the Wild Lands who are human 
  will always offer him free board and lodging, 
  usually without realising it – they might just 
  find his horse in the yard in the morning.  He 
  has a very low opinion of everyone and 
  everything, including himself. 
   
  Sir Oric the Disgraced 
  Race: 
  Human Class: Paladin 14 
  Str: 18:95 
  Int: 10 
  Wis: 14 
  Dex: 16 
  Con: 18 
  Cha: 17 
  HP: 146 
  AC: -5 
  Almt: LG 
  Wpn: Holy Long Sword +3 Vorpal Weapon 
  (Dbl spec +8/+12); +3 spear 
  Magic Items: Plate Mail +2, Shield +2; 
  Cloak of Protection +1; Helmet of 
  Immunity to mind-influencing spells and 
  illusion; horseshoes of the Zephyr; Ring 
  of Regeneration; Ring of Warmth; 
  Paladin’s Warhorse in plate barding; he 
  has good but worn personal equipment 
  and everything required for him and his 
  horse to survive in the wild. 
   
  
  46 
   
  Rembrandt the Rogue (Roger of Skuttul) 
  Rembrandt was originally called Roger and 
  was born to a street walker of Dunromin by 
  the name of Molly of Skuttul, (Skuttul is an old 
  alley in the Maze). His father was a client, he 
  was told, who told her of a story of a hero 
  called (something like) Rembrandt.  This 
  stranger dallied with Roger’s mother for a 
  while and even promised to marry her.  Of 
  course, he never did and disappeared one 
  morning.  Molly would never reveal to Roger 
  the man’s name. 
  And so Roger grew up running with the 
  scamps and the scum of the dregs of the city.  
  His ability showed itself quickly; he had a 
  quick wit and an animal cunning.  He was 
  quickly recruited by Gerym Twofella (see 
  SM02 The Games Master’s Guide to Dunromin 
  for more information on Gerym Twofella and 
  the Poorhouse Thieves’ Guild) as a runner and 
  a guide. He built up a circle of friends and 
  contacts quickly, having an easy charm and 
  sense of humour that appealed to the kind of 
  creatures he was now spending his time with. 
  At the age of fifteen Roger was planning how 
  to take over the city.  He realised that all the 
  people he was associated with were criminal 
  mobs, subclasses clinging precariously to the 
  underside of the real city, not the real power.  
  He had no access to this real power of the city, 
  which was with the Upper Classes, Merchants 
  and Magic-Users. He knew he was smart 
  enough to move with those people but he 
  couldn’t get in.  He lacked the funds and the 
  right contacts.  He was struggling to break 
  through because all the people who could back 
  him wanted him to go in a different direction.  
  He knew he had to move on.  And then fate got 
  involved. 
  Roger tried his chat on some returning 
  adventurers as they came through the south 
  gate. The adventurers, of course, were far 
  more interested in fencing their loot and 
  getting on with spending their gold, so they 
  waved Roger off and walked away.  Roger was 
  a street kid and probably expecting this 
  treatment but had already spied an exposed 
  scroll tube amongst their kit.  As he was 
  pushed away he managed to palm that scroll 
  tube.  Inside were two scrolls and he managed 
  to palm one scroll before he had to pass on his 
  swag to Gerym. 
  The scroll that he had stolen was his making.  
  He couldn’t read properly at that age but over 
  time he learned more.  He learned enough to 
  read the scroll, which was a map.  This map 
  showed the way through the secret passages 
  and locations within an old manor house.  He 
  was no burglar, yet, so he took his time and 
  found out about what the scroll was telling 
  him.  After selling Gerym a tale about fleeing 
  the city to avoid the father of a young lady he 
  had got involved with, he and three friends 
  robbed the abandoned manor house which 
  was located some distance from the city.  The 
  group had a number of other adventures but 
  after these adventures Roger was the only 
  survivor, which is exactly how he had planned 
  it from the start.  Now a well-skilled thief, he 
  re-located to Karan with a new identity, 
  Rembrandt, and used the loot to train as a 
  Magic-User. 
  Over the following years he had many 
  adventures in the Borderlands with a number 
  of different parties.  Of all his fellow 
  adventurers only Rembrandt and one other, a 
  Cleric of the Life Travellers called Dudley, 
  survived.  Dudley is Rembrandt’s only long-
  lived adventuring partner (although Dudley 
  has been killed and Raised at least once) but 
  even this is not what it seems.  Rembrandt has 
  Charmed Dudley to believe Rembrandt is the 
  Cleric’s long-time best friend.  Dudley has 
  done pretty well out of the deal but is far from 
  being an equal partner.  Certainly Dudley’s 
  family and temple have a very low opinion of 
  Rembrandt the Rogue (which is one of his 
  kinder nick-names).  As word gets about 
  Rembrandt is also finding it increasingly 
  difficult to find adventurers who are both 
  
  47 
   
  willing to adventure with him and of sufficient 
  power to be any use to him. 
  Rembrandt is a surly and secretive man of 
  young-ish but uncertain years.  He is pale and 
  thin with wispy dark hair and straggly beard, 
  usually wearing nice clothes that are poorly 
  looked after.  He has a taste for the finer things 
  in life but has few, if any, friends.  Certainly he 
  has no female friends and, while probably 
  desperate for female company, women are a 
  source of confusion and fear for him.  Roger of 
  Skuttul is still sought after by certain senior 
  members of the Poorhouse Guild in Dunromin 
  but they have yet to make the connection to 
  Rembrandt.  Rembrandt is not about to let this 
  loose end hang, of course, and is planning to 
  use his Puzzle Boxes (q.v.) to assassinate the 
  three individuals that not only know him but 
  could still recognise him (these can be any 
  members of the Poorhouse Guild as suits your 
  campaign). 
  Dudley of the Life Travellers is a dismal and 
  uncharismatic young cleric of the Life 
  Traveller’s Temple in Karan (see SM03 The 
  City Guide to Karan).  He still lives with his 
  parents rather than in the temple and 
  generally seems to be a bit of a loser.  Far from 
  it, he is actually a pretty successful adventurer 
  and has come back from a number of very 
  profitable adventures in the Borderlands and 
  beyond.  This is due completely to his close 
  relationship with his best (and only) friend 
  Rembrandt the Rogue.  In fact, Dudley was 
  Charmed by Rembrandt years ago and has 
  been kept on as a walking ambulance ever 
  since.  To be blunt, Rembrandt knows he 
  cannot heal himself and keeps Dudley on 
  purely for this purpose.  Due to the Charm 
  Dudley places Rembrandt’s personal safety 
  above his own and has even died saving his 
  friend.  Rembrandt brought him back and had 
  him Raised (paying for this out of Dudley’s 
  share of the loot of course) but this was no 
  generous act – Rembrandt knows that there’s 
  worse things than orcs in the deep places of the 
  world and his own life probably depends on 
  Dudley’s magic.  Dudley’s parents and temple 
  disapprove of Rembrandt but do not realise a 
  Charm is in place (and regularly refreshed).  
  Dudley himself is a stunningly dull individual 
  whose priestly capabilities are workmanlike 
  rather than inspired.  He is an efficient and 
  effective member of the temple but is no leader 
  of men.  Since he was Raised from the dead he 
  has been given to dark moods and is probably 
  suffering from PTSD. 
  Adventure Hooks: Rembrandt might seek to 
  include the party in an adventure he is 
  planning with Dudley, the larger plot being 
  that none of the party will survive the 
  adventure to maximise Rembrandt’s Profits.  
  Or the Poorhouse Guild in Dunromin might 
  task a member in the party to hunt down Roger 
  of Skuttul, leading them to make the 
  connection with Rembrandt.  And of course 
  the party could do any one of a dozen things 
  that might annoy Rembrandt and give him 
  reason to come after them. 
  Rembrandt the Rogue 
  Race: Human Class: Thief-MU 6/10 
  Str: 11 
  Int: 18 
  Wis: 16 
  Dex: 18 
  Con: 12 
  Cha: 16 
  HP: 37 
  AC: -5 
  Almt: CN 
  Wpn: Spells; Long Sword +3 Frost Brand 
  (+3/+3); Dagger +2, +3 vs. Large 
  Targets (left hand +1/+2 or +2/+3 
  against Large targets) 
  Magic Items: Elven Chainmail +3; Ring of 
  Protection +2; Girdle of Many Pouches 
  (appears to have 6 small pouches but 
  actually had 12, all with capacity 4 litres; 
  weighs 1 pound loaded or empty); 
  Murylund’s Spoon (stir in any suitable 
  pot and this will produce enough food 
  for four people for one day, works once 
  per day); Wand of Magic Detection (64); 
  Ring of Invisibility; dark green velvet and 
  hooded Cloak of Protection +1 (thieves’ 
  tools and material components as well as 
  various loot scattered through the Girdle 
  of Many Pouches) 
  Lookalike: a young Michael J Pollard 
  Quote: “Me, guv? No Guv, never 
  seen/heard/known anything like that 
  before” 
   
  Dudley of the Life Travellers 
  Race: 
  Human Class: Cleric 5 
  Str: 13 
  Int: 9 
  Wis: 16 
  Dex: 13 
  Con: 13 
  Cha: 14 
  HP: 31 
  AC: 2 
  Almt: LN 
  Wpn: Spells; Hammer +4 (+4/+4)  
  Magic Items: Ring of Feather Falling (wears 
  plate mail and full helm with large 
  shield, all covered with the symbols of 
  the Life Travellers of Karan) 
  Lookalike: Neil Smith (Gavin and Stacey) 
  Quote: “Sure Rembrandt, old buddy, old 
  pal, whatever you say.” 
   
  
  48 
   
  Rentakill 
  No one is really sure where Rentakill came 
  from.  They appeared on the scene in 
  Dunromin a few years ago and have been 
  pottering 
  about 
  pulling 
  in 
  whatever 
  dungeoneering work they can find and 
  exploring the Low and High Moors ever since.  
  They were already competent adventurers 
  when they arrived and are generally just 
  looking for sufficient plunder to maintain 
  themselves in the style to which they have 
  become accustomed.  They have curious 
  accents which no one can quite place (they 
  sound Afrikaans but Common seems to be 
  their native tongue) and seem to struggle 
  sometimes with the most obvious and normal 
  everyday things.  While here they have made 
  firm friends with Baron Garibaldi, often 
  patrolling his borders and running “errands” 
  for him.  They also spend a lot of time with 
  Puttle of Elb, a sage in the University with a 
  reputation for very odd theories of the 
  Universe. 
  GM’s version: In fact Rentakill are not of this 
  world at all.  They were adventuring on 
  another fantasy game world (probably 
  Greyhawk, although they never called it that) 
  when they fell through a mysterious portal and 
  found themselves on a 
  hillside a little way south of 
  Dunromin.  Ever since they 
  have been trying to find a 
  way back to their home, 
  although 
  not 
  trying 
  particularly hard. 
  In truth they are growing to 
  quite like it on Barnaynia.  
  Of course, their home-
  world is a more standard 
  spherical planet in orbit 
  around 
  a 
  normal 
  Sun 
  surrounded by the infinite 
  vacuum of space.  This 
  means 
  they 
  find 
  the 
  banana-shaped nature of 
  Barnaynia 
  confusing 
  sometimes, but also means 
  they have formed a good 
  relationship with Puttle as 
  his theories seem to have 
  more in common with their 
  home than Barnaynia.  They 
  got to know Garibaldi by 
  accident and don’t entirely 
  trust him (few do, these days) but he does 
  believe that there is a Teleportation device on 
  the Isle of Dawn that could get them home (see 
  SM14 Of the Rakuli for more information 
  about this).  Getting to this fabled island is very 
  tricky so they haven’t yet been able to attempt 
  it. 
  Perhaps even more interesting than all this is 
  the fact that the party seem to have no leader 
  and no real direction.  They might want to get 
  home, they might not.  They might want to be 
  successful adventurers, they might not.  It is 
  hard to find anything any of them feel 
  passionate about and they certainly seem 
  devoid of any driving ambition for anything.  
  Their success as adventurers appears to have 
  been achieved by merely following whatever 
  mad idea presents itself to them from time to 
  time.  Their competence as a fighting unit and 
  implicit trust in each other did the rest. 
  In truth Cool Hand Joe is the only one keen to 
  get home, having a wife and two children 
  waiting for him.  Mongrol and Pogue are not 
  so keen, as they both have prices on their heads 
  from one of the neighbouring kings in their 
  own world, due to a disagreement over some 
  trifle or other.  Cool Hand Joe might be able to 
  
  49 
   
  persuade Mongrol and Qugg if things got less 
  easy on Barnaynia.  Pogue is simply too 
  carefree to be bothered either way. 
  Qugg Mitsnaiker (pronounced Kweg Mits-
  nay-ka) is a mid-level human fighter.  He 
  never seems to have a lot of money but it never 
  seems to run out (Magic Purse).  He has very 
  earthy tastes and lodges in the Bawdy Wench.  
  He is an averagely built, middle-aged man 
  who looks older than he is, with a pallid 
  complexion.  He has a finely trimmed beard 
  and wears his receding hair in a top-knot.  He 
  always wears brown suede armour (magical, 
  as +2 leather and permanent Protection from 
  Normal Missiles), an outrageous red velvet 
  codpiece and carries a broad sword (magic 
  +3) on a thick belt (Belt of Stone Giant 
  Strength).  Qugg is a quiet, but not shy 
  individual who tends to be the main negotiator 
  of the group.  He has been unlucky in past 
  adventures and has been Raised from the dead 
  several times, hence his pallid complexion.  As 
  a result he tends to be a distant, sad man but, 
  when relaxing, can be a lot of fun.  He is very 
  good friends with the Innkeepers of the Bawdy 
  Wench and the local thieves know better than 
  to try and pick his pocket. 
  Mongrol is a tank of the most classic kind.  He 
  wears heavy plate mail all the time and carries 
  a two-handed sword with a battle-axe over his 
  back (both magical).  Even without his armour 
  he is a heavily built man of enormous size.  His 
  skill with his sword is equally terrifying.  A 
  creature of grim mood and few words, 
  Mongrol (not his real name) is in fact a very 
  well educated, literate and eloquent man with 
  royal heritage.  He keeps his real qualities 
  well-hidden and usually lets Qugg do his 
  talking for him.  He seems devoid of ambition 
  or significant Charisma but kills things 
  quickly, efficiently and remorselessly when he 
  has to. 
  Pogue Mahone is a Wood Elf of unusual 
  appearance, having a thin, white face with 
  small, blue eyes and freckles.  He wears elven 
  chain of mediocre quality a dark cloak and 
  golden headband at all times.  He is skilled 
  with the long sword and bow but is not 
  outstanding as a warrior.  Like most wood 
  elves he is cheeky and delights in childish 
  humour, but he is also childlike in his 
  fascination with the world.  He is endlessly 
  curious about the most obscure things and 
  takes particular delight in folklore and strange 
  stories of the fey and magical beings.  He can 
  often be found in the Great Library of 
  Dunromin reading all kinds of esoteric texts. 
  Cool Hand Joe is a Magic-User of some 
  experience and indeterminate age.  He dresses 
  in well-worn blue robes over soiled woollen 
  garments and soft boots.  His features are thin 
  and pale, as is his whole body, with thinning 
  hair and a grey goatee.  Despite his frail 
  appearance he is a jovial and cheerful man 
  who hides his natural cheeriness behind a 
  superficially grumpy exterior.  He always has 
  his trusty Wand of Fire close to hand.  Like the 
  others he is fairly happy-go-lucky in his 
  ambitions but a part of him yearns to return to 
  his wife and children or, preferably, somehow 
  have them join him here. 
  Adventure Hooks: Rentakill are deceptively 
  dangerous; despite their laid-back attitude and 
  lack of ambition they are very competent 
  fighters and used to fighting together.  They 
  might become rivals to the Player Characters 
  over some mission or other, or even allies.  If 
  the party becomes embroiled in the many plots 
  surrounding the Rakuli or seek to visit the Isle 
  of Dawn (see SM14 Of the Rakuli) then they 
  might find an unusual resource in the 
  Rentakill group as the teleportation device on 
  the Isle of Dawn could return the four to their 
  home-world. 
  Qugg Mitsnaiker 
  Race: Human Class: Fighter 7 
  Str: 22 * 
  Int: 12 
  Wis: 11 
  Dex: 13 
  Con: 9 
  Cha: 14 
  HP: 41 
  AC: 3 
  Almt: CG 
  Wpn: Braod Sword +3 (Dbl Spec 
  +11/+16) 
  Magic Items: Belt of Stone Giant Strength; 
  Suede Leather Armour +2 with 
  permanent Protection from Normal 
  Missiles; Shield +3; 2x Potion of Healing; 
  Ever-full Purse (will produce 1d10 
  random coins whenever a hand is put 
  into it; up to 50gp value per day, will 
  squeal like a pig if anyone but the wearer 
  touches it) (Qugg always wears a red 
  velvet codpiece for some reason) 
   
  Mongrol 
  Race: Human Class: Fighter 7 
  Str: 18:95 
  Int: 13 
  Wis: 9 
  Dex: 16 
  Con: 17 
  Cha: 8 
  HP: 62 
  AC: -4 
  Almt: CG 
  
  50 
   
  Wpn: Two-handed sword +2 (Dbl Spec 
  +9/+12); Battle Axe +2 (+4/+7); short 
  bow 
  Magic Items: Plate mail +2; Helm of 
  Infravision; Boots of Speed (-2 to AC and 
  double normal attacks, so four attacks 
  per round with his two-handed sword) 
   
  Pogue Mahone 
  Race: 
  Wood elf 
  Class: 
  Fighter 7 
  Str: 17 
  Int: 14 
  Wis: 9 
  Dex: 18 
  Con: 12 
  Cha: 14 
  HP: 40 
  AC:  
  Almt: CG 
  Wpn: Long Sword +2, +4 vs. Undead 
  (+3/+3); Short Bow +1 (Dbl Spec 
  +4/+1 or +5/+2 and double damage if 
  range less than 30 feet) 
  Magic Items: 12x Arrows +2; Cloak of the 
  Bat; Boots of Elvenkind. 
   
  Cool Hand Joe 
  Race: 
  Human Class: Magic-User 7 
  Str: 9 
  Int: 18 
  Wis: 12 
  Dex: 16 
  Con: 13 
  Cha: 11 
  HP: 20 
  AC: 3 
  Almt: CG 
  Wpn: Spells; Staff (+0/+0) 
  Magic Items: Wand of Fire (26); Armbands 
  of AC4; Ring of Fire Resistance; Ring of X-
  Ray Vision; Potions of ESP and Gaseous 
  Form; 
   
  Ruffler of Newtown, a Merchant 
  Ruffler’s father was a spice-merchant and 
  some-time pirate who owned the Sea Ghost; an 
  armed merchantman (the most common kind 
  of vessel in the ports of the Land of the Young).  
  He paid for his only son, Ruffler, to get the best 
  education money could buy with a view to him 
  moving into politics or similar.  Unfortunately, 
  his father was killed by his mutinous crew who 
  have switched into full-time piracy and 
  smuggling.  Ruffler had completed most of his 
  education but discovered his father had a 
  number of debts that Ruffler had inherited; 
  debts with people no one likes to leave unpaid.  
  Ruffler had been a gifted student and spent 
  much of his time in the library.  Contrary to 
  what his tutors believed, however, he was 
  sneaking into the ancient under-halls of the 
  library and had found a store of books in a 
  secret room which he had studied privately.  
  He didn’t really understand it completely but 
  this reading had effectively trained him to be a 
  first level Courtesan (see SM02 The Games 
  Master’s Guide to Dunromin) and his secret 
  notebooks had compiled a pretty good spell 
  book. 
  Selling up his father’s property in Dunromin 
  he headed west to Karan.  His mother was dead 
  and he more or less paid off his two elder, 
  married sisters and left them behind.  In Karan 
  he used his powers, initially subconsciously, to 
  buy and sell goods and made some money – 
  with the property sale this was enough to keep 
  the debt collectors off his back for a while.  At 
  about this time he realised that the dwarves of 
  the Blue Mountains had pacified most of the 
  mountainous borders between the Blue 
  Mountains and the Horn Mountains and 
  wondered if a trade route might now be 
  opened to the Forest of Loom through these 
  high passes.  In this he fore-shadowed Baron 
  Garibaldi’s Wine Road by some years.  
  Unfortunately, whilst exploring the area he 
  and his bodyguards were ambushed by bandits 
  and Ruffler found himself sold into a slaving 
  network feeding fresh slaves into the Deep Elf 
  halls deep in the Darkworld.  Thanks to his 
  powers, growing now due to experience, 
  Ruffler was able to escape and even made 
  contact with some barbarian and non-humans 
  groups in the eastern Wild Lands, including 
  
  51 
   
  Balthazaar the Red (detailed in SM05 The 
  World Guide to Barnaynia). 
  Ruffler managed to make his way back to 
  Karan and started a new trading network, 
  smuggling manufactured goods, mainly tools 
  and weapons, out of the Land of the Young and 
  trading them to various interested parties in 
  the Wild Lands.  This trade included 
  information and he became a key contact for 
  Balthazaar in the Land of the Young.  In this 
  way Ruffler built up a network of trade 
  contacts and became quite rich.  The 
  hazardous nature of his travels also provided 
  some danger and his experience levels as a 
  Courtesan slowly grew. 
  Exasperated that Garibaldi and Elegrin had 
  opened the Wine Route, which he regarded as 
  his idea, Ruffler decided to set up his own 
  trading network with Loom.  His plans were 
  delayed by Kzenzakai’s invasion but in the 
  aftermath the opportunities piled up and 
  Ruffler is now one of the most successful 
  merchants in the country.  He has paid off all 
  his debts and even made some useful associates 
  in the criminal fraternities of the Land of the 
  Young.  As well as his legitimate trade network 
  he is also still servicing his old customers and 
  supplying Balthazaar with information.  He 
  has a dislike of Baron Garibaldi and an intense 
  hatred of Elegrin, whom he sees as his nemesis 
  even though Elegrin is probably oblivious of 
  Ruffler’s existence. 
  Ruffler completely lacks any conscience and is 
  interested only in increasing his own power 
  and influence.  He has many business interests 
  which he manages with complete ruthlessness.  
  They include trading fine textiles, wine and 
  woodwork 
  between 
  Loom, 
  Karan 
  and 
  Dunromin, weapons, tools and textiles out to 
  the Wild Lands (which is still pretty secret, 
  certainly the powers that be in Karan have no 
  idea of the size of this trade) and various other 
  smaller networks as well.  He backs two 
  money-lenders in Dunromin and is also 
  involved in the slave trade in the Wild Lands – 
  even dealing with the very slave network that 
  sought to sell him years ago.  If and when 
  Balthazaar seeks to seize power in the Land of 
  the Young Ruffler is likely to be one of the 
  senior leadership team of the resulting 
  economy. 
  Personally, Ruffler is charming, witty and 
  funny, but he is completely ruthless and 
  selfish.  He has no close friends and no one he 
  deals with entirely trusts him, although he has 
  many, many contacts throughout the land and 
  beyond, including Saurus Darkspark in the 
  Black Sept (q.v.), whom he knows from his 
  school days and whom he has employed for 
  various bits of dirty work in the past. 
  This is a common thread to his business and 
  when strong-arm tactics are required he will 
  always use someone else, to keep himself safe 
  and his hands clean.  He has contacts in the 
  Dunromin 
  Assassins’ 
  Guild, 
  particularly 
  Ogranis Divmeng (SM02 The Games Master’s 
  Guide to Dunromin).  He still has civil 
  relations with his sisters but has no significant 
  partners of any kind.  Whatever carnal desires 
  he might have are probably satisfied using 
  slaves and servants, before discarding them.  
  He really has no redeeming features and, for 
  him, everything he does is about the business. 
  Adventure Hooks: Ruffler provides endless 
  possibilities as a bad-guy or patron for any 
  band of young adventurers.  He could be the 
  head of a criminal network or illegal trade 
  network the party have been sent to sort out.  
  He might be used as a gateway to attack the 
  Slaver 
  network 
  (the 
  classic 
  Slavelords 
  campaign, for instance) or he might be a 
  recurring villain seeking to undo the Party for 
  whatever reason.  He could be used as a Big, 
  Bad End Guy (BBEG) for any level campaign 
  with a suitably diverse and scary set of 
  henchmen and hirelings for the party to work 
  through. 
   
  Ruffler  
  Race: 
  Human Class: Courtesan 9 
  Str: 11 
  Int: 17 
  Wis: 13 
  Dex: 17 
  Con: 16 
  Cha: 18 
  HP: 38 
  AC: -3 
  Almt: NE 
  Wpn: Dagger of Speed +5 (+5/+5) 
  Magic Items: Cloak of Displacement; 
  Armbands of AC3; Ring of Protection +3; 
  Ring of Invisibility; Boots of Varied 
  Tracks; Carpet of Flying; Bag of Holding 
  (smallest size; containing cash, jewels 
  and survival kit, and concealed in the 
  small of his back) (he carries 4 throwing 
  daggers at all times and wears smart city 
  clothes) 
  Lookalike: Richard E Grant 
   
  
  52 
   
  The Widows of Poldaak 
  Poldaak is, or was, a village 
  in the mountains between 
  the Blue Mountains and 
  the Land of the Young, 
  close to the abandoned hills 
  around Creb Untool.  Based 
  around a Silver Mine, the 
  village 
  survived 
  in 
  a 
  precarious 
  existence, 
  threatened by enemies to 
  the east and dwarves to the 
  south and west.  Only a 
  vague alliance with a 
  Baron of the Land of the 
  Young 
  prevented 
  the 
  dwarves 
  simply 
  taking 
  Poldaak over.  With this in 
  mind all the youths of the 
  village, male and female 
  alike, were trained in the 
  use of weapons and most 
  achieved at least one level 
  in fighter by the time they 
  were eighteen. 
  Such 
  a 
  precarious 
  existence could not last 
  long, given the wealth of 
  silver to hand.  A night 
  came when an Orc and 
  Gnoll horde attacked the 
  village and plundered the 
  silver, slew or captured all 
  present and put the village 
  to the torch.  Among those 
  taken away were four young women; two new 
  brides and two already betrothed, however 
  their men were all among the dead. 
  Knowing only that they were to be sold to the 
  Deep Elves, the four women were driven 
  through endless caverns and slave markets in 
  the Darkworld for they knew not how long.  
  Pretty soon they were the only ones left of their 
  village still together and had been mixed with 
  other valuable slaves from various raids.  As 
  luck would have it, as they were being stored 
  in a remote location awaiting a caravan to the 
  deeper Darkworld, they were freed by a lone 
  adventurer; the young and, as yet, unknown 
  Garibaldi.  This was a chance encounter as 
  Garibaldi had not known about the slaves but 
  was beneficial to all.  Also amongst the 
  prisoners were a royal dwarf and a very 
  successful gnome businessman, both of whom 
  showed their appreciation to Garibaldi 
  afterwards.  Once Garibaldi had got all the 
  prisoners back to civilisation they went their 
  separate ways and the four women, helped 
  with a gift of money from Garibaldi, made 
  their way back to Poldaak.  They found the 
  village an abandoned ruin and the silver mines 
  in the hands of the dwarves, who saw no 
  reason to help the women at all. 
  The four managed to get to Dunromin, seeking 
  further help from Garibaldi, but he was 
  already away on his next adventure.  They 
  each managed to find work of various sorts, as 
  young and attractive women often can, 
  although they all managed to avoid a life as a 
  street walker.  When Garibaldi did return, 
  with increasing fame and wealth.  They sought 
  him out and he was more than ready to help 
  them once again.  The four ladies yearned 
  
  53 
   
  vengeance for their menfolk and wanted to 
  learn the ways of the sword and magic.  
  Garibaldi loaned them funds and they sought 
  out training in various fighting arts.  With 
  their determination they impressed their tutors 
  and trainers and were soon ready to venture 
  forth as adventurers, properly, determined to 
  kill as many orcs and their like as possible.  
  Which is exactly what they did. 
  Somehow they missed out on the War of the 
  Ring as they were deep in a dungeon in the 
  northern Borderlands for the whole of the two 
  month campaign, returning to find the 
  kingdom in turmoil.  They were delighted to 
  help with hunting down the stragglers of 
  Kzenzakai’s defeated army of course.  In doing 
  so they came across two more warrior women 
  whose homes, in the Baronies of Le Grande 
  Nez and Le Shirt, had been razed and their 
  families killed by the orcish hordes.  These two 
  joined the Widows and the party was now six 
  very dangerous and highly skilled women, 
  based out of a house they all share in Karan. 
  The Widows, named thus by Garibaldi, spend 
  as much time as they can hunting humanoids 
  in the Borderlands and beyond.  They remain 
  good friends with Garibaldi and his Heroes.  
  Between adventuring forays they train hard to 
  get themselves as tough and strong and 
  dangerous as possible.  They seem to have little 
  time for home-making and new husbands.  
  The Widows are difficult to get to know well, 
  seeming to be pleasant enough as society 
  ladies, but with a considerable reputation as 
  adventurers.  They have cold hearts, however, 
  when it comes to their dead kin and the 
  vengeance they wish to extract.  It is unlikely 
  their thirst for revenge will ever be quenched. 
  Feren of Poldaak is a warrior-mage and long 
  sword specialist.  She fought side by side with 
  her husband during the attack and they were 
  both bludgeoned down and made prisoners.  
  Her husband fell to his death after a failed 
  escape attempt coming back down the 
  mountain.  In Dunromin she made a living as 
  a barmaid at the Bawdy Wench, using her 
  skills to gather information and gossip about 
  the city and spread disinformation about the 
  humanoid traders in the area.  Due to working 
  with the staff of the inn she doesn’t regard 
  ogres and trolls with the same venom as other 
  humanoids, but is still quite happy to slaughter 
  them all.  She favours simple, urgent tactics 
  causing as much damage as possible.  Like the 
  others she hates all humanoids and will always 
  look to do them harm as much as possible. 
  Romera (Romey) of Poldaak is the youngest 
  and most idealistic of the party.  She was 
  captured early in the fight and watched 
  helplessly as her family was also captured – 
  her father and two elder brothers were later 
  butchered and eaten while prisoners.  During 
  this time she hid at the back of their cells and 
  gaols and has developed an affinity with 
  silence and darkness, in which she feels most 
  comfortable.  She is a bow specialist and will 
  tend to hang back in combat, hiding as best she 
  can, adding missile fire in to support her 
  friends.  This is not to say she is a coward but 
  she is wise and taciturn, with an old head on 
  her young, girlish shoulders.  On the return to 
  Dunromin she went to the Temple of Olympus 
  and, being impressed by Garibaldi, trained as 
  an Acolyte of Hecate. 
  Theresa (Terry) of Poldaak was not the 
  daughter of a miner, as the others, and grew 
  up on one of the goat-farms supporting the 
  village community.  She even started training 
  as a Ranger under her father’s guidance.  She 
  was captured in her sleep on the night of the 
  raid and never saw her family again.  Feren 
  saw Terry’s father slain as he fought for his life 
  but no one knows what happened to the 
  others.  Auguries at the Temple of Olympus 
  
  54 
   
  suggest they are no longer in the land of the 
  living but that is all she knows. 
  Upon coming to Dunromin she trained with 
  the Cult of Aphrodite, showing outstanding 
  promise.  Then she spent some time in the City 
  Guarde, in the Ice Warriors Regiment, 
  completing her training as a Ranger.  She is a 
  very self-contained but wily young lady with 
  no reservations about using whatever powers 
  she has to achieve her ambitions.  Deep down 
  she believes her family may still be alive and 
  has had dreams (or visions) of her younger 
  brother Emmott (who was 10 at the time of the 
  attack, in CY 570) being brought up as a zealot 
  of the Temple of Elemental Evil.  She does not 
  know what to do about this. 
  Gabriella (Gabby) of Poldaak lost her young 
  husband during the village attack.  After being 
  freed by Garibaldi she toyed with joining the 
  Babylonian temple but was swayed from this 
  path by Terry’s enthusiasm for the feminine 
  empowerment of Aphrodite.  She made a living 
  as a footpad in the city, trading on her good 
  looks and light fingers for a few months before 
  Garibaldi’s return.  On his advice she used her 
  latent magical talents to develop mage skills as 
  well as the thief and fighting skills she was 
  already mastering herself.  She joined the 
  Western Old Guild and chose close combat as 
  her speciality, using spells for preference but 
  armed with two daggers.  She will very often 
  operate alone as a scout if she can.  She hates 
  gnolls and orcs and will go out of her way to 
  hunt and kill them. 
  Gizella of Grande Nez is a very powerfully 
  built woman with sharp eyes and straight, 
  raven hair.  Physically she is built along the 
  lines of an ogre, tall for a woman but wide and 
  strong as an ox, but with a handsome face.  Her 
  mind and hands are astonishing, however, 
  lightning quick and full of energy.  She seems 
  aloof and blunt of wit and charm and, 
  although capable of accurate reasoning and 
  astonishing feats of memory, she finds other 
  people; their habits, humours and emotions, 
  confusing.  People find her hard to trust and 
  some of her habits annoying.  As a result she 
  made few friends in Dunromin when there 
  training and lived a solitary and fairly dull life.  
  As a relief to this tedium she took to practicing 
  tricks she read about in the library, using her 
  natural speed and surprising grace to teach 
  herself thief skills.  She did not join a Guild and 
  it certainly didn’t enter her mind to use her 
  skills to steal things, other than small items to 
  frustrate those people who vexed her. 
  Gizella is the daughter of a maiden lace-maker 
  and was born out of wedlock.  Her father was 
  the old Baron’s second son. Uncle of the 
  current Baron Le Grande Nez, and her 
  existence was kept a secret until her unusual 
  abilities became manifest.  Her enterprising 
  mother basically blackmailed her father into 
  funding her magical and warrior training in 
  far-off Dunromin. 
  Gizella is a dour, humourless woman with 
  childish 
  moods 
  and 
  fits 
  of 
  impulsive 
  behaviour.  While clever she is not wise and 
  rarely thinks through the effects of, nor 
  reactions likely to, her behaviour.  She is not 
  good company but actually more reliable and 
  trustworthy than she appears.  If anyone sees 
  past her blunt personality they will find a 
  staunch comrade and a powerful ally.  
  Unfortunately, even as she finished her 
  magical training and was thinking of heading 
  home to find a future for herself, the War of 
  the Ring happened and her family, both 
  legitimate and illegitimate, were wiped out, 
  along with their homes.  Gizella returned to a 
  smoking ruin and resolved to avenge herself 
  on humanoids and monsters of all sorts. 
  Seeking advice and guidance, and to thank 
  him for his efforts in destroying the humanoids 
  that raided Le Grand Nez, she set off for the 
  Baron Garibaldi, meeting Fontain on the way 
  who was suffering in a similar plight. 
  Gizella is frighteningly strong and swift, 
  utilising two short-swords in combat.  She has 
  some mage skills too but is poor at anticipating 
  her opponents’ ambitions and often has the 
  wrong spells revised.  She is driven by a rage 
  against humanoids and the forces of darkness, 
  desiring only to kill orcs in the main.  If she 
  thought longer term she might be tempted into 
  a longer adventuring career, clearing the 
  humanoids and their sponsors from the 
  mountains around the dwellings of decent 
  folk. 
  Fontain de la Shirt is a Half-Elf, the daughter 
  of a powerful merchant in the Barony of Le 
  Shirt and his Wood Elven wife.  Fontain had 
  two elder brothers, both true humans, and a 
  younger wood-elf brother whose birth 
  complications caused the untimely demise of 
  
  55 
   
  her mother.  As the only Half-Elf in the family 
  and being female she was a bit of an 
  embarrassment to her father as he cannot 
  marry her to anyone as she can't have children.  
  Shunned by her family and subject to every 
  kind of abuse at the Olympian temple-school 
  she was sent to, she sought guidance elsewhere 
  and found it in the shape of a war-wounded 
  Paladin of Athena.  He taught her fighting 
  skills and the power of the Olympian Temple.  
  She aligned herself with Hecate as the 
  goddess’s spheres seemed better matched to 
  her own sensibilities than Athena, stole money 
  from her father and headed off to Dunromin 
  to seek her fortune.  Following the death of her 
  mother when she was younger her father had 
  become more and more distant and resentful 
  of her.  He was probably relieved when she 
  disappeared, even with some of his money - 
  less than a dowry might have been - and didn't 
  pursue her. 
  She trained at the Olympian Temple and 
  finished her magical tutorship at the Magic 
  College.  Even as she started work in the temple 
  as an altar-maid, Kzenzakai’s hordes invaded 
  the south-westerly Land of the Young and the 
  War of the Ring started.  A short time later she 
  heard of the terrible fate of all her family – all 
  slain by the invading army, their capital 
  destroyed.  She returned home to see what 
  could be recovered and honour her family in 
  death.  No trace could be found of her younger 
  brother, however, and she has resolved to 
  discover what might have happened to him. 
  Fontain is no fey, elven beauty but hardly 
  offensive to the eye.  Despite her kind eyes she 
  has the body of an athlete and is almost as 
  strong as Gizella.  Her build is inherited from 
  her father, whose size and strength were 
  famous.  She finds it hard to make friends and 
  is distrustful of all males, being scarred by 
  horrible experiences as a child.  She has no 
  interest in romance and a poor perception of 
  those who have inherited their power rather 
  than earned it.  She is independent, cold and 
  calculating but has developed a soft spot for 
  Gizella, whom she views as a similarly 
  persecuted bird of a feather with herself.  The 
  two have grown close. 
  Fontain is quiet and plays dumb most of the 
  time, watching and noting what goes on.  Her 
  religious fervour is reserved for the power of 
  magic and she holds ambitions against the 
  patriarchal hierarchy of the temple.  She aims 
  to be no less than the head of the Temple of 
  Olympus in Dunromin, a role never before 
  taken by a woman.  Fontain is a fine 
  swordswoman but is not averse to using her 
  wit and spells when a sword is only one 
  possible solution.  She is far wiser than Gizella 
  and will often be the calming influence on 
  Gizella’s hasty plans, seeing more possibilities 
  and reading people better.  Like Gizella and the 
  
  56 
   
  other Widows, Fontain also yearns to avenge 
  herself on humanoids.  She also wants to find 
  her younger brother, the only one of her 
  family besides her mother who wasn’t mean or 
  disrespectful to her, although this may be due 
  to his young age and relative innocence.  He 
  would be the equivalent of a five-year-old 
  human at this time.   
  Adventure Hooks: The Widows offer all the 
  usual fun and games associated with NPC 
  parties – as rivals, allies, targets or hunters.  
  The fact they are all female may be useful or 
  irrelevant as you see fit to play.  Note that they 
  are all very good friends of Garibaldi and all 
  his heroes, you may even want to introduce 
  some romantic interest into the mix if you 
  wished.  This would mean that anyone doing 
  the Widows harm at all would find themselves 
  the object of the vengeance of some quite 
  powerful individuals. 
  Feren of Poldaak 
  Race: 
  Human Class: Ftr-MU 5/5 
  Str: 18:33 
  Int: 15 
  10  
  Dex: 18 
  Con: 18 
  Cha: 13 
  HP: 57 
  AC: -2 
  Almt: CG 
  Wpn: Spells, Long Sword +3 Flametongue 
  (Dbl Spec. +7/+8); Short bow (+3,0) 
  Magic Items: Plate mail +1; Wand of Magic 
  Missiles (12); Potion of Gaseous Form; 
  Rod of Alertness (35) (shield and helmet; 
  less interested in nice clothes than the 
  others but prefers practical garments of a 
  high quality, wears less or no make-up 
  too) 
  Lookalike: Gina Carano 
   
  Theresa “Terry” of Poldaak 
  Race: 
  Human Class: Rngr-Cleric 5/5 
  Str: 15 
  Int: 13 
  Wis: 18 
  Dex: 12 
  Con: 18 
  Cha: 16 
  HP: 67 
  AC: 0 
  Almt: NG 
  Wpn: Spells; Long Sword +4 Defender (Dbl 
  Spec +7/+8); short bow 
  Magic Items: Chainmail +3; Shield +1; 
  Ring of Swimming; Helm of Speaking and 
  reading languages (includes Arcana but 
  not Magic) (wears sensible clothes on 
  adventures but loves to dress up in fine 
  garments in town, often featuring the 
  symbols of Aphrodite, love and fertility) 
  Lookalike: Haley Atwell  
   
  Gabriella “Gabby” of Poldaak 
  Race: 
  Human Class: Ftr-MU-Thf 5/4/5 
  Str: 16 
  Int: 15 
  Wis: 13 
  Dex: 18 
  Con: 18 
  Cha: 17 
  HP: 61 
  AC: -2 
  Almt: CG 
  Wpn: Spells; Dagger +2 (Right hand, Dbl 
  Spec +6/+6); Dagger +2 (Left hand 
  +2/+3); throwing daggers x6 (+3/0) 
  Magic Items: Ring of Protection +2; 
  Armbands of Defence AC4; (Wears stylish 
  clothes but always trousers rather than a 
  skirt, often in dark shades, keeps daggers on 
  show but thieves’ tools hidden) 
  Lookalike: Natalia Tena 
   
  Romera “Romey” of Poldaak 
  Race: Human Class: Ftr-CL-Thf 4/5/5 
  Str: 12 
  Int: 8 
  Wis: 17 
  Dex: 18 
  Con: 18 
  Cha: 11 
  HP: 55 
  AC: 1 
  Almt: NG 
  Wpn: Spells; Short Bow +3 (Dbl Spec 
  +7/+4 or +8/+5 and double damage at 
  ranges less than 30 feet); Long Sword +2 
  (+3/+4) 
  Magic Items: Leather Armour +2; 3x 
  Arrows +1; Quiver of Endless arrows (2 
  per round, up to 24 per day; normal 
  capacity 12) (no helmet but padded hat; 
  shield; normally wears fine clothes about 
  town (AC6) saving her armour and 
  shield for when she needs them) 
  Lookalike: Rose Leslie 
   
  Gizella of Grande Nez 
  Race: 
  Hum 
  Class: Ftr-MU-Thf 4/4/4 
  Str: 18:25 
  Int: 18 
  Wis: 8 
  Dex: 18 
  Con: 17 
  Cha: 9 
  HP: 41 
  AC: -1 
  Almt: NG 
  Wpn: Spells; Short Sword +3 (Right hand- 
  spec +5/+8); short sword +2 (Left Hand 
  Spec +3/+7); short bow (+3/0) 
  Magic Items: Elfin Chainmail +2; (Usually 
  wears robust but quality clothes with the 
  chainmail underneath so it isn’t always 
  obvious she is wearing armour. Only 
  carries her Thieves Tools on adventures) 
  Lookalike: Valerie Adams 
   
  Fontain de la Shirt 
  Race: 
  Half-Elf 
  Class: Ftr-MU-Cl 4/4/4 
  Str: 17 
  Int: 18 
  Wis: 18 
  Dex: 15 
  Con: 16 
  Cha: 14 
  HP: 39 
  AC: 0 
  Almt: LG 
  Wpn: Spells; Long Sword +2 (Dbl Spec 
  +6/+7); Long Bow (0/0) 
  Magic Items: Bronze Plate Mail +1; Shield 
  +1; Ring of Warmth (only wears armour 
  adventuring, in town she wears clothes and 
  make-up to accentuate her charms) 
  Lookalike: Pink 
  
  57 
   
  Legends 
  This is a few of the legends and strange 
  histories that are circulating the Land of the 
  Young and further afield.  These are included 
  for colour and inspiration. 
   
  The Burning of the Pitta 
  This is a tradition more than a Legend but is 
  mirrored through many world religions and 
  species.  It is a belief that, when eating, some 
  sacrifice should be made to the gods or the 
  world as a whole.  This sacrifice usually takes 
  the form of a Pitta bread or other flat oval 
  foodstuff, which is burnt. 
  The general assumption is that this represents 
  the mortal world and how the person 
  appreciates their existence within the world.  It 
  is a familiar ritual and something that binds 
  many different cultures together in their 
  realisation that they are all, essentially, the 
  same.  Any traveller in the World of Barnaynia 
  may come across this simple sacrifice done 
  daily or weekly almost anywhere. 
  The act is so commonplace as to have entered 
  many other parts of the culture too.  For 
  instance, the slang term “Pitta-burner” in 
  Dunromin is a slightly derogatory term for 
  someone who takes their religion very 
  seriously.  Similarly, there are many cults that 
  have headgear or some other personal 
  adornment that resembles the flat oval of the 
  world, usually bent about a quarter of the way 
  along its length. 
  On a slightly deeper level it does suggest that 
  the shape of the world, as represented by the 
  shape of the foodstuff burnt, has been known 
  for many millennia. 
  It is worth mentioning here that there is a plant 
  that is common in the jungles of the Upper 
  World whose bunched fruit are shaped like the 
  world.  These fruits, which are yellow when 
  ripe, are called “World Fruit” in Urdum, 
  which is the word “Banana”.  Bananas are 
  delicious and a very popular fruit for those 
  people that have access to them. They are rare 
  but not unknown in Dunromin. 
   
  The Century Plagues 
  One of the most frightening things about the 
  city of Dunromin is the Century Plagues.  
  Occurring at the turn of each century they are 
  a terrifying sleeping disease which, over a 
  period of a few weeks, causes up to ten percent 
  of the population to die.  Inhabitants of the city 
  are struck down even after fleeing the city for 
  the duration of the turn of the century.  No 
  preference for male, female, rich or poor is 
  made, save that the Royal Family never seem to 
  be affected.  No sign or suffering is noticed, the 
  victims merely seem to die peacefully in their 
  sleep, leaving only lamenting families behind 
  them. 
  There are many legends regarding the nature 
  of this terrible curse but no one has yet been 
  able to ascertain what started them, let alone 
  how to stop them.  It is not even known if it is 
  a Curse or a Plague!  Here are some of the more 
  durable theories: 
  The King’s Gambit – since the King and the 
  immediate Royal Family are never affected by 
  the Plague it has been suggested the first of the 
  Luftheart kings, King Murich I, made a pact 
  with some powerful entity to guarantee he and 
  his successors the throne.  While seeming 
  reasonable no one can determine what entity 
  might have the power and inclination to exact 
  such a deal.  Nor does it explain why the first 
  Century Plague only struck in CY200, over 
  150 years after the death of Murich I. 
  The Curse of the Old Tor – the city is built upon 
  a great igneous extrusion of granite that is shot 
  through with great magical energies.  It is 
  
  58 
   
  apparent that this location has been the 
  habitation of many powerful entities and 
  civilisations dating back to the beginning of 
  time and, probably, even the ancient and 
  mysterious Rakuli.  Perhaps the Plagues are 
  some by-product of the location and the deaths 
  have been happening forever.  This theory fails 
  on two counts, the first being that there was no 
  plague in the year CY100 and nor is there any 
  record of any before CY200 at all.  The second 
  is that the date of the turn of the century is 
  completely arbitrary, based upon the building 
  of a castle by some adventurers.  Even the date 
  chosen for the start of the year is unique to the 
  Dunromin ruling classes and not even shared 
  by many of the cults, religions and species 
  living in the city. 
  The Spite of Gurtherod – Gurtherod was a 
  figure of great power, it is said, in or about the 
  second century.  He supposedly set up a cult of 
  personality based about himself and his lover, 
  the enchantress Jeselda of the Shadow.  He was 
  taken down by the king of the time, one of the 
  King Murders; probably the third.  With his 
  dying breath Gurtherod is supposed to have 
  cursed the city with the Plague.  This theory is 
  not backed by any contemporary records and 
  it is unlikely Gurtherod had the personal 
  power for such a feat. 
  Similar tenuous theories include curses 
  engineered by such figures as Tellendillian the 
  Fey (a High Elf king); various Deep Elf 
  individuals and groups; a Dwarven Diabolist 
  called Drelt Hardknuckle; and a Necromancer 
  called Narcoleptician Necranius the Dead.  
  None of these candidates really fit the bill due 
  to timing or lack of power. 
  The Bedevilment of Caspar – Caspar is the 
  name of a powerful Demon or Demon Lord 
  who is said to have been offended by the 
  conflagration that created the Blasted Heath in 
  CY168.  The Century Plagues are said to be his 
  revenge on the city of birth of the magician 
  who destroyed the Hero’s Tomb and caused the 
  explosion.  Too much of this just seems too 
  tenuous to be real, not least because no one is 
  really sure who the magician was nor who the 
  dead hero was – there are many candidates for 
  both.  Plus the nature and date of the Plagues 
  seem a little idiosyncratic, even for a powerful 
  creature of Chaos. 
   
  The Epic of Zondar 
  Zondar was a low-born hero of ancient lineage 
  said to have lived in the lands now in the 
  eastern side of the Land of the Young.  His race 
  is unknown and all the local demi-humans tell 
  stories of this folk-hero as if he were their own.  
  He was a great warrior-thief, or possibly a 
  Wild Domains Barbarian, whose exploits 
  included fighting hordes of orcs and ogres, 
  stealing a gem for a foreign king and seducing 
  the princess of the Fey.  He caught and tamed 
  a Gold Dragon and fought in campaigns 
  against the Undead and Deep Elves of the 
  Hellmarch Mountains.  His greatest foe was an 
  evil wizard (or at least a wizard of some form) 
  called Cheviott.  Cheviott is an elven name but 
  no one knows for sure what he really was. 
  Whatever their true natures, Zondar and 
  Cheviott were once friends and adventured 
  together.  Then there was a great falling-out 
  between them, possibly over a woman, 
  possibly over a powerful magic item.  From 
  then on they acted as foils to each other’s plans 
  and ambitions until a final, cataclysmic 
  confrontation in Cheviott’s island fortress, 
  believed to be one of the many islands on the 
  eastern seaboard of the Land of the Young.  
  Cheviott was slain but may have returned as a 
  Lich; certainly his fortress island was blasted to 
  a million pieces and sank below the Deep Bays.  
  
  59 
   
  The legends of course claim he persists in the 
  Darkworld below the Land, plotting against all 
  good peoples of the world. 
  Zondar survived this final confrontation but 
  was poisoned with an incurable wasting 
  disease.  He died alone in the wilderness, it is 
  said, betrayed by friends and kings.  The beasts 
  of the prairie dug a tomb for him and there he 
  lays still, along with this sword, armour and 
  other legendary items.  Legend once again 
  suggests that one who is as brave and honest 
  as Zondar will be able to find his tomb and 
  once more take up his sword, using it to slay 
  the undead Cheviott once and for all. 
  All the local races of the eastern lands have 
  stories, songs and other spoken histories 
  concerning Zondar and his many adventures.  
  Plus his name crops up in the name of many 
  geographical features of the area. 
   
  The Fall of Beauvais 
  Beauvais of the Blade was a great warlord who 
  made himself king of an area north of Storm 
  Bay some 800 to 900 years ago.  He was a 
  strong and intelligent man, although legends 
  suggest his physical power was magically 
  enhanced.  He built up a respectably sized 
  kingdom, although small by Land of the Young 
  standards. 
  King Beauvais decreed himself to be the ideal 
  warrior and wanted every man of his nation to 
  follow this ideal.  He established an order of 
  knights called the Perfect Men and an order of 
  mage-priest called the Bygenial Gottelerby, 
  which means “Those who know perfection” 
  although this title was soon shortened to 
  “Bigot”.  It was the job of these priests to search 
  out and measure the young men of the nation 
  to see which of them deserved to be citizens.  A 
  set of criteria, called the Minor and the Major 
  Criteria, were established and every boy of the 
  nation was measured at the age of eight.  Any 
  that passed the Major Criteria were taken 
  away and trained to be Perfect Men.  Any that 
  failed the Minor Criteria were cast out of the 
  society to die in the wilderness. 
  King Beauvais also established a strict set of 
  rules as regards what was and was not 
  permitted in all kinds of ways.  Most were 
  normal, if extreme, laws similar to others in 
  other cultures.  A significant portion, however, 
  reflected his own, personal tastes and many 
  people found them very difficult to cope with.  
  The nature of these laws is not accurately 
  known as different versions have come down 
  through time, but it is generally accepted that 
  they pertained to different dress styles, 
  activities allowed or prevented at different 
  times, limits on food stuffs and the banning of 
  various sexual practices.  What is known is 
  that these laws were very unpopular and the 
  people spoke up against them. 
  King Beauvais called upon the Perfect Men to 
  put down the rebellion, which they did with 
  vicious efficiency.  After a few years of misery 
  civil war ensued when it became apparent that 
  many of the Perfect Men were corrupt and 
  flaunting the very doctrine they enforced.  
  Great slaughter was done and the kingdom 
  destroyed as a coherent society.  All the Bigots 
  and Perfect Men were slain and King Beauvais 
  was executed by being burned at the stake – 
  his own favourite means of execution. 
  The experience of King Beauvais is told and 
  retold as a warning to egotistical leaders 
  everywhere that there are some extremes of 
  behaviour that are simply not acceptable.  
  Unfortunately, this lesson is ignored by many. 
   
  
  60 
   
  The Forty-four Undying Thyngs 
  In CY547 a scholar of great repute in 
  Dunromin, called Oscar the Scratchéd, 
  produced his seminal work “The Forty-Four 
  Undying Thyngs”.  Oscar was famous for the 
  depth of his research and the beauty of his 
  script and illuminations.  This work in 
  particular had been long anticipated as it was 
  the culmination of his lifetime’s work, untold 
  hours spent around his normal contracts, 
  researching things for his own ends.  It was an 
  astonishing work.  So astonishing, in fact, that 
  none of his peers could quite grasp the 
  enormity of what he was suggesting. 
  Oscar had researched long and in great depth 
  amongst all the scrolls, diaries and books of the 
  Great Library seeking knowledge about 
  individuals who cropped up in legends, myths 
  and folklore throughout the world.  From an 
  early age he claimed to have recognised 
  patterns amongst such stories and slowly 
  pieced together a puzzle that covered dozens 
  of cultures and most of the realms of the 
  known world.  He named these exceptional 
  phenomena the Undying Thyngs as they 
  seemed to remain unchanged across many 
  generations.  He also thought there to be about 
  forty-four of them across the world, although 
  this was an estimate based on strange 
  assumptions. 
  These Thyngs had in common that they were 
  unique and appeared to be super-natural 
  personifications of a feeling, emotion, vice or 
  other mortal impulse.  They existed only in 
  societies of significant size and seemed to be 
  manifestations of a guilt or passion that society 
  had.  They seemed to embody an impulse or 
  nature the local culture found unsettling or 
  embarrassing.  Their purpose seems to be to act 
  out punishments or indulgences targeted on 
  those 
  that 
  demonstrated 
  the 
  impulse.  
  Examples he gave were lust, fear, guilt, 
  avarice, envy, collecting, fascination, idolatry 
  and others, including different forms of 
  madness. 
  So 
  strange 
  and 
  convoluted 
  were 
  his 
  suggestions that all his colleagues, and every 
  serious philosopher, cogitator and other 
  serious thinking person ever since, has 
  dismissed this work as a mad scramble for 
  justification of an existence bereft of original 
  work.  So nasty was some of this criticism that 
  Oscar was found dead by his own hand (it was 
  claimed at the time) a couple of months later.  
  The book remains known only for its exquisite 
  penmanship and the beauty of its illumination.  
  The only copy is in the locked depths of the 
  Great Library and no one seems to dwell on the 
  content.  Which is a pity, because he was 
  bang-on right. 
  These strange spirits do, indeed, exist and there 
  are forty-four of them across the world of 
  Barnaynia, all thinking of themselves as 
  brothers, two of them even living in Dunromin 
  itself.  These two individuals are Rigger 
  Neverdead and Moldark Shadowsoul; more 
  information 
  on 
  these 
  two 
  astonishing 
  creatures can be found in SM02 The Games 
  Master’s Guide to Dunromin. 
  The Undying Thyngs are humanoid creatures 
  of mainly pure human appearance, although 
  caricatured in grotesque ways.  They have a 
  sensitivity to certain human failings and 
  power over those persons suffering from those 
  failings.  Their powers are keyed into those 
  weaknesses to extend and exploit them, 
  generally to the detriment of the victim but 
  sometimes to their benefit.  For instance, 
  Rigger Neverdead makes people’s darkest 
  wishes come true, whether they want him to 
  or not, and they then find themselves indebted 
  to him in some grim and frightening way 
  forever.  Whereas Moldark Shadowsoul has an 
  incredible talent for calming the suffering of 
  the near dead and helping their spirit pass into 
  the afterlife without any trauma that might 
  herald the creation of Undead of any form. 
  Other examples include a figure of legend in 
  Oomland who appears as a tall, thin man with 
  a painted face and antlers.  His name belies 
  translation but sounds like Amfallah.  He 
  seems to fulfil carnal passions, finding 
  frustrated youths, of either sex, tormented by 
  some unfilled sexual infatuation with another.  
  Amfallah then enables these desires, at first as 
  illusions but then, sometimes, by enchanting 
  the victim and allowing the coupling to 
  actually take place.  Afterwards, things are 
  supposed to return to normal but the 
  relationship will, thereafter, be tainted such 
  that the object of the desire finds the youth 
  repulsive.  The youth is often then driven to 
  madness, homicide and/or even suicide. 
  Another example if the so-called Spring-
  Heeled Jack of Skull Crag.  This creatures 
  bounds over the city raising individuals up to 
  
  61 
   
  undeserved social rank and then leaving them 
  there to either survive or fail at their new posts.  
  Since the culture of Skull Crag is so strange 
  (see SM05 The World Guide to Barnaynia) it is 
  difficult to ascertain what would happen then, 
  if anything, or even if this is the only way one 
  might progress up the iron-bound social 
  hierarchy of The Manners. 
  There are many other examples of the Undying 
  Thyngs, extant in most of the significant 
  cultures of the world.  They seem to be 
  generally sponsored by some deity or other 
  and are perhaps another type of divine being 
  like the Norse Valkyries or the Olympian 
  Heroes and the like. 
  [The Undying Thyngs are partly inspired by 
  the Victorian stories of Spring Heeled Jack and 
  the films “Nightmare on Elm Street”, “Friday 
  the 13th” and the like] 
   
  The Good Orc 
  Lord Doomspark, the Human Baron of Illmere, 
  has no less than seven orc wives.  His proclivity 
  for handsome Orcish maidens is a source of 
  much concern in many courts about the land, 
  but, like it or not, the King has no issue with 
  him.  He and the tribes of his wives manage a 
  very successful paper manufacturing business.  
  Most of the paper and parchment in the Land 
  of the Young originated in this eastern barony, 
  which is also trying to manufacture velum.  
  Life in the barony is under a hard discipline 
  and not really very pleasant, for the humans or 
  the orcs.  Of course this is no one’s business but 
  the baron’s and the king’s and the king has no 
  interest in it. 
  This means that there is a steady flow of well-
  educated and ambitious Half-Orcs from the 
  area.  In what seems to be a side-project for 
  Lord Doomspark, these Half-Orcs are all 
  devoted and good followers of the goddess 
  Athena, the great mage’s own patron deity. 
  The most famous of this prodigy is Eltheza 
  Grittch of Illmere, an Athenian Priestess who 
  went adventuring in the Horn Mountains.  
  There she met and fell in love with an orc king 
  describing himself as King Gutarg, latest of a 
  long line of Orc Kings of the Deeper Dark 
  beneath the Agulth Ergeleteg Mountains, 
  which is the Orc name for the central peaks of 
  the Horn Mountains.  He has passed into 
  history, however, as the “Good Orc”.  The 
  young lady Half-Orc was then titled Priestess 
  Eltheza of Athena and Queen of the Eltrect 
  Vergeterg, the Blind Fountain Tribe of the 
  Horn Mountains. 
  Even more astonishingly, the orc king and 
  nearly a third of his tribe converted to 
  worshipping Athena and changed alignment 
  appropriately.  This caused a rift between King 
  Gutarg and his younger brother which 
  resulted in Gutarg and his followers being run 
  out of the mountains and seeking asylum in the 
  Land of the Young. 
  There was a great deal of reluctance to allow a 
  tribe of orcs access into the Land, whatever 
  their beliefs, and the group were left in limbo 
  on the southwest border while a solution was 
  sought.  Lord Doomspark lobbied the King to 
  allow the tribe passage but the barons whose 
  territories the orcs would have to cross to get 
  to Illmere were less than keen.  While the 
  discussions continued, word spread to the 
  Dwarves of the Blue Mountains that a tribe of 
  orcs were close to their borders. 
  While King Mordred of the Land of the Young 
  prevaricated a Dwarf war band fell upon the 
  Athenian Orcs and slaughtered them all.  
  While this resolved the immediate issues the 
  event has had lasting repercussions as the 
  debate of nature versus nature has resurfaced 
  in terms of the prospect of Good Humanoids.  
  In the short term this has benefitted King 
  
  62 
   
  Mordred in that it has helped to justify his 
  more open trade strategy with regards to 
  Humanoids but what might be the long term 
  outcome remains to be seen. 
  Rumours yet abound that Eltheza survived the 
  attack and yet roams the Borderlands, 
  accompanied by a bodyguard of Athenian 
  Orcs, seeking revenge on the false friends of 
  the Land of the Young.  While King Gutarg 
  himself was killed and his head put on a stake 
  by the Dwarves, legend also suggests that 
  Eltheza was carrying a son who is now born 
  and grown to maturity. 
   
  The Ladies of the Nativity 
  (also known as the Midwives of the Angels) 
  Whenever a significant child is born, legend 
  has it that up to seven glowing figures of 
  beautiful women, clothed in gossamer threads 
  and lace, will visit the mother in labour and 
  help her through the delivery.  The figures do 
  not speak and only the mother and certain 
  individuals with “The Sight” can see them. 
  Reports of their presence, even just one of 
  them, at the birth of a child is a great cause for 
  celebration but, of course, many are sceptical 
  of such reports.  Never-the-less, stories of the 
  visitations of these creatures can be found 
  across many cultures and the phrase “that 
  child’s mother saw the (or a) lady of the 
  Nativity when they were born” is often 
  associated with individuals of whom great 
  things are expected. 
   
  The Lantern Wall 
  There is a region west of Karan, far into the 
  Wild Lands, called the Prairie of Ashgaroth, 
  which was once the human kingdom of 
  Kinsarryn.  This kingdom was a great and 
  noble community, so legend says, ruling a 
  significant area.  It became part of the Empire 
  of Karan a few hundred years before the 
  founding of Dunromin and became the 
  western border of that Empire, protecting the 
  central west from the monstrous hordes of the 
  hills and marshes in the Wild Landsbeyond.  
  When the Lufthearts of Dunromin annexed 
  the Karan Empire into the Land of the Young 
  about 300 years ago, the colonies of the 
  Borderlands and the Wild Lands, including 
  Kinsarryn, were naively ignored by the 
  Lufthearts. 
   
  These 
  fruitful 
  but 
  often 
  troublesome vassal states were left to wither 
  and die out.  To be fair, Kinsarryn was already 
  in decline due to famine from decades of poor 
  harvests and the kingdom finally vanished 
  from historical records after about CY50; 
  another ancient civilisation lost to the dusts of 
  time.  Travellers report some of the ancient 
  cities are still occupied by various barbarian 
  and civilised peoples but little trade comes or 
  goes there. 
  A legacy of this once great kingdom remains 
  however, which is the networks of forts, 
  watch-towers and fortresses that comprise the 
  “Lantern Wall”.  This complex defensive 
  structure got its name from the lavish use of 
  Continual Light spells in its construction, 
  leaving a network of glittering walls and way-
  markers, some of which can still be seen to this 
  day if one travels far enough west. 
  The wall was a frontier centred on a chain of 
  five fortresses, built on high ground and each 
  big enough to support a garrison of a thousand 
  soldiers as well as a supporting community.  
  These fortresses were built about twenty to 
  thirty miles apart in a chain forming a 
  deterrent stretching over a hundred miles 
  north to south.  Between and around these 
  fortresses were watchtowers and smaller forts, 
  built along a fine road called the Lantern Road 
  and running north to the coast and south to the 
  mountains.  This road connected all the 
  garrisons to the major trade links east-west 
  and 
  north-south, 
  facilitating 
  rapid 
  communications and control of all traffic 
  across the border. 
  The western sides of forts and fortresses had 
  Continual Light spells cast upon them in their 
  dozens.  These were placed on the outside of 
  the wall but below the battlements, so as to 
  illuminate the space below and beyond the 
  wall, and also to blind attackers without 
  blinding the guards on the wall-top.  In 
  addition, a picket of “Lantern Posts” was 
  erected several hundred yards west of the 
  main fortifications, each post about thirty feet 
  from the other and formed a line for almost, at 
  its peak, all the length of the frontier.  These 
  posts were mostly stone pillars, or wooden 
  posts three times as thick as a man, each about 
  twenty feet tall.  On the top of each was cast a 
  Continual Light spell but on the western side 
  so as to illuminate the land before them but 
  
  63 
   
  without blinding the watchers on the walls 
  behind them. 
  Such lavish protection was very expensive to 
  maintain and towards the end of the Kingdom 
  barely twenty soldiers occupied each fortress, 
  with most forts and watchtowers abandoned.  
  In the centuries since the collapse of Kinsarryn 
  the whole frontier has fallen to ruin and 
  wilderness.  Nearly all of the towers and forts 
  are crumbled ruins or have vanished 
  completely.  Most of the Lanterns have been 
  destroyed or their tops stolen and used for 
  illumination in the Darkworld somewhere.  
  The Fortresses remain but are ruined and 
  occupied by fell things.  Only a few of the 
  Lanterns still shine out in their lonely vigil, 
  although their numbers are dwindling.  Even 
  some of the Lantern Posts remain and can be 
  seen as navigational points from miles around. 
  The names of the five fortresses have somehow 
  survived to the modern day, although their 
  exact pronunciation has been forgotten and 
  probably corrupted.  Each remains a stunning 
  work of defensive architecture, with walls 
  rising from steep cliffs or hills to support 
  platforms and towers ready to fight off land 
  and airborne threats.  Archways, gates and 
  towers are all carefully designed to afford 
  maximum protection and are functional 
  rather than comfortable.  That is not to say they 
  aren’t grand and many are decorated with fine 
  stone carving as well as coats of arms and 
  heraldic symbols from their previous owners.  
  Flying creatures and flowers were important 
  symbols in the Kinsarryn society so these 
  emblems are common, particularly birds of 
  prey and songbirds in cages. 
  Even given the impressive nature of these 
  fortresses, the majority of their fortifications, 
  stores and barracks were underground in 
  dungeons and catacombs, safe from surface 
  raiders.  These remain as a set of deep passages, 
  wide and easy to navigate, connecting the 
  extensive underground structures of each 
  fortress and even following the route of the 
  Lantern 
  Road 
  below 
  ground. 
   
  This 
  underground highway has, by now, probably 
  been connected by eager diggers into the 
  greater Darkworld riddling the whole planet. 
  The current natures and inhabitants of the five 
  Lantern Fortresses are as follows, from north to 
  south: 
  Kashellian Castle: 
  Built on what is only a slight rise in a flat plane, 
  this castle has suffered most from the action of 
  wind and frost.  It is a good seventy miles from 
  the coast but remains exposed in a notoriously 
  windy and wet area, due to the weather that 
  Storm Bay is famous for being funnelled this 
  way.  The outer wall remains mostly in tact but 
  most of the towers and inner buildings are 
  ruined or roofless.  Connections underground 
  are still open and have probably been 
  extended, but the inhabitants change regularly 
  as they are rarely powerful enough to hold the 
  place.  A large body of warriors is required to 
  secure such a rambling ruin and there are 
  better places for such a force to set themselves 
  up.  Note that “Kashellian” is the Kinsarryn 
  word for fortress or castle so the name of this 
  place is really “Castle Castle” 
  The Fork Cliff: 
  Built on the tallest side of a cliff-face that is 
  split by a huge river flowing west to east and 
  forming a large waterfall here, this structure 
  remains tall and impressive.  The whole of the 
  cliff is riddled with caverns and dungeons 
  below the castle and the castle itself is mostly 
  still intact.  This place has been used as a base 
  by Balthazaar the Red for some time (see SM05 
  The World Guide to Barnaynia for more 
  information).  The half-orc warlord has 
  repaired a lot of the defensive structures and 
  zoned the whole place to make defence easier.  
  His own chambers and meeting areas are 
  likewise hidden and well defended deep in the 
  heart of the cliff.  Underneath the old 
  dungeons and barracks are deeper, haunted 
  halls where the Necromancer known as 
  Darkhand (Micky Dark – see SM05 The World 
  Guide to Barnaynia for more information) 
  manufactures and stores his undead army.  
  Observers (that have survived to return) 
  report regular shipments to and from this 
  fortress to maintain the warriors inside, but 
  also a stream of fresh cadavers in large 
  numbers. 
  The Citadel of Hard Men (or Kashellian Gyn-
  Tyreninan Firth): 
  This castle was the home of a regiment of 
  warriors who called themselves The Hard Men 
  (Gyn-Tyreninan in the native tongue of 
  Kinsarryn).  This proud and noble legion of 
  knights and paladins were based at this castle 
  for hundreds of years.  The place is covered in 
  their symbol, the Pegasus, and there are stables 
  
  64 
   
  and landing areas for these proud beasts in 
  every tower.  At one time over three hundred 
  were kept here, all now gone.  Given the 
  fanatical nature of the Hard Men it is likely this 
  was the last of the castles to be abandoned and 
  even then probably only because the last of the 
  regiment died of old age. 
  Since then the atmosphere here has saddened 
  and the place has become heavily linked with 
  the Plane of Negative Energy.  The very 
  atmosphere reeks of frustration, hatred and 
  despair which means the halls are now the 
  home of many undead.  The days are dull and 
  cold the whole year around, the nights 
  moonless and eerie.  The whole place feels like 
  death.  The stern souls of the proud warriors 
  who once lived and died in these chambers 
  have seldom found peace.  Their unquiet 
  spirits walk the watches for ever more. 
  Gartellin Farmwir (supposedly translated as 
  Hard Home or Rock Home): 
  Once the grandest of all the fortresses, this 
  huge castle was faced in white marble and 
  stood like a glittering iceberg above the green 
  of the forests surrounding it.  As well as being 
  the commanding castle in the chain, and hence 
  the home of the Commander in the West, to the 
  east of the ruin there is also the grand Summer 
  Palace of the king.  This vast collection of 
  interconnected villas was where the royal 
  house of Kinsarryn spent their summers, 
  hunting and playing in the greenwood. 
  Now the palace is overgrown and collapsed 
  and the marble of the fortress is weathered 
  away, stolen or collapsed.  The outer walls and 
  inner curtain walls are more or less entirely 
  collapsed and the place is overrun with 
  wandering monsters from the surrounded 
  lands or deep in the Darkworld. 
  The Eagle’s Nest (sometimes called the 
  Southern Fortress): 
  This was a magnificent fortress built on a 
  rocky outcrop linked to, but distant from, the 
  Hellmarch Mountains about a hundred miles 
  to the south.  Using clever foundations and 
  blending with the natural mountainside, the 
  outer walls were built to a great height and 
  finished to an astonishing smoothness.  Time 
  and violence has pitted the walls now but there 
  is remarkably little collapse; very few having 
  tried to scale or attack the walls.  The fortress 
  remains an impressive spectacle. 
  So much so, in fact, that a Stone Giant King 
  named Krussibel the Stonefist has established 
  himself here.  The grand corridors and rooms 
  allow space for the giants to roam and the 
  protection they have is marvellous.  The large 
  courtyards and ready game in the woods allow 
  the creatures plenty of food and they use lesser 
  species, such as ogres and orcs, to farm and 
  find food for them, lest they become food 
  themselves.  The Stone Giant King has an 
  uneasy truce with other giants in the 
  mountains and wilds to the south and east, as 
  well as with the Deep Elves of the Hellmarch 
  Mountains. 
  This Fortress could be used as an addendum to 
  the G1-3 “Against the Giants” series produced 
  by Wizards of the Coast (which are highly 
  recommended) 
  if 
  you 
  fancied 
  that 
  – 
  experience and play testing has taught us these 
  classic scenarios can easily be set on 
  Barnaynia, from the woods of the southern 
  Borderlands and the Horn Mountains all the 
  ways to the deeps of the Hellmarch Mountains.  
  They are available through Drive Thru 
  RPG.com. 
   
  The Paradox of Pidcock the 
  Pandimensional 
  Pidcock the Pandimensional was a great 
  wizard in Dunromin, famed for his many and 
  varied pan-dimension portals (see SM02 The 
  Games Master’s Guide to Dunromin) and 
  numerous types of Bags of Holding and 
  Portable Holes.  He was also the first mage to 
  live in the Mage Tor of Dunromin and enchant 
  its multi-dimensional nature.  As well as his 
  significant success in the manufacture of such 
  devices he produced some of the most 
  wonderful and world-changing books about 
  the connection of the planes of existence and 
  the nature of pan-dimensional travel, the 
  Multiverse, the expanding Universe stories 
  and the very nature of time and infinity. 
  One of his smaller books, called the Paradox of 
  Pan-Dimensional Portals, has caused more 
  controversy and even bloodshed than is usual 
  for a pretty dry academic work.  Its basic 
  premise is that planar portals of any form act 
  as anchoring interfaces between the different 
  continuums, fixing them in time and space.  
  This could have one of three effects: 
  
  65 
   
  The most likely effect is that nothing untoward 
  results from them as the links are flexible 
  enough to accommodate and changes in the 
  nature of the cosmoses they connect.  This is 
  popular and requires no one to worry.  It seems 
  to be the conclusion that Pidcock himself 
  favours and most people are happy with that, 
  and leaving sleeping dogs to lie. 
  The 
  second 
  possible 
  conclusion is that these 
  portals, both natural and 
  artificial, temporary and 
  permanent, 
  are 
  the 
  conduits through which 
  magical 
  energy 
  travels 
  from plane to plane to 
  enable 
  any 
  and 
  all 
  enchantments 
  to 
  work.  
  Thus they are vital to the 
  continuation of the magic-
  based society we thrive in, 
  perhaps even to the nature 
  of life itself.  Thus if the 
  portals were to be all closed 
  all magic and perhaps even life would cease on 
  the detached plane.  This means that any plane 
  so detached would be left to drift in space 
  without any ability to recognise or use magic.  
  Quite what the inhabitants of such a 
  continuum would be able to do, if they could 
  even survive, could only be as a rather 
  impoverished and sad existence with only the 
  physical sciences and simple art forms left to 
  them.  Few, if any can imagine such a grim and 
  dull world… 
  This has, however, been fuel to the fire of a 
  social group from the big islands of the 
  southern seas, called the Té Cuahacinan or, 
  literarily, the True Aesthetes, who believe that 
  all magic is wrong and unnatural.  This group 
  has spawned a group of fanatical but clever 
  and well-resourced adventurers called the 
  Clasz Parzefferal (trans. Magic Eaters).  These 
  highly combative and skilled warriors appear 
  as classic barbarians but with a hatred for all 
  magical devices and those that use magic.  
  They are a dangerous breed and follow an 
  eternal quest to find and destroy all portals and 
  items of a magical nature. 
  The last possible conclusion, and perhaps the 
  most worrying, is based on the idea of a 
  constantly 
  expanding 
  and 
  changing 
  Multiverse, a controversial theory to say the 
  least.  If this were the case then the portals 
  become fixings, tying disparate parts of 
  existence together when they should be 
  moving ever outwards, past each other and 
  away.  As the Multiverse continues to expand 
  these fixings become constraints, restricting 
  the movements of vast volumes of space.  The 
  end result of such links would be a rip in the 
  fabric of the Multiverse 
  with untold and probably 
  terrible results. 
  The logical consequence of 
  accepting this theory is that 
  such portals are a bad idea 
  and should be limited or 
  removed completely, with 
  the consequential loss of 
  magical 
  energies 
  as 
  described above, but no one 
  wants that, except the Clasz 
  Parzefferal of course, but 
  they’re all mad. 
  Or nearly everyone.  There 
  is 
  a 
  group 
  of 
  monomaniacal and very, very powerful 
  wizards that believe it is their job to police the 
  manufacture and distribution of all magical 
  portals.  This collective call themselves “The 
  Light” and live in a vast glass city in the Great 
  Waste.  Using great magics they travel the 
  world in small bands, well equipped and 
  guarded by paid mercenaries, usually the Ibid 
  Azaam, seeking out and destroying all the 
  magical portals they can find.  One would 
  think this would make them of a mind with the 
  Té Cuahacinan but the two groups wholly 
  detest each other. 
  Of course, if The Light succeeded in their 
  ambition of destroying every magical portal in 
  the world then their magical power would also 
  be destroyed.  This is the reason for their 
  remote existence as, at the centre of their city, 
  they are constructing a single, huge portal 
  which they intend to make the only one in the 
  world.  Their thinking is that one link is no bad 
  thing; it is when you have two or more that you 
  get the constraint that might result in the 
  ripping that would end the Multiverse. 
  This portal would incidentally give them the 
  monopoly on all magical craft in the world and 
  control of the flow of energies to anyone and 
  everything on the planet.  Such traffic would 
  continue, they are happy to confirm, but they 
  
  66 
   
  would exact a toll from all such interactions.  
  They believe that this would give them the 
  ability to manage the world and all its 
  inhabitants and establish a world-wide Utopia, 
  based on their own values and beliefs (they are 
  Lawful Neutral).  Strangely, not many think 
  this would be a good idea. 
  [Note the concept of the Paradox was inspired 
  by an on-line conversation with Don Glover 
  and Toddius Maximus during December 2020 
  and is a late addition to this text.  My thanks to 
  them both for sharing their thoughts.] 
   
  The Spear of Halibert 
  There was a split in the Celtic 
  Temple about 200 years ago 
  when a young Zealot by the name 
  of Dyke of Nervalum tried to 
  usurp the dominance of the 
  Hunters in the hierarchy of the 
  temple.  This led to a lot of 
  political in-fighting that was 
  settled when Dyke returned from 
  an adventure with a legendary 
  weapon; the Spear of Halibert.  It 
  is not known how he came by this 
  fabled weapon, said to have been 
  wielded by the Celtic hero 
  Halibert the Blue in the wars at 
  the beginning of time. 
  This 
  item 
  polarised 
  opinion 
  within the temple and at the next 
  hunt a band of ne’er do wells 
  among the ranks of the Hunters managed to 
  lead Dyke away from the main party and 
  sought to assassinate him. 
  Fatally wounded, Dyke crawled to the edge of 
  a dark pool of still water.  Here he is said to 
  have proclaimed “No one shall wield Halibert 
  but me!” and cast the weapon into the pool just 
  as he died.  It is said that only someone of the 
  blood of Nervalum might find the spear in the 
  depths of the mirk of the pool.  This seems 
  correct as many have dived into the water to 
  seek the spear, often with magical assistance, 
  but the weapon has yet to reveal itself.  The 
  pool itself, located in the south-eastern corner 
  of the Low Moors, is now a sacred site to the 
  Celtic Temple. 
  Dyke was succeeded by a younger brother who 
  went on to marry and have children but all of 
  whom proved uninterested in either the 
  temple or the Spear.  The inheritance fell out 
  of mind and things moved on.  The site of the 
  pool, now called Halibert’s Mere, was once 
  guarded day and night but is now deserted, a 
  shrine visited only when the Great Hunt 
  happens to pass close. 
  Only one heir of Dyke’s blood is now known 
  of, an old warrior who lost a leg and became a 
  moneylender; Claudius Nervalum.  Claudius 
  believes the family cursed and wants less than 
  nothing to do with the legend of the Spear. 
   
  The Wars Before Time 
  Most religions have a variation of 
  this 
  myth 
  in 
  their 
  legends 
  pertaining to the early history of 
  Barnaynia.  The stories relate to 
  great feats of combat and sacrifice 
  amongst the First Gods when the 
  world was new and still being 
  shaped.  The world is scattered with 
  relics from these wars and battles 
  and even the mineral resources 
  mined from the ground are said by 
  some to be the remains of the gods 
  and heroes that fell then. 
  Weapons (such as the Spear of 
  Halibert, qv.), tools and other items 
  of great power are also to be found 
  hidden in the depths of the world’s 
  crust, still laid where their previous 
  owners dropped them.  Stories of 
  such great prizes are legion and explain the 
  origin of most of the artefacts that might be 
  heard of in the world, such as Kuthric’s 
  Hammer; the Arrows of the Celestine; 
  Bruntivaal, the Sword of Power; the Children 
  of the Willow (magical bows); Old Teltherik’s 
  Great Spoon and the Shields and Armour of the 
  Old Gods. 
  The sites of the major battles and personal 
  combats of these old gods are also lined with 
  treasure and other useful resources formed 
  from the magical remains of the fallen.  
  Ancient texts yet exist describing the nature 
  and locations of these ancient troves but more 
  often such sites and their locations hang 
  between legend and myth, perhaps described 
  in ancient poems or scratched as code into 
  stone walls in the dark depths of the planet. 
  
  67 
   
  Mercenary Groups:  
   
  These are some well-known groups of fighting 
  persons who might be hired for large scale 
  operations – battles, sieges, invasions and so on 
  – that might affect the Player Characters.  They 
  are not interested in guard duties or body-
  guarding. 
  Player Characters might encounter them as 
  enemies or obstacles, or powerful Player 
  Characters might seek to hire them.  Costs for 
  hiring them are not given but should work on 
  a scale of about 5gp per level per day up to 10th 
  level, double or triple this for higher levels.  
  Expenses will need to be paid on top of this and 
  would include transportation to get the 
  mercenaries to where-ever they are required. 
  Ambitious individuals might seek to borrow 
  the money they need but no mercenary group 
  would take a job based on promises or credit 
  (except, possibly, the Sand Snakes). 
   
  The Fentarc 
  The Fentarc are a cross between Mercenaries 
  and a barbarian horde.  Originally from the 
  Dog Wastes they now live where-ever suits 
  them and might be found anywhere in the 
  Upper World.  They consist of a core of 
  humans, up to four or five hundred of them, 
  with several tribes of Gnolls in service to them.  
  The humans are all Neutral or Chaotic Neutral 
  and the Gnolls are bound to the human 
  commanders by sacred blood oaths (although, 
  being Gnolls, this doesn’t mean much). 
  The Fentarc hierarchy is led by the Great Elder, 
  currently an ancient Sorceress (an 18th Level 
  Magic-User-Thief it is claimed) called Queen 
  Joanna II, although the position of any leaders 
  in this band is far from secure.  She commands 
  a counsel of warriors consisting of a number 
  of high level Wild Domains Barbarians (see 
  SM01 The Players’ Guide to Dunromin) and 
  the Chief Gnolls, each commanding a tribe. 
  The core humans are all fighting people, male 
  and female, generally of the Bandit or Brigand 
  variety, but about 40% will be level 1 Wild 
  Domains Barbarians and 10% level 2d4.  Every 
  50 barbarians will be commanded by an 
  individual of level 1d6+4 accompanied by a 
  Magic-User of level 1d6+3 with 1d4 assistants 
  who are Magic-Users of levels 1d6 each.  All 
  will have suitable armour and weapons, many 
  with appropriate magic items. 
  The Fentarc are often hired by warlords 
  looking for an instant army but can be 
  unreliable, despite their apparent value.  They 
  cost less than other mercenaries and not all the 
  payment has to be in gold; they like slaves as 
  well. 
  
  68 
   
  The Ibid Azaam (Sand Snakes) 
  The Ibid Azaam (often called the Sand Snakes) 
  are a scattered tribe of desert raiders in the 
  central and eastern reaches of the Eastern 
  Deserts and the Great Waste, all of which they 
  refer to as the “Giant Sand” or Veltgart.  They 
  consist of Humans, Half-orcs and Desert Orcs, 
  and are all a part of a massive Cult of the Great 
  Sand Snake, or Ibid-Atch Azaam.  Their leader 
  is an ancient woman called the Sahira 
  Sitagooza 
  who 
  is 
  claimed 
  to 
  be 
  the 
  granddaughter of Anterract the Great Mage, 
  but her location changes constantly.  Note that 
  Anterract was a founder member of The Light 
  (see the Legends section) and the Sand Snakes 
  are the primary source of servants for that 
  powerful magical order, which they call the 
  Heckt, where the “H” is pronounced using a 
  guttural noise made at the back of the throat. 
  Each clan within the Cult is led by an elder 
  who is served by 1d20 Sand Snakes.  The Sand 
  Snakes are all Fighters, Thieves or Assassins, 
  often multi-classed.  At least one per Clan will 
  be an Assassin-Illusionist multiclass and will 
  be the spiritual leader of the Clan, even though 
  the elders themselves usually have cleric levels 
  (most are Cleric-Thieves). 
  With the right approach, the Sand Snakes can 
  be employed as mercenaries.  They do not take 
  part in open war but rather raid ruthlessly, 
  slaughtering all they come across, targeting 
  military strongholds and supply networks.  
  Finding them is difficult but a prospective 
  employer will be taken into the deep desert to 
  meet the Sahira Sitagooza.  After hearing the 
  proposition the Sahira Sitagooza will go into a 
  trance and seek guidance.  Usually the bargain 
  is taken, sometimes the job is taken with no 
  payment 
  (mercenaries 
  for 
  free!) 
  but 
  sometimes the bargain is refused and the 
  customer will become a victim. 
  Victims will be incapacitated with a poison or 
  spell and will wake up buried up to their neck 
  in the sand.  Sometimes they will be in the 
  shade, sometimes not.  Sometimes water will 
  be left to tease them, just out of reach.  They 
  will then be left for the ants, scorpions and 
  vultures.  Sometimes the Sand Snakes will stay 
  to watch, sometimes they won’t. 
  The Sand Snakes are really nasty people.  They 
  are all Neutral Evil or Chaotic Neutral with 
  vicious tendencies and will kill any enemies 
  regardless of age or gender.  They take no 
  prisoners and enjoy torturing their victims, 
  before killing them in the manner described 
  above, which is a sacrifice to the Great Sand 
  Snake.  No slaves will be taken as they regard 
  prisoners of any kind as another expensive 
  mouth to feed. 
  When the summons from the Sahira Sitagooza 
  goes out, by messenger vulture, the Sand 
  Snakes from the various clans will come 
  together, settle any outstanding business 
  between them, and then head off to do the job.  
  There will be up to three hundred of them, all 
  mounted on horses or camels.  All of them will 
  be of level 1d6 and will be in equal proportions 
  Fighter-Thieves, 
  Assassins, 
  Assassin-
  Illusionists, Thieves and Fighters.  There will be 
  2d6 Clerics of level 1d8 and 10% of the 
  number will be leader types of double the 
  normal level.  They will have a number of 
  magic items but not as many as other groups 
  of equivalent level.  All weapons will be 
  poisoned and they will readily use fire, acid 
  and any other dirty tricks they can think of.  
  Favoured weapons are long swords, scimitars, 
  spears, short bows and other weapons usable 
  from mounts.  Their armour is usually 
  surprisingly well-maintained, being chainmail 
  or plate, sometimes magical, hidden under 
  desert robes for fighters, or leather worn 
  under robes for other classes.  Favoured tactics 
  are night attacks, ambushes and feints on one 
  flank while others sneak attack another flank.  
  Enemy camps will be infiltrated and often 
  
  69 
   
  dangerous desert creatures will be left behind 
  after a feint or raid. 
  Anyone travelling in the area of the deserts of 
  the Upper World runs the risk of being 
  attacked by these vicious raiders.  Regular 
  caravans and the mineral miners of the area 
  often pay a protection to the Sand Snakes to 
  prevent being attacked.  In fact, this practice is 
  so good that the Sand Snakes have even been 
  known to fight to protect some of the richer 
  locations against other raiders, like orcs, 
  kobolds and so on.  Not that the Sand Snakes 
  need much of an excuse to fight anyone. 
   
  The Knights of Coin 
  These blood-thirsty maniacs are some of the 
  most experienced and dangerous fighting men 
  (no women) in the world; all are Lawful Evil.  
  They are based out of Gorgola and generally 
  make money hiring themselves out as 
  bodyguards and shock troops to the local gang 
  lords.  They can get together and provide 
  serious firepower to anyone with enough coin 
  to satisfy them. 
  There are about four to five hundred of the 
  Knights at any time, consisting of about 150 
  knights, each served by 1d4 squires.  The King 
  of the Knights is chosen by election and serves 
  a term of eight years before another takes over.  
  No one may be King more than once (many 
  have tried) and ex-kings return to the ranks 
  but function as counsellors and wise elders, or 
  King-Fathers to the current king.  The election 
  process is a bitterly fought one with only the 
  most ruthless and ambitions individuals 
  reaching the top of the pile.  Despite this, there 
  is very little in-fighting once the new king is 
  chosen, although the year before the next 
  election tends to be a bit exciting for all 
  involved.  The King-Fathers often have to step 
  in to prevent the more spirited candidates 
  starting a civil war across the whole of Gorgola 
  (not that this would really be a significant 
  change in the normality of the city-state). 
  The King and King-Fathers will all be of at least 
  13th 
  level 
  with 
  appropriate 
  magical 
  equipment.  The current King (as of CY580) is 
  King Dykar the Rose, named for the bloody 
  shape he likes to leave his victims in.  He is a 
  Fighter-Thief of 16th level and wears +4 Elven 
  Chainmail at all times, as well as a +5 
  Defender Broad Sword and a range of other 
  powerful magic items.  He is advised by four 
  King Fathers, although two of these are too 
  old or invalided to fight any more. 
  Each knight will be of level 1d10+4, their 
  squires will be of level 1d8.  They will all have 
  a fighting class and the majority will be pure 
  fighters and wear plate armour.  They are a 
  mix of Humans, Half-orcs and Half-Elves, 
  mostly pure Fighters but with some Fighter-
  Thieves and some Fighter-Magic-Users. 
  The Knights maintain six War Galleys, three 
  of which are in port at any time.  The others 
  being used for piracy and other well-paying 
  tasks. 
   
  The Pension 
  The Pension (pronounced “Pen-sea-own”) 
  elite warriors use wyverns as mounts but also 
  have a wide range of cavalry and horse 
  archers.  They can be hired for gold or similar 
  but may demand payment as secure land 
  holdings.  As a result they exist as small 
  community 
  enclaves 
  in 
  many 
  modern 
  civilisations, from the Woods of the Great 
  Valley to Skull Crag.  These enclaves will 
  include training facilities, wyvern and horse 
  breeding facilities and other martial support 
  requirements.  While the majority of the 
  inhabitants of the enclave will be older, retired 
  warrior/teachers or young mothers and their 
  children, all the Pension are dangerous.  
  There are several groups in circulation who 
  may be hired individually or combined.  Each 
  group contains between 100 and 200 
  individuals.  All their warriors (male and 
  female) are at least first level fighters (level 
  
  70 
   
  1d4) and will be trained to be specialists in 
  their chosen weapons.  All are accomplished 
  riders and most can handle aerial mounts as 
  well.  In any group there will be about 80% 
  light cavalry, all archers or lancers, with 15% 
  heavy cavalry, which will be high level 
  fighters, heavily armed and armoured, and 5% 
  flying archers based on wyverns.  For every ten 
  soldiers there will be a higher level leader 
  (level 1d4+2), for every twenty-five soldiers 
  there will be another leader type of level 
  1d6+4.  The Group Captain will be of level 
  1d8+6.  All the troops will have good armour 
  and weapons with a good number of magical 
  items scattered amongst them.  Leaders will 
  have 1d4+2 magic items – no items not usable 
  by Fighters. 
  Each group will have a commander who 
  makes all final decisions in war, but business 
  and social decisions are made by committees of 
  elected, experienced warriors. 
  The one area the Pension are lacking is in 
  spell-casting capability so they will be keen for 
  any patron to make allowances for this as 
  required 
  too. 
   
  Otherwise 
  they 
  are 
  conscienceless and will work for anyone doing 
  anything. 
   
  The Scarlet Enchanters 
  The Scarlet Enchanters are a group of Magic-
  Users based out of Rimland.  There are about 
  thirty of them and they all look and dress alike 
  (despite being a mix of male and female elves), 
  wearing hooded scarlet robes lined with Red 
  Dragon hide and rubies, their faces obscured 
  by webbed veils.  The Enchanters are the 
  public face of the Scarlet College; a college of 
  magic having over a hundred students.  These 
  students are sent there from all over the Upper 
  World by a certain type of parent or sponsor 
  seeking to train a certain type of wizard.  Upon 
  graduating most return to their homes but 
  some, the most talented, are retained and kept 
  on to be trained as Scarlet Enchanters.  Such 
  apprentices adventure with senior Enchanters 
  until they achieve 5th level or more. 
  The Enchanters are identical in dress but might 
  be identified by the magic items they carry, 
  which vary, or their voices.  Each Enchanter is 
  of level 1d20+5 and up to twenty can be hired 
  at a time.  They will have a leader or spokes-
  person but, if killed or otherwise be 
  indisposed, then this person will be seamlessly 
  replaced by another. 
  The Scarlet Enchanters charge a lot for their 
  services but may be paid in magic items.  As 
  might be guessed, they are very effective in 
  whatever task they are given.  Despite their 
  sinister appearance they are mostly Neutral 
  Good with some Lawful Good and some True 
  Neutral; no one Chaotic and no one Evil.  This 
  will influence what contracts they accept and 
  might even cause them to become the enemy 
  of someone requesting them to do something 
  distasteful. 
  
  71 
   
  Hirelings 
  The following individuals are all remarkable 
  for some astonishing skill they have.  While 
  any skilled artisan, sage or crafter can be 
  found and hired in Dunromin through the 
  Merchants’ Guild, these individuals are often 
  singled out for their unique abilities or specific 
  knowledge.  These are the people you go to if 
  you need an item fashioning that will be 
  suitable for enchantment as a magic item, or if 
  you urgently need some critical scientific 
  gadget or ancient piece of lore.  They are all 
  extraordinary and, as is the way with such 
  people, they are all a bit strange too. 
  To assist in finding the right hireling we have 
  the following list of trades and skills available 
  and likely people to speak to.  Note that all 
  these persons are reasonably well-known in 
  Dunromin and much of the Land of the Young.  
  They all also advertise their services on the 
  Counsel House wall, the Merchants’ Guild and 
  their own Guild Houses.  Those with magical 
  skills advertise in the Magic College as well.  
  Those that are not detailed in this book are 
  listed with a * and can be found in SM01 The 
  Players’ Guide to Dunromin and/or SM02 The 
  Games Master’s Guide to Dunromin. 
  Services offered and persons offering 
  them: 
  Architects & Builders: 
  Gurth Tidcum * 
  Edwardo Diminim * 
  Futil Migram * 
  Grom Glitterbone * 
  Herman Baalin * 
  Murman Skablok * 
  Cleric Training Facilities 
  All accessed through the relevant temple * 
  Fighter Training and Services 
  The Fighters’ Guild 
  Heraldry 
  The Arms Guild * 
  Languages and Translations 
  The Dunromin University * 
  The School House * 
  Doroon Spronge * 
  Pavlova Generoe * 
  Legal Advice and Representation 
  Dooga and Brenn * 
  Kenard Proktor * 
  Gharn Ghambull * 
  Magical Item manufacture: 
  Feelarkin of Pool-Way (wands, rods, staves) 
  Fellomina Willowfingers (rings and 
  Jewellery) 
  Nevellinir of the Greenwood (weapons) 
  Dr Wappo (Miscellaneous) * 
  Tulley Gadzoot * 
  The Magic College * 
  The Guild of Black Magic * 
  The Priestlings of the Bright Fruit * 
  Magical Research 
  Fellomina Willowfingers  
  The Guild of Magic * 
  The Magic College * 
  Geremy Gazoot * 
  Mozgad Luftheart * 
  The Black Magic Guild * 
  Necrus Baaliagra * 
  Cornelius Stinge * 
  Malcolm Darkstar * 
  Archerez of Stook* 
  Gadrax the Summoner * 
  Zoot Allorz * 
  Magic-User and Related Training 
  Fellomina Willowfingers  
  Nevellinir of the Greenwood 
  The Guild of Magic * 
  The Magic College * 
  The Guild of Black Magic * 
  Mundane Research 
  Puttle of Elb 
  Hector of Penth (Botany and related) 
  Simon Chipping (Folklore and legends) 
  Guild of Alchemy * 
  Drevane Spronge (Alchemy) * 
  David Spronge (Art) * 
  Donovan Spronge (Physical Sciences) * 
  Drevalium Spronge (Philosophy and 
  Psychology) * 
  Anthony of Bloomsbury-Seething 
  (Mathematics and Geometry) 
  Potions for sale and manufacture: 
  Hector of Penth 
  The Druid in the Woods * 
  The Druid’s Guild * 
  Eldritcha the Witch * 
  Scribe Services 
  The Royal League of Sages and Scribes* 
  Scribes Are Us * 
  The Alec Press * 
  
  72 
   
  Special Item Manufacture 
  Zelnellin of the Craft (blades) 
  Ricardo Delfer (engineer and plumbing) 
  Patrick of Deepdale (armour) 
  Gurth Sheltar (silver and gold smith) 
  The Craftsmen’s Guilds * 
  Farnir Doomray (spears) * 
  Grundir Nirlagir (gold and Silver Smith) * 
  Thief Training and Services 
  The Western Old Thieves’ Guild * 
  The Poorhouse Thieves’ Guild * 
  The Arborium Thieves’ Guild * 
  Gerym Tallfella * 
  The Assassins’ Guild * 
  * These individuals are detailed in other 
  Dunromin University Press publications, 
  mainly SM02 The Games Master’s Guide to 
  Dunromin. 
   
  Anthony of Bloomsbury-Seething is a sage 
  based at the University and an expert in 
  mathematics and geometry.  He also has a 
  natural talent with codes and code breaking 
  and is excellent at looking at large data sets 
  and spotting patterns and trends within them.  
  His true passion is astronomy and he is head of 
  the University Star-Gazers Society.  He has 
  many friends among the best glass-working 
  gnomes of Constantan and often journeys 
  there to discuss new designs and types of 
  telescope.  He is responsible for the invention 
  (or re-invention if the elves are to be believed) 
  of the Reflecting Telescope.  His knowledge of 
  the physical nature of the world and the 
  universe is unmatched.  He can be hired on a 
  daily (100gp) or hourly rate (20gp) to 
  research any related topic.  He advertises his 
  services on the noticeboard of the University, 
  the Library and the Magic Guild. 
   
  Feelarkin “Freddy” of Pool-Way is a rotund, 
  cheerful and rather camp wizard living in a 
  large house close to the Magic College and the 
  North Gate.  He has eight children from his 
  first marriage but after his first wife died he 
  married a widow, Izzella of Bridge Street with 
  four children of her own.  The pair went on to 
  have another ten together including two sets of 
  twins.  Freddy is now a proud grandfather and 
  his large house is bursting with children, 
  which seems to be the way he likes it. 
  Freddy is a popular person but seems to have 
  few close friends among the Guild and College.  
  He is a well-known figure at the Black Magic 
  Guild as well, which is an unusual habit 
  among senior wizards, although it has to be 
  said that most of his contacts are mid-wives.  
  He also has a number of close friends living in 
  the local area, especially the younger brother 
  of his first wife and the family of his current 
  wife.  Plus, of course, his family have many 
  friends all over the city.  Several of his children 
  are also Magic-Users who either assist their 
  father or are independent, adventuring 
  Magic-Users.  Freddy has also been linked with 
  the Western Old Thieves’ Guild but this may 
  just be a baseless rumour. 
  He doesn’t have a residence at the Magic Guild 
  but does maintain a private reading room near 
  the Tea Shop.  Here he entertains guests and 
  clients with many colourful jokes and ribald 
  banter.  His area of expertise is wands, rods 
  and staffs of all kinds, which is an endless 
  source of rude jokes for him.  He has 
  manufactured many devices and can make any 
  of the standard items for 130% of the list price.  
  He can also recharge wands, charge 20% of 
  the normal list price for the wand to recharge 
  3d20+20 charges.  A rod can hold 60 charges, 
  a wand 100 and a staff 120 maximum using 
  his own-brand techniques.  Has also offers 
  training to lower level mages (he is at least 18th 
  level) at standard prices (see SM01 The 
  Players’ Guide to Dunromin for more 
  information). 
   
  Fellomina Willowfingers is a half-elf who is 
  very much more elfish than human and has 
  risen to become a very experienced Magic-
  User (possibly 14th level).  She lives in an 
  elegant, tree-top house on the eastern edge of 
  the Elven Quarter of Dunromin, but also 
  maintains a modest pair of rooms in the Magic 
  College where she conducts her business.  She 
  was once married but her human husband 
  disappeared some years ago.  No one knows 
  what happened to him but Fellomina hides her 
  (genuine) grief very well. 
  Her area of expertise is all forms of legendary 
  and magical jewellery, including rings, 
  necklaces, ear-rings and everything that goes 
  with them.  She has a vast collection of 
  mundane jewellery from all over the world 
  which is very heavily protected magically.  She 
  
  73 
   
  is always keen to extend her collection and will 
  be interested in obtaining all kinds of such 
  objects, especially if they are magical. 
  Personally she is infectiously enthusiastic and 
  over the top about all kinds of fashion and will 
  often compliment people on their clothes or 
  ask them where they got the idea from.  She 
  never says anything bad about anyone and is 
  generally irrepressibly cheerful.  She will 
  advise against making magical clothes as 
  fashions change but is a firm believer in 
  magical accessories and jewellery.  She is very 
  fond of pearls but, being of an organic rather 
  than mineral form, do not lend themselves 
  easily to magic. 
  She can be employed to manufacture 
  jewellery-based magic items for 130% of the 
  list price or can “coach” someone making their 
  own for 10% of the list value, reducing the 
  research and manufacturing time for the item 
  by 20%. 
  Fellomina also has a vast knowledge of 
  jewellery styles from all over the world and 
  dating back thousands of years.  If presented 
  with a mystery item she is about 70% likely to 
  be able to identify unusual items immediately.  
  She is then 40% likely to know a bit about the 
  culture they came from as well as the 
  manufacturing techniques involved.  She has a 
  thorough knowledge of all the common and 
  widely known (core rules) magical items and 
  all legendary items. 
   
  Gurth Scheltar is a well-known dwarf artisan 
  based in Dunromin.  His particular gift is 
  crafting silver and gold into fine jewellery, 
  especially rings.  He is best known for the rings 
  he has crafted for various Magic-Users to turn 
  into magic items.  He can do other forms of 
  jewellery and finely worked items of a similar 
  nature.  He also has good memory and library 
  of designs and articles he has made in the past.  
  Being an important member of the Metal-
  Workers’ Guild he also has access to other 
  records dating back to the founding of the 
  Guild over 400 years ago.  In this manner he 
  can be a useful source of information on most 
  magic items manufactured out of metal in the 
  city over that period. 
   
  Hector of Penth is based in the village of Penth 
  situated about half a day’s ride south of 
  Dunromin.  Hector could be mistaken for a 
  Druid but is actually a Witch.  He is a timid 
  man who lives in the woods behind his elder 
  brother’s business.  His brother is a seller of 
  herbs, ointments and rare woodland items.  
  While Hector is shy and odd, his brother 
  Walter is a shrewd and over-friendly 
  businessman who manages charging for 
  Hector’s services.  Hector used to be a Scribe at 
  the Great Library where his Eidetic Memory 
  was a considerable boon.  Unfortunately, 
  Hector was the victim of some kind of assault 
  which caused him to have a nervous 
  breakdown.  He came home, the only place he 
  feels safe, but people still come and hire him to 
  consult on his knowledge. 
  Hector’s own specialty was all forms of plants 
  and botany.  He has enhanced the knowledge 
  he gained from reading and remembering 
  every work on the subject of plants and fungi 
  in the Library by following an exhaustive 
  regime of his own experimental research.  As 
  such he has an extraordinary knowledge of all 
  such 
  things, 
  especially 
  their 
  magical 
  properties and how to extract them.  The Druid 
  in the Woods from Dunromin often used to 
  consult with him before the Druid fell into his 
  coma – see SM02 The Games Master’s Guide 
  to Dunromin for more information.  It may 
  even be that Hector knows of a cure for the 
  coma if someone were to ask him. 
  Hector’s services cost the same as a normal 
  researcher at the University of Dunromin but 
  the time taken will only be a few hours or even 
  
  74 
   
  minutes as Hector has the whole library in his 
  head. 
   
  Nevellinir of the Greenwood is a middle-aged 
  dwarf of very delicate, even elfin proclivities 
  and skillset.  The reason for this, and his rather 
  non-dwarven name, is that he was born an elf.  
  In an earlier adventure he and his wife were 
  poisoned 
  and 
  died. 
   
  Nevellinir 
  was 
  Reincarnated as a Dwarf by his good friend 
  and fellow party member Mozgad, now one of 
  the Counsel of Three at the College of Magic 
  and uncle to the King.  Nevellinir then 
  endeavoured to get his lover Raised but the 
  unfortunate creature failed her Resurrect 
  Survival roll and was lost irreversibly to the 
  Outer Planes.  Nevellinir was very much in 
  love with the lady, who was called Aethellina 
  of the Greenwood, and his broken heart has 
  never completely healed. 
  He lives in a set of slightly musty but well 
  equipped rooms in the heart of the Magic 
  College.  He is a prominent character in the 
  college and can often be found in the Tea Shop 
  or visiting the Mage Tower.  He is close friends 
  with all the senior Wizards and many of the 
  Temple Heads, using his contacts to sponsor 
  good works about the Land.  He is a little bit of 
  a snob but firmly believes one should leave the 
  world a better place than one found it.  As a 
  result, he is always keen to hear about new 
  ideas and technologies.  One matter close to his 
  heart is the inequality of human females 
  compared with elven females.  To this end he 
  is very keen on the exploits of the NPC groups 
  the Champions of Womenkind and the 
  Widows of Poldaak. 
  Nevellinir was already a great mage before his 
  reincarnation happened and his progress as a 
  Fighter-Magic-User does not seem to have 
  been adversely affected by his new race.  It is 
  generally believed that he has risen to be at 
  least 18th level.  His personal infatuation and 
  greatest skill is with magical swords but, since 
  becoming a Dwarf, has discovered an innate 
  ability for working in all fields of weapon-
  smithing and can be consulted on any non-
  missile weapon. 
  His ability is such that he offers his services as 
  a consultant for 10% of the cost of the new 
  magic item and can reduce a player’s magic 
  item construction time by 2d10+10%.  He also 
  accepts commissions from trustworthy people 
  and will manufacture weapons up to +4 
  power (without special abilities) for 150% of 
  the listed price.  Nevellinir can also be 
  consulted as regards normal Magic-User level 
  training at the usual prices (see SM01 The 
  Players’ Guide to Dunromin for more 
  information).  All his prices are absolute and if 
  someone is a bit pushy about a discount or tries 
  to haggle too much he will simply refuse to do 
  business with them; he is not short of 
  customers. 
   
  Patrick of Deepdale and his son Desmond are 
  fine armourers who manufacture suits of mail 
  and plate suitable for enchantment if required.  
  Patrick married a lady from Oomland called 
  Thes’Ngala who has some Witchcraft skills.  
  Patrick also uses these in his craft.  Desmond is 
  already as good as his father even though he is 
  only 19 years old.  It is likely he will become a 
  craftsman of legendary capabilities.  Their 
  forge is close to the Bawdy Wench Inn. 
   
  Puttle of Elb is an astonishing mathematician.  
  He lives in private rooms near the University 
  rather than in the University as he is generally 
  unpopular 
  and 
  often 
  mocked 
  by 
  his 
  colleagues.  This is because of his outlandish 
  theories about the nature of the Universe.  
  Despite vast amounts of evidence and eye-
  witness accounts to the contrary, Puttle insists 
  the world is a sphere that orbits around the 
  sun, which is a gigantic fireball fuelled by 
  mysterious forces.  More than this, he also 
  insists that all the stars are similar massive 
  fireballs but very, very far away.  In fact he 
  claims that space is infinite and stretches 
  forever in all directions. 
  Despite these ridiculous ideas, Puttle has 
  managed to develop some quite remarkable 
  mathematical ideas.  One of these involves 
  using his theories to predict the movement and 
  phases of the Moon about the sky, an art 
  unmatched by any of the other professional 
  persons 
  offering 
  such 
  services. 
   
  This 
  knowledge is particularly useful to a whole 
  range of different groups (Lycanthropes, 
  Witches and the like) and Puttle makes a 
  reasonable living out of supplying this 
  information to interested parties.  Despite his 
  strange ideas, everyone will point anyone 
  
  75 
   
  needing 
  help 
  with 
  mathematical, 
  civil 
  or 
  mechanical 
  engineering 
  issues in his direction. 
  Puttle has a very good 
  relationship 
  with 
  the 
  Dwarves 
  of 
  the 
  Blue 
  Mountains and on large 
  constructions they will often 
  pay him to check their 
  calculations, plans and such.  Puttle’s personal 
  passion is for architecture but he is very bad at 
  drawing and has never come up with an 
  attractive design for anything more complex 
  than a shed.  He charges 50gp a day regardless 
  or who or what the job is. 
   
  Ricardo Delfer of Constantan is a gnome living 
  in Dunromin.  He is an engineer of 
  considerable skill, especially when it comes to 
  water transportation and domestic plumbing.  
  He was one of the premier talents in his 
  industry in the gnome capital of Constantan in 
  the east until he undertook installing a 
  plumbing and heating system in the royal 
  palace.  While the system worked fine and 
  included some revolutionary water closets, he 
  made the mistake of including baths with hot 
  and cold running water.  The baths were 
  therefore in a fixed and known location which 
  may have compromised the privacy of the 
  Gnomish royal family’s personal habits.  The 
  shame forced Ricardo to take himself and his 
  family into exile. 
  Always 
  willing 
  to 
  take 
  on 
  complex 
  architectural and other requirements, he can 
  manufacture pipe-systems of the highest 
  quality.  His invention of the flushing toilet has 
  yet to catch on.  This is mainly due to him being 
  a gnome and the average Dunromin person 
  being very cautious about letting any gnomish 
  invention 
  near 
  their 
  genitals… 
   
  Simon 
  Chipping 
  the 
  Embuggeration is a sage 
  based at the University 
  whose area of expertise is 
  folklore, myths, legends, 
  the various histories of the 
  Land of the Young and of 
  the civilisations that came 
  before it.  He works in the 
  History 
  and 
  Geography 
  departments and his memory 
  of the maps and locations of 
  the World of Barnaynia is 
  unrivalled.  He is well-
  known in the Black Magic 
  Guild 
  and 
  pretty 
  much 
  anyone will recommend him 
  as 
  a 
  source 
  of 
  good 
  information on most myths, legends and old 
  stories about the areas around the Land of the 
  Young.  His name seems insulting but he insists 
  it is an ancient title referring to someone who 
  will always stand up for logic, fairness, justice 
  and truth.  He seems to have awarded this title 
  to himself.  While happy to chat with anyone 
  over a beer (if they are buying) he only hires 
  himself out on a Daily rate varying between 80 
  and 150gp per day depending on how much 
  he likes the client and/or is intrigued by the 
  task. 
   
  Zelnellin of the Craft is the foremost blade 
  smith in the Land of the Young.  He is a small, 
  slim man who appears to be entirely 
  manufactured of skin and gristle.  His stature 
  and beard suggests dwarven heritage while his 
  eyes and ears suggest he is an elf.  His parents 
  were both human which suggests he is a 
  Changeling of some form.  Whatever the truth 
  of his nature, his skill and fascination with 
  manufacturing blades is astonishing.  He does 
  not make the handle, pommel weight nor 
  anything else about his blades, just the blade 
  and tang itself.  He can make any shape or size, 
  from a dagger to a two-handed sword, but will 
  take twice as long to make it as most other 
  weapon smiths.  His blades are the best in the 
  country and ideal for enchantment into magic 
  items.  Zelnellin is based in an ancient forge in 
  the caves beneath Karan 
  (see SM04 The City Guild 
  to Karan) where he is 
  assisted by three dwarves.  
  His work is in constant 
  demand and items not 
  destined to be enchanted 
  may be part-worked or 
  finished by his assistants.  
  The same assistants also 
  make handles, pommels 
  and scabbards as required.  
  
  76 
   
  New Character Classes: 
   
   
  The Oni - The Failed Hermits of Asstract 
  Asstract is a country entirely ruled by a cult of 
  powerful holy leaders.  These leaders are called 
  the Ynishi and they live as hermits close to 
  centres of population.  These Ynishi dictate to 
  the lands around their remote hermitages via 
  their followers, the Oni, who are basically 
  those that failed to become Ynishi. 
  Asstract’s population mostly dwells behind a 
  Great Wall that separates them from the rest of 
  the vast island they live on (see SM05 The 
  World Guide to Barnaynia).  On the “safe” side 
  are several cities built around a very well 
  defended walled citadels containing a library 
  of highly valued books and manuscripts (each 
  about a quarter of the size of the Great Library 
  of Dunromin).  Scattered about the cities, 
  inside and outside the citadels, are precarious 
  huts built on the top of pillars between thirty 
  and fifty feet high.  These are the Caves of the 
  Ynishi and contain the eldest and most 
  powerful of the Hermit Elite that lives in that 
  area.  The less significant Ynishi live in remote 
  dwellings of all kinds scattered across the 
  landscape, inside and outside the Wall.  Note 
  that, while they are called “Caves” they are 
  really huts. 
  The Ynishi religion is based on a belief system 
  of seven core deities and they believe all other 
  deities, regardless of pantheon, are merely 
  incarnations of this core of seven.  These seven 
  are three male (Warrior, Farmer, Teacher), 
  three female (Warrior, Mother and the Wise) 
  and the Child.  Each god is associated with a 
  specific time of life but all mages are called 
  Teachers, all Clerics are female and called the 
  Wise.  The Child represents chaos and evil but 
  is always forgiven for its actions.  The society 
  is essentially Neutral Good but the Ynishi are 
  Neutral and the Oni may be of any Neutral 
  alignment except Neutral Evil and Chaotic 
  Neutral. 
  The Oni are a holy army of dedicated fanatics 
  who devote their life to abstinence and 
  discipline.  They avoid all forms of indulgence 
  and will eat and drink only that required to 
  keep them strong and healthy.  They follow a 
  strict code of personal ethics which includes 
  not owning any other life-form, be it a pet, 
  familiar, mount, slave or beast of burden.  This 
  does not mean they cannot eat meat but they 
  can only obtain the meat after the creature has 
  been killed (so not killing any domesticated 
  animal themselves) or hunt and kill free 
  creatures. 
  All Oni originally trained to become Ynishi 
  but, for whatever reason, failed the final test.  
  As such they are all highly trained and 
  determined holy warriors not unlike Paladins 
  in terms of their dedication and personal 
  discipline.  There are several thousand of them 
  about the country and they are the police 
  force, wardens and defenders of the land of 
  Asstract.  As the Oni get older their lives 
  become less physical and they work as 
  trainers, administrators and so on.  The Oni 
  have nothing to do with the normal citizens 
  socially but rather live as a separate society 
  based on strictly ascetic principles.  The 
  normal citizens are free to do whatever they 
  like as long as everyone involved is willing, 
  which means it is one of the most liberal and 
  licentious societies for the non-Oni. 
  The Oni mostly live in walled temple 
  complexes 
  remote 
  from 
  the 
  normal 
  population, except for those performing law 
  enforcement duties who are housed in 
  
  77 
   
  barracks 
  in 
  the 
  citadels 
  and 
  other 
  fortifications.  This means the Oni ignore what 
  the common people are doing most of the time.  
  They only get involved when a crime is 
  witnessed and/or reported to them.  When 
  they are involved justice is often swift and 
  brutal, as decreed by the Ynishi who are the 
  judges in all things.  Those citizens that do 
  break the law in terms of harming other 
  persons or property not their own, are dealt 
  with very strictly but never executed.  It is a 
  core belief that any law-breaker must have the 
  opportunity to make amends for their actions 
  and show penitence, much as the Child is 
  always forgiven their evil.  There are no 
  prisons as punishments 
  are physical or material or 
  take the form of servitude 
  wherein the criminal is 
  given the status of a 
  shackled slave to the one 
  they have harmed for a 
  period of time. 
  The Oni are not required 
  to remain in Asstract for 
  their whole lives and some 
  feel driven singly or in 
  groups to journey into the 
  rest of the world in search 
  of insights and clarity.  
  Some will be sent out into 
  the world on some mission 
  or whim of the Ynishi as 
  well.  Such individuals 
  might 
  take 
  to 
  an 
  adventuring 
  career 
  temporarily 
  or 
  permanently and become 
  Player Characters in this 
  way.  Dishonoured Oni do 
  not exist; they uniformly believe in death 
  before dishonour. 
  The Oni are a Fighter subclass, meaning they 
  have access to weapons of specialisation and 
  multiple attacks per round as per a Fighter.  
  The Oni training concentrates on agility and 
  grace over raw power, although they can be 
  extremely strong and hardy as well.  The Oni 
  are taciturn and speak little.  They are not 
  known for their charm nor their wit but this 
  does not mean they are not clever too. 
  Only Humans, Half-Elves, Half-Orcs and 
  Halflings may be Oni. 
  Oni must have a Strength and Constitution of 
  12 or more, with Intelligence and Wisdom not 
  less than 10.  Dexterity is their Prime Requisite 
  and must be 14 or more.  If Dex is 16 or more 
  than they gain +10% on earned experience. 
  They roll their hit-points on 1d8 but get two 
  hit dice at first level like Rangers. 
  Oni gain weapon proficiencies and similar 
  skills as per Ranger (but not the starting skills 
  Rangers have in tracking etc.). 
  Oni always shave their heads and will have 
  some kind of seven-sided or seven-pointed 
  motif on their heads somewhere, as a coloured 
  tattoo or set of scars for instance.  Bodies will 
  also be covered in decorative 
  and 
  battle-earned 
  scars.  
  Personal 
  wealth 
  is 
  usually 
  carried in the form of gold 
  jewellery. 
  Oni Restrictions: 
   Oni must be celibate and may 
  never voluntarily take any 
  intoxicants 
  other 
  than 
  the 
  special medicines taken in the 
  sanctity of their own temples at 
  holy times. 
   Oni must give 20% of all 
  treasure, by value, to their 
  Temple. 
   Oni may not own or ride any 
  creature. 
   The 
  Oni 
  are 
  limited 
  to 
  chainmail or leather armour but 
  can use any shield.   
   Oni will only ever use the 
  following 
  weapons: 
  Spear, 
  Dagger, Short Sword, Pike, 
  Partisan, Khopesh, Scimitar, Axe, Battle-
  axe, short bow or sling. 
   Oni can specialise in weapons as per a 
  Fighter and gain multiple attacks per round 
  at the same rate as Rangers. 
   Oni cannot wear helmets or any other head 
  covering other than headbands, straps and 
  bandanas.  Oni may not wear crowns of 
  any kind. 
   Oni will not use poison but are happy to use 
  oil and fire.   
   Oni may not multi-class but may have more 
  than one class.  As they are all trained as 
  warriors initially they all have the skills of 
  
  78 
   
  a first level fighter on top of any other class 
  they embark on as their career progresses.  
  Only female Oni can select Cleric or Druid 
  as their second class.  Male or female Oni 
  can select Magic-User or Illusionist in this 
  way. 
  Oni Benefits: 
   All Oni are very well educated and will be 
  able to read, write and speak at least 4 
  languages; as well as Aastract and Common 
  - the Land of the Young is a significant 
  cultural partner as well as trade centre so 
  Common is a well-known language in 
  Asstract. 
   Their education also means that Oni will 
  have a reasonable knowledge of most 
  religions, species and cultures as well as 
  geography and astronomy.  Some older Oni 
  may have specialist areas of knowledge the 
  equal of a sage. 
   Oni are immune to all forms of Disease. 
   Oni get a +2 save bonus against all non-
  magical poisons and venoms (including the 
  venom from magical creatures). 
   Oni heal 1d3 hit points of damage every 24 
  hours on top of any magical or other 
  healing they might receive, even if not 
  resting. 
   Oni have a very highly tuned sensitivity to 
  the real world and magic allowing them a 
  +2 saving throw against Illusion-type 
  spells. 
   This sensitivity to the world around them 
  also means that Oni are only surprised on a 
  1 in 6 as per Rangers. 
   Oni have a chance to Detect Magic by 
  touching objects or moving into the area of 
  a magical field.  This chance is equal to 
  (their level plus their wisdom) x2%.  If they 
  fail they cannot be sure if the object is not 
  magical or whether they have just failed to 
  sense it.  The GM may choose to increase 
  this chance for more powerful objects and 
  fields. 
  Level 
  Title 
  XP 
  D8 hp 
  1 
  Brave 
  0 
  2 
  2 
  Brave 
  2000 
  3 
  3 
  Brave 
  4000 
  4 
  4 
  Testi 
  8000 
  5 
  5 
  Testi 
  15000 
  6 
  6 
  Testi 
  28000 
  7 
  7 
  Oni 
  48000 
  8 
  8 
  Oni 
  96000 
  9 
  9 
  Oni 
  200000 
  10 
  10 
  Oni 
  350000 
  10+2 
  11 
  Oni 
  500000 
  10+4 
  12 
  Oni-Mar 
  650000 
  10+6 
  13 
  Oni-Mar 
  800000 
  10+8 
  Etc. 
  Oni-Mar 
  +150000 
  per level 
  (etc) 
   
  Oni never feel the need to settle down and 
  establish a stronghold of any kind but can 
  assist others to build theirs.  Adventuring Oni 
  will always eventually feel the call to return to 
  their homeland and retire into a more formal 
  life of servitude in their temples. 
  The possibility of having a PC Oni is an 
  intriguing one.  Such a player would have to 
  be careful to come up with a valid reason for 
  them to have left Asstract and joined up with 
  any adventuring party.  Once decided on, such 
  a story might become the core of the 
  campaign.  If the whole party begin as Oni this 
  offers even more interesting long-term story 
  arcs.  Such a group might have some great 
  quest to fulfil but their own, personal journeys 
  will be very varied as they pursue their own 
  specialisms, like retraining as Magic-Users, 
  Clerics or even Thieves. 
   
  Navigators 
  A Subclass of Magic-User the Navigators are 
  persons trained in navigation and exploration, 
  usually with ships but also with land-based 
  travelling and, at higher levels, spaceflight.  
  Most Navigators are Grey Elves but Human 
  and High Elf Navigators also exist.  There is a 
  myth that female Navigators are better than 
  males but there is no evidence of this. 
  They are selected by the gods and often display 
  curious talents from an early age.  There are a 
  number of civilisations that know the value of 
  a Navigator and will facilitate their training in 
  return for their service.  While not a well-
  recognised tradition in the Land of the Young, 
  the Grey Elves of Elven Isle have the oldest and 
  most thorough training facility for Navigators.  
  There are also Societies of Navigators based in 
  the Urdum Empire and Kawiyland.  It is said 
  that Great Orcs have a tradition resembling 
  Navigators as well. 
  A Navigator must have Intelligence and 
  Wisdom of 15 or more and no statistic less 
  than 11.  Navigators do not gain any 
  
  79 
   
  experience bonus for high stats.  Navigators 
  roll their hit points on a d6.  Navigators may 
  not Multiclass but can have more than one 
  class. 
  Navigators have a spell craft and psychic 
  atonement with the magical fields of the planet 
  as regards being able to find their way around 
  the world.  Specifically they have access to 
  Druidic and Illusionist, spells as shown on the 
  table below, due to their connection with 
  nature and the magical fields surrounding the 
  planet. 
  Their ability to navigate their way around the 
  planet is key to their existence.  As they grow 
  in power they become more able to sense their 
  way around the planet and read the weather.  
  As they become more skilled so they are able to 
  understand the water, air and magical 
  currents and fields around them. 
  All Navigators must be Lawful but their 
  progress is limited if they are not Lawful 
  Neutral; Lawful Good Navigators are limited to 
  9th level and Lawful Evil Navigators are limited 
  to 7th level. 
  Navigator Level Progression Table 
   
  Level 
  Title 
  XP 
  D6 hp 
  1 
  Pathfinder 
  0 
  1 
  2 
  Wayfarer 
  2500 
  2 
  3 
  Channeller 
  5000 
  3 
  4 
  Wavewalker 
  10000 
  4 
  5 
  Navigator 
  18000 
  5 
  6 
  Navigator 
  34000 
  6 
  7 
  Navigator 
  60000 
  7 
  8 
  Navigator 
  120000 
  8 
  9 
  Navigator 
  250000 
  9 
  10 
  Navigator 
  450000 
  10 
  11 
  Navigator 
  650000 
  10+2 
  12 
  Navigator 
  850000 
  10+4 
  13 
  Navigator 
  1050000 
  10+6 
  Etc. 
  Navigator 
  +200000 
  per level 
  (etc) 
  Navigators fight as Thieves but have no back-
  stab skill.  They can only use one-handed 
  weapons, which precludes them from Two-
  handed swords, Battle-axes, Bows, Crossbows 
  and so on, as well as lances, pole-arms and 
  pikes, but they can use spears and javelins.  
  They are also limited to leather armour and no 
  shields.  They will not use poison but can use 
  oil and fire as weapons. 
  Navigators are natural wanderers to their core 
  and so do not feel driven to settle down 
  anywhere for any reason.  Some older 
  Navigators have been known to go back to 
  their old training school or set up a new one 
  but this is optional. 
  Navigator Spells by level 
  Level Druid Spells by 
  level 
  1st    2nd     3rd     4th  
  Illusionist 
  Spells by level 
  1st     2nd    3rd  
  1 
  1 
   
   
   
   
   
   
  2 
  1 
   
   
   
  1 
   
   
  3 
  2 
  1 
   
   
  1 
   
   
  4 
  2 
  1 
   
   
  1 
  1 
   
  5 
  2 
  2 
   
   
  2 
  1 
   
  6 
  3 
  2 
   
   
  2 
  1 
   
  7 
  3 
  3 
  1 
   
  2 
  1 
   
  8 
  3 
  3 
  1 
   
  3 
  2 
   
  9 
  4 
  3 
  2 
   
  3 
  2 
  1 
  10 
  4 
  3 
  2 
  1 
  3 
  2 
  1 
  11 
  5 
  3 
  3 
  1 
  4 
  2 
  1 
  12 
  5 
  4 
  3 
  2 
  4 
  3 
  1 
  13 
  6 
  4 
  3 
  2 
  4 
  3 
  2 
  No more spells are gained above this 
  maximum. 
  Navigator Abilities by Level: 
  All the Navigator abilities that follow below are 
  gained as soon as the required level is gained.  
  They are the result of the Navigator attuning 
  themselves more and more closely to the 
  magical, gravitational and magnetic fields 
  surrounding them.  All these skills require a 
  round spent considering the situation (without 
  any distractions) but once this time is spent all 
  the relevant skills will inform the Navigator of 
  their surroundings. 
  1st level – Direction Sense: Due to the varying 
  nature of the magnetic fields around 
  Barnaynia this is an uncommon skill; 
  Navigators will always be able to locate the 
  direction of the Sun and the Moon by “feeling” 
  the magical fields around the planet.  In this 
  way they will always know which direction is 
  North, South, East and West, up and down. 
  2nd Level - Weather Sense: the ability to predict 
  the weather in an area.  After concentrating 
  they must roll under their combined Wisdom 
  and Intelligence on 2d20.  This includes 
  sensing the approach or proximity of unusual 
  meteorological effects and traps.  It also means 
  the character will not get lost in fog, smoke or 
  any other weather-like effect obscuring vision 
  (not just poor light or darkness). 
  
  80 
   
  3rd Level - Neverlost:  If the GM determines 
  that the party have got lost or for any other 
  reason, a Navigator has a chance of knowing 
  in what direction and distance they have gone 
  from their last known location.  Success is 
  dependent on the Navigator’s level, Wisdom 
  and Intelligence.  These are all added together 
  and doubled to make a percentage chance of 
  success.  This ability also allows the Navigator 
  to try and figure out where the party are if they 
  have just been teleported or otherwise 
  transferred to a mystery location.  It is also the 
  chance of a Navigator being able to determine 
  where they are going if blindfolded, trapped in 
  a windowless container or similar. 
  4th level – Autocartography.  This 
  means they can draw a map very 
  quickly and accurately after only 
  a glance around the area they are 
  in.  Walls, corridors and other 
  details can be drawn to an 
  accuracy of 5% and, should an 
  error be made, they can have a 
  Wisdom check on a d20 to see if 
  they can notice the error before 
  they move on.  When mapping 
  buildings 
  and 
  non-natural 
  underground 
  structures 
  Navigators have an ability to spot 
  secret doors and concealed doors 
  in the same way as Elves.  
  Autocartography 
  also 
  allows 
  them a chance to remember and 
  reproduce every map they have 
  ever seen, even if they only had a glance of the 
  original.  To determine success roll under the 
  Navigator’s Intelligence on a d20 to remember 
  Intelligence x5% of the map detail.  For 
  example, Clunz the Well-ridden catches a 
  glimpse of the map of a castle vault while 
  visiting a Baron.  He has an Intelligence of 15 
  so if he can roll under his Int on a d20 he will 
  remember roughly 75% of the map detail.  
  5th level – Lay of the Land: the Navigator has a 
  “Feel” for the form and nature of the land 
  around them.  This allows surface navigation 
  on land in darkness, avoiding obstacles 
  automatically.  It allows a Navigator to find the 
  easiest and quickest ways through any kind of 
  terrain, increasing distances covered per 
  journey by 20% (or reducing travel time by 
  20% if appropriate) except on roads.  On a 
  successful roll under their Wisdom on a d20 a 
  Navigator can also sense the nearest source of 
  fresh water within a quarter of a mile (if one 
  exists) and sense the existence of ravines and 
  dead-falls under snow, ice and similar.  The 
  Navigator also gets the Dwarven ability to 
  detect sloping ground and similar at 5th level. 
  6th level – Feel the Flow; Similar to Lay of the 
  Land but works on Fluids like water or air; 
  predicting currents and nearby land masses, 
  depths and other hazards, usually by touching 
  the fluid with a hand or their head.  This can 
  reduce water-borne travel times by 20%. 
  7th level – Deep Sense: Like Lay of the Land and 
  Feel the Flow except this skill works 
  underground. 
   
  The 
  Navigator can map their way 
  through 
  even 
  the 
  most 
  chaotic 
  underground 
  structures, predicting weak 
  and strong points and similar 
  major structural features.  
  The Navigator will know the 
  kinds of rock being travelled 
  through and even detect 
  neighbouring corridors and 
  rooms (through up to 10 
  thick 
  walls, 
  floors 
  and 
  ceilings) on rolling under 
  their 
  combined 
  Wisdom, 
  Intelligence and level on 
  1d100. 
  9th level - Astral Travelling: 
  The Navigator gains the 
  ability to navigate the Astral Plane.  While 
  actually getting on to the Astral Plane remains 
  difficult, once there the Navigator will 
  instinctively know how to manoeuvre about 
  the place.  They will be aware of hidden traps, 
  the direction of home and certain landmarks 
  so generally knowing how to avoid natural 
  hazards and so on. 
  10th level – Plane Travel: And on each level 
  hereafter the Navigator dreams the knowledge 
  of another of the Outer Planes; randomly 
  chosen or selected by the GM.  The Navigator’s 
  knowledge will include the location of key 
  places and how to get back to where the 
  exploration started.  They will also know the 
  basics of survival on the plane in terms of 
  dangerous land/sea and weather conditions, 
  recognise dangerous or volcanic areas and so 
  on.  This is a very open-ended skill so the GM 
  will need to apply restrictions and benefits as 
  fits their style of play or plot options. 
  
  81 
   
   
  Magic Items: 
  It’s always fun to try out some new devices on 
  the Players and the following magic items are 
  included for your consideration.  They are a 
  very varied bunch, ranging from simple items 
  that just make life that little bit easier, up to 
  some pretty major artefacts that should be 
  dealt with very carefully.  There is no table to 
  randomly roll these items but they might be 
  added to existing tables as alternatives to more 
  widely known objects.  XP and GP values are 
  included where appropriate. 
  Armour of the First King – A unique suit of 
  magical silver plate armour and great helm of 
  very high quality; the breast plate is embossed 
  with the coat of arms of the family Luftheart (a 
  winged heart).  It was manufactured by a 
  mage of legendary capabilities, or possibly by 
  a deity bound to the task by the mage, accounts 
  vary.  This artefact-level suit of armour was 
  worn by the first Luftheart to be crowned the 
  king of Dunromin and his sons.  It was lost 
  when the second son disappeared hunting 
  ogres in the south east.  Since then various 
  adventurers and travellers have claimed to 
  have seen the armour being worn by several 
  creatures in different parts of the Darkworld.  
  When worn the wearer feels the spirit of the 
  previous owners running through them.  The 
  suit functions as +3 Plate mail and gives a +3 
  on all saving throws as well.  When worn by a 
  human fighter or fighter subclass of lawful 
  alignment then an additional power is granted; 
  the wearer fights as if 5 levels higher than they 
  are (in terms of THACO and number of attacks 
  per round).  Legend has it the armour has 
  other powers that are only accessible by a 
  genuine male heir of the first king (the armour 
  is not shaped for female bodies).  If the armour 
  is worn by anyone of Chaotic alignment then 
  the wearer will suffer 2d20 points of damage 
  when they take their first step in it and the 
  armour and helmet will teleport 1d20 miles 
  away.  15,000xp and anyone selling it could 
  probably ask almost any price for it, although 
  the Royal Family of Dunromin may lay claim 
  to it and use their (considerable) resources to 
  reclaim it.  Concealing the emblem on the 
  front could be difficult. 
  Axe of the Jabberwock – This battle-axe has 
  the same powers as a Vorpal Sword.  This 
  means it is +3 to hit and damage but on an 
  adjusted roll of 21 using only the axe’s own 
  power (i.e. a natural roll of 18, 19 or 20) then 
  the axe has severed the opponent’s head, 
  usually causing instant death.  If this ability 
  seems over-powered for your campaign then 
  you could use the Hit Location System from 
  SM01 The Players’ Guide to Dunromin and 
  count the strike as an automatic serious slicing 
  wound 
  instead, 
  probably 
  still 
  severing 
  something but not automatically the head.  
  8,000xp, 40,000gp. 
  Babble Fish – This silver and yellow fish-charm 
  is worn as an ear-ring.  It allows the wearer to 
  converse with any creature of higher than 
  animal intelligence (not animals and plants) in 
  that creature’s own language; speaking with 
  no discernible accent and understanding what 
  is said to them or over-heard by them.  The 
  speaker can choose to speak in another 
  language (which they know) if they wish, so as 
  not to be understood by the creature they are 
  speaking to (unless that creature knows this 
  language as well). 750xp, 5,000gp.  This 
  enchantment has been known to be put into 
  other items than ear-rings, such as finger-
  rings, necklaces and so on.  When the device is 
  a ring the wearer is limited to only wearing 
  one other magical ring with this item. 
  Bandana of Life Force – This long head scarf 
  needs to be tied about the head above the eyes 
  to have an effect.  No other head-covering 
  (helmet, headdress, headband, crown or hat, 
  etc.) may be worn at the same time.  Each 
  Bandana is embossed with the symbol of a 
  deity, most commonly of the Babylonian, 
  Olympian or Heliopean pantheons although 
  some Humanoid and dwarf deities have been 
  seen too.  If the wearer is not a worshipper of 
  the specific deity then the Bandana will only 
  function as a Cloak of Protection +1 (to attacks 
  and saving throws).  If the wearer is a 
  worshipper of the relevant deity, however, 
  then everyone in the wearer’s Party will be 
  affected by the +1 protection effect while the 
  
  82 
   
  wearer themselves will receive a +3 effect.  In 
  addition to this everyone in the party will 
  receive a +1 bonus to initiative rolls and their 
  chances of being surprised will reduce by one 
  point.  If the wearer is a Cleric of the relevant 
  deity then they will receive the additional 
  benefit that any spell (including the Turn 
  Undead ability) they cast which has an effect 
  dependent on a dice roll then the dice roll will 
  improve by two points to the maximum 
  normally able to be rolled.  For instance, if a 
  spell does 1d8 points of damage, than the 
  player will roll 1d8 but add two points to this, 
  although still to a maximum of 8 points.  
  2,000xp, 10,000gp. 
  Bardiché of Cleaving – This long weapon is the 
  same as the Axe of the Jabberwock in every 
  respect except that it is a Bardiché rather than 
  an axe. 
  Battle Masks – these carved wooden masks 
  resemble spirit totems and are often decorated 
  with dried grass, feathers and painted 
  patterns.  They are enchanted such that 
  worshippers of the deities depicted in the 
  masks are able to benefit from one or more of 
  the following enchantments when wearing the 
  mask.  Usually a mask is empowered with one 
  enchantment but 10% have two. 
  D% 
  Enchantment 
  01-30 
  Bless Spell - +1 on to hit and saves 
  31-50 
  Magical Shield - +2 on AC 
  51-55 
  Protection from Normal Missiles 
  (limited to non-magical arrows, 
  darts, 
  quarrels, 
  sling 
  bullets, 
  spears and similar; not giant 
  hurled rocks or large ballista style 
  projectiles) 
  56-60 
  Invisibility to Undead 
  61-65 
  Invisibility to Animals (anything 
  with Animal Intelligence or lower) 
  66-70 
  Protection from Evil or Good 
  71-75 
  Immunity to non-magical Poisons 
  76-80 
  Skin of Stone – half damage from 
  edged or pointed weapons 
  81-83 
  Skin of the Angels/Demons – 
  persons attacking the wearer 
  needs a +1 or better magical 
  weapon to hit them 
  84-90 
  Wisdom of the Gods – Immunity to 
  Fear, Hold and Illusion type spells 
  91-00 
  Role Twice; ignoring this result 
  hereafter 
  The oldest masks seem to originate from 
  Kawiyland but later styles have been observed 
  originating in other cultures.  If worn by 
  someone who is not a worshipper of the 
  dedicated deity they will simply have no effect.  
  While their XP value of 1000xp is available to 
  anyone (1400 for the two enchantment type), 
  only those able to use the masks are likely to 
  stump up the 5000gp they are possibly worth 
  (8000gp for the two-enchantment kind). 
  Beast Horns – These charms are made from the 
  horn, antler or other hard part of an animal 
  favoured by the patron deity of the original 
  enchanter (which would usually be a Cleric or 
  Druid, possibly a Diabolist).  When carried by 
  a Cleric, Druid, Witch Doctor or Shaman of 
  that deity these objects confer that individual 
  with an Aura of Invulnerability.  This means 
  
  83 
   
  that they get a +2 bonus to armour class and 
  saving throws and are hit only by +1 magical 
  weapons or better (as per certain enchanted 
  monsters like Gargoyles, etc.).  The charms are 
  essentially useless to anyone who isn’t a holy-
  person of that deity but they are still worth 
  800xp if identified.  If a suitable customer 
  could be found they would be worth 5,000gp, 
  although any customer would be VERY 
  suspicious of how the seller came by the object. 
  Blood Ring – These silver rings will have a red 
  stone of some type set in them.  Despite their 
  appearance they are not made of silver but 
  Titanium 
  (sometimes 
  called, 
  wrongly, 
  Mithril).  They radiate magic and Chaos and 
  once put on cannot be removed save with a 
  Remove Curse spell (against a 20th level 
  caster), or by removing the finger, or by the 
  death of the owner.  When worn they confer 
  the wearer with an additional 25hp or 25% of 
  their hit points, whichever is greater.  These 
  “Virtual” hit points are always lost first and 
  regenerate themselves at the rate of 1hp per 4 
  hours regardless of rest or healing.  They 
  cannot be restored by healing or curing magic.  
  Only when they are used up will real damage 
  be suffered by the wearer.  Which is all very 
  nice but in order for the ring to continue to 
  work the wearer must kill 1 sentient creature 
  (Intelligence of 3 or more – the GM can decide 
  if “clever” animals like dogs and dolphins are 
  allowed)) every day (noon to noon period).  
  Even being one hour over 24 between killings 
  will result in the loss of 1 hit point off the 
  wearer’s normal maximum hit points per 
  hour, permanently.  This will happen 
  regardless of the situation of the wearer, for 
  instance even if they are unconscious or 
  imprisoned in some way, until the sacrifice is 
  made or the wearer dies.  Dead creatures 
  cannot be saved up or banked against future 
  needs, so killing eight enemies in combat will 
  not solve the ring’s needs for eight days, only 
  for that 24 hours noon to noon period.  Of 
  course a wearer can keep prisoners or slaves 
  for such a purpose should their alignment and 
  comrades allow it.  Despite the perils these 
  items are still in demand and the finder will 
  benefit to the tune of 2,000xp and they can be 
  sold for up to 20,000gp.  The origins of these 
  frightening items are unknown but theories 
  abound as regards demons, devils, ancient 
  mages and the Great Old Ones.  It is not known 
  how many exist but some scholars believe 
  there are thirteen of them.  Strongly Lawful 
  characters and organisations would probably 
  seek to destroy them. 
  Boats of Navigation – these vessels resemble 
  the Dhows of eastern Africa, with a raised, 
  pointed bow, square stern and single mast 
  with settee sail.  In theory they could be any 
  size but are usually 12 to 20 feet long.  
  Designed as simple trading vessels they can be 
  sailed by a single person but usually have a 
  crew of two or three.  The non-magical 
  versions of these boats are common on the Seas 
  of Daybreak and eastwards of there on the 
  Upper World, utilised by humans, dwarves, 
  orcs, goblins and similar of the area.  The 
  magical variety we are describing here have 
  keels made from enchanted wood of one form 
  or another and provide their owner with great 
  magical support for their journeys.  The Boats 
  of Navigation were first made by the great 
  wizards who occupied the lands now called 
  the Dergrim Empire but the art was not lost 
  and some are still being made.  These boats will 
  never capsize due to mishandling or rough 
  seas, although they can be upset for 
  maintenance or by a strong monster.  They sail 
  to where the sailor wishes and decrease any 
  chance of getting lost by 50%.  They will 
  always find favourable winds and journey 
  times will always be reduced by 1d6 x10%.  
  Their carrying capacity is also astonishing and 
  they can carry cargoes 50% greater than might 
  be expected with no loss of performance.  
  Many legends of heroic sailors include a lot of 
  detail about their magical vessels and so most 
  Boats of Navigation will be well known.  About 
  the seas they are used in; their voyages and 
  adventures will be a part of local folklore.  To 
  find one or rest it from a hostile force could 
  render the adventurer 5,000xp, but taking the 
  ship by piracy from a famous owner would be 
  bad news that would travel fast.  Assuming 
  someone could find a customer, any price 
  might be demanded for one.  It is more likely, 
  however, that such vessels would change 
  hands for things more important than mere 
  gold. 
  
  84 
   
  Books of Levels – similar but less powerful than 
  the more famous books that allow the reader 
  to go up a level in their class no matter what.  
  These books will allow the reader (who must 
  first be able to read the language of the book, 
  usually Arcana) to go up a level after a month 
  of study, but only on a certain level.  So, for 
  instance, a particular book might contain 
  information pertaining to a Magic-User 
  moving from 5th to 6th level.  The information 
  contained therein is useless to someone over 
  that level and incoherent to those below that 
  level.  When study is completed the reader 
  must make a Wisdom saving throw.  If they 
  pass then they gain enough experience to be 
  halfway up the next level above the one they 
  were previously on.  If this roll is failed then 
  the learner still gains the level but only just – 
  their new experience total is exactly that 
  required for the next level.  These incredible 
  tomes do not vanish once used and are often 
  sought 
  after 
  and 
  kept 
  by 
  training 
  establishments.  Any such tome will be worth 
  their gained levelx5,000gp or can be hired out 
  by the owner for half or less of this amounts.  
  Any establishment that happens to have such a 
  book (the Great Library of Dunromin has 
  several but keep them is a secret location) 
  would of course NEVER let it out of their own 
  buildings.  Some would be happy to let a 
  paying customer study it within their own 
  halls for the fees mentioned above. 2000xp 
  regardless of level. 
  Book of Secrets – These massive, ancient books 
  are usually bound in old, dried leather.  They 
  are anything from 2feet by 3 feet to 4 feet by 
  six feet in size, containing never less than a 
  thousand pages.  This makes them very 
  difficult to transport and use outside a library.  
  By spending a month studying these curious 
  manuscripts great secrets can be revealed 
  about the World around the reader.  The 
  words in the books are in a normal, common 
  language but are endless nonsensical rhymes 
  and poetry, rarely even coherent.  However, 
  after a month of studying the reader can make 
  a roll against their Wisdom on a 1d20.  If they 
  fail nothing happens but they may start 
  studying again.  If they pass then they will 
  suddenly realise what one small part of the 
  many thousands of sentences means.  This will 
  reveal something about the world around 
  them that they wouldn’t otherwise know but is 
  still relevant to them in some way.  This might 
  be the location of a secret treasure trove, magic 
  item or lost person.  It might be a secret vital to 
  some powerful NPC or other such start of a 
  quest.  The secret revealed will always be of 
  some use to the reader although that use may 
  not be initially obvious.  These are very rare 
  tomes and are worth 2000xp and anything up 
  to 40,000gp.  There used to be one in the Great 
  Library of Dunromin but it was stolen, the 
  librarians claim, 23 years ago.  Since the 
  safeguards in the library against such thefts 
  are considerable many believe the tome is still 
  hidden somewhere in the city, probably still in 
  the library itself.  It is not known who wrote 
  the books nor how many such books exist, but 
  it is thought at least two are in Rimland and 
  legends suggests there is one in the Old Palace 
  in the city of Greywall.  Another legend 
  suggests one is in the hands of a powerful 
  entity living beneath Gorgola. 
  Bottles (or flasks) of Keeping – These vessels 
  are usually made of glass with silver stoppers 
  of the Quillfeldt style, but may be made of pot 
  with some other air-tight seal.  The capacity is 
  usually two pints (about a litre) and the 
  diameter of the neck will be two inches.  Some 
  are larger but these are VERY rare. Whatever 
  is placed inside (assuming it will fit) will be 
  then held in perfect stasis until such time as the 
  bottle is opened again.  The content may be 
  living or dead, magical or mundane, sentient 
  or otherwise.  Some mages have even boasted 
  of trapping polymorphed supernatural beings 
  of great power in such vessels.  In such cases, 
  when (if) the beings are finally released they 
  seem to have no memory of the time they were 
  captured.  It is probable that such prisoners 
  will be less than happy about the situation 
  if/when they find out how long they have been 
  trapped.  What limits there are on this 
  entrapment is poorly understood.  The vessels 
  are very tough and get a +5 (or 25%) bonus on 
  any check against them getting damaged.  
  There are many in circulation as there was 
  once 
  quite 
  an 
  industry 
  around 
  their 
  production in Rimland for some reason.  
  Despite their number they are still highly 
  sought after (500xp, 5000gp or more).  Some 
  speculate that they could be used for storing a 
  freshly harvested Themebd Lobe in.  These are 
  the strongly magical gland from the base of the 
  skulls of the terrifying Deep Race.  One Flask 
  could hold up to six such objects. 
  Bottles of Supply – The most famous of these 
  bottles is the Decanter of Endless Water, which 
  
  85 
   
  is a glass object capable of supplying water at 
  a substantial rate.  The other objects in this 
  family are less powerful but more diverse.  
  Each bottle provides a large supply of a 
  particular substance.  Unlike the Decanter, the 
  substances are provided at the same pressure 
  as exists in their surroundings.  This means 
  that the supply will stop once the mouth of the 
  Bottle is covered by the substance they are 
  supplying.  Water is easy to supply in great 
  quantities, the other substances offered are 
  not, so the rate of supply is limited by the type 
  of substance required.  The most common 
  varieties are listed on the table. 
   
  Substance 
  Vessel 
  Maximum Supply Rate 
  XP/GP 
  Sand 
  Clay beaker 
  5lbs (about 2kg) per round 
  500/2,000 
  Oil 
  Small glass bottle 
  ¼ pint per round up to 10 
  pints per day 
  500/10,000 
  Molten 
  rock 
  Iron cauldron or crucible 
  18 inches in diameter 
  22lbs (10kg) per round, up 
  to 2 tons per day 
  500/2,000 
  Air 
  Flask 
  Up to 22pints per round (10 
  litres) 
  500, 1,000 
   
  Charm of Sustenance – These 
  are 
  stylised 
  pendants 
  representing some tool for 
  food 
  manufacture 
  (fish-
  hook, plough or similar).  
  When worn the wearer will 
  find their food needs are met 
  magically 
  all 
  the 
  time.  
  Further, any hunting or 
  fishing 
  activity 
  will 
  automatically succeed and 
  supply sufficient food for up 
  to eight other human-type 
  persons.  Water is not 
  supplied.  500xp, 5000gp. 
  Charm of the Trees – This 
  magic 
  item 
  must 
  be 
  manufactured by a high level 
  Druid or possibly by a 
  powerful Dryad.  It is made 
  from the wood of a specific 
  tree and works for as long as 
  that tree lives.  The tree might 
  be any species and could 
  even be planted in a pot.  The 
  charm, usually a pendent, is 
  worn by the owner and 
  allows 
  the 
  wearer 
  an 
  awareness of the location of 
  the tree.  The wearer will be 
  aware of the movement and 
  nature of any creature of more than 0.5lbs 
  mass within 60 feet of the tree, regardless of 
  where the wearer is in relation to the tree.  The 
  information will be supplied instantly and will 
  convey the size, actions and smell of the 
  intruder.  Thus a Druid might 
  keep an eye on their Grove no 
  matter how far they travel from 
  it.  Discovering and identifying 
  such an item confers 1000xp 
  but selling it will require the 
  charm and the tree to be of use 
  to the buyer.  It could be worth 
  up to 10,000gp but it is 
  unlikely a suitable customer 
  could be found easily if the tree 
  is in a fixed location. 
  Cloth of Preservation – This 
  rather simple item will be some 
  kind of corpse wrapping, such 
  as a shroud, bandages or 
  suchlike.  Any dead organism 
  placed within the Cloth will be 
  preserved as they are at that 
  moment for as long as is 
  necessary.  Thus such a device 
  could be used to convey a dead 
  comrade 
  to 
  a 
  place 
  for 
  resurrection, or a dead patron 
  could be preserved until such 
  time as the resources to Raise 
  them become available, or a 
  dead animal can be kept fresh 
  until such time as it needed for 
  food.  The time spent in the 
  Cloth is then not included in 
  the consideration of the time limits imposed by 
  Raise Dead and similar spells.  Such Cloths are 
  worth 500xp and up to 5000gp.  Some Cloths 
  can also be worn as cloaks or cowls to prevent 
  a disease getting worse.  However, many 
  
  86 
   
  deities of Death regard these cloths as unholy.  
  In such cases their servants will seek to destroy 
  the Cloths and probably those who use them as 
  well.  Furthermore, with some of these items, 
  if a body spends more than a week in the Cloth 
  there is a 10% cumulative chance per week 
  thereafter that when the character is Raised or 
  Resurrected a Vampire, Mummy or similar 
  powerful undead will come into being within 
  the vicinity shortly after the process is 
  complete.  The Undead creature will be created 
  as well as the person being renewed but with 
  a resemblance to the person being renewed.  
  Yet another style of the Cloth will only 
  preserve the body for 9 years and then the 
  individual with animate as an appropriate, 
  powerful undead automatically. 
  Cunning Scripts – these are parchment scrolls 
  bearing normal, non-magical spells (as if a 
  page from a spell book) but with additional 
  details, techniques or semantic components.  
  They cannot be used to cast the spell directly 
  like a normal spell scroll.  They are mostly 
  written in Arcana but may be in Old Elvish.  
  When used to revise by the appropriate class 
  of caster (Magic-User or Illusionist) a saving 
  throw versus Intelligence must be made.  If 
  passed then the reader may then use that spell 
  (from the Cunning Script or copied into their 
  own Spell Book using a Write spell) without 
  needing a Material Component.  Although a 
  small benefit, this can be hugely useful in 
  terms of spells that need complicated 
  components or consume the components 
  when cast.  The Scripts are not erased when 
  used as per magic scrolls and so can be copied 
  and then sold, although copies of the spell 
  cannot be used by any other then the one who 
  cast the Write spell to allow the copying.  Not 
  all spells can be converted in this way and, as 
  a guide, if the material component costs more 
  than about 100gp then a material component-
  less version of the spell cannot be written.  
  Cunning Scripts are worth about 200gp and 
  50xp per level of the spell.  Only one spell per 
  Script. 
  Ear-ring of Hearing – This diamond stud style 
  ear-ring must be worn as a standard ear-ring 
  in a piercing.  When worn it increases the Hear 
  Noise and/or Listening chance of the wearer 
  by 30% and means they are only Surprised on 
  a rolled 1 on the relevant surprise dice.  They 
  can also restore normal racial hearing to a 
  deafened ear.  800xp and 4,000gp.  The 
  wearer is not more vulnerable to loud sounds 
  and sound-based attacks. 
  Ghost Blade – These Scimitars seem like 
  normal +2 weapons except their blade has a 
  strange sheen and seems almost translucent in 
  bright light.  Their special ability is that they 
  exist partially on the Astral Plane and as such 
  are less encumbered by strong substances on 
  the Prime Material Plane, specifically metals.  
  The practical upshot of this is that normal 
  metal armour does not protect the wearer 
  against them and magical metal armour only 
  benefits the wearer by their magical power 
  plus one.  Thus an opponent wearing normal 
  plate mail might as well be wearing normal 
  clothes.  If the plate-mail was a suit of +2 
  armour then the wearer would only benefit 
  from being three points better than normal 
  clothes.  This effect works on all metal armour 
  but not leather or wood.  1,500xp, 9,000gp.  It 
  may be that this enchantment can be applied 
  to other weapons but these items are of 
  extreme antiquity and no one at the Dunromin 
  Guild of Magic is aware of the process 
  required to enchant them. 
  Hammer of Craft – Appearing as a normal 
  ball-peen hammer but often bearing arcane 
  symbols on the head or handle, these devices 
  are much sought after by master craftsmen.  
  When used in any manufacturing task 
  working with wood or metal the result will 
  always be of the highest possible quality (25% 
  better in any measurable way, including 
  value) and better than that crafter could 
  manage without the hammer.  Items 
  manufactured with a Hammer of Craft would 
  be suitable for enchantment as magical items.  
  While hammers are the most well-known 
  form, it is likely there are many more 
  
  87 
   
  similarly enchanted tools around the world.  
  1,000xp, 4,000gp. 
  Helm of Nesbit – this unique Gnomish mining 
  helmet of superior craftsmanship is a metal 
  basin of steel with a leather neck-guard 
  stretching down to the shoulders.  To activate 
  the wearer, who MUST be a Gnome, must be 
  still and concentrate on the concept of a 
  precious metal (Copper, Gold, Silver or 
  Platinum only) for a number of rounds equal 
  to twenty minus their Wisdom score.  When 
  this is done the wearer will be able to detect 
  any and all concentrations (5 pounds in 
  weight or more) of that precious metal within 
  100 feet in any direction.  This means the 
  wearer will know the distance and direction 
  and have a vague inclination of the amount of 
  any significant deposits or treasure piles in the 
  area.  The power can be used up to three times 
  per day.  The detective properties are not 
  blocked by any material such as rock, water, 
  metal or glass, but may be blocked by magical 
  fields.  The detected metals must be stationary 
  for the whole duration of the concentration 
  and the information gained is only accurate 
  for that few rounds – the wearer cannot track 
  a target after they have detected it.  This was a 
  great boon made by an ancient Gnome miner 
  called Nesbit Frittlewinter and has been 
  handed down through his bloodline ever since.  
  In recent times his bloodline became 
  besmirched by a great deal of controversy and 
  are no longer welcome in the Gnome 
  homelands.  The object is worth 1000xp to 
  anyone and 10,000gp, but only to a Gnome. 
  Oni Heads – these brilliantly carved busts of 
  beautiful 
  people 
  are 
  thought 
  to 
  have 
  originated in the land of Asstract.  There are 
  known to be many examples of each type, 
  there being four common types; Coal, Brass, 
  Ebony and Ivory.  There may be others but they 
  are not recorded in the Great Library of 
  Dunromin.  The heads appear as inanimate art 
  objects unless a certain command word is 
  spoken or incantation is enacted before them.  
  The details of these ceremonies might be 
  discovered by magical means or appropriate 
  research.  When complete the Oni Head will 
  then animate and perform their function as 
  follows: 
  Coal Oni (10,000gp, 2,000xp) function 
  identically to a Prayer spell cast by a 20th level 
  caster.  Questions may be asked of the Oni, 
  which will answer them truthfully as per the 
  restrictions of the spell.  The duration is as per 
  the spell or 3 hours, whichever is shorter.  
  Once used that Oni Head may not be used 
  again for one complete moon cycle (a 
  Dunromin month or 3 weeks). 
  Ebony Oni (8,000gp, 1,000xp) can teach the 
  person performing the appropriate ritual a 
  skill.  The process takes 3 weeks of daily 
  discussion, instruction and practice and 
  results in the tutee learning a Life Skill (or non-
  weapon proficiency if you prefer) without 
  using up a “slot”.  A particular Oni will only 
  be able to teach one skill. 
  Ivory Oni seem to have one of two functions.  
  They can either teach a language (like Ebony 
  Oni teach skills, 5,000gp, 1,000xp) or they 
  can tell of a location of significance to the user 
  (also 5000gp and 1,000xp).  In the Language 
  function an Oni Head will teach one Language 
  in 2 weeks of daily study without using up a 
  language 
  or 
  Life 
  skill 
  (non-weapon 
  proficiency) slot.  A specific Oni Head will only 
  know one Language.  The location Oni Heads 
  are very strange and somehow know what is 
  important to the user.  For instance, most 
  adventurers are keen to find treasure so the 
  Oni Head may tell them the location of a 
  specific treasure they seek or the nearest 
  available large body of loot.  If the user has a 
  more specific quest in mind then the Oni Head 
  may give some very precise instructions as 
  regards the next step required by the 
  adventurer.  Regardless of their nature the 
  Ivory Oni only work once per person but the 
  information/language 
  given 
  are 
  never 
  forgotten. 
  Brass Oni (10,000gp, 2,000xp) are always 
  styled in the fashion of a warrior or some such 
  with a fierce countenance.  Each is associated 
  with a specific weapon and will confer upon 
  the user a weapon proficiency in that weapon, 
  without consuming a slot, in three weeks of 
  daily instruction and practice.  If the user is 
  already proficient with the weapon involved 
  then they will gain a specialist, or even double 
  specialism, in that weapon – whether or not 
  they are a Fighter.  A specific Oni Head will 
  only know one weapon and any individual 
  may only use that Oni Head once.  If a fighter 
  uses the Oni Head to gain a new proficiency 
  then they may use their own entitlement 
  thereafter to specialise in that weapon. 
  
  88 
   
  Lamellar Armour of the Chosen – this armour 
  resembles a chest-sized flexible mat of wood or 
  bone fastened at the centre and ends with 
  tough twine.  Worn on the chest this armour 
  functions in a similar way to more complete 
  suits of magical armour and acts as magical 
  Elven 
  Chainmail 
  as 
  regards 
  protective 
  capability and usefulness to thieves.  Since they 
  are not made of metal they can also be used by 
  Druids.  They cannot be used with other types 
  of armour or Bracers or Armbands of Defence 
  but can stack with Rings and other devices of 
  Protection as well as Shields.  In addition the 
  armour functions as a permanent Protection 
  from Normal Missiles spell upon the wearer.  
  Legends suggest that if the armour is anointed 
  with the blood of the wearer before battle (at 
  least 1 hit point’s worth) then the armour also 
  confers +4 on saving throws against Breath 
  Weapons and/or spells.  Their type is as per 
  the following table: 
   
   
   
   
   
  Roll d% 
  Behaves 
  as Elven 
  Chain at 
  Special 
  XP 
  GP 
  01-20 
  +1 
  Protection from Normal Missiles 
  600 
  5500 
  21-50 
  +2 
  Protection from Normal Missiles 
  1100 
  11000 
  51-80 
  +3 
  Protection from Normal Missiles 
  1650 
  16500 
  81-90 
  +4 
  Protection from Normal Missiles 
  2200 
  22000 
  91-95 
  +3 
  Protection from Normal Missiles, +4 vs. Breath 
  Weapons after a sacrifice* 
  1800 
  21000 
  96-99 
  +3 
  Protection from Normal Missiles, +4 vs. Spells 
  after a sacrifice* 
  1800 
  21000 
  00 
  +3 
  Protection from Normal Missiles, +4 vs. Breath 
  Weapon and spells after a sacrifice* 
  2250 
  25000 
   
  * - The Sacrifice involves the wearer cutting themselves and bleeding on the armour for up to 4hp of 
  damage to themselves.  The special power is then bestowed on the wearing for a number of days equal 
  to the damage done.  This power can only be used once per month/Lunar Cycle (3 weeks). 
  Monocle of Reading – This eye-glass allows the 
  wearing to understand any non-magical 
  script, 
  pictograms 
  or 
  other 
  “written” 
  symbology, no matter the language or age of 
  the writing.  This includes Arcana and other 
  non-magical methods of recording magical 
  procedures.  The Monocle also allows the 
  wearer to discern the general nature of 
  magical writing without triggering the effect 
  of the magical writing (if there is one).  For 
  instance, the symbols over a doorway might be 
  identified as a Curse, a parchment identified as 
  a spell or a Protection, and so on.  500xp, 
  4,000gp. 
  Mouldy’s Sack – When the common folk of 
  Dunromin lose something small, misplacing a 
  coin or some such, they are often heard to 
  mutter “Damn, that’s lost to Old Mouldy’s Sack 
  and no mistake”.  The Old Mouldy in question 
  is an affectionate if slightly treasonous name 
  for King Murder III who was famous for his 
  passion for so called “Blue” Cheese, that is 
  cheese festooned with mould.  Legend has it 
  that this king came upon a Ring of Wishing 
  somehow and with one of the wishes he used 
  he asked for a bag into which would happen 
  every coin that anyone in the world lost 
  without at first realising it.  This he adjudged 
  to be a small price, unnoticed by most, which 
  would serve to fill his coffers endlessly.  This 
  item was duly delivered and, as designed, 
  rapidly filled with the endless small and tiny 
  change people were losing all over the world.  
  Of course this arrived in such small 
  denominations that it was hardly worth the 
  bother of counting it, but arrive it did, in vast 
  quantities over time.  Exactly what happened 
  to the Sack then is a matter of some debate.  
  Some tales suggest it was hung, upside down, 
  over a deep pit into the Darkworld, its contents 
  falling on a magic sieve that sorted gold, silver 
  and platinum from the deluge.  Others say the 
  sack was cast into the river in the King’s 
  frustration at its small worth.  Yet another tale 
  suggests the sack was sold to a Dwarven Prince 
  from the north, or perhaps the Gnome King of 
  Constantan, or even stolen.  Whatever the 
  truth of it, if the bag still exists the current king 
  professes no knowledge of it.  It should be 
  added that time has muddied the legend and 
  some versions claim the sack was a silken bag, 
  
  89 
   
  velvet lined, some that it was a simple hessian 
  sack that happened to be to hand when the 
  Wish was uttered.  Other stories suggest the 
  object was not a bag at all but a vase, or 
  perhaps a large jug.  No one can really say for 
  sure without some serious research.  The value 
  of such an item would be the subject of great 
  debate but an adventurer finding it would 
  probably benefit from about 2500xp. 
  Refuse Hole – Resembling a heavy canvas 
  draw-string bag coloured brown or grey, these 
  minor magic items are manufactured by Dr 
  Wappo and sold in Dunromin.  They are 
  essentially a rather rough and ready one-way 
  teleportation device.  Their purpose is a 
  general rubbish disposal system but this does 
  make them potentially useful for other things.  
  The capacity is only a cubic foot with an 
  opening six inches diameter.  When the 
  drawstring is pulled there is a five minute 
  pause and then anything placed in the bag is 
  teleported “Away”.  Magical items and living 
  things get a saving throw versus spells.  The 
  five minute pause is advertised to be a safety 
  feature to prevent losing things permanently 
  or in case something living, like a pet, gets in 
  the bag by mistake.  But in reality, the time 
  delay is to allow the weak magical field about 
  the bag to charge up.  The “Away” that the 
  contents are teleported to is actually a 
  specifically chosen location somewhere on the 
  surface of Barnaynia.  Having it on the same 
  plane as the Bag allows the magic to be weaker 
  and therefore easier to make – the Refuse Hole 
  will only work on the Prime Material Plane.  
  The location of the output is at a height of 
  about twenty feet off the ground against a 
  slope into a deep and fast flowing river in the 
  western Dog Wastes.  Anything passing 
  through the Hole takes 1d12 points of damage 
  due to the rather primitive nature of the 
  Teleport spell used, plus the falling damage.  
  Assuming the items disposed of survive the trip 
  they might be recovered, although Dr Wappo 
  claims the disposed of items are gone for good.  
  There are over a hundred such Holes in 
  existence and as a result there is quite a pile of 
  material under the exit space, supporting a 
  tribe of Gnolls who make use of what comes 
  through.  The Bags are sold for 8000gp but 
  second hand ones can be bought and sold for 
  as little as 5000gp.  Buying or selling such bags 
  does not gain anyone experience but finding 
  one adventuring would be worth about 500xp. 
  Rembrandt’s Puzzle Box – this is not really a 
  magic item as such but rather it is a kind of 
  trap.  Rembrandt the Rogue (q.v.) developed 
  them as a device he could use to assassinate 
  certain individuals with minimal chance of 
  anyone linking the attacks back to himself.  
  The boxes resemble cheap jewellery boxes 
  based on hexagonal or octagonal prisms with 
  drawers in the side of each face, either one or 
  two levels tall.  While pleasantly decorated 
  they are made of a light wood and a skilled 
  cabinet maker will immediately realise the 
  material is far too weak to be used for such an 
  application – this is because they are designed 
  to burn away and leave no trace of themselves.  
  Each drawer is less than an inch cubed so ideal 
  for rings, neck-chains, ear-rings and the like.  
  Often the drawers will have small, innocuous 
  items in them so that the box rattles enticingly 
  when shaken.  All the drawers are linked to a 
  catch on the top secured by a wooden locking 
  mechanism.  This is opened by a shaped key-
  like peg which is also fastened to the top of the 
  box.  Note that this mechanism is a safety 
  device rather than a security feature.  When 
  the key-peg is turned in the locking 
  mechanism all the drawers (all six, eight, 
  twelve or sixteen of them) spring open at once.  
  Each drawer has a Firetrap spell cast on it so 
  the result is an explosion doing 1d4+10 points 
  of fire damage per drawer to anything within 
  five feet of the box.  It is usual that this will set 
  fire to anything in that area and the resulting 
  conflagration will destroy the Puzzle Box as 
  well, leaving behind no trace of the nature of 
  the attack.  The box radiates magic but this is 
  the spells cast upon it rather than the box itself.  
  Rembrandt plans to get them into the hands of 
  his targets by an innocuous route so that the 
  targets have no suspicion of the objects when 
  they get them, and open them straight away – 
  possibly after a quick check for traps that 
  would reveal nothing save that the drawers all 
  open at once. 
  Ring of Great Resilience – This magical ring 
  will be made of Rose Gold and often be 
  decorated with some emblem of strength such 
  as a fist, bull’s head or some such.  When worn 
  it confers on the wearer all the benefits that a 
  Fighter would realise if they were to have a 
  Constitution score of 20.  This includes +6 hit 
  points per level, which are used exactly as 
  normal hit points while the ring is worn.  If the 
  ring is removed then the wearer will drop to 
  their normal hit points or their current hit 
  
  90 
   
  points, whichever is lower, unless they are also 
  on 0hp or lower, in which case they will die 
  immediately.  The wearer also benefits from an 
  immunity 
  to 
  non-magical 
  poisons and venoms, including 
  non-fatal ones, and a +2 save 
  against magical ones.  5000xp, 
  15000gp. 
  Ring of Missile Protection – 
  This magical ring is similar to a 
  normal Ring of Protection but 
  only protects against normal 
  missile weapons, conferring 
  immunity to such attacks as 
  per the spell Protection from 
  Normal Missiles.  1,000xp, 
  5,000gp. 
  Ring of Stasis – These unusual 
  items are very much an emergency device for 
  use after the event.  When worn by anyone 
  suffering from a degenerative effect for any 
  reason the effect is suspended for as long as 
  they wear this ring.  The wearer is entered into 
  a magical stasis resembling a deep sleep from 
  which they cannot be awoken.  They are 
  unconscious 
  of 
  their 
  surroundings and do not age 
  or starve while they wear the 
  ring, although they will 
  suffer damage if they are 
  attacked or in the area of 
  effect 
  of 
  something 
  damaging.  Most common 
  uses of the ring are to prevent 
  someone from bleeding to 
  death or suspend a wasting 
  disease, poison or curse until 
  medical or magical aid can 
  be sought.  600xp, 6,000gp.  
  If someone tries on the ring 
  when they are well then they will be 
  immediately affected by a Hold Person spell 
  with a duration until the ring is removed.  
  They are allowed a save.  One novel use of such 
  a ring was when it was placed on the finger of 
  a person immediately after being turned to 
  stone by a Medusa.  The person was dead but 
  not stone, making them a lot easier to transport 
  than a statue.  This enabled the party to get 
  them to someone who could cast Stone to Flesh 
  spell and save the wearer’s life. 
  Sandals of Great Walking – created by the 
  great mage Anterract of the Eastern Deserts 
  who had a fear of flying and was cursed with 
  many animal allergies, making long distance 
  travel very difficult for him.  The legend 
  suggests he made enough pairs 
  for him and all his court 
  although no one knows how 
  big his court was.  The sandals 
  are comfortable, well-fitting 
  footwear that are designed to 
  enhance the ability of the 
  individual 
  to 
  cover 
  great 
  distances in a short time.  The 
  wearer feels they are walking 
  normally but, when they stop, 
  they 
  discover 
  they 
  have 
  covered 
  significantly 
  more 
  distance than they should have 
  done.  Anyone observing them 
  will see them walking normally 
  past them but, as soon as they are out of sight, 
  their position will immediately match where 
  the Sandals should have got them to (so they 
  might go over a dune or around a corner and 
  seem to vanish, only to be spotted in the far, far 
  distance).  The speed adjustment depends on 
  the nature of the terrain and the wearer’s 
  normal movement rate.  In 
  deserts and arctic tundra or 
  ice, the wearer will walk at 
  500 times faster than their 
  base movement rate.  In 
  forests, woodland, mountains 
  and 
  broken 
  land 
  the 
  multiplier is 100 times.  In all 
  other 
  terrain, 
  including 
  roads, the multiplier is 300 
  times.  This only works on 
  base movement rates and 
  running achieves no greater 
  distance covered.  1,000xp, 
  5,000gp. 
  Scabbards of Protection – these function and 
  are available exactly as Rings of Protection 
  except that they are weapon scabbards.  Roll 
  for their power as per Rings, with the same XP 
  and GP rewards.  They do not count against the 
  total of rings an individual may wear but only 
  one scabbard may be worn by one person.  
  They may be sword, dagger or knife scabbards.  
  Other such protective objects are also known 
  of; helmets for instance. 
  Skewer of Deep Rending – These are purely the 
  weapon of an assassin as they are of little use 
  in a melee but can be concealed in the lining 
  
  91 
   
  of garments or as hat-
  pins and the like.  They 
  are a slim needle about 
  eight inches long with 
  one sharp end and a 
  slightly thickened or 
  flattened 
  end 
  for 
  holding.  Due to their 
  light construction they 
  are no use in a normal 
  melee combat and can 
  only be used in a 
  surprise attack such as 
  back-stab, 
  assassination or against 
  an 
  unsuspecting 
  or 
  sleeping foe in close 
  personal 
  proximity.  
  They can be concealed 
  such that they might 
  only be detected by a 
  deliberate search for 
  weapons 
  on 
  the 
  owner’s body.  Even if 
  then found the searcher 
  must roll under their 
  Intelligence x3 on 1d% 
  to actually realise the 
  item is a potential 
  weapon – this is a 
  magical effect and does 
  not mean a normal 
  searching 
  person 
  would 
  mistake 
  a 
  skewer for a harmless 
  fashion accessory.  When used appropriately 
  they damage as a magical dagger that is +2 to 
  hit and +4 to damage.  If Poison is applied to 
  the blade this is also concealed by the magical 
  aura of the weapon but the wielder must be as 
  careful of the poison as they would with a 
  normal poisoned blade.  600xp 8,000gp but 
  the market for such a device would be very 
  limited. 
  (Animal) Skins of Power – These resemble 
  normal animal skins of the appropriate type 
  but with a slight magical sheen of silver or 
  gold, as appropriate to the normal colour of 
  the skin.  They are worn over the shoulders 
  with the head of the creature forming a hood 
  and the claws fastening to the hands.  When 
  worn they provide the wearer with the 
  following abilities as per the animal they are 
  from.  All the Skins confer the wearer with 
  improved senses of smell and hearing, 
  reducing their chances of being surprised by 
  half and allowing them tracking and scenting 
  abilities as per the average dog.  The wearer’s 
  Hear Noise capability increases by 30% and 
  they can hear limited forms of Ultrasound as 
  well.  The wearer remains in their normal 
  form and does not transform into the animal.  
  All Skins are 600xp and 5,000gp. 
  Bear – The wearer receives the benefit of 
  Strength of 18:50 and two claw attacks 
  for 1d8+strength bonus points damage 
  per round. 
  Leopard – Gains a Climb skill of +40% and 
  Move Silently +30%. 
  Lion – Gains a claw attack of 1d6+3 per 
  claw, 2 claws per round as well as a 
  Move Silently skill at +30%. 
  
  92 
   
  Tiger – exactly as lion but with a different 
  appearance. 
  Wolf – Endurance and speed; the wearer can 
  run at twice their current speed and 
  their normal endurance is tripled.  The 
  wearer also gains two claw attacks for 
  1d4+1 damage each. 
  The Spear of Halibert – a legendary weapon, 
  sacred to Celtic Lore.  It was recovered by Dyke 
  of Nervalum a couple of hundred years ago but 
  he was betrayed by others in the temple.  His 
  last action before dying was to cast it into a 
  pond in the south-east Low Moors.  For more 
  information on this see the “Legends” section 
  above.  The Spear was said to be a relic of the 
  Wars Before Time and its precise capabilities 
  are a matter of conjecture.  It is known to have 
  powers of Wyrmbane and Giantbane as well as 
  rendering its wielder protected from magical 
  attacks. 
  (Short) Spear of the Warrior – resembling the 
  Zulu Iklawa (shorter than the Assegai), this is 
  a long, broad metal spear-head mounted on a 
  short, 2-foot shaft.  While it cannot be thrown 
  it functions as a +2 short spear for melee 
  combat with the additional power that it 
  affords the wielder one extra attack every 
  round on top of what they are currently 
  entitled to, even if under temporary magical 
  effects like Haste spells and such.  This extra 
  attack always comes at the end of the round 
  before the next round’s initiative is rolled.  
  There are many of these weapons known to 
  exist but their origin is unknown.  Some claim 
  they are relics of the Great Old Ones, known 
  as the Rakuli in the Common Tongue, but even 
  those sceptical of this do admit they are items 
  of great antiquity.  1,500xp, 8,000gp. 
  Straw Hat of the Medressar – The Medressar 
  were an ancient cult of nature wizards and 
  these simple but incredibly tough hats helped 
  them survive in very harsh environments.  The 
  wearer will need neither food nor drink whilst 
  wearing the hat for more than 12 hours per 
  day, regardless of the climate or habitat.  
  Similarly, while wearing the hat the wearer 
  will not be affected by extremes of heat up to 
  70ºC and cold down to -60°C.  The Hats get +5 
  on all saving throws against being damaged.  
  The hat does NOT work if worn with any other 
  headdress, under or over, including, but not 
  limited to, helmets, caps, balaclavas, hair nets, 
  hair bands or any kind of religious headdress.  
  500xp, 5,000gp. 
  Voulge of the Wind – This item is a highly 
  decorated large-bladed pole-arm with a red or 
  black shaft.  Legend has it that about a hundred 
  of these devices were manufactured in the city 
  of Greywall several hundred years ago.  It is 
  thought many are still in the city, lost 
  somewhere in the old palace or in use by the 
  inhabitants, but at least half of them have been 
  stolen, lost or sold on and may turn up 
  anywhere in the world.  The blade is unusually 
  thin and flexible but also very tough.  The 
  weapon functions as a normal +2 type weapon 
  but acts as a +4 weapon against anything with 
  wings.  In addition, if the wielder is a flying 
  creature or riding a flying creature the speed 
  and manoeuvrability of the wielder or the 
  mount is increased by 50%.  700xp, 3750gp. 
  Weapons of Subtle Attack – this enchantment 
  can be added to almost any kind of small, 
  edged weapon but is most common in knives, 
  daggers, short swords and other fast weapons 
  with blades less than 18 inches long.  It is most 
  commonly put on a device that is already 
  magical, for instance making a +2 Dagger Of 
  Subtle attack.  The enchantment improves the 
  initiative roll made when using it by three 
  places, even if this takes them into impossible 
  levels.  It represents the magical ability of the 
  weapon to help its wielder to find openings 
  and vulnerabilities in an opponent’s defences.  
  This enchantment adds 300xp and 1,000gp to 
  the normal values for that weapon.  For 
  example a +1 Short Sword of Subtle Attack 
  would behave exactly as a normal +1 Short 
  Sword but give the wielder a 3 point bonus on 
  all initiative rolls.  Note that the Subtle Attack 
  enchantment does NOT affect the wielders 
  chance of being surprised. 
   
  
  93 
   
  New Monsters 
   
  Blood Shadows 
  Frequency:  Rare 
  No. Encountered:  1d12 
  Size: Small 3 to 4 feet tall 
  Move: 120 feet (60 feet climbing or 
  swimming) 
  Armour class: 6 
  Hit Dice: 2+2 
  Attacks: 2 or 1 
  Damage per attack: claws for 1d4+1 each 
  and/or bite for 1d6 + special (see 
  below) 
  Special Attacks: HP Drain 
  Special Defences: Hit only by magical and 
  silvered weapons 
  Magic Resistance: Standard 
  Lair Probability: nil 
  Intelligence: Animal 
  Alignment: Chaotic Evil 
  Level/XP value:  
  Treasure: Nil 
  Blood Shadows are a form of undead that are 
  thought to be formed from the dead victims of 
  half-power Vampires.  They are unusual in 
  that while occupying spaces underground like 
  most undead they seem to have an affinity with 
  tropical and subtropical forests and jungles 
  above ground as well.  They are unknown in 
  arctic, subarctic and most temperate climates. 
  They resemble Shadows but are more powerful 
  and have a deadly attack form similar to 
  Vampires.  Rather than draining levels, 
  however, they drain hit points permanently.  
  The bite of a Blood Shadow will cause 1d6 
  points of normal combat damage but will also 
  permanently remove one hit point off that 
  victim’s maximum hit points.  Given their 
  immunity to normal weapons this makes them 
  very dangerous indeed. 
  In order to deliver a bite the Blood Shadow 
  must first hit with both claws or fall on the 
  victim while it is surprised.  If both claws hit a 
  victim in the same round in normal combat 
  then the Blood Shadow may attempt a bite the 
  next round benefitting from +2 to hit.  If the 
  victim is asleep, incapacitated or Surprised in 
  melee range then the Blood Shadow may 
  attack immediately with a bite and two claws. 
  Any permanently lost hit points can be 
  regained by a Restoration Spell, Limited Wish 
  or Wish spell, with all lost hit points being 
  restored immediately by one of these 
  enchantments.  Blood Shadows can be turned 
  as Wights. 
  Blood Shadows can climb and swim at half 
  their normal movement.  Due to their Shadowy 
  nature, they can Hide as a Thief with a 50% 
  chance of success.  Physically they resemble 
  small, skinny humanoids with matt black 
  skins, black claws and teeth with dead, shark-
  like eyes. 
  Given the nature of their main attack, Blood 
  Shadows are treated with great caution by 
  adventurers and commoners alike.  Their 
  easily recognised rasping bite-marks on 
  livestock in hot climates always result in a call 
  to the local holy men or the like.  They are 
  known by many names around the world. 
   
  Fey-Wisps 
  Frequency: Uncommon 
  No. Encountered: 2d100 
  Size: Small (less than 6 inches) 
  Move: 240 feet flying 
  Armour class: 2 
  Hit Dice: ½  
  
  94 
   
  Attacks: nil 
  Damage per attack: nil 
  Special Attacks: Energy Jolt, see below 
  Special Defences: None 
  Magic Resistance: 50% 
  Lair Probability: nil 
  Intelligence: non 
  Alignment: Neutral 
  Level/XP value:  
  Treasure: Nil 
  Fey-Wisps are animated manifestations of the 
  power of the Positive Material Plane and are 
  the opposite of the Shadowkin (q.v.).  They 
  randomly form in places where the separation 
  between the realities of the Prime Material 
  Plane and the Positive Material Plane are 
  thinnest and the magic can bleed across.  Such 
  places include, but are not limited to, 
  thunderstorms, volcanic eruptions, the Sun, 
  the Moon, the Outer Shell, the tops of 
  mountains and volcanic pools and geysers. 
  They have no will or apparent purpose other 
  than 
  attacking 
  and 
  destroying 
  undead 
  creatures, which they do by destroying 
  themselves and discharging an energy bolt 
  (see below).  Some scholars have suggested this 
  is the only reason powerful undead creatures 
  like Vampires have not taken over the world 
  already. 
  The Fey-Wisp appears as a flurry of white 
  crystalline fabric, not unlike a fluttering white 
  rag covered in frost.  They have no 
  recognisable features or limbs and are 
  invisible when motionless.  When moving they 
  might be spotted out of the corner of the eye or 
  observed within some disguising phenomena 
  like lightning, fire, a snow-storm or similar.  
  Despite appearing in large numbers they are 
  seldom actually noticed unless they are 
  specifically looked for or someone has the 
  necessary sensitivity to their presence, such as 
  True-Sight or permanent detection of magic. 
  In truth they are relatively harmless but their 
  existence changes the balance of power in 
  nature and those persons with a feel for 
  magical fields, like Magic-Users and similar, 
  will find their presence unsettling.  If they are 
  not moving about then a Magic-User or 
  subclass has a percentage chance equal to their 
  level of noticing the presence of the Fey-Wisps, 
  plus 1% for every ten Fey-Wisps present. 
  While are pretty harmless and irrelevant to 
  living creatures most of the time, if attacked 
  they can retaliate by causing themselves to 
  self-destruct.  They will only do this as a last 
  resort if they can’t escape or hide.  When a Fey-
  Wisp destroys itself in this way they explode 
  with a little flash of positive energy, causing 
  1hp damage to all within two feet, or 1d10 
  points of damage to undead creatures if within 
  two foot (class as melee range). 
  When Fey-Wisps encounter Shadowkin (q.v.) 
  the two organisms will seek to collide with 
  each other causing mutual annihilation 
  without the explosion normally associated 
  with their self-destruct.  Rather the two entities 
  will simply snap out of existence, perhaps with 
  a small squeak. 
  Legends speak of great wizards somehow 
  trapping Fey-Wisps and using their power in 
  some way.  Different stories suggest the 
  creation of higher creatures, like Will-o-
  Wisps, from concentrating many Fey-Wisps 
  together, or using them to animate different 
  styles of Golem.  It is thought that they can also 
  be used to enhance the powers of certain 
  magic items and witches can use them in 
  potions and charms, it is said. 
   
  Shadowkin 
  Frequency: Uncommon 
  No. Encountered: 2d100 
  Size: Small (less than 6 inches) 
  Move: 240 feet flying 
  Armour class: 2 
  Hit Dice: ½  
  Attacks: nil 
  Damage per attack: nil 
  Special Attacks: Energy Drain 
  Special Defences: None 
  Magic Resistance: 50% 
  Lair Probability: nil 
  Intelligence: non 
  Alignment: Neutral 
  Level/XP value:  
  Treasure: Nil 
  Shadowkin are animated manifestations of the 
  power of the Negative Material Plane and are 
  the opposite of the Fey-Wisps (q.v.).  They 
  randomly form in places where the separation 
  between the realities of the Prime Material 
  Plane and the Negative Material Plane are 
  thinnest and the magic can bleed across.  Such 
  
  95 
   
  places include, but are not limited to, 
  graveyards, battlefields, dungeons, plague pits 
  and anywhere where significant numbers of 
  Undead might be found. 
  Like Fey-Wisps, Shadowkin have no will nor 
  apparent purpose.  They occupy secluded 
  places that are associated with death for some 
  reason or that are inhabited by Undead.  
  Shadowkin hide in shadows and are invisible 
  when still in anything but bright sunlight.  
  When they move they flit quickly from shadow 
  to shadow and are difficult to spot.  Sentient 
  creatures can notice them by rolling under the 
  Wisdom scores on 1d20, but even if this fails 
  anyone within 30 feet of a Shadowkin will feel 
  uneasy and/or unsettled by their presence.  
  Sleeping in the area of Shadowkin guarantees 
  bad dreams. 
  Shadowkin feed off the energies released by 
  fear and anger, a little like Will-o-Wisps but 
  are relatively harmless and do nothing to 
  actively lure creatures into peril.  If attacked 
  they can retaliate by causing themselves to 
  self-destruct.  They will only do this as a last 
  resort if they can’t escape or hide.  When a 
  Shadowkin destroys itself in this way they 
  explode with a little flash of negative energy, 
  causing 1hp damage to all within five feet. 
  When Shadowkin encounter Fey-Wisps the 
  two organisms will seek to collide with each 
  other causing mutual annihilation without the 
  explosion 
  normally 
  associated 
  with 
  Shadowkin self-destruct.  Rather the two 
  entities will simply snap out of existence, 
  possibly with a little spattering noise. 
  Like Fey-Wisps there are many stories of great 
  Necromancers and others using the power of 
  captured 
  Shadowkin 
  in 
  spells 
  and 
  enchantments, especially in the manufacture 
  of powerful undead.  Unlike the stories about 
  Fey-Wisps 
  there 
  are 
  well 
  documented 
  examples of this actually happening and 
  Witches are said to trade bottled Shadowkin. 
   
  Snipes (Ravening Stirgekin) 
  Frequency: Rare 
  No. Encountered: 1d8 x40 
  Size: Small (1’ long) 
  Move: 60 feet or 180 feet flying 
  Armour class: 7 
  Hit Dice: 1d4hp 
  Attacks: 1 
  Damage per attack: 1d2, then 1d3 each 
  round until dead 
  Special Attacks: none 
  Special Defences: none 
  Magic Resistance: Standard 
  Lair Probability: 80% 
  Intelligence: Animal 
  Alignment: N 
  Level/XP value: 1 / 8 + 1 per hp 
  Treasure: None 
  These diminutive creatures are related to the 
  Stirge but are only found in very hot, humid 
  climates – mainly rainforests.  They are not 
  known underground.  Physically Snipes 
  resemble small Stirge but with a circular 
  tooth-lined mouth like a lamprey rather than 
  a proboscis.  They fly rapidly on fast-moving 
  wings or can crawl or climb using their clawed 
  feet.  They are coloured light to dark green, 
  rendering them difficult to see from a distance 
  in rainforest environments when not moving. 
  They attack by swarming their target and 
  attacking all at once – up to 20 can attack a 
  human or elf-sized target, 15 on a Dwarf, 10 
  on a Halfling or Gnome.  Each successful bite 
  causes 1d2 points of damage and once latched 
  on causes 1d3 points per round thereafter 
  until victim or Snipe is dead. 
  Luckily they have a very odd life cycle and will 
  remain active from birth for only a few weeks 
  before mating and laying their eggs in the bark 
  of certain jungle trees.  The eggs only hatch 
  during the hottest of hot summers, sometimes 
  remaining dormant for years.  In averagely 
  warm Summers only some of the eggs will 
  hatch.  When they hatch they generate a super 
  swarm that will feed for a few weeks before 
  laying more eggs and dying.  Any given super 
  swarm might break into five or six swarms on 
  hatching and their ability to eat everything 
  flesh in their area makes them greatly feared 
  among the jungle dwellers.  The only safe way 
  to hide is to immerse yourself in water. 
  The eggs are no use as food but can be used in 
  Potions of Healing and other spell components. 
   
  Unbirds 
  Frequency: Very Rare 
  No. Encountered: Indeterminate (one swarm) 
  Size: Large 
  Move: 240 feet flying or swimming 
  
  96 
   
  Armour class: 2 
  Hit Dice: 20 but attack as 6HD creatures 
  Attacks: 2d8 
  Damage per attack: 1d8 
  Special Attacks: None 
  Special Defences: Spell immunity; +3 or better 
  weapon to hit 
  Magic Resistance: 25% 
  Lair Probability: Nil 
  Intelligence: Average 
  Alignment: Lawful Neutral 
  Level/XP value: 9/8600+30 per HP 
  Treasure: Nil 
  There was a Great Wizard called Thraxus, 
  centuries before the Land of the Young, who 
  was the first known person to document what 
  were then called the Laws of Magical 
  Conflagration.  These core observations were 
  updated by the Great Mage Panzar of the 
  Dwarves and elevated to the Statements of 
  Magicality, as he claimed a statement to be 
  more definitive than a mere law.  The first of 
  these Statements is the most fundamental for 
  all who use magic to consider; the Statement of 
  Magical Energy Conservation.  This states that 
  “Magical Energy and all Energy cannot be 
  created or destroyed.  All the magic that ever 
  was or ever will be is contained with the multi-
  dimensional cosmos that is in or out of our 
  knowledge.  All energies can be transformed, 
  in nature and space, to allow what is 
  experienced to be.” 
  While being the ultimate limiting factor in all 
  incantations, this factor will certainly not 
  impinge upon the average Magic-User’s 
  efforts as the amount of energy being 
  transferred in any normal spell is tiny 
  compared to the overall flood of energy back 
  and forth between the planes.  There are 
  exceptions to this, of course, and these 
  exceptions 
  always 
  have 
  unwanted 
  consequences.  These concerns are well 
  documented and great warnings about certain 
  incantations are profuse, although usually 
  ignored.  Here we are concerned only with 
  balancing the Magic-User spell Reincarnation 
  and its progeny. 
  It is a part of the most common form of this 
  incantation that there has to be a balance of the 
  life energy transferred by the Reincarnation 
  spell.  Some versions of the spell do not have 
  this consequence but most do.  Likewise, some 
  of the Diabolist and Necromancer spells 
  regarding the creation of the more powerful 
  undead and unliving creatures can have a 
  similar effect; particularly Vampires, Lichs and 
  Spectres.  As per the Statement, when such 
  incantations are completed a balancing 
  magical energy from the Positive Material 
  Plane is also transferred into the living realms 
  to balance the energies.  This energy has the 
  form of the Unbirds. 
  There are many theories about the nature of 
  the Unbirds but few are entirely satisfactory.  
  One runs that the Unbirds did not exist before 
  the first formulations of Thraxus and his 
  understanding and documentation of the 
  Multiverse identified the inconsistency that 
  required them to come to be as a balancing 
  mechanism.  Another idea suggests that they 
  exist inside the Moon, their vast number 
  swimming about and causing the shadows that 
  we know as the phases of the Moon.  They may 
  also cause the erratic spiralling of the Moon’s 
  figure-of-eight path about the western sky.  
  There is also the so-called Kvontum Ideas 
  which hypothesise that the Unbirds are 
  balancing 
  anti-life 
  that 
  seek 
  out 
  the 
  Reincarnated and powerful Undead, a bit like 
  Shadowkin and Fey-Wisps.  This suggests that 
  the Unbirds and powerful undead cause 
  mutual annihilation which causes a discharge 
  of magical energy of an unpredictable, or 
  possibly predictable, form.  Whatever the truth 
  of it, there seems to be occasional cataclysms 
  during which a number of the Unbirds, or Soul 
  Vultures are released or somehow caused to 
  be. 
  In appearance and behaviour Unbirds are very 
  confusing as they resemble different things 
  from one moment to the next.  Sometimes they 
  resemble black birds, sometimes crows, 
  sometimes black vultures, or they might look 
  like strips of black cloth fluttering in the wind, 
  bats or just a wisp of smoke.  Their size and 
  number is also difficult to determine; whether 
  they are large and far away or smaller and 
  nearer; also whether they are in twos and 
  threes but quite close or huge swarms far 
  away.  Only when they come really close do 
  they become distinct as individuals.  And even 
  then their victims can only perceive their 
  jagged beaks, lined with dozen of needle-sharp 
  teeth, and eyes of smouldering white fury 
  within a frothing black shape. 
  It is very unlikely that an Unbird will attack if 
  not provoked.  Normally they are encountered 
  
  97 
   
  flitting about in lonely places; mountain sides, 
  cold moorland, deserts and the like.  Often they 
  are not seen at all, or if they are seen then they 
  are dismissed as a shadows, distant birds or 
  piece of rubbish blowing in the wind.  If, 
  however, the character has been Reincarnated 
  or has any association with the undead or 
  animated creatures then the Unbirds might 
  start to show more interest.  They will usually 
  start to gather and bunch around their 
  target(s), their numbers and intentions 
  unclear.  If they are attacked then they will 
  retaliate but otherwise they mainly remain 
  uncertain for a long time, just following their 
  target around for several hours, even days. 
  If they do attack, for whatever reason, then 
  they will strike as a whirling mass of teeth, 
  seemingly dozens of creatures, biting and 
  rending their target.  They remain a random 
  phenomenon throughout and the target will 
  suffer 2d8 attacks per round, each as per a 
  6HD monster and doing 1d8 damage per bite.  
  This variation in damage is very dangerous 
  and will be maintained until the target is down 
  to -20 hit points, at which point all organic 
  matter associated with the victim’s body will 
  be gone.  At this instant the Unbirds themselves 
  will vanish as their necessary energy has been 
  cancelled out. 
  Fighting the beasts is likewise confusing as any 
  attack will cause the mass no apparent 
  damage.  Any weapon below +3 in magic or 
  spells of 3rd level or lower will have no effect 
  on the Unbirds.  Mind-influencing spells, cold 
  and lightning likewise has no effect and fire 
  only does half damage, or a quarter if a saving 
  throw is allowed and made.  The amount of 
  damage done to them does slowly accumulate 
  despite appearances, until all their collective 
  20 hit dice of hit points are used up and they 
  disperse, vanishing into thin air.  Until this 
  point is reached they appear to suffer no 
  damage at all – in this way they behave as a 
  kind of single entity but there are quite 
  definitely many of them. 
  This all means that the Unbirds are very 
  dangerous so it is a good thing that they are 
  very rare.  They will not be encountered in a 
  lair as they will only ever be present hunting 
  their victims.  A Games Master can use them as 
  a threat against characters that have been 
  reincarnated 
  or 
  might 
  have 
  otherwise 
  breached the “laws” of the Multiverse 
  regarding the divisions between the living and 
  the dead.  It must be noted that not every 
  Reincarnated characters has a bunch of 
  Unbirds seeking them out but every such 
  enchantment will create a swarm of Unbirds, 
  somewhere in the World.  Similarly, the 
  destruction of the target will not destroy the 
  Unbirds, which will then merely seek an 
  alternative target, usually any random entity 
  from the Negative Material Plane. 
  The Unbirds can be held at bay with certain 
  types 
  of 
  magical 
  circle 
  and 
  similar 
  enchantments; one sage claimed to have held 
  them at bay by using a Scroll of Protection 
  from Undead but this is unconfirmed.  
  Certainly, Protection from Evil/Good has no 
  effect on them.  Assuming they can be halted 
  in some way then they can be spoken with, 
  although bargaining will not achieve any 
  reduction in their determination to consume 
  their prey. 
  (The Unbirds were inspired by the book “The 
  Ocean at the End of the Lane” by Neil Gaiman) 
   
  The Vaganga 
  Frequency: Very rare 
  No. Encountered: 1d20 
  or more 
  Size: Medium 
  Move: 120 feet 
  Armour class: 3 
  Hit Dice: 5 
  Attacks: 2 
  Damage per attack: 
  1d8/1d8 
  Special Attacks: None 
  Special Defences: Spell 
  immunity; +1 or 
  better weapons 
  to hit 
  Magic 
  Resistance: 
  Standard 
  Lair Probability: 100% 
  Intelligence: Non 
  Alignment: Neutral 
  Level/XP value: 5 / 
  300 + 4 per HP 
  Treasure:  None but see below 
  Among many peoples of the forests and planes 
  of the world the concept of sacred groves and 
  woodlands is common.  This superstition may 
  be based upon witnessed magical phenomena 
  
  98 
   
  or an enchantment based on or around the 
  woodland for some reason.  If the reason for 
  the belief is that the sacred wooded area is used 
  as a graveyard then often the beliefs or direct 
  magical action of the locals causes Vaganga to 
  be called into being to protect the dead. 
  The Vaganga are the spirits of the dead that 
  can animate crude wooden statues that 
  mourners make as part of the burial ritual.  
  They are thus a kind of mix of Undead and 
  Animated effigy.  It is 
  important to realise that 
  the 
  Vaganga 
  is 
  a 
  separate spirit entity to 
  the statue and that the 
  statue is merely its 
  “clothes” on the Prime 
  Material Plane.  All the 
  above details relate to 
  the animated statue as 
  the Spirit Form of the 
  Vaganga 
  cannot 
  be 
  attacked.  If the statue is 
  killed or destroyed the 
  Vaganga is not killed 
  and can reoccupy the 
  damaged 
  Statue 
  or 
  another form after a 
  period of time detailed 
  below. 
  If the burial area is 
  violated in any way or 
  the statues are harmed 
  then the Vaganga will 
  animate all their statues 
  and 
  attack 
  the 
  offenders, striking with 
  flailing, barbed limbs 
  like 
  branches 
  or 
  bludgeoning clubs.  The 
  Vaganga 
  have 
  no 
  treasure other than the Grave Goods which 
  have been buried with the bodies they are 
  protecting. 
  As they are a form of undead, the Vaganga are 
  immune to Sleep and mind-influencing spells.  
  They can be Turned as Wights but if 
  successfully Turned or destroyed the statue 
  will cease to be animated and the Spirit will 
  just remain in the vicinity for 1d6+4 turns 
  before animating a new host, or the same one 
  again if not badly damaged. 
  Similarly, if the Vaganga’s material form is 
  slain by normal means (spells and attacks) 
  then the Vaganga will re-enter and re-animate 
  its statue, or take the form of another small tree 
  or large branch in the area, after 1d6+4 turns. 
  Once it has re-animated a suitable host then 
  the Vaganga will once more attack or, if the 
  enemy has gone, take up its guard once more.  
  There have been reports of Vaganga re-
  animated in this way repairing any damage 
  done to the burial site 
  and 
  re-burying 
  any 
  exhumed bodies. 
  The only way to kill a 
  Vaganga is to destroy its 
  material form by combat 
  or Turning and then 
  burn all the bodies in the 
  graveyard before the 
  Vaganga 
  can 
  return.  
  This is easier said than 
  done but it is possible for 
  the bodies to be burnt 
  before the Vaganga’s 
  statues are “killed” to 
  prevent their return as 
  well.  Destroying the 
  woodland around the 
  graveyard 
  without 
  destroying the bodies of 
  the dead will not destroy 
  the Vaganga. 
  Vaganga and Dryads 
  have 
  a 
  mutually 
  respectful 
  relationship 
  and a Vaganga will 
  never animate a Dryad’s 
  tree or any other tree a 
  Dryad has marked as 
  special in some way.  
  Vaganga do not get on well with other Fairy 
  Folk though, and will attack any Pixies, 
  Brownies, Leprechauns, Quicklings or Fairies 
  careless enough to enter the graveyard. 
  Vaganga do not have any animosity for other 
  undead and there are reports of Vaganga  and 
  Ghouls or even Wights occupying the same 
  area.  Similarly, the bodies the Vaganga are 
  guarding may be animated as well.  This might 
  cause numerous problems as the Vaganga are 
  tied to the graveyard not the bodies.  If an 
  animated body were to leave the area it would 
  make it very difficult to slay the Vaganga. 
  
  99 
   
  Whispering Death 
  Frequency: Very Rare 
  No. Encountered: 1 
  Size: Medium 
  Move: 150 flying up to 10 feet off the ground 
  Armour class: 2 
  Hit Dice: 7+7 
  Attacks: 2 
  Damage per attack: 1d12/1d12 
  Special Attacks: None 
  Special Defences: Invisibility, +1 or better 
  weapons needed to hit 
  Magic Resistance: Standard 
  Lair Probability: 100% 
  Intelligence: Non 
  Alignment: Neutral (Evil) 
  Level/XP value: 7 / 1150+10 per HP 
  Treasure: None 
  This terrifying, Undead spirit creature is 
  invisible all the time and doesn’t even become 
  visible if attacking or suffering damage.  It is a 
  manifestation of a dead, powerful creature of 
  ice and cold.  How they come to be remains a 
  mystery but some have speculated that they 
  are the remains of Rhemorhaz or other 
  powerful cold-based creatures denied eternal 
  rest for some reason.  The Whispering Death 
  inhabit cold, lonely places like glacial valleys, 
  lonely mountains and even moving ice floes.  
  They hover about their home ranges moving in 
  and out of ice storms, howling at the wind and 
  otherwise passing the lonely aeons waiting for 
  something to cause pain to. 
  If an observer can see Invisible or has True 
  Sight or similar then they will see the creature 
  as a whirling blur of flashing blades of ice.  
  Otherwise only a trail of frozen corpses that 
  look like they have been flayed to death or a 
  whispering, whirring noise will give any 
  indication there is a Whispering Death 
  around. 
  When a living, intelligent creature comes 
  within sight of the creature, the Whispering 
  Death will immediately move to attack them, 
  concentrating its attacks on the first individual 
  observed until it is destroyed, before switching 
  onto the next creature seen and so on.  This 
  will continue until either all the victims or the 
  creature is killed, unless the Whispering Death 
  takes damage from its own attack as detailed 
  below. 
  The creature attacks by slashing at the victim 
  with the sharp ice blades that make up its 
  whirling body.  These devices are very sharp, 
  doing 1d12 points of damage per hit, but also 
  a little delicate.  Since the blades also make up 
  part of the creature then if they are broken in 
  an attack the creature itself will also take 
  damage.  It the creature attacks someone 
  wearing hard armour or using a shield then 
  the Whispering Death must make a save 
  versus petrification.  If this fails, the creature 
  will take 1d4 points of damage itself and 
  switch onto the next preferred life form.  If the 
  creature runs out of victims that it has not 
  taken damage from the repulsion of its own 
  attack will it flee.  The beast may return though 
  as, once out of sight, they appear to completely 
  forget the encounter and will renew the attack 
  if they see the victims again. 
  The creature is a kind of Undead and so has 
  immunity from all mind-influencing spells.  As 
  well as being Invisible, inflicting -4 to hit 
  penalty on attackers, anyone attacking the 
  creature with physical weapons needs to have 
  a +1 or better magical weapon in order to 
  cause damage.  If someone casts a visually 
  targeted spell, such as Magic Missile, then they 
  must make a successful to-hit roll at -4 on the 
  dice in order to hit the creature if they can’t see 
  invisible creatures.  This penalty does not 
  apply to area affect weapons and spells. 
  The Whispering Death can be Turned as a 
  Spectre and is immune to cold-based attacks.  
  The creatures have shown no sign of 
  intelligence or any purpose other than 
  destruction, although they are never observed 
  in population centres and seem to avoid warm 
  places.  That is not to say they suffer any fear 
  of fire nor suffer extra damage from fire or 
  heat-based attacks.  They pursue fleeing 
  victims only while they remain in sight. 
  The term “Whispering Death” is the generally 
  accepted term of reference in the Great Library 
  but it is certain that other cultures will have 
  different names for them.  It is known that may 
  intelligent creatures who live in cold climates 
  have a great fear of them and often have 
  elaborate procedures to avoid them, which 
  may be hokum or not. 
  In truth, very few Whispering Deaths have 
  ever been encountered although stories of the 
  consequences of running into one in an icy 
  wilderness are many and often lurid.  It is 
  likely they are more common the colder areas 
  of the planet. 
   
  
  100 
   
  Gods, Demigods and 
  Supernatural Entities of 
  Barnaynia 
   
  Most of Barnaynia is very well acquainted with 
  the variety of deities represented in the 
  Temples of Dunromin.  These supernatural 
  entities have made themselves pretty well 
  known across the world and exist in most 
  cultures in one form or another.  These can all 
  be found listed in SM01 The Players’ Guide to 
  Dunromin and SM02 The Games Master’s 
  Guide to Dunromin, but there are others too. 
  Some of these extras are listed here although 
  even here some theologians suggest the 
  examples given are merely different forms of 
  other, more mainstream deities.  Of course 
  others suggest these are merely the tip of the 
  iceberg and that there are many, many more 
  about the world. 
   
  Dau’Chi-Chi - The King of the Court of 
  Ghosts 
  The first human killed in violence became the 
  symbol of vengeance and death in many 
  pantheons.  This creature is called the King of 
  the Court of Ghosts and manifests as a 
  shadowy humanoid figure or grey cloud of 
  dust with glowing white eyes and seven long 
  horns about its head and shoulders.  For the 
  orcs the creature was once orcish and they 
  named him Dau’Chi-Chi, with the D in Dau 
  pronounced as a kind of spitting through their 
  teeth (sometimes written in common as 
  Pdau’Chi-Chi).  For some reason all the other 
  races adopted this name for the creature too.  
  All souls killed in violence and seeking 
  vengeance or justice become part of the Court 
  of Ghosts, doomed to live out eternity in Limbo 
  or trapped between the planes as haunting 
  undead.  Warriors tend not to follow this 
  course as, if killed honourably, they will 
  usually be welcomed into the halls of their 
  ancestors or some such. 
  The Court of Ghosts is more of a concept than 
  an actual place and the King of it has no power 
  over the creatures in the court, or certainly 
  most of them.  It is said he stalks the shadows 
  between life and death pouring scorn on those 
  newly dead souls doomed to his realm, 
  pushing some back to become undead, 
  particularly 
  those 
  who 
  have 
  failed 
  a 
  Resurrection Survival roll.  He is a terrifying 
  figure whose precise powers are unconfirmed, 
  although he has power over life and death as 
  well as, it is said, the Wind and the Rain.  Many 
  races sacrifice to him not out of respect but to 
  bribe him to leave them or their loved ones 
  alone.  In this way he can be persuaded to 
  allow a soul from his realm to pass into their 
  more usual afterlife.  He is usually associated 
  with mists and fogs as well as sites of funeral 
  rites, graveyards and ancient battlefields. 
   
  Fu’Nithiln – The Fungus God 
  Throughout the Darkworld every food-chain 
  seems to rest on the vast variety of 
  Thaumofunghi that fill the deep places of the 
  world with their alien fecundity.  Many of the 
  cultures dependent on these growths are 
  aware of an entity that most refer to as 
  Fu’Nithiln.  Describing this creature as a deity 
  is a bit of a stretch but it certainly seems to 
  manifest immortality and god-like powers.  No 
  one is even sure if it exists on the Prime 
  Material Plane much, if at all. 
  Its 
  appearance 
  is 
  common 
  throughout 
  Dwarven, Elven and Humanoid mythologies, it 
  being a mobile, bulging mass surrounded by 
  millions of tendrils that stretch to every fungus 
  patch in the Darkworld.  The creature is feared 
  and often blood sacrifices are made to it or 
  
  101 
   
  prayers chanted to appease it before fungus is 
  harvested.  Any disease or mental illness is 
  thought to be a manifestation of the creature’s 
  displeasure.  The Fungus People and similar 
  species are thought to be the children of 
  Fu’Nithiln and will often be tolerated or even 
  feared in environments where less “different” 
  species would be hunted to extinction.  Orcs in 
  particular seem to avoid war with any animate 
  fungi for fear of upsetting this deity. 
   
  Ibid-Atch Azaam (the Great Sand Snake) 
  The personification of the endless pitilessness 
  of the desert is often given the shape of a Great 
  Snake amongst many of the cultures that dwell 
  in the arid, sandy wastes of the world.  Such a 
  commonality of representations is not thought 
  to be a coincidence and scholars tend to agree 
  that all these deities are different forms of one 
  nasty creature of great power, usually referred 
  to as Ibid-Atch Azaam, the Great Sand Snake.  
  Snakes are famously merciless and indifferent 
  to the suffering of their victims.  Similarly they 
  display no indication of emotion of any form.  
  These abstract natures seem to be the source of 
  the awe of the worshippers of the Great Sand 
  Snake.  Sacrifices involving great suffering are 
  popular in all these cults, although the object 
  of the sacrifice is not clear as nothing seems to 
  be asked for in return.  Rather these rituals 
  appear to be a release of the frustrations of 
  people completely at the mercy of their 
  environment. 
  Captives falling in to the hands of these cultists 
  will usually be subject to ever more elaborate 
  and unpleasant modes of death.  Of the Giant 
  Sand Snake itself there is no record of any 
  manifestation or direct intervention in mortal 
  life, other than the supply of Clerical Magic.  
  Its powers and ambitions are completely 
  unknown but its worshippers include most 
  inhabitants of the Great Waste, including 
  Kobolds, Orcs, Humans and many others. 
   
  The Spirit of the Moon 
  Being the source of all magic on the planet the 
  Moon 
  is 
  a 
  significant 
  symbol 
  in 
  all 
  mythologies.  Different human sects have 
  several 
  deities 
  representing 
  the 
  Moon; 
  Morrigan, Hecate and Hel, for instance, have 
  aspects that are associated with the Moon, 
  although some suggest these are all the same 
  deity in different manifestations.  The Elves 
  have their own Moon deity as well as a number 
  of 
  separate 
  entities 
  that 
  seem 
  to 
  be 
  manifestations of the magical power of the 
  Moon rather than the Moon itself.  To the 
  Dwarves the Moon is a pernicious creature, 
  not to be trusted and for the Gnomes the Moon 
  is a brainless creature enslaved to the heavens. 
  Giantkin and Humanoid races often refer 
  specifically 
  to 
  “The Spirit of 
  the Moon” in 
  their 
  own 
  languages as a 
  powerful patron 
  deity.  It is a 
  manifestation of 
  the power of the 
  Moon in some 
  
  102 
   
  anthropomorphic form, usually a female of 
  their species.  Scholars have suggested this is a 
  form of Hecate, the Olympian Goddess seeking 
  power over humanoids by appealing to them 
  in a more familiar form.  Followers of Hecate 
  deny this is possible as the Spirit of the Moon 
  has a number of aspects to its/her form that 
  are the antithesis of Hecate’s general 
  demeanour.  Specifically, the Spirit of the 
  Moon is quite consistent throughout the 
  species as demanding sacrifice, in the form of 
  blood, gold and magic, to be cast into isolated 
  ponds of deep, still water while the Moon is 
  reflected 
  in 
  their 
  surface. 
   
  Usually 
  accompanied by the chant “Her enemies will 
  bleed” or similar sentiment in their own 
  tongue.  This is not a practice remotely similar 
  to the normal recognition of Hecate.  Similarly, 
  Hecate normally manifests as an overtly sexual 
  entity with great magical powers, whereas the 
  Spirit of the Moon is a cold, silent figure of a 
  more matriarchal nature whose great powers 
  are manifest in violence with little subtlety. 
  The Spirit of the Moon, who is never named as 
  anything but “The Spirit of the Moon” or “Our 
  Lady of the Moon”, is a common sponsor for 
  humanoid clerics, shaman and witch doctors.  
  Her servants are often popular sponsors of 
  Necromancers, Witches and even some cults of 
  Druids too, her servants being powerful 
  entities 
  representing 
  different 
  emotions 
  manifest as animals or weather phenomenon.  
  She seems to belong to no specific pantheon 
  but rather inhabits a unique place among the 
  gods, equal to them but separate from them. 
  The 
  androgynous 
  Elven 
  deity 
  Nataliar 
  Efferenduil bears a striking resemblance to the 
  Spirit of the Moon save for the necessity of 
  blood sacrifice.  In fact, Nataliar is different 
  from the other elven deities in that it seems 
  indifferent and takes no part in the normal 
  natural cycle of the world.  The figure even 
  seems contemptuous of demi-humans and 
  humanoids of all kinds, rather than being 
  violently hostile. . Those embroiled within the 
  deeper workings of its mind, however, are 
  often given visions through dreams and direct 
  instructions.  Such creatures often become 
  fanatics of the particular facet of the Spirit, 
  good or bad.  The higher purpose of these 
  contacts is rarely clear, if there even is one.  
  
  103 
   
  Famous Sayings and Slang of 
  Dunromin 
  Dunromin and the Land of the Young in 
  general is a thriving and evolving social 
  cesspit.  As such, the persons living in and 
  about it have developed their own short-hand 
  in speech for all kinds of situations.  These can 
  be anything you like from the real world or 
  anything you make up.  Here are some of the 
  ones that have come up in the past, in no 
  particular order.  
  He always has a penny in his hat – someone 
  with a positive attitude; an optimist or possibly 
  someone who irrepressibly cheerful to the 
  point of being very annoying, e.g. “That idiot 
  Andy, goes around everywhere like he’s got a 
  penny in his hat.” 
  Papa Baz will have you for a 
  Zombie – a general warning 
  for 
  a 
  youth 
  whose 
  behaviour leaves something 
  to be desired.  Arising from 
  the fact the famous circus 
  owner Papa Baz once used 
  zombie orcs to put up and 
  take down his circus tent.  
  He abandoned the practice 
  after customers started to 
  complain about the smell; 
  e.g. “You stop hanging 
  around with that street gang or old Papa Baz 
  will be having you for a Zombie.” 
  A darned sock never forgets – a warning that 
  doing someone or something harm may never 
  be forgotten, or that some visible feature will 
  always remind a person of some past 
  misfortune, such as a scrape on some armour 
  will always remind the wearer of a time they 
  cheated death. 
  You can’t spend a penny and keep it – similar 
  to the English saying “You can’t have your 
  cake and eat it” but of a form that makes more 
  sense; referring to the fact that once a resource 
  is used up you can’t automatically have more 
  of it. 
  Money doesn’t die – often referring to taxes or 
  other debts, warning that ignoring them (or 
  any other problem) doesn’t mean it’ll go away.  
  Sometimes used as an excuse for remaining 
  polite and well-mannered to someone who is 
  not deserving of respect. 
  Selling/Buying a house on the moors – a 
  reference to the once wonderful farmlands of 
  the northeast that were torn up by great 
  magics to form the High Moors and the Blasted 
  Heath.  It is used to describe something that 
  sounds delightful but is actually worthless, e.g. 
  “That sounds like a good plan but I have a 
  nasty feeling we’d be buying a house on the 
  moors.” 
  Telling a mage how to darn socks – general 
  term for a pointless or thankless task; a 
  reference to the fact that no powerful person, 
  such as a mage will allow anyone “below” 
  them to instruct them on anything, or possibly 
  to the fact that a rich or powerful person like 
  a mage will always have someone else to do 
  their small tasks for them and have no need for 
  the skill. 
  Barking at a dragon – a 
  needlessly 
  dangerous 
  pursuit; a choice of action 
  that will always end badly, 
  e.g. “No point telling the 
  King his taxes are too high, 
  you’d just be barking at a 
  Dragon.” 
  You’ll end up kissing an orc 
  – a suggestion that your 
  choice of action will fail or 
  lead 
  to 
  an undesirable 
  outcome, 
  e.g. 
  “Don’t 
  volunteer to help Old Pony with his stall; you’ll 
  end up kissing an orc.” 
  Magesplaining 
  – 
  Someone 
  explaining 
  something to someone in a patronising way, 
  often telling them something they already 
  know; a “Magesplainer” is someone superior 
  who assumes they know more than anyone 
  else, mostly just shortened to “Maysplainer”. 
  Old Gubbings might have something around 
  the back – a dismissal of someone asking for 
  something unreasonable or impossible, e.g. 
  “You want cream with that? Go and see if Old 
  Gubbings has some around the back.” 
  Don’t touch it with a ten foot pole – Suspecting 
  that a specific object or person may be trapped. 
  I’m off to the ‘Wench to pick strawberries – 
  The person is intending to go out for some 
  drinks on the town (possibly at the Bawdy 
  Wench Inn) with the intention of finding a 
  strumpet.  Usually uttered by married men 
  
  104 
   
  with the inference that no one should tell their 
  wife where they are.  Often shortened to “I’m 
  off to pick some strawberries”. 
  He’d take a sailor for a pirate – often used in 
  different ways; either to describe a person as 
  being cynical and suspicious, or inferring they 
  are actually a shrewd judge of character. 
  Teaching ogres knitting – a hopeless or endless 
  task. 
  He/she knows their shovels – a person 
  involved with organised crime or having a 
  murderous or gangster reputation, referring to 
  them having being involved with the disposal 
  of murdered bodies. 
  He/she would tell a Temple it’s wrong – a 
  headstrong, determined or argumentative 
  person. 
  It would be like waiting for the City Guarde – 
  a fruitless endeavour or something that is 
  likely to be cause someone to be occupied for a 
  long time.  
  You can’t outrun the Centy-Plague – A 
  reference to the fact that some persons living 
  in the city die of the “Century Plague” at the 
  turn of each century, whether they remain in 
  the city or not.  It is usually used to refer to any 
  unavoidable event or mishap. 
  Badger – slang term for someone always 
  looking for trouble, ready for a fight or just 
  violent, e.g. “He’s a right badger that one.”  
  There is a variation on this often used away 
  from the city where someone might be called 
  the “Village Cat”. 
  Charming Howard – slang term for a 
  womaniser/seducer 
  with 
  a 
  known record, as opposed to 
  someone who claims to be able 
  to seduce women. 
  Mary’s Girl – slang term for a 
  prostitute. 
  (On their) Way to Boc – 
  someone on the run from the 
  law, an outlaw.  Boc is a large 
  Barony about half way to 
  Karan; a comfortably long way 
  from 
  Dunromin 
  and 
  big 
  enough to get lost in.  Also 
  “Boc-bound” 
  Hobbler – Slang term for the city guarde, 
  referring to a Hobbled Horse, meaning 
  something unable to run.  This is a reference 
  for the reputation of the City Guarde for not 
  hurrying to the scene of a crime. 
  Shanty – Slang term for a horse race.  There 
  are also “Dog Shanties” which is greyhound 
  racing or similar.  The term comes from Shanty 
  Town where such events are often held. 
  Blunt Sword; Stooly; Arse-wiper; Slug-brain; 
  Patsy; Dungtool;  – slang terms for someone 
  demonstrating low intelligence. 
  Tosser; Crow Blinder; Prince of Ponds; Orc-
  mouth; Nag-saddler – slang terms for a liar or 
  con-artist. 
  Streeter; Candlewaxer; Scraper; Muck-runner; 
  Swagger; Bag-snatcher; Cutpurse; Alley cat;  – 
  Slang terms for beggars, thieves and general 
  low-lives, although “Alley-Cat” can also be 
  used to refer to prostitutes. 
  Grunter – Slang for any humanoid, usually an 
  orc. 
  Quid – Slang for a silver piece. 
  Penny; Bob; Dud – Slang for a copper piece. 
  Score; Brass Magrit, Twenty Bit– slang for a 
  Gold Piece. 
  Tenner; Gnomeling – Slang for an Electrum 
  Piece.  Electrum coins are uncommon as only 
  the Gnomes mint them. 
  Pony – Slang for a Platinum Piece. 
  Muppet – Slang for 50gp, named after King 
  Muppetrik who ruled for 6 months and whose 
  only real claim to fame is in 
  minting coins worth 50gp out 
  of ivory which became almost 
  worthless after his death.  It was 
  an early foray into using an 
  equivalent to paper money but 
  was too early in the history of 
  banking to succeed. 
  Grand – slang for 1000gp. 
  Pitta-burner – A pious person; a 
  reference to someone who takes 
  their 
  religious 
  diligence 
  perhaps a little too seriously. 
   
   
  
  105 
   
  Commodities for trading: 
  In this section there are a number of different 
  trade goods that you can use to add detail and 
  local colour to your campaign.  They can be 
  included amongst the treasure available and 
  make the task of disposing of loot slightly more 
  complicated or entertaining.  Or you can use 
  this as Dungeon Dressing to add distraction to 
  dungeon settings.  Amongst the comments are 
  some extra details about the societies and 
  cultures that trade the goods. 
  In and around the Land of the Young a 
  variation on the Ale Scale from an early issue 
  of White Dwarf magazine has been used to 
  work out the value of different goods.  This 
  scale is based on 1gp being worth about 
  twenty British Pounds (£20) or twenty US 
  Dollars ($20).  This should be borne in mind 
  when converting the following and other 
  costs. 
  Common Trade Goods (Alphabetised): 
  Cheese – whilst not lasting forever, cheese has 
  a relatively long shelf-life and may be traded 
  all over the Land of the Young.  Many different 
  varieties are available, costing 2d12sp per 
  pound.  The most sought after Cheese can be 
  worth more than this, for instance Hommlet 
  Veiny, a Blue Cheese, is particularly well liked 
  in Dunromin, worth as much as 2gp per 
  pound.  Gnome Goats’ Cheese is an even more 
  expensive but an acquired taste – 2d12gp per 
  pound.  Others include the Frorbottle, Chad’s 
  Mature and the Thoroughgood range from the 
  Halfling lands west of the Royal Parks. 
  Coffee – the coffee trade in Barnaynia is 
  nowhere near the size and complexity as on 
  Earth.  The drink is a popular one but mostly 
  in specific regions, mainly towards the middle 
  and eastern areas of the Upper World of 
  Barnaynia.  That said, it has gained a foot-hold 
  in Dunromin and is popular among the 
  members of the Magic Guild who drink it as a 
  social pursuit in the Tea Shop in the Magic 
  College.  A 20 pound barrel of coffee is 
  probably worth as much as 50gp. 
  Cotton – grown in small plantations across 
  Kawiyland, the Urdum and Dergrim Empires 
  and in some areas of the eastern Land of the 
  Young.  Bales of unworked cotton weigh about 
  thirty pounds and are worth about 20-30gp. 
  Crude Oil (also called Rock Oil) can be found 
  in many places but in nothing like the 
  abundance we have on Earth.  This is probably 
  due to the relative youth of the planet making 
  the formation of fossil fuels unlikely.  What 
  Crude Oil there is has almost certainly been 
  placed there by some deity for reasons lost in 
  time.  It can be collected and even refined for 
  
  106 
   
  fuel, but lamp oil is more often a vegetable oil.  
  More powerful incendiary fluids can be made 
  from Crude Oil, although the fractional 
  distillation process will never be safe with even 
  gnomish technologies.  Crude Oil is required 
  in some Magical Processes.  Other than this 
  unrefined Crude Oil is probably worth a lot 
  less than normal lamp oil. 
  Foodstuffs come in many different varieties 
  and their value will be dependent upon their 
  relative shelf-lives and seasonality.  Potatoes 
  and Grains are probably the most common and 
  easily traded.  Fruits will be subject to short 
  shelf-lives unless dried.  Meats will also need 
  to be preserved in some way (salt, brine, etc.).  
  It may be that the Gnomes are working on 
  some kind of refrigeration technique but, 
  knowing them, they haven’t yet realised how 
  useful the technology might be.  The values of 
  any foodstuffs will vary hugely and drop 
  rapidly over time. 
  Hemp – useful for all kinds of applications 
  including rope and cloth, Hemp is a common 
  commodity in the Urdum Empire.  There it is 
  broadly cultivated and shipped everywhere in 
  bales about three feet cubed.  Such bales weigh 
  about forty pounds and will be worth about 
  20gp-30gp. 
  Mithril – is an Old Elfish word meaning God’s 
  Silver, or Godsilver; this material is included 
  here mainly as a point of information.  The 
  term “Mithril” has been used by many species 
  to mean different things:  It is a term often used 
  to refer to any extraordinary or uncommon 
  metal and has been used to refer to Steel, 
  Titanium, Mercury, Platinum, Aluminium and 
  even Tin at various times by various 
  civilisations.  This is, of course, not to say there 
  isn’t a mysterious metal out there that is true 
  Mithril, as many legends suggest (there is), but 
  no one has had enough of any such substance 
  to try trading in it.  More information can be 
  found in SM05 The World Guide to Barnaynia. 
  Olive Oil – this cooking ingredient is also used 
  as fuel and in a number of industrial processes 
  including the manufacture of foodstuffs.  As 
  such it has value as any other food, however 
  Olive Oil has a very long shelf life and if stored 
  in suitably airtight containers (pot jars or 
  amphora usually) can keep more or less 
  indefinitely.  A twenty pound container would 
  be worth about 10gp. 
  Pig Iron – once iron ore has been smelted the 
  resulting lumps of pure iron are usually 
  worked into some kind of tool or other item of 
  use on site.  If such skills are not available or it 
  is not practical, pure iron ingots or lumps, 
  termed Pig Iron, can be stored, shipped or 
  otherwise traded.  Value is about 1-6sp for a 
  20lb mass, depending on quality and scarcity. 
  Rare Metals – all the precious metals and other 
  forms can be used as a trade item in various 
  parts of the world although many are 
  unknown to science as yet.  Besides the 
  precious ones, which are well documented, 
  traders might carry Bronze, Tin or any other 
  that catches your fancy.  Some metals will 
  simply be unavailable (the alkali earth metals 
  for sure) or very difficult to obtain and handle 
  (Aluminium or Mercury) and so wouldn’t be a 
  general commodity on the market.  Tin and 
  Bronze would probably be about half the value 
  of Copper. 
  Silk – is not a closely guarded national secret 
  as it once was in China on Earth.  Several 
  countries are able to cultivate the Silkworm 
  and 
  manufacture 
  silk from it, 
  but the process 
  is still a slow 
  and 
  difficult 
  one so the end 
  product is very 
  valuable.  A 
  bolt of silk 1 
  
  107 
   
  yard wide and ten long (about 5 pounds in 
  weight) would be worth 10gp in Dunromin. 
  Slaves – While regarded as a trade item in 
  many societies and cultures the value and 
  ethics of the slave trade are very dubious and 
  inappropriate to classify here. 
  Steel – the secret of making Steel has been 
  discovered and lost by a number of 
  civilisations 
  over 
  the 
  millennia. 
   
  Its 
  manufacture is generally a secret kept by the 
  smiths of different cultures but Elves, Dwarves, 
  Gnomes, Humans and some Humanoids 
  (mainly Orcs and Goblins)can produce 
  serviceable forms of it.  Elves and Dwarves 
  currently produce the best although there are 
  some human smiths in Karan that can match 
  them.  While how it is manufactured is 
  normally a well-guarded trade secret, once 
  manufactured Steel Ingots can be worked by 
  any Blacksmith with a hot enough forge.  As a 
  result Steel Ingots are a pretty common Trade 
  Good, probably worth about 5gp for a 20lb 
  slab. 
  Tea – grown in abundance in a variety of 
  forms in the warm uplands of the eastern and 
  southern parts of the Land of the Young this is 
  a very popular beverage all across the country.  
  It is particularly sought after by Elves, 
  Halflings and, increasingly, Humans in the 
  central Land of the Young, Home Counties and 
  Dunromin itself.  The most lucrative trade 
  routes go over the mountains into the elven 
  land of Loom where no one has been able to 
  cultivate 
  it 
  in 
  commercial 
  quantities.  
  Although available in many varieties, all the 
  dried leaves are ground down and shipped in 
  wooden crates worth about 50gp a crate.  It is 
  also manufactured and consumed in parts of 
  the Urdum Empire and more southerly lands. 
  Weapons and Armour – these will be in 
  demand anywhere in the world at any time.  
  Quality varies but prices will usually track the 
  figures in the Core Rules.  People moving large 
  amounts of such items about might draw the 
  interest of the local authorities in terms of to 
  whom they are being sold. 
  Wool is a very common and useful commodity 
  all across the world but particularly in the 
  central and western areas of the Land of the 
  Young.  Collected into bales for spinning out 
  into yarn the bales are usually worth 8 to 12gp 
  for 30lbs of wool, while the same weight of 
  yarn is worth twice this. 
   
  Spices, Seeds and Similar: 
  The sheer variety possible here is unlimited so 
  what follows are just some guidelines and 
  ideas for you. 
  Fellim Pear - a rare fruit found in the deepest 
  jungles of the Urdum Empire.  When eaten as 
  a regular part of the diet it can provide a +1 
  on saves versus magical afflictions and spells.  
  If eaten prior to casting a Dispel Magic spell 
  this fruit, even in a dried form, increases the 
  effectiveness of the caster by 1d6 levels.  50gp 
  per fruit although without drying the fruit will 
  be useless after 4 days.  Drying is a skilled 
  process that only certain Urdum tribes 
  understand. 
  Honey – normal honey can be used as a 
  flavouring and a preservative, so honey is 
  valued the world over.  It also has certain 
  healing and antiseptic properties.  It is usually 
  transported in jars or amphora and can be sold 
  for up to 5gp per pound, but usually less than 
  1gp per pound in the Land of the Young.  
  There are more exotic forms of honey but the 
  
  108 
   
  honey of Giant Bees is bitter tasting.  See also 
  Mad Honey, below. 
  Moreflevin – This is a powdered mineral 
  mixed with certain herbs and spices.  This is a 
  taste enhancer that is as ubiquitous in Urdum 
  cooking as salt in most non-Urdum cooking.  
  Within the Urdum Empire it is worth up to 
  10gp per pound but it is worthless elsewhere 
  unless an enclave of Urdum people can be 
  found or an unusual person uses it. 
  Preserves and Pickles are popular all around 
  the world and their forms as varied and 
  inspiring as almost anything else.  The fame of 
  certain forms might not travel well but the 
  attraction of the exotic can always prick a new 
  market into life, if the target has the disposable 
  income.  Different jams and marmalades are 
  manufactured in vast quantities around the 
  Home Counties of the Land of the Young and 
  shipped all over the place in glass and pot jars.  
  The Elves in particular seem very fond of 
  Human and Halfling preserves and seem 
  mysteriously 
  unable 
  to 
  master 
  their 
  production themselves.  Some say as much jam 
  and tea goes south along the Wine Road as 
  wine comes north. 
  Salt – Whether mined or produced from 
  evaporation vats, salt is a vital resource as both 
  a flavouring and a preservative.  The value will 
  vary a lot across the world but salt will always 
  be a useful commodity.  It is generally valued 
  at about 10sp per pound for pure, mined salt, 
  about half this for evaporate. 
  Spice – there are many, many different spices 
  around the world that might be used as 
  treasure in an interesting adventure.  Prices of 
  such commodities can vary a lot from location 
  to location and well-travelled adventurers 
  might even know where such material can be 
  sold for the maximum profit.  It is suggested 
  that you value any spice find at 1d12x1d20sp 
  per pound.  The name of it can be anything you 
  like from normal literature or new substances 
  particular to certain areas and cultures. 
  Tears of Ishtar – these seeds are obtained from 
  the Mundula plant, grown exclusively in the 
  high valleys of the Wilsact Mountains.  The 
  seeds can be dried and ground to a powder and 
  added to the material components of certain 
  spells to enhance the effects.  It is said that it 
  can make Cure Wounds spells automatically 
  heal the maximum amount of damage.  In its 
  raw form it can also provide Cure Disease for 
  certain biotic infections.  100gp per ounce. 
  Tobacco – the dried leaves of this plant are 
  burnt and inhaled for their stimulating effects.  
  There are two main varieties of Tobacco on the 
  Upper World of Barnaynia known as 
  Coldwater and Warmwater Tobacco, although 
  they are worth the same at about 1d12gp per 
  5-pound barrel.  Coldwater Tobacco is grown 
  in the warm hillsides of the southern half of 
  the Land of the Young where Halflings and 
  Humans use it to make Pipe-Weed (q.v.).  It 
  can also be found in the low lands north of 
  Storm Bay.  Warmwater Tobacco is more 
  widespread and is grown in the warmer 
  climates of the Urdum Empire and similar 
  latitudes further south.  Warmwater Tobacco 
  is a significant export for the Dergrim Empire 
  and the Kawiyland.  Both types of Tobacco 
  have pleasing and stimulating effects but it is 
  also highly addictive and carcinogenic.  
  Coldwater Tobacco is usually smoked in pipes 
  and other specialist apparatus; Warmwater 
  Tobacco is more often rolled into cigars or 
  chewed. 
  
  109 
   
  Wine, Beer and Other Intoxicants 
  What follows is only a small selection of the 
  vast array of ways that the various civilisations 
  of this magical world have found to enjoy 
  themselves.  On top of this list you can add 
  anything and even mundane Earth substances.  
  There are more options in SM05 The World 
  Guide 
  to 
  Barnaynia, 
  including 
  the 
  subterranean delights of Thaumofunghi. 
  Beer is brewed all over the world in various 
  different forms and qualities.  Almost every 
  small community in the Land of the Young will 
  have a brewer or several, producing various 
  different types of ale for popular consumption.  
  In most communities it is safer to drink weak 
  beers than it is to drink the local water and it 
  is likely in some areas that practically everyone 
  you meet will be in some state of intoxication 
  all the time.  Beer is normally produced in 
  barrels containing 50 or 100 pints.  50 pint 
  barrels will be 1d10gp each, the price 
  indicating quality, the larger barrels twice this.  
  The same rules can be applied to all the main 
  kinds of beer that might be found; including 
  but not limited to Ale, Bitter, Mild, Porter, 
  Stout, Lager, Ciders and so on.  Of course 
  specific ales of local renown might be worth 
  more than this, likewise weaker ales less. 
  Brandy is manufactured by Humans and 
  Halflings all over the Land of the Young.  
  Generally supplied in small barrels (2d6x5gp) 
  and pot or glass bottles (1d6gp each), it is a 
  popular trade good for rich populations 
  (Baronial towns and cities). 
  Coca – is grown in various communities across 
  the Urdum Empire.  Coca is a very strong 
  intoxicant in its raw, leaf form offering 
  hallucinogenic experiences when chewed.  
  Appropriate processing can increase its 
  potency and value as a white powder.  Value 
  varies widely as it can be very dangerous if 
  used unwisely and the potency varies a lot.  As 
  it is not actually illegal anywhere its value is 
  much less significant than on Earth and no one 
  really uses it as a trade-good.  10 pounds of 
  leaf would be worth about 1d20gp, possibly 
  up to five times this for the powder. 
  Distilled Alcohol appears in a vast array of 
  different forms around and in the world, only 
  a few of which are listed here (e.g. Brandy, 
  Vodka and Whisky).  A GM may use any 
  Earthly inspiration as an alternative to spice up 
  a game.  It is known that the Deep Elves make 
  a liquor called Neetch (which is thought to 
  mean “Tears”) from some Thaumofunghi or 
  other.  Few have tasted it but reports are that it 
  is pleasant enough but gives terrible hang-
  overs.  Goblins have many such frightening 
  concoctions but Orcs are not known to 
  produce anything distilled. 
  Dream-Slime – is an intoxicant made by 
  Lizardmen as a relaxant and recreational drug 
  as well as for use in some religious ceremonies.  
  In Lizardmen the effect is similar to cannabis 
  but to humans, mammalian humanoids and 
  demi-humans 
  it 
  acts 
  as 
  a 
  powerful 
  hallucinogenic.  It is mildly addictive.  
  Normally it is transported as a green paste in 
  clay or glass jars, each jar being about an inch 
  in diameter and two inches tall, containing 
  about ten tea-spoon sized doses.  One jar is 
  worth 1 to 20gp depending on the customer 
  and the rarity in the area.  The paste remains 
  potent for up to a month in a jar but will lose 
  its potency in twelve hours of exposure to air 
  (the jars need to be resealed, which is sufficient 
  to keep the paste fresh).  Once past its best the 
  paste becomes a low potency poison, causing 
  1d8 points of damage per dose, although the 
  damage accrues at one point per hour after 
  ingestion.  Stomach-pumping or vomiting will 
  cease the damage.  Some societies and 
  religions, such as the Babylonians and some 
  Elven deities, regard Dream-Slime as a tool of 
  evil and ban its use.  
  
  110 
   
  Elven Wine – There are many different 
  varieties of Elven Wine and many particular 
  vintages and blends command eye-watering 
  prices.  By far the majority are usually worth 
  about 1d6gp per bottle wholesale or double 
  this in retail (Inns and Bars).  Some of the 
  cheaper blends can be supplied in barrels of 
  various sizes and are usually 1d6gp per gallon.  
  In most of the world there is very little 
  difference in the wine made by Humans, Elves 
  or Halflings but in Dunromin wines from the 
  Forest of Loom are particularly prized.  This is 
  partly due to snob value but also due to the fact 
  that an ancient magical field or curse lies on 
  the city.  This means that no wine or beer 
  brewed within five miles of the great granite 
  tor upon which Dunromin Old Town is built is 
  anything better than nasty to taste.  As a result 
  wine and beer importation in Dunromin is 
  quite a profitable business, and why the new 
  Wine Road through the western Blue 
  Mountains is so important. 
  Fortified Wines – although distinct from Wine 
  in terms of products and tastes, Fortified Wines 
  can be treated exactly as normal wines in 
  terms of trade goods.  Sherry is almost 
  exclusively the province of Halflings and the 
  most famed names are in the Boc valleys of the 
  western Land of the Young.  They are very 
  popular with Dwarves but not so Elves and 
  Gnomes.  They are traditionally shipped in 
  bottles (1d8gp per bottle) and small barrels 
  (1d8x5gp). 
  Mad Honey – this honey is made by a 
  particularly vicious species of Honey Bee 
  found in the southern Jungles of the Urdum 
  Empire.  It is collected and consumed as a 
  hallucinogenic to assist in certain religious 
  ceremonies.  It can be worth anything up to 
  50gp per pound. 
  Opium – Derived from poppies grown in dry, 
  hot regions mainly around Gorgola and the 
  eastern Wilsact Mountains.  Opium and the 
  family of Opiates are strong and highly 
  addictive drugs.  It is not very widespread 
  beyond these areas but has some spiritual and 
  social significance in several societies and cults 
  in and about the region.  It has no real value, 
  as yet, in the Land of the Young; even its 
  anaesthetic properties are relatively untested 
  due to the prevalence of magical health 
  treatments. 
  Orc Liquor – Orc Wine has a reputation 
  among humans and other species for being 
  foul but this is perhaps unfair given the raw 
  materials available underground and the 
  difficulties in maintaining anywhere as a 
  home for long enough to mature the stuff.  If 
  you are human and expecting to drink 
  something resembling wine then you will be 
  disappointed.  But if you approach the liquid 
  with an open mind and a reasonably rugged 
  palate you may find something to your taste.  It 
  is a similar story with their beer.  They are 
  simply a very different form of intoxicating 
  beverage since they are made from different 
  raw materials.  They will command similar 
  prices amongst humanoids as “normal” beers 
  and wines get amongst Humans.  Besides Orcs, 
  Hobgoblins, Goblins and Bugbears are also 
  known to brew beers and some Kobolds are 
  known to ferment different materials to 
  produce wine of a fashion. 
  Pipe-Weed – this predominantly “Coldwater” 
  tobacco (q.v.) based material is smoked to 
  produce a variety of different effects.  The best 
  stuff is manufactured by Halflings and the 
  precise mixtures of materials in the different 
  blends is a closely guarded secret.  Halflings 
  and Humans in particular value the substances 
  as a recreational drug although Elves despise 
  them.  Dwarves like them as well and it seems 
  they are a lot less addictive for Dwarves than 
  they are for Halflings, and Humans in 
  particular.  There are about thirty different 
  varieties of Pipe-Weed across the Land of the 
  Young and further west, and the value of the 
  brands are about 2d8gp per small barrel, a 
  small barrel containing about five pounds of 
  the product, enough for about 200 pipes.  Raw 
  tobacco, that hasn’t been blended, can be 
  bought in the same quantities for about two 
  thirds of the Pipe-Weed price.  In Dunromin 
  disposable clay pipes, pre-packed with Pipe-
  Weed can be bought for 10-25cp per pipe.  
  Gnomes are known to pack the weed in 
  papyrus tubes that burn with the weed but it 
  has only really caught on with some strange 
  minorities.  Dwarves are known to roll dried 
  “Warmwater” tobacco (q.v.) of various sorts 
  into large sausage-shapes called Cigars, which 
  sell for 1d12sp each.  Some humans and orcs 
  merely chew the raw warmwater tobacco 
  without any mixing.  All the races share their 
  ideas and no style of smoking is unique to one 
  species or another.  Pipe-Weed has pleasing 
  
  111 
   
  and stimulating effects but it is also highly 
  addictive and carcinogenic. 
  Sarpa Salpa - is a fish that can be found among 
  the reefs surrounding the Well of the World.  
  It has hallucinatory effects – affecting all the 
  senses and potentially lasting for days.  The 
  psycho-active elements are in the muscle 
  tissue and will survive cooking and salting so 
  it can be taken everywhere.  It is popular as a 
  recreational drug in some societies, notably 
  Gorgola, and some island religious cults use it 
  for ceremonial purposes.  Pricing varies based 
  on demand but a single fish could be worth up 
  to 5gp. 
  Thrash – Many species of humanoid dry the 
  flat tops of a Thaumofunghi called Trethellin 
  to make a mouldy mush they call Thrash.  
  Other races call it Orc-Dope, Grunter-Skunk 
  and similar.  Most Humanoid species except 
  Lizardmen and aquatic races chew or smoke 
  Thrash for an intoxicating effect similar to 
  strong Cannabis.  Normal Cannabis has no 
  useful effect on Humanoids other than causing 
  them severe headaches and Thrash usually just 
  makes Demi-Humans and Humans vomit.  
  Thrash has no value to Human and Demi-
  humans but can be sold to various Humanoid 
  types for whatever you can get out of them, up 
  to 1gp per pound. 
  Vodka – The Gnomes of Constantan in the 
  Gnome Hills were the first to discover the joys 
  of distilled potatoes (more details in SM05 The 
  World Guide to Barnaynia).  Most of their own 
  manufactured product is consumed on the 
  domestic market but many Gnomes living 
  away from the city, or exiled from it, also make 
  the stuff so it is available anywhere there is a 
  significant Gnomish population.  Vodka is 
  normally supplied in glass or pot bottles or 
  jars, often flavoured with other fruits or spices.  
  Prices are about 1-2gp per bottle and there is 
  very little variation in price as the quality of 
  different blends are pretty much the same. 
  Whisky – first made by the Dwarves of the 
  Blue Mountains by fermenting certain forms 
  of Thaumofunghi and then distilling the 
  resultant gravy.  The result is a wide variety of 
  different blends produced by various families 
  across the region.  Each blend and family has 
  their own names but all are generally referred 
  to as Whisky, which is a corruption of the 
  Dwarven words for Charm and Bravery.  
  Crude copies of this golden liquid have been 
  attempted by others, usually referred to as 
  Rotgut.  Humans and Halflings of the Land of 
  the Young have produced blends of their own 
  which they have called Bourbon and 
  Brandy(q.v.), which follow a similar process 
  but use different raw materials.  Elves have 
  produced their own, very sweet version called 
  Conforte-dusud.  All these products are sold by 
  the bottle and can be worth 1d20gp per bottle 
  or even more.  It should be noted that not 
  everyone appreciates the real value of many of 
  these products and top prices will rarely be 
  offered. 
  Wine is one of the most significant trade goods 
  in terms of its effect on recent history.  While 
  most believe that Elven wine from the sunny 
  vineyards of eastern Loom is the best in the 
  world (see above) there are many other 
  varieties.  The Halflings of the Old East 
  produce a number of types of white wine and 
  many humans in the eastern regions produce 
  lots of reasonable bottles of red for the bulk 
  market.  Around Dunromin there is an ancient 
  and mysterious curse that prevents the 
  manufacture of good wine and ale so it is a 
  signification importation business across the 
  central regions.  Any wine can probably be 
  sold for 1d8x5sp if a random determination is 
  required.  Dwarves and Gnomes seem unable 
  to produce reasonable wine, for different 
  reasons, but Dwarves in particular are 
  legendary consumers. 
  
  112 
   
  Index 
  Agulth Ergeleteg Mountains. See Horn 
  Mountains 
  Ainala "Annie" Eltellerin, 19 
  Ale Scale, the, 105 
  Alfred Bundlesnipe, 36 
  Alice Jabber, 25 
  Alkali Earth Metals, 106 
  Alley cat (slang), 104 
  Alliniwirt of the Pool, 29 
  Alquin of Lacquer, 40 
  Aluminium, 106 
  Amfallah, 60 
  Animal Skins of Power. See Skins of Power 
  (Animal) 
  Anteleminovar, 34 
  Anterract of the Eastern Deserts, 68, 90 
  Anthony of Bloomsbury-Seething, 72 
  Aphrodite, 12, 54 
  Apprentice, 70 
  Arboretum Thieves’ Guild, 17 
  Arcana (Language), 84, 86, 88 
  Archers, 69 
  Architecture, 75 
  Armour of the First King, 81 
  Armourers, 74 
  Arrows of the Celestine, the, 66 
  Arse-wiper (slang), 104 
  Ashgaroth, Prairie of, 62 
  Ashnagazi K’till. See Fallen Wanderers, the 
  Assassin, 68 
  Assassin-Illusionist, 68 
  Assassins’ Guild, 12, 51 
  Assegai, 92 
  Asstract, 76, 77, 87 
  Astral Plane, 80, 86 
  Astral Travelling, 80 
  Astronomy, 72 
  Athena, 17, 18, 55 
  Athenian Orc, 61, 62 
  Aura of Invulnerability, 82 
  Autocartography, 80 
  Axe of the Jabberwock, 81 
  Babble Fish, 81 
  Babylonian Temple, 44, 81, 109 
  Bacchus, 23, 25, 26 
  Badger (slang), 104 
  Bag of Holding, 64 
  Bag-snatcher (slang), 104 
  Balderini, 12 
  Balthazaar the Red, 51, 63 
  Banana, 57 
  Bandana of Life Force, 81 
  Bandit, 28, 50, 67 
  Barbarian, 42, 50, 67 
  Bardiché of Cleaving, 82 
  Barnaynia, 13, 20, 32, 48, 49, 51, 66, 75, 76, 
  105, 108, 109, 111 
  Baron Ketterall, 15 
  Baron of Illmere. See Lord Doomspark 
  Bart. See Barthelias 
  Barthelias, 33 
  Battle Masks, 82 
  Bawdy Wench Inn (Dunromin), 12, 49, 53, 
  74, 103 
  Bear Skin of Power, 91 
  Beast Horns, 82 
  Beasts of the Spirit of the Moon, 7 
  Beauvais of the Blade, 59 
  Bedevilment of Caspar, the, 58 
  Beechstripe, 27 
  Beer, 75, 109 
  Beggar, 104 
  Beglvitagg, 7 
  Belentine Forest, 36 
  Big Jim, 24 
  Bigot, 59 
  Bill the Hook, 16, 27 
  Black Magic Guild, 11, 72, 75 
  Black Sept, 10 
  Blasted Heath, the, 58, 103 
  Blind Fountain Tribe (Orcs). See Eltrect 
  Vergeterg 
  Blood Ring, 83 
  Blood Shadows, 93 
  Blue Cheese, 88, 105 
  Blue Mountain Dwarves, 13 
  Blue Mountains, 18, 24, 39, 50, 52, 61, 75, 
  110, 111 
  Blue-scar, 7, 8 
  Blunt Sword (slang), 104 
  Boats of Navigation, 83 
  Bob (slang), 104 
  Bobbler, 8 
  Boc, 104, 110 
  Boc-bound (slang), 104 
  Bodkin Merryweather, 42 
  Bodyguard, 15, 24, 69 
  Book of Secrets, 84 
  
  113 
   
  Books of Levels, 84 
  Borderlands, the, 15, 26, 27, 41, 44, 46, 47, 
  53, 62, 64 
  Boris of Ketterall, 15 
  Botany, 73 
  Bottles (or flasks) of Keeping, 84 
  Bottles of Supply, 84 
  Bounty Hunter, 27 
  Bourbon, 111 
  Brandy, 109, 111 
  Brass Magrit (slang), 104 
  Brass Oni, 87 
  Breath Weapon, 88 
  Brigand, 67 
  Bronze, 106 
  Brotherhood of the Golden Sickle, 34 
  Brothers of the Moon and Guardians of the 
  Chosen One, 8 
  Brownies, 98 
  Bruntivaal the Sword of Power, 66 
  Brutus Trojan, 38 
  Bucknall of Ketterall, 15 
  Bugbear, 8, 110 
  Burning the Pitta, 57 
  Burning Woods, 8, 9, 13, 15, 26, 39 
  Bygenial Gottelerby. See Bigot 
  Candlewaxer (slang), 104 
  Cannabis, 109, 111 
  Captain Kevin of Trollbane, 15 
  Caravan, 24, 27, 52 
  Caspar the Demon, 58 
  Cavalry, 69 
  Caves of the Ynishi, 76 
  Celibate, 77 
  Celtic Temple, 66, 92 
  Celts, 27 
  Century Plagues, 57, 104 
  Centy-Plague (slang). See Century Plagues 
  Chad’s Mature Cheese, 105 
  Champions of Womenkind, the, 17, 74 
  Changeling, 75 
  Chaos, 44, 58, 83 
  Charm of Sustenance, 85 
  Charming Howard (slang), 104 
  Cheese, 105 
  Cheviott, 58 
  Chewing Tobacco, 108, 110 
  Children of the Willow (magical bows), 66 
  Chosen One, the, 7, 8 
  Christin Doomtread, 17 
  Cigars, 108, 110 
  Citadel of Hard Men, the (castle), 63 
  Clasz Parzefferal, 65 
  Claudius Nervalum, 66 
  Cleric, 20, 25, 30, 33, 36, 46, 68, 76, 78, 82 
  Cleric-Thief, 68 
  Cloak of Protection, 81 
  Cloth of Preservation, 85 
  Clubbing (sport), 23 
  Coal Oni, 87 
  Coca, 109 
  Coffee, 105 
  Coldwater Tobacco, 108, 110 
  College of Magic. See Magic College 
  Common Tongue, 92 
  Conforte-dusud, 111 
  Constantan, 13, 19, 33, 72, 75, 88, 111 
  Cool Hand Joe, 49 
  Corellin Kimbatar, 17 
  Cotton, 105 
  Counsel House (Dunromin), 71 
  Counsel of Three, 11, 74 
  Court of Ghosts, the, 100 
  Courtesan, 50, 51 
  Creb Untool, 37, 52 
  Crow Blinder (slang), 104 
  Crowley the Cunning, 40 
  Crude Oil, 105 
  Cunning Scripts, 86 
  Curse of the Old Tor, the, 57 
  Cutpurse (slang), 104 
  Cyril, 8 
  Darkhand, 63 
  Darkworld, the, 7, 8, 50, 52, 59, 63, 64, 81, 
  88, 100 
  Dart “the Dart” Trigger of Verona, 25 
  Dash. See Dashinael Greywind 
  Dashdividni Oakenbond. See Dashinael 
  Greywind 
  Dashinael "Dash" Greywind, 36 
  Dau’Chi-Chi, 100 
  Dave son of Dirk, 12 
  Decanter of Endless Water, 84 
  Deep Bays, 58 
  Deep Elf, 8, 17, 50, 52, 58, 64, 109 
  Deep Race, 84 
  Deep Sense, 80 
  Defender Magical Sword, 69 
  Demi-Humans, 111 
  Democracy, 21 
  Dergrim Empire, 83, 105, 108 
  Dernhelm, Temple of, 41 
  Desert Orc, 68 
  Desmond of Deepdale, 74 
  
  114 
   
  Dhows, 83 
  Diabolist, 58, 96 
  Diana of Tat Lane, 31 
  Direction Sense, 79 
  Disciples of Fire, 7 
  Distilled Alcohol, 109 
  Dog Wastes, 67, 89 
  Don Glover, 66 
  Douglas Affler (recently) of Verona, 24 
  Dr Wappo, 89 
  Dragon, 103 
  Dream-Slime, 8, 9, 109 
  Drelt Hardknuckle, 58 
  Drugs, 28 
  Druid, 18, 19, 27, 34, 41, 73, 78, 79, 82, 85, 88 
  Druid in the Woods, the, 28, 73 
  Druidess. See Druid 
  Dryad, 32, 85, 98 
  Dud (slang), 104 
  Dudley of the Life Travellers, 47 
  Dungtool (slang), 104 
  Dunromin, 6, 11, 12, 15, 18, 19, 20, 22, 24, 
  25, 28, 29, 30, 33, 37, 38, 39, 40, 41, 42, 46, 
  47, 48, 50, 51, 52, 53, 54, 55, 57, 62, 64, 73, 
  75, 76, 81, 84, 86, 87, 89, 105, 107, 110 
  Dunromin Hero Rolling, 6, 35 
  Dunromin University, 72, 73, 74 
  Dwarf, 23, 24, 52, 58, 62, 73, 74, 75, 80, 83, 
  95, 96, 100, 101, 107, 110, 111 
  Dwarf War Band, 61 
  Dyke of Nervalum, 66, 92 
  Eagle’s Nest, the (castle), 64 
  Ear-ring of Hearing, 86 
  Eastern Desert, the, 68, 90 
  Ebony Oni, 87 
  Elegrin, 51 
  Elf, 8, 80, 100, 102, 107, 108, 110, 111 
  Elf-blade. See Slab 
  Eltheza Grittch, 61 
  Eltrect Vergeterg, 61 
  Elven Chainmail, 69, 88 
  Elven Isle, 78 
  Elven Wine, 110 
  Emmott of Poldaak, 54 
  Evelyn Deepener, 18 
  Failed Hermits of Asstract, the. See Oni, the 
  Fairies, 98 
  Fallen Wanderers, the, 29 
  Feel the Flow, 80 
  Feelarkin “Freddy” of Pool-Way, 72 
  Fellim Pear, 107 
  Fellomina Willowfingers, 72 
  Fentarc, the, 67 
  Feren of Poldaak, 53 
  Fetlin Wood, 36 
  Fey, 58 
  Fey-Wisp, 94 
  Fighter, 17, 18, 19, 24, 33, 34, 68, 69, 77, 87, 
  89 
  Fighter-Assassin, 12 
  Fighter-Cleric, 19, 34 
  Fighter-Druid, 34 
  Fighter-Magic-User, 18, 33, 69, 74 
  Fighter-Magic-User-Thief, 19, 34 
  Fighter-Thief, 12, 17, 24, 33, 68, 69 
  Fire Elemental, 7 
  Fire of the Temple, 7 
  Firebornknife. See Gurt 
  First Gods, the, 66 
  Flint Delvelow of Verona, 24 
  Flushing Toilet, 75 
  Fontain de la Shirt, 54 
  Foodstuffs, 106 
  Fork Cliff, the (castle), 63 
  Fortified Wines, 110 
  Forty-Four Undying Thyngs, the, 60 
  Fred Sharpspike, 41 
  Freddy Bull of Verona, 25 
  Frorbottle Cheese, 105 
  Fu’Nithiln, 100 
  Fungi, 73 
  Fungus People, 101 
  Gabriella (Gabby) of Poldaak, 54 
  Gargoyle, 83 
  Garibaldi (Baron), 10, 17, 26, 29, 40, 41, 48, 
  50, 51, 52, 53, 54, 56 
  Gartellin Farmwir (castle), 64 
  Gelnir Argentwood, 12 
  Gentlemen of Verona, the, 23 
  Geometry, 72 
  Gerym Twofella, 37, 46 
  Ghost Blade, 86 
  Ghouls, 98 
  Giant Sand, the, 68 
  Giantbane, 10, 35, 92 
  Giantkin, 101 
  Gizella of Grande Nez, 54 
  Gnoll, 52, 54, 67, 89 
  Gnome, 19, 23, 33, 36, 72, 75, 87, 95, 101, 
  104, 106, 107, 110, 111 
  Gnome Goats’ Cheese, 105 
  Gnome Hills, the, 19, 22, 111 
  
  115 
   
  Gnome King, 88 
  Gnomeling (slang), 104 
  Goblins, 7, 28, 83, 107, 109, 110 
  God’s Silver. See Mithril 
  Godsilver. See Mithril 
  Gold Dragon, 58 
  Golden Sickle, the (Druids of Loom), 34 
  Golem, 94 
  Good Orc, the, 61 
  Gorgola, 69, 84, 110, 111 
  Grand (slang), 104 
  Great Blessing, the, 29 
  Great Elder, 67 
  Great Hunt, the, 66 
  Great Library of Dunromin. See Great Library 
  Great Library, the, 29, 37, 49, 60, 72, 73, 76, 
  84, 87, 99 
  Great Old Ones, 83, 92 
  Great Orc, 78 
  Great Sand Snake, the. See Ibid-Atch Azaam 
  Great Wall of Asstract, the, 76 
  Great Waste, the, 65, 68, 101 
  Great West Road, 38 
  Grey Elf, 19, 78 
  Greyflood River, 10, 41 
  Greywall, City of, 84 
  Group Captain, 70 
  Grove in Owl Wood, the, 41 
  Grunt (Language), 7 
  Grunter (slang), 104 
  Grunters, 8 
  Grunter-Skunk. See Thrash 
  Guarde (the City Guarde), 12, 15, 19, 21, 30, 
  54, 104 
  Guardian of the Greenwood, 34 
  Guildmaster, 11 
  Gurt, 7, 8 
  Gurth Scheltar, 73 
  Gurtherod, 58 
  Gus Ten-Bollards, 19 
  Gus Thelmy of Verona, 23 
  Gyn-Tyreninan. See Citadel of Hard Men, the 
  Half-Elf, 12, 18, 23, 24, 54, 55, 69, 77 
  Halfling, 10, 19, 22, 24, 28, 42, 95, 105, 108, 
  110 
  Halflings, 77, 107, 108, 109, 110, 111 
  Half-Orc, 61, 68, 69, 77 
  Halibert the Blue (Celtic Hero), 66 
  Halibert’s Mere, 66 
  Hallucinogenic, 109 
  Halogen Furrlamir of Verona, 24 
  Hammer of Craft, 86 
  Hard Home. See Gartellin Farmwir 
  Hard Men, the. See Citadel of Hard Men, the 
  Hear Noise, 86, 91 
  Hecate, 10, 12, 13, 40, 53, 55, 101, 102 
  Heckt. See The Light 
  Hector of Penth, 73 
  Hel, 101 
  Helen. See Sister Helen Fry 
  Heliopean Temple, 81 
  Hellmarch Mountains, 58, 64 
  Helm of Nesbit, 87 
  Hemp, 106 
  Henchmen, 51 
  Hermit Elite. See Ynishi 
  Heroes of Garibaldi, the, 53 
  High Elf, 17, 32, 33, 34, 58, 78 
  High Moors, the, 48, 103 
  High Pass, 39 
  High Woods, 17, 22, 24 
  Hill Dwarf, 18 
  Hippogriffs, 39 
  Hit Location System, 81 
  Hobbler (slang), 104 
  Hobgoblins, 110 
  Holy Wine, 25 
  Home Counties, the, 11, 37, 42, 107, 108 
  Hommlet Veiny (Cheese), 105 
  Honey, 107 
  Hooky. See Bill the Hook 
  Hooky's Gang, 27 
  Horn Mountains, 9, 50, 61, 64 
  Humanoid, 44, 53, 54, 61, 81, 93, 100, 101, 
  104, 107, 111 
  Hunters (Celtic), 66 
  Ibid Azaam, 65 
  Ibid Azaam, the, 68 
  Ibid-Atch Azaam, 68, 101 
  Ice Warriors Regiment, 15, 54 
  Iklawa, 92 
  Illmere, 61 
  Illusionist, 36, 78, 79, 86 
  Illuvatar, 32 
  Isle of Dawn, the, 48, 49 
  Ivory Oni, 87 
  Izzella of Bridge Street, 72 
  Jack Rider, 29 
  Jam (Preserves), 108 
  James "Big Jim" Hoffer of Verona, 24 
  Jasper of Longfield, 31 
  Jay Blinder, 40 
  
  116 
   
  Jeff Trigger of Verona, 24 
  Jeselda of the Shadow, 58 
  Jewellery, 72, 73 
  Josh Thelmy of Verona, 23 
  Karan, City of, 28, 37, 39, 46, 47, 50, 51, 53, 
  75, 107 
  Karan, Empire of, 62 
  Kashellian Castle, 63 
  Kashellian Gyn-Tyreninan Firth. See Citadel 
  of Hard Men, the 
  Katerina (Kat) of Riversdam, 11 
  Kawiyland, 78, 105, 108 
  King Beauvais. See Beauvais of the Blade 
  King Dykar the Rose, 69 
  King Gutarg (Orc), 61 
  King Mordred, 61 
  King Muppetrik, 104 
  King Murder III, 58, 88 
  King Murich I, 57 
  King of the Court of Ghosts. See Dau'Chi-Chi 
  King of the Knights, 69 
  King’s Gambit, the, 57 
  King-Fathers, 69 
  Kinsarryn, 62, 63, 64 
  Knight, 33, 34, 63, 69 
  Knights of Coin, the, 69 
  Kobold, 69, 101 
  Kobolds, 110 
  Krussibel the Stonefist, Stone Giant King, 64 
  Kuthric’s Hammer, 66 
  Kvontum Ideas, 96 
  Kzenzakai, 13, 51, 53, 55 
  Lady Mary, 11 
  Lamellar Armour of the Chosen, 88 
  Land of the Young, 8, 9, 22, 33, 37, 38, 39, 41, 
  42, 50, 51, 52, 55, 57, 58, 59, 61, 75, 78, 
  105, 107, 108, 110, 111 
  Lantern Posts, 62 
  Lantern Road, the, 62 
  Lantern Wall, 62 
  Lard, 8 
  Laws of Magical Conflagration, 96 
  Lay of the Land, 80 
  Le Grande Nez, Barony of, 53, 54 
  Le Shirt, Barony of, 53, 54 
  Legends, 57 
  Leopard Skin of Power, 91 
  Leprechauns, 98 
  Les Chevaliers Lunatic, 31 
  Letelinir, 33 
  Libby the Tree, 19, 41 
  Lich, 58, 96 
  Life Travellers, the Temple of, 46, 47 
  Light, The, 65 
  Liliputians, the, 36 
  Lion Skin of Power, 91 
  Lizardman, 8, 109, 111 
  Loom, Forest of, 12, 13, 31, 34, 35, 36, 38, 40, 
  44, 50, 51, 110 
  Loom, Vineyards of, 111 
  Lord Baron Oakbough, 15 
  Lord Doomspark, 61 
  Low Lords of the Forests, 39 
  Low Moors, the, 10, 42, 48, 66, 92 
  Luftheart, 57, 62, 81 
  Lundenfukket, 24 
  Mad Honey, 108, 110 
  Mage Tor, the, 64 
  Mage Tower, the (Dunromin), 74 
  Magesplainer (slang), 103 
  Magic College, 11, 18, 36, 40, 55, 71, 72, 105 
  Magic Eaters. See Clasz Parzefferal 
  Magic Guild, 11, 19, 72, 86, 105 
  Magic Item, 70, 73, 75, 81, 89 
  Magic-User, 11, 18, 23, 31, 36, 46, 49, 70, 72, 
  73, 74, 76, 78, 84, 86, 94, 96 
  Magic-User-Thief, 67 
  Major Criteria, the, 59 
  Manners, the, 61 
  March Barons, 38 
  Marmalade, 108 
  Mary’s Girl (slang), 104 
  Material Component, 86 
  Mathematics, 72, 74 
  Maysplainer (slang). See Magesplainer 
  Maze, the, 30, 46 
  Medressar, 92 
  Mercenary, 67 
  Merchants’ Guild (Dunromin), 71 
  Mercury, 106 
  Metal-Workers’ Guild, 73 
  Micky Dark. See Darkhand 
  Midwives of the Angels. See The Ladies of the 
  Nativity 
  Mildred of Silverlight, 16 
  Minor Criteria, the, 59 
  Mirt’s Folly, 15 
  Mistress of the Moon and Dark Magic. See 
  Hecate 
  Mithril, 83, 106 
  Moldark Shadowsoul, 60 
  Molly of Skuttul, 46 
  Money-Lenders, 51 
  Mongrol, 49 
  
  117 
   
  Monocle of Reading, 88 
  Moon, 8, 35, 40 
  Moon Cult, 9 
  Moon Goddess, 8, 13 
  Moon Maiden. See Moon Spirit 
  Moon Shadows, the, 39 
  Moon, the, 7, 8, 9, 32, 33, 34, 40, 42, 74, 79, 
  96, 101, 102 
  Moonwater. See Gurt 
  Moran Darkspark, 10 
  Moreflevin, 108 
  Morrigan, 27, 101 
  Mortgard, 12 
  Mouldy’s Sack, 88 
  Move Silently, 91 
  Mozgad, 74 
  Muck-runner (slang), 104 
  Multiple Attacks, 77 
  Multiverse, the, 32, 64, 65, 96, 97 
  Mummy, 86 
  Mundula Plant, 108 
  Muppet (slang), 104 
  Musicians, 31 
  Nag-saddler (slang), 104 
  Narcoleptician Necranius the Dead, 58 
  Nataliar Efferenduil, 32, 35, 102 
  Navigator, 15, 78 
  Necromancer, 58, 63, 95, 96, 102 
  Neetch, 109 
  Negative Material Plane, 94 
  Nesbit Frittlewinter, 87 
  Nesbit of Fetlin, 36 
  Nevellinir of the Greenwood, 74 
  Neverlost, 80 
  Ogre, 8, 36, 53, 58, 64, 81, 104 
  Old Elvish (Language), 86 
  Old Gubbings (slang), 103 
  Old Mouldy. See King Murder III 
  Old Teltherik’s Great Spoon, 66 
  Olive Oil, 106 
  Olniritin, 34 
  Olympian Temple, 10, 11, 12, 19, 25, 53, 55, 
  81 
  Oni Heads, 87 
  Oni, the, 76, 77 
  Oomland, 60, 74 
  Oozes, 30 
  Opium, 110 
  Orc, 7, 8, 52, 54, 58, 64, 69, 83, 101, 103, 104, 
  107, 109, 110 
  Orc Beer, 110 
  Orc Wine, 110 
  Orc-Dope. See Thrash 
  Orc-mouth (slang), 104 
  Oriq. See Sir Oriq the Disgraced 
  Oscar the Scratchéd, 60 
  Our Lady of the Moon. See Spirit of the Moon 
  Outer Planes, 80 
  Outer Shell, 94 
  Outlaw Inn, Dunromin, 42 
  Owen Longstep, 15, 27 
  Paladin, 17, 44, 55, 63, 76 
  Panzar (Great Mage), 96 
  Papa Baz, 103 
  Paradox of Pan-Dimensional Portals, the 
  (book), 64 
  Patrick of Deepdale, 74 
  Patsy (slang), 104 
  Pdau’Chi-Chi. See Dau'Chi Chi 
  Pegasus, 63 
  Penny (slang), 104 
  Pension, the, 69 
  Penth (village), 73 
  Perfect Men, the, 59 
  Pickles, 108 
  Pidcock the Pandimensional, 64 
  Pig Iron, 106 
  Pipe-Weed, 108 
  Pirate, 104 
  Pitta-burner, 57, 104 
  Pixies, 98 
  Plane of Negative Energy, 64 
  Plane Travel, 80 
  Platinum, 106 
  Plumbing, 75 
  Pogue Mahone, 49 
  Poison, 77, 91, 109 
  Poldaak, 52 
  Pole-arm, 92 
  Pony (slang), 104 
  Poorhouse (Thieves’) Guild, 11, 12, 31, 37, 39, 
  46, 47 
  Portable Hole, 64 
  Positive Material Plane, 94, 96 
  Precious Metals, 106 
  Preserves, 108 
  Priestess Eltheza of Athena. See Eltheza 
  Grittch 
  Prime Material Plane, 86, 89, 94, 98, 100 
  Prince of Ponds (slang), 104 
  PTSD, 47 
  Puttle of Elb, 48, 74 
  Puzzle Box. See Rembrandt's Puzzle Box 
  
  118 
   
  Queen Joanna II, 67 
  Qugg Mitsnaiker, 49 
  Quicklings, 98 
  Quid (slang), 104 
  Quillfeldt, 84 
  Rakuli, 48, 49, 58, 92 
  Ranger, 8, 25, 33, 39, 54, 77 
  Ranger-Cleric, 33 
  Rare Metals, 106 
  Ravening Stirgekin. See Snipe 
  Red Dragon, 70 
  Red-eye, 7 
  Reflecting Telescope, 72 
  Refrigeration, 106 
  Refuse Hole, 89 
  Reginald “Reg” Tubthumper, 36 
  Rembrandt the Rogue, 37, 46, 47, 89 
  Rembrandt’s Puzzle Box, 89 
  Rentakill, 29, 48 
  Revenant, 13 
  Rhemorhaz, 99 
  Ricardo Delfer of Constantan, 75 
  Ridings, the, 22 
  Rigger Neverdead, 60 
  Rimland, 70, 84 
  Ring of Great Resilience, 89 
  Ring of Missile Protection, 90 
  Ring of Protection, 90 
  Ring of Stasis, 90 
  Ring of Wishing, 88 
  Riversdam, 11 
  Rob of Tendrill, 8 
  Rock Home. See Gartellin Farmwir 
  Rock Oil. See Crude Oil 
  Roger of Skuttul, 46 
  Romera (Romey) of Poldaak, 53 
  Rotgut, 111 
  Royal Family. See Luftheart 
  Royal Parks, the, 28, 105 
  Ruffler of Newtown, 50 
  Rushmoors, 25 
  Sahira Sitagooza, 68 
  Sally Wilderdos, 13 
  Salt, 108 
  Saltmarsh, 8 
  Sand Snakes, the. See Ibid Azaam 
  Sandals of Great Walking, 90 
  Sarpa Salpa, 111 
  Sasarinia "Sasha" Ashen, 36 
  Sasarinia Oakenbond. See Sasarinia Ashen 
  Sasha. See Sasarinia Ashen 
  Saurus Darkspark, 11, 51 
  Scabbards of Protection, 90 
  Scarlet College, the, 70 
  Scarlet Enchanters, the, 70 
  Score (slang), 104 
  Scraper (slang), 104 
  Scribe, 40 
  Scroll of Protection, 97 
  Seas of Daybreak, 83 
  Sensor Blackwind, 40 
  Seven Gods of the Ynishi, 76 
  Shadowkin, 94 
  Shadows, 93 
  Shaman, 8, 82 
  Shanty (slang), 104 
  Shanty Town, 104 
  Shayne the Blakarik, 18 
  Sheriff, 42 
  Sherry, 110 
  Shields and Armour of the Old Gods, 66 
  Shining Flame. See Beglvitagg 
  Shubby, 8 
  Shuttle of Widdlin, 28 
  Siegfried Wagnerian, 39 
  Sight, the, 62 
  Silk, 106 
  Silkworm, 106 
  Sindarin, 39 
  Sir Oriq the Disgraced, 44 
  Sir Tristram, 17 
  Sister Helen Fry, 20 
  Skewer of Deep Rending, 90 
  Skins of Power (Animal), 91 
  Skull Crag, 61, 69 
  Slab, 7, 8 
  Slave, 17, 67, 68, 77, 107 
  Slimes, 30 
  Slug-brain (slang), 104 
  Smoking, 108, 110 
  Snipe, 10, 95 
  Snooks. See Anteleminovar 
  Societies of Navigators, 78 
  Soothsayer, 40 
  Soul Vultures. See Unbirds 
  Southern Fortress, the. See Eagle's Nest, the 
  Sparky of Morrigan, 27 
  Spear of Halibert, the, 66, 92 
  Spear of the Warrior (Short), 92 
  Specialisation, 77 
  Spectre, 96, 99 
  Spell Book, 86 
  
  119 
   
  Spice, 108 
  Spirit of the Moon, the, 7, 8, 101, 102 
  Spite of Gurtherod, the, 58 
  Spring-Heeled Jack, 60 
  Statement of Magical Energy Conservation, 96 
  Statements of Magicality, the, 96 
  Steel, 106, 107 
  Sticks. See Olniritin 
  Stirge, 95 
  Stone Giant, 64 
  Stooly (slang), 104 
  Storm Bay, 59, 63, 108 
  Storm Guarde, 19 
  Straw Hat of the Medressar, 92 
  Streeter (slang), 104 
  Students, 18, 70 
  Summer Palace, 64 
  Swagger (slang), 104 
  Sylvanian Woods. See the High Woods 
  T’Hurrt of the Pits Glimmering, 29 
  Té Cuahacinan, 65 
  Tea, 107, 108 
  Tea Shop, the, 72, 105 
  Teachers, 76 
  Tears of Ishtar, 108 
  Teleportation, 48, 49, 80, 89 
  Telescope, 72 
  Tellendillian the Fey, 58 
  Temperrus Dirruk, 13 
  Temple of Elemental Evil, 7, 8, 54 
  Temple of Hecate, 11 
  Temple of Olympus. See Olympian Temple 
  Temple of the Moon, 33 
  Tenner (slang), 104 
  Tetherin Oakbough, Princess, 15 
  Thaumofunghi, 100, 109, 111 
  The Light, 68 
  Thelma Billydos, 11 
  Themebd Lobe, 84 
  Theresa (Terry) of Poldaak, 53 
  Thes’Ngala, 74 
  Thief, 31, 68, 79, 88, 93, 104 
  Thoroughgood Cheeses, 105 
  Thrash, 111 
  Thraxus (Great Wizard), 96 
  Thyngs. See Forty-four Undying Thyngs 
  Tick of Ketterall, 15 
  Tiger Skin of Power, 92 
  Tiler. See Fangolomar 
  Tin, 106 
  Tinkers, 36 
  Titanium, 83, 106 
  Tobacco, 108 
  Toddius Maximus, 66 
  Togg, 8 
  Tosser (slang), 104 
  Trethellin, 111 
  Trojan, Baron, 38 
  Troll, 53 
  Troll Bridge, 26, 38, 40, 42 
  Troll Hunter, 15, 39, 42 
  True Aesthetes, the. See Té Cuahacinan 
  Tulthellin, 12 
  Turn Undead, 82, 93, 98, 99 
  Twenty Bit (slang), 104 
  Ulfhelm, Barony of, 22, 23 
  Ultrasound, 91 
  Unbirds, 96 
  Undead, 28, 58, 60, 63, 64, 86, 93, 95, 98, 99, 
  100 
  Undying Thyngs. See Forty-four Undying 
  Thyngs 
  University Star-Gazers Society, 72 
  Upper World, 57, 67, 69, 70, 83, 105, 108 
  Urdum (language), 57 
  Urdum Empire, 78, 105, 107, 108, 109, 110 
  Utopia, 66 
  Vaganga, 98 
  Valkyries, 61 
  Vampire, 86, 93, 94, 96 
  Veltgart. See Giant Sand 
  Verona, 22 
  Village Cat (slang), 104 
  Vincent Potter, 39 
  Vodka, 109, 111 
  Volteleminir, 33 
  Vorpal Sword, 81 
  Voulge of the Wind, 92 
  Vulture, 68 
  Vurst Geschtaldt, 41 
  Walter of Penth, 73 
  War Galley, 69 
  War of the Ring, the, 53, 54, 55 
  Warmwater Tobacco, 108, 110 
  Warriors of the Moon (Elven). See Les 
  Chevaliers Lunatic 
  Wars Before Time, the, 66, 92 
  Water Closets. See Flushing Toilet 
  Weapons of Subtle Attack, 92 
  Weaponsmith, 74 
  Weather, 79 
  Weather Sense, 79 
  Well of the World, 111 
  
  120 
   
  Western Old (Thieves’) Guild, 54, 72 
  Whisky, 109, 111 
  Whispering Death, 99 
  White Dwarf magazine, 105 
  Widows of Poldaak, the, 52, 74 
  Wights, 93, 98 
  Wild Domains Barbarian, 58, 67 
  Wild Horse, 42 
  Wild Lands, the, 26, 45, 50, 51, 62 
  Will of Ketterall, 15 
  Willow the Walker, 39 
  Will-o-Wisp, 95 
  Wilsact Mountains, 108, 110 
  Wine, 111 
  Wine Road, the, 38, 40, 50, 108, 110 
  Wise, the, 76 
  Witch, 73 
  Witch Doctor, 82 
  Witchcraft, 74 
  Wizard. See Magic-User 
  Wolf Skin of Power, 92 
  Woman’s Suffrage, 21 
  Wood Elf, 13, 15, 17, 32, 33, 34, 44, 49, 54 
  Woods of the Great Valley, 69 
  Wool, 107 
  World of Light, 7 
  Wormhole, 29 
  Wyrmbane, 9, 92 
  Wyvern, 69 
  Yeomen, 22 
  Ynishi, 76, 77 
  Zappy. See Letelinir 
  Zelnellin of the Craft, 75 
  Zombie, 103, See Volteleminir 
  Zondar, 58 
   
   
   
   
   
   
   
  
  121 
   
   
  The concept of Barnaynia, the banana-shaped world, was designed originally in 1986 for Advanced 
  Dungeons and Dragons (AD&D) First edition 
  The Dunromin University Press product range had been redesigned for OSRIC Fantasy Role Playing 
  Game while retaining the flexibility and content to allow easy adaption into almost any Fantasy Role 
  Playing Game.  It is the express intent of the University of Dunromin to produce quality products of 
  excellent value that are useful, interesting and enjoyable to read. 
  Our website has many products listed, all at the most cost-effective pricing possible.  There are also 
  some interesting items in the blogs that might distract you for a while.  Please see what other products 
  we have and join in the conversation on our website and our Facebook page. 
   
   
   
   
   
   
  www.dunrominuniversitypress.co.uk 
  
  122 
   
  If this publication has whetted your appetite for some wild 
  adventures in and around the Land of the Young, then have 
  a look at these other publications set in the 
    World of Barnaynia! 
  Available on www.dunrominuniversitypress.co.uk 
  SM00 - Atlas of Dunromin and the Land of the Young 
  SM01 - The Player’s Guide to Dunromin 
  SM02 - The Dungeon Master’s Guide to Dunromin 
  SM03 - City-guide to Karan; Second City of the Land of the Young 
  SM04 - Gazetteer of the Land of the Young – Campaign Resource 
  SM05 - A World Guide to Barnaynia – Campaign Resource 
  SM06 - The Warren – an Adventure for character levels 6-9 
  SM07 - Under Mirt’s Folly – an Adventure for character level 4-7 
  SM08 - Adventurer’s Guide to the Barony of Garibaldi – Campaign resource 
  SM09 - Collected Maps of the Land of the Young and its Provinces – Campaign 
  resource 
  SM10 - The Pit of Panzar – an Adventure for levels 4-7 
  SM11 - The Orc Battle Forge – an Adventure for levels 4-7 
  SM12 - The Trials of a Young Wizard – Introductory adventures 
  SM13 - The Tomb of Firkin – an Adventure for levels 1-3 
  SM14 - Of the Rakuli – A Monster Resource 
  SM16 - The Book of Legends – A Games Master’s Resource 
   
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[OSR Generic]/Dunromin University Press - SM16 The Book of Legends.pdf