TEXT: 1
  A Fragged Empire RPG
  Setting & Rule Adaption
  A Fragged Empire RPG
  Setting & Rule Adaption
  
  2
  Copyright (C) 2017 by Design Ministries.
  ”Fragged Empire” is a registered trademark by Wade Dyer.
  ”Fragged Kingdom” trademarked by Wade Dyer.
  ISBN: 978-0-9946098-6-1
  All rights are reserved. No part of this publication may be reproduced, distributed or transmitted in any form or by any means,
  including photocopying, recording or other electronic or mechanical methods, without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication are fictitious. Any resemblance to actual persons (living or dead), 
  events, institutions, or locales is coincidental.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  Version 1.0
  
  3
  Created by
  Wade Dyer & Jye Lambert
  
  4
  Table of Contents
  6
  14
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  29
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  35
  38
  39
  41
  43
  45
  47
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  51
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  54
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  90
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  120
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  129
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  137
  140
  142
  144
  146
  147
  148
  149
  150
  151
  152
  153
  154
  155
  156
  157
  158
  159
  160
  161
  162
  163
  164
  Short Story: The Alchemist’s Spark
  Setting
  Post and Pre-Druidic War Maps
  Stronghold Region Map
  History of Akharon
  Stronghold & the Present Day
  The Vanguard (the PCs)
  Religion
  Eternal Priesthood
  Church of the All-Being
  Ta’Di
  Magic
  Example Locations around Stronghold
  Races & Cultures of Akharon
  Kaltorans
  Legion
  Remnant
  Tolatl
  Twi
  Half-Blood
  Rules
  Getting Started
  Character Creation
  Optional Game Types
  Attributes
  Advancement
  Gaining
  Resources
  Renown
  Example Perks
  Example Complications
  Example Conditions
  Traits
  Spare Time Points
  Trade Goods
  Example Trade Good Types
  Crafting
  Study
  Healing Rolls
  Repair Rolls
  Holdings
  Example Holding
  Skills
  Tools
  Strong Hits (Primary Skills)
  Magic
  Everyday Skills
  Education Skills
  Non-Combat Travel
  Daily Travel Distance
  Equipment
  Personal Weapon Stats
  Multiple Stat Lines
  Weapon Keywords
  Example Weapons
  Outfit Stats
  Outfit Types
  Outfit Keywords
  Utility Items
  Example Outfits
  Example Utility Items
  Personal Combat
  Zone of Control
  Character Size
  Example Dangerous Terrains
  Example Effects
  Defence
  Cover
  Strong Hit: Critical Hit & Boost
  Strong Hit Requirement: Double Strong
  Avoiding Death
  Attack Roll
  Momentum Points
  Downtime
  Combat Turns & Actions
  Surprise Round
  Weapon Types & Actions
  Companion
  Summon
  Retainers
  Mount
  Action Major Effects
  Action Minor Effects
  Tactical Actions
  Defensive Actions
  Offensive Actions
  Companion Actions
  Theatre of the Mind
  NPC Response Options
  Mass Combat
  Game Mastering
  GM’s Guide
  Non-Combat
  Holding Attributes
  Loot & Rewards
  Combat
  NPCs & Momentum
  Rules for all NPCs
  Types of NPCs
  Henchmen Group
  Troops Group
  Monster
  NPC Ability Tables
  NPC Lists
  Sample NPCs
  Nephilim
  Servants of the Gods
  Fey Touched
  Elementals
  Cultured
  Lists
  Character Lists
  Race
  Background
  Advancement Traits
  Attribute Traits
  Everyday Skill Traits
  Education Skill Traits
  Personal Combat Skill Traits
  Holding Traits
  Weapons
  Blade Variations & Modifications
  Axe Variations & Modifications
  Polearm Variations & Modifications
  Hammer Variations & Modifications
  Shield Variations & Modifications
  Bow Variations & Modifications
  Arrow Variations
  Alchemy Variations
  Wyld Variations
  Potion Variations
  Enchantment Var & Modifications
  Companion Var & Modifications
  Mount Variations
  Summon Variations
  Retainer Variations
  Spirit Variations
  Outfits
  Light & Heavy Outfit Variations
  Outfit Modifications
  Utility Items
  Example Misc Items, Tasks & Services
  Example Buildings
  Example Siege Equipment
  Acknowledgments
  
  5
  Introduction
  “The Archdruid has been defeated!”
  The cry sounded at the gates of Stronghold and was carried 
  through the streets by joyful faces eager to spread the good news. 
  The people came out of their homes slowly, wary of some trickery, 
  but the words seemed to be true. The scouts had returned. The 
  Archdruid, their tormentor, was dead. Stronghold was, for the first 
  time in a generation, free.
  The people of Stronghold couldn’t believe it. They had suffered 
  under the threat of the Archdruid and the siege of his army for 
  so long, the relief was palpable. Mary wrapped her arms around 
  her children and held them tight to her chest. Hot tears of relief 
  streaming down her cheeks.
  “Mommy, why are you sad?” One of her children asked apprehensively.
  “I’m not sad, my love,” she whispered in hushed tones. “For the 
  first time, I see a future for our family.”
  - Mary Fletcher, Kaltoran refugee.
  Akharon is a planet sculpted by ancient magic and endless conflict 
  - the origins of both lost to the passage of time and interpreted by 
  those who survived to inhabit the planet. It is a world scarred by 
  war and overflowing with monsters, where so much has been lost, 
  waiting to be reclaimed by those bold enough to set foot outside 
  of civilisation’s last bastion: Stronghold. It is a world besieged by 
  malevolent forces who channel the planet’s own dark magic and 
  strange otherworldly creatures with malicious intent. It is a world 
  where death and mystery wait around every corner, behind every 
  tree, in every rocky crag.
  But it is also a world of hope. The war that has lasted a generation 
  is over, and the denizens of Stronghold, the fortress city, have begun 
  to step out into the world once again. What awaits them is a vast 
  and unexplored land, overgrown and full of resources and lost magic 
  waiting to be re-discovered.
  But the evil druids and the forces of the dark goddess Neph, 
  are still out there in the wilds, plotting their next move. They may 
  have failed to conquer Stronghold, and their Archdruid lies dead, but 
  they will not stop their campaign until all civilisation on Akharon 
  is extinguished.
  The races who took up residence in Stronghold - the Kaltorans, 
  Legion, Remnant, and Tolatl - are once again free to spread civilisation 
  across the face of Akharon. As Stronghold struggles to support its 
  growing population, and food rations grow thinner, the time has come 
  for bold adventurers to leave, and reclaim the wilds.
  Key Themes
  Religious Tension
  Akharon is a world full of diverse religions and beliefs. These 
  religions have been forced to exist side by side in Stronghold, and 
  their followers have reached a tense peace with each other. Now that 
  they are free to leave Stronghold, and need not rely on each other 
  out of necessity, will decades of dogmatic differences boil to the 
  surface and lead the planet into another religious war?
  Exploration
  The world is not what it once was. The druids have altered 
  the flora and fauna of Akharon and planted new wildlands where 
  once-great cities stood. The world outside of Stronghold’s walls is 
  dangerous, but there are bountiful treasures hidden in these wilds. 
  Ancient temples and fortresses that remain un-plundered, magic 
  items hidden in exotic locations, and new resources that can be 
  used to relieve the pressure on the citizens of Stronghold. In order 
  for civilisation to survive, the wilds must be explored and conquered 
  once again.
  Nature vs Civilisation
  Civilisation has always struggled to find a balance with the natural 
  world. On Akharon nature has fought back and reclaimed the planet 
  for itself. Now, civilisation has found a foothold once again, and the 
  people of Stronghold can begin to reclaim their world. In order for 
  civilisation to grow, the wilds must be tamed. This is a dangerous 
  task, for no one knows what horrors lurk in the dark forests outside 
  the safe walls of Stronghold.
  The Truth
  Fragged Kingdom is set many thousands of years into the uncertain 
  future of Fragged Empire on an obscure planet known as Akharon. 
  As the residents of this world technologically regressed they 
  mythologised ancient figures, groups, events, and ancient technology.
  To gain a deeper understanding of the ancient histories and true 
  natures of the races, magics and stories within this book we highly 
  recommend you read the various Fragged Empire books.
  The writing within this book will always present its information from 
  the point of view of the people who currently reside on Akharon. But 
  on occasion a section of text will reveal the true nature of a situation 
  by prefacing itself with the words ‘The Truth’. These sections of text 
  are there to help GMs and Players gain a clearer understanding of 
  what’s really going on, despite the PCs never knowing this truth.
  
  6
  ip’s glasses were too big for her face; they constantly 
  threatened to slip down her nose and tumble to the ground, 
  which would have been a disaster for the small Tolatl. 
  Lenses like the ones she wore were a rare commodity in Stronghold. 
  It had taken her months to perfect the alchemical recipe, and even 
  longer to find the spark needed to bestow the ocular properties.
  Currently, they were slipping down the sweat, grime, and blood that 
  covered her face, and she was struggling to keep them in place. She 
  lifted the hem of her shirt with her agile tail to clear the smudge 
  from the lens, hoping they weren’t ruined. Xip was so distracted with 
  the process, and the thought of losing her prized glasses, that she 
  didn’t notice the stunned faces of her companions - all directed 
  at her. 
  “What in the All-Being’s name was that!” Rashton, the Remnant 
  monk, motioned with his weathered hands to the dozen-or-so 
  charred Neph Spawn that circled Xip’s small form. Her potion had 
  burned them all to a crisp, without injuring her at all. 
  The rest of the group had done their fair share during the sudden 
  ambush - they hadn’t expected a swarm of Spawn to be travelling 
  on this particular path; perhaps Xip’s survey reports were already 
  outdated - but her new potions had worked better than expected. 
  “Just simple alchemy,” she answered nonchalantly.
  A burst of laughter came from Arax, the giant Legion knight who 
  had taken it upon himself to keep Xip safe. “That was some mighty 
  fine work.”
  Xip scoffed. “I’m a practiced alchemist; I know how to take care 
  of myself.”
  “You finally did something other than bury your nose in that 
  notebook of yours,” Kasseio, their other Legion accompaniment 
  grumbled loudly, an all-too-familiar insult. Kasseio was a southern 
  barbarian - raised far away from the city, and so her views didn’t 
  always line up with the rest of the party. “What’s even in that 
  book anyway?”
  Feeling oddly defensive, Xip’s hand instinctively went to her 
  pouch, where her prized notebook was securely fastened. “It’s my 
  recipe book,” she said hesitantly. 
  Xip had learned early on that many people would do anything to 
  get their hands on an alchemist’s recipes - learned when her father 
  had been murdered in front of her in one of Stronghold’s many dark 
  alleys, all for a few recipes that would end up on the black market. 
  She had been powerless to do anything about it then, but she wasn’t 
  powerless now. Besides, she was already trusting these companions 
  with her life; what was the knowledge of a book compared to that?
  “I’ll never understand how you do what you do,” Elisheba’s soft 
  voice came from the trees above them; as their scout, the Kaltoran 
  was often heard more than she was seen. 
  “Neph’s blood, I grew up with Xip and I still don’t understand 
  it,” Arax jumped back into the conversation as he cleaned his 
  blood-stained sword on a spare rag. “I’ve seen alchemy at work 
  before, but never anything like that.”
  Xip smiled and stood a little taller, bursting with pride. “It’s a 
  secret recipe I worked up. I call it Flashfire… version six.”
  “I know enough to not ask about the first five,” Arax teased, as the 
  team readied itself to set off again.
  Xip was always working on new recipes in her spare time - trying 
  to push the boundaries of what she could do. The old alchemists 
  at Stronghold seemed to know so much, but Xip knew it was only 
  a small drop in the bucket of their potential. A big part of the 
  reason she kept taking these dangerous jobs - the ones that explored 
  deep into Akharon - was in hopes of discovering some new spark 
  or ingredient.
  This particular quest had them destined for a Neph Spawn 
  nest… probably where this swarm had originated. They were being 
  bankrolled for the mission by a rich urban Kaltoran merchant named 
  Ezra. A temple to the goddess Corp was looking to fund a new 
  settlement in the area that they were tasked with clearing. Xip had 
  to admit that it was a prime location. Close to the mountains which 
  offered the best mining, and its pure streams watered large areas of 
  potential farmland - or at least they would once the forest and its 
  beasts were beaten back. It would never replace Stronghold; nothing 
  would. But it was a start.
  At least, it would be if Xip’s team survived to clear it out. Stronghold 
  was already overflowing - it had been for decades. New settlements 
  like the one Ezra was planning to establish were necessary, Xip was 
  encouraged that she and her companions were fighting for a good 
  cause. Besides, it never hurt to have a little extra income to spend 
  on her alchemy - sparks don’t come cheap after all.
  Elisheba scouted the way ahead for them. Xip couldn’t follow the 
  trail on her own but she knew the trained Kaltoran could see signs 
  that Xip would never be able to find. Elisheba had grown up in 
  the wilds, outside of a Stronghold. She was a barbarian, but unlike 
  Kasseio, she was from the northern forests.
  “Don’t get too far ahead,” she warned as Elisheba scouted ahead, 
  but she knew she didn’t have to. 
  “I grew up in the wilds, don’t forget. Not as a posh city-dweller like 
  you,” Elisheba replied with a wink as she vanished into the brush. “I’ll 
  warn you if trouble is coming.”
  That left Xip alone with Rashton, Arax, and Kasseio. The group had 
  been travelling together for so long she was perfectly comfortable 
  alongside the larger members of her group. 
  She laughed a little as she looked at Kasseio’s strong form, which 
  made the Legion glance over at her. 
  
  7
  “Sorry,” Xip apologised, still chuckling. “I just can’t believe I used 
  to be scared of you.” 
  Kasseio frowned. “You should be scared of me, little one. I could 
  break you with one hand.”
  Xip grinned and hopped up a few steps to walk in line with Kasseio. 
  Her hulking simian form was incredibly impressive, even by Legion 
  standards. “Yes, you could. But I’ve learned that you’re far more 
  inclined to break those who would do your friends harm.”
  Kasseio simply shook her head. 
  “Don’t antagonise, Xip,” Rashton warned. He was an old Remnant, 
  his fur was faded in most places with only a few patches of his 
  former orange colour. He was a wise enchanter and an avid follower 
  of the All-Being. Xip had always looked to him for advice.
  “She knows I’m kidding, Rashton. Don’t get all fatherly on me.”
  Rashton smiled and gave her arm an exaggerated pat. “Well, 
  someone has to. We can’t have you growing up to be like Arax.”
  “And what exactly is wrong with that?” Arax turned his head to eye 
  them both through the slit in his helmet.
  “He doesn’t want her to be a stick in the mud,” Kasseio laughed 
  and gave Arax a pat on his back hard enough to make him 
  stumble forward.
  Xip jumped back with a smile on her face, she knew better than to 
  be in the way when the big ones started bumping one another around.
  “I’m not a stick in the mud,” Arax refuted. “I have a code, that’s all. 
  The Legion code.” He put the emphasis for Kasseio’s benefit. They 
  were both Legion but from very different backgrounds.
  “Not all Legion are so boring Arax,” Kasseio continued. “I need to 
  take you hunting with my tribe one of these days. Nothing gets the 
  Legion blood pumping like a naked fight against a great beast from 
  the frozen southern wastes, and the merrymaking that follows in one 
  of the ancient Neph temples!”
  “Why are you so keen on paying Neph honour, Kasseio?” Rashton 
  enquired with a genuinely thoughtful look on his face.
  “Neph’s the biggest baddest god out there; you’d have to be a fool 
  to honour any above her.”
  “And that is how your tribe ended up fighting in the Archdruid’s 
  army. I’ll pass on that, thank you.” Arax grumbled. The history of 
  Kasseio’s tribe was a constant thorn in his side. 
  Kasseio shrugged off Arax’s stab. She exuded self-confidence and 
  bore no shame. “Not only did the kingdom ignore Neph for countless 
  years, they attempted to drive out all of her followers, and for this, 
  they paid the ultimate price. Neph knows what’s best for the Legion, 
  she knows we were born to fight.”
  “Tell that to the thousands of Legion slaughtered by the Archdruid,” 
  Arax spoke through gritted teeth, trying not to lose patience with her 
  again. For the first few months that they had known Kasseio, Arax 
  had refused to speak to her unless it was to boast about the might of 
  civilisation, and how the Legion of Stronghold were far more equipped 
  and suitable than the Legion who grew up in barbarian tribes. 
  “If a Legion dies, it is because they were weak. You, of all people, 
  should know this Arax. You are strong. A killer, like me. Be proud of 
  who you are.”
  “Can we just please focus on the mission at hand?” Xip whined, 
  getting between them. The two would fight about religion all day if 
  she let them… which might eventually turn into a real fight.
  Between Elisheba tracking the ambushing swarm’s trail and 
  Xip’s maps, which had been purchased second-hand from a shady 
  cartographer back at Stronghold, the group reached their destination 
  without much interruption apart from the occasional argument.
  Xip didn’t realise they had arrived until Elisheba soundlessly 
  moved out from the shadows to block her path. 
  “Quiet,” she whispered. “We’re here.”
  Xip poked her head out of the brush to examine a small clearing 
  in front of them. 
  “This is the nest?” She whispered back. “Looks like an 
  empty clearing.”
  Elisheba slowly shook her head as she pointed out the many 
  small mounds within the clearing. “This was definitely where that 
  ambushing swarm originated, there are small tunnels near each of 
  those mounds.”
  “Be wary,” Rashton warned as he stepped to the front of the group. 
  “I sense much danger here.”
  “Do you?” Arax questioned. The Legion was sceptical of the 
  enchanter’s powers, which was understandable as not much about 
  the craft was known by outsiders, and Rashton never explained how 
  they worked.
  “He’s right,” Kasseio growled. “The ground trembles at our feet.”
  Xip looked down at the ground, which seemed perfectly firm to 
  her. “I don’t feel anything.”
  Elisheba brushed past Xip and squatted close to the ground, 
  reaching a hand out to touch a small rock. “That is because you 
  do not know what to look for. It takes years of practice, but what 
  Rashton and Kasseio say is true. They are beneath us… they are 
  
  8
  tunnelling. I can hear it.”
  “What’s that, there, in the middle of the clearing?” Arax pointed 
  with a stretched finger, gloved in mail. 
  Xip adjusted the straps on her backpack and pushed on. “Well, we 
  came here for a reason, to clear this area and make it safe for the 
  settlers. Let’s get to it.”
  The group moved forward hesitantly, hands clutching their weapons 
  in case the swarm made another trip to the surface. As they got 
  closer, they could see that Arax had indeed spotted something at the 
  far edge of the clearing. There was an object there, half buried and 
  overgrown with thick vines.
  “This could be valuable,” Kasseio growled as she approached the 
  object and grabbed a few of the larger vines with her bare hands. Xip 
  winced at the sound as Kasseio tore them apart with brute strength. 
  The vines dropped to the ground, revealing the object beneath, 
  half buried in the ground. Its surface appeared metallic and was 
  reflective, covered with strange markings.
  “I know these markings,” Rashton mused. “This is the language of 
  your gods.” 
  Xip stepped up to his side, flanked by both Arax and Kasseio. “I 
  didn’t think you believed in the gods.”
  Rashton shook his head. “Believe? Yes, of course, I believe in the 
  eternal gods. Even the Sacred Text of the All-Being briefly speaks 
  of them. But they do not have power like the priests believe. They 
  were created beings...”
  “Ha,” Arax laughed at his side. “The Eternal Gods are all that exist, 
  old man. I am yet to see any ancient signs of your mythical deity.”
  “You speak harsh words brother,” Rashton spoke calmly, like a 
  disappointed father. “Didn’t Kasseio’s mockery of your faith teach 
  you anything?”
  Xip had little patience for more theological discussion, there was 
  a job to be done, and her hopes of finding a spark were making her 
  impatient. She reached out a tentative hand and placed her palm 
  against the metallic object, immediately jumping back as if shocked. 
  Arax was immediately at her side, searching for danger. 
  “What happened?” He asked, his eyes darting around the clearing, 
  ever-vigilant, his sword at the ready.
  “I know what this is,” Xip mumbled.
  “Well, don’t leave us in the dark,” Elisheba replied.
  “It’s a piece of the fallen god, Pol. When he died... when Neph killed 
  him,” her eyes darted to Kasseio, who met her stare with a smile. 
  Xip continued anyway. Unlike the other gods, the story of Pol was 
  important to her. “His body fell to Akharon and broke into pieces. 
  Stronghold is built on top of his fallen body, but others are scattered 
  around the world. This is a small piece.”
  “The body... of a god?” Elisheba had heard the stories, but had 
  never been to Stronghold. She had never seen the remains of Pol, 
  atop which the fortress city had been built. 
  “Yes. It radiates with his power, the same power that pulses beneath 
  Stronghold and energises our alchemical sparks.”
  Elisheba pressed her palm against the object, emulating Xip’s 
  action. “I feel... nothing.” 
  Xip grinned, happy to finally have one over the Kaltoran. “That 
  is because you do not know what to look for. My training as an 
  alchemist has attuned me to Pol’s power.”
  Elisheba smiled.
  “There is a hole here,” Rashton said from the other side of the 
  object. “This thing is buried deep, but it looks like it might be hollow. 
  I bet this is where the swarm has made their nest.”
  “Makes sense,” Elisheba surmised as she circled the piece. “Pol 
  is the ancient nemesis of Neph. It follows that her Spawn would be 
  drawn to his body.”
  “Fantastic! We know where they are, let’s go.” Xip spoke quickly. 
  They were close now, and she didn’t want to lose more time to yet 
  another theological disagreement. 
  Arax paled slightly. “But this is a holy site and we have no priests!”
  Xip shook her head. “It isn’t against the Eternal Priesthood to enter 
  a sanctuary like this, Arax. We do it all the time in Stronghold. And 
  don’t worry, Pol’s dead. He’s not going to mind if we poke around 
  a little bit.” Besides, there might be rare sparks down there, but Xip 
  didn’t feel the need to point that out publicly.
  Arax grimaced and tightened his grip on the sword, wringing his 
  hands in thought. Xip sighed, approached, and placed a warm hand 
  on his arm, which was as high as she could reach. 
  “Fire potions can be quite tricky, not only do you need 
  the right components,” Zolin wiped the small beads of 
  sweat from his brow as he double checked the array of 
  brightly coloured, and at times flickering, components 
  surrounding his iron pot. “But they also need to be 
  prepared and blended in the correct way.”
  - Zolin ‘The Eyebrowless’ Whitebolt, Alchemist.
  
  9
  Arax stood a little straighter at this, his mind focusing. “Who knows 
  what damage these foul Spawn of Neph could do before a priest 
  arrived. It falls on us to clear this blight.”
  Kasseio wasn’t willing to wait for Arax to fully resolve his crisis; 
  there were things for her to fight. She was already prying the hole 
  open, which was making a screeching sound. It was sure to alert 
  whatever was down there.
  “Well great,” Xip sighed. Defeating the swarm earlier had been 
  no picnic, and she was running low on her prepared potions - only 
  one flashfire left. She always carried some extra ingredients for 
  emergencies, but she hadn’t had time to stop and brew them.
  Xip poked her head through the hole, looking down into the hollow 
  form of the god. “It isn’t that deep, but it sure is dark in there. Maybe 
  this isn’t such a good idea.”
  “I think I can assist with that,” Elisheba interrupted. She settled 
  down onto the ground, her legs folded beneath her in a meditative 
  stance, as Xip had seen her do countless times before. Elisheba 
  pressed her eyes closed, and let out a soft hum as everyone 
  looked on.
  No matter how many times Xip watched Elisheba connect with 
  her spirit guide through Ta’Di meditation, she was always amazed. 
  Elisheba began to glow with an increasingly bright blue light that 
  seemed to permeate through her skin. When it grew so bright that 
  Xip had to cover her eyes, the Kaltoran’s skin seemed to leap off her 
  body as a figure stepped out from within Elisheba, bringing the light 
  with it. The figure was shimmery, and Xip couldn’t really make it out, 
  but it looked like a partially transparent, burning blue cat. 
  The spirit moved slowly towards the gap in the earth, lowering 
  itself into the darkness. Elisheba shook her eyes open and stood up. 
  Her calm, sombre demeanour was instantly broken by a smile. 
  “Well, I guess we should follow her!”
  The bottom of the pit was cold and metallic, peppered with the 
  occasional dirt pile or tree root. Elisheba dropped to the ground and 
  whispered a thank you to her spirit guide as it slowly floated down 
  a tunnel before them.
  “This is what it’s like to be inside a god,” Arax ran his hand 
  alongside the cold wall of the tunnel. “It’s quite warm... is this 
  Pol’s magic?”
  Xip nodded. “His magic still burns strong even after all 
  these centuries.” 
  “Hush!” Elisheba bit it off like a curse as she quickly drew and 
  notched her bow. Xip could barely turn her head before realising 
  Kasseio’s axe was also at the ready. “They’re coming!”
  Xip stared down the empty hallway. She couldn’t see what they 
  saw and didn’t know what was coming, but whatever it was, things 
  were about to get violent.
  Arax stepped in front of her, drawing steel as Xip looked past him 
  to see. A giant swarm of Neph Spawn - what seemed like hundreds 
  of them: strange, bug-like creatures clinging to the floor, walls, and 
  ceiling, covering every surface - was clattering their way towards 
  the group. They ran with countless legs that seemed to stick to the 
  metal and had pincer-like mouths that dripped poison.
  Elisheba instantly began loosing arrows into the swarm; each 
  one found a target. Some of her arrowheads were coated with an 
  explosive gel that Xip had given her, which blasted small groups of 
  the Spawn into fiery chunks. Rashton peeled off his robe and set it 
  aside, then slowly walked up next to the two Legion; the normally 
  large Remnant looked small by comparison.
  Rashton set his shoulders into a martial stance and let out a deep 
  breath as he lifted his leg. He appeared to Xip to be performing a 
  calming morning exercise, but when his foot touched the ground, 
  the space in front of them lit up with multiple interlocking purple 
  hexagons. Rashton held out his bare arms, and sweat began to drip 
  down his fur as he poured his energy into the wall. 
  Arax and Kasseio seized the opportunity; together they thrust their 
  blades past the wall, slicing through any Neph Spawn as they struck 
  the barrier, while Elisheba continued to volley arrow after arrow into 
  the horde. Xip dropped her pack to her side, and rifled through her 
  potions until she found the one she wanted. 
  “You better keep that ward up, Rashton!” she called out as she 
  lofted a red bottle over their heads. She watched it spin end-over-end 
  as it flew through the air. It cleared the group, and began to come 
  down on the other side. A few of the Neph Spawn swatted at it as if 
  they could save themselves by knocking it out of the air. 
  Suddenly, one of Elisheba’s arrows struck the vial while it was 
  still mid-air and Xip’s last Flashfire potion erupted in a giant blaze, 
  burning its way through the Spawn. When the backdraft hit Rashton’s 
  ward, the shield flared red. They could feel the heat from the other 
  side, but Rashton held the barrier for as long as he could. 
  But there were so many Neph Spawn. They crawled through the 
  flames, pushing on despite their bodies being aflame. 
  “I... can’t” Rashton dropped to the ground, his energy depleted, the 
  shield in front of him shattering into a hundred pieces that vanished 
  into the air. Suddenly, the remains of the swarm were on top of them; 
  pincers, legs and claws. The two Legion struck them down by the 
  dozen, but strangely, they did not stop to fight. 
  Elisheba’s spirit guardian stood before her, hackles raised, pawing 
  away the Spawn with its burning paws in an attempt to keep Elisheba 
  safe. But the burning swarm just flowed past the group like they were 
  rocks in a stream, parting to make way for them, or climbing along 
  the tunnel’s roof and walls if they had to.
  
  10
  Elisheba stopped firing and stepped to the side to watch the 
  Spawn flee.
  The swarm cleared, but Xip couldn’t explain what had happened. 
  Neph Spawn were dangerous creatures; if they hadn’t been charging 
  for the kill, why charge towards them at all? 
  Arax moved towards Rashton, trying to help the old man to his 
  feet, but Rashton fought back, forcing Arax to let him drop to a seated 
  position, back against the wall. Not content with being unhelpful, 
  Arax unscrewed his canteen and placed it against Rashton’s lips.
  “I just need a moment to rest. That took a lot out of me.” Rashton’s 
  voice was hoarse and quiet. 
  As Rashton drank and regained his strength, Elisheba stared back 
  down the tunnel, after the swarm. 
  “What was wrong with them?” Xip finally asked. 
  Elisheba shrugged. “Nothing is adding up here. The swarm that 
  came upon us earlier was far from this nest. Normally these Spawn 
  don’t venture out that far. And just now... it seems bold for a swarm 
  to rush past us like that. The smart move would have been to bunker 
  down and protect their nest.”
  “They’re just animals,” Kasseio bluntly stated. “They’re obviously 
  running from something.”
  “No, they’re not just animals,” Elisheba countered. “I’ve been 
  hunting Neph Spawn since I was a child. They’re intelligent. I’m 
  telling you, something isn’t right with these creatures. I feel like we 
  shouldn’t be here.”
  “We can’t leave. Not until we clear out this nest. Our reputation is 
  at stake here” Xip reminded them. “If we fail this mission, there might 
  not be more jobs waiting for us.”
  Arax shifted his weight from foot to foot, obviously nervous. Xip 
  knew he didn’t want to be here in the first place. 
  “I agree with Elisheba,” he finally said. “I’m having doubts about 
  this place.”
  “Then what, we run too? Like animals?” Kasseio rounded on him. 
  “Legion do not run from battle, we run towards it. We do not flee. It 
  shows you are weak.”
  “I’m not weak,” Arax glared at her. “But I’m not foolish either.”
  “We have come this far,” Rashton interjected to calm the situation. 
  “What is wrong with going a little farther?”
  “I’m not stopping here,” Xip said with determination. “Not only do 
  we have a job to do, we owe it to Stronghold to explore this place. 
  Imagine what secrets we can bring back for the alchemists.”
  Elisheba shook her head, “I care not for the betterment of 
  Stronghold. I care only about our lives, and I fear for them. Something 
  is waiting for us down here, I can feel it.” 
  “And that scares you?” Kasseio laughed. “You are not a city-dweller 
  like the rest. I expected more from you!” 
  Elisheba gritted her teeth. “If Xip says we go forward, then we go 
  forward. I am just eager to be done with this place.”
  Xip turned to the other Legion. She needn’t say anything. Arax had 
  pledged to her mother that he would keep her safe after her father 
  had died. That promise wasn’t about to end here. 
  Arax sighed and loosened his tightening grip on the water canteen. 
  “No, our mission doesn’t end here,” he agreed sullenly. “We will 
  push forward.”
  Xip felt guilty manipulating her friend in this way, but there was 
  a lot at stake here. Beyond just the mission, Xip’s head was running 
  wild with all of the sparks she might find down here. 
  When they were ready to move on, the ever vigilant Arax took the 
  lead. But as they travelled farther down the winding metallic and dirt 
  tunnels, it became clear to Xip that Elisheba might have been right 
  to be nervous. As they made their way deeper, they began to find 
  bodies of Neph Spawn, killed in great numbers. The hallway made 
  her skin crawl, as if something were interfering with Pol’s magic here.
  Arax took a knee to examine one of the slain Spawn, before moving 
  to another.
  “What do you see?” asked Xip.
  “These Spawn… they were all killed in different ways. Look here,” 
  Arax pointed to one of the Spawn, sliced into halves. “This Spawn was 
  Daphne withdrew her sword from the beast’s flesh, its 
  long coldsteel blade now coated in a thick layer of grey 
  fur and brown blood.
  “Rest now mighty beast, for you fought well and your 
  lady Neph,” Daphne’s muscles tensed slightly as she 
  named the god of the wild, “is sure to honour you in your 
  afterlife if you are to have one.”
  Religion was a difficult topic to Daphne, and she did 
  not believe that unintelligent beasts cared for matters 
  of gods and ideology. But she had seen an intelligence 
  not unlike her own in the eye of her Dire Bear opponent 
  during its final moments.
  - Daphne Bastion. Vanguard of Longfield View. 
  
  11
  sliced, with a blade. But this one was fried to a crisp. This other one 
  is missing half of its legs and torso.”
  “So they were killed by more than one attacker? An exploration 
  group like us?” Xip said hopefully.
  “Maybe…” Arax’s voice trailed off.
  “If it is a monster, we will find it, and we kill it,” Xip said with 
  forced determination. “If it’s still down here, it will pose a threat to 
  Ezra’s settlement, and we can’t allow that. Our job was to clear this 
  area, and that includes whatever is hiding down in this hole.” 
  “Whatever it is, it’s dangerous enough that the Neph Spawn 
  were willing to abandon their nest just to get away from it,” 
  Elisheba concluded.
  “Can you track it in here?” 
  Elisheba smiled, motioned to the trail of carcases around 
  them, leading deeper into the cavity. “I think I can manage,” she 
  said sarcastically.
  Xip clutched her pack as they ventured further down the winding 
  path, following Elisheba’s lead. As they moved deeper, Xip found 
  herself getting sluggish. Her entire body ached as if she was 
  feeling sick.
  “Anyone else feeling tired?” Arax queried. It seemed Xip wasn’t 
  the only one.
  “Maybe it has something to do with Pol’s magic,” Rashton surmised.
  Xip didn’t think so. Something evil was happening in this place. 
  She could feel it, but she wouldn’t go back on what she said earlier. 
  They needed to press on; she needed to know what was down here.
  It was growing worse as they pushed forward, but Xip couldn’t stop 
  now. Eventually, the tunnel opened into a larger room with a central 
  object that bathed the room in an eerie purple light. The object 
  seemed to bounce and flicker around the room, first appearing in 
  the middle, then suddenly off to the side. Xip couldn’t tell if it was a 
  series of lights flickering on and off, or just one moving very quickly. 
  As the group approached the threshold of the room, another surge 
  of sickness washed over them. Elisheba began to look very pale as 
  she wiped some blood from her nose.
  The room had obviously been the Spawn’s nest, as bodies of 
  countless Spawn littered the room with their queen, a large, bulbous, 
  grotesque version of the smaller Spawn, lying dead against a far 
  wall, her countless eggs crushed.
  Xip gulped and Elisheba lowered her bow. “Guess I didn’t need to 
  bring all these arrows.”
  “This is disappointing,” Kasseio frowned. “There was much glory to 
  win in this battle.”
  “You shouldn’t hope for battle,” Rashton spoke. “You should be 
  grateful to avoid it.”
  “Grateful?” Kasseio belted out a laugh. “How are we to entertain 
  ourselves now?” 
  Rashton had no answer for her. 
  As they prepared to cross the threshold into the room, the flickering 
  purple object appeared directly in front of them, now looking more 
  pink than purple, and it suddenly, and dreadfully, became clear what 
  had killed the Spawn. The object in front of them appeared to be 
  some sort of metallic creature, made from the same metal as Pol. 
  It was radiating the purple light from within itself, shining out of the 
  many punctures and tears in its body. 
  It floated a few feet in the air but appeared wobbly, like it couldn’t 
  stabilise itself. It had several previously obscured limbs, all ending in 
  sharp blades - some caked with green Spawn blood - that hung off 
  its body and sometimes dragged across the floor when it dipped too 
  low. Its body was a round orb, with no visible facial features. However, 
  it did have one single pink eye in the centre of its mass.
  The creature turned, spotting them, its eye shining even brighter. 
  Xip gasped, suddenly shaking with fear. “This... this is a Child of 
  Pol,” she whispered to the group. 
  The Children of Pol were supposed to be legends – Xip had 
  never met anybody who had even claimed to have seen one. These 
  strange, metallic creatures were thought to be servants of Pol, gone 
  mad after the death of their master. Legend said that Pol’s Rest used 
  to be filled with them, but they had been driven underground in a 
  great conflict hundreds of years ago. Xip never imagined finding one 
  out in the wild like this. 
  “I assume it can die?” Kasseio asked, her grip tightening on 
  her axe.
  “I... I hope so,” Xip replied, still a little dazed. “It appears to already 
  be wounded.” 
  “We can’t fight it, Xip,” Arax exclaimed, despite readying his sword 
  and shield. “It is a Child of Pol. It is the servant of the gods. It 
  is holy.”
  The bobbing orb that was the Child seemed to be zeroing in on 
  them, moving towards them. Its sword-like appendages began to 
  come to life, twirling around its central body as it spun. 
  “I don’t think it’s going to give you a choice,” Elisheba warned him 
  as she nocked an arrow. 
  “On my mark,” she whispered, and the world seemed to slow as 
  
  12
  they took a breath, waiting for the arrow to be let loose. The entire 
  world paused, the calm before the storm, their hearts beating fast... 
  Xip held her bag by the strap and tightened her grip, careful not 
  to lose it. She took a deep breath and could hear her heartbeat 
  thud in her chest. Xip preferred careful study to chaotic battle, but 
  sometimes life didn’t give you a choice.
  And then the arrow flew and the world was chaos. The arrowhead 
  struck the beast in the side and exploded, briefly knocking the Child 
  to the ground but not damaging it. Arax and Kasseio were on it 
  in a heartbeat, their differences forgotten as they fought side by 
  side. The two were Legion, and a Legion knows how to fight. Axe 
  and sword rang together as they worked to parry the Child’s sharp 
  arms. Kasseio was struck, a gash across her chest, but she fought 
  through it. 
  Rashton flanked the beast, using the Legion as a distraction. He 
  seemed to have recovered some of his energy, as he approached 
  the beast with one hand raised. Xip could tell he was concentrating 
  hard, his eyes were closed and sweat was beading on his brow. He 
  was already looking pained, but he gritted his teeth and pushed on. 
  The Child’s light began to throb and shine even brighter. Its whirling 
  legs slowed down. 
  “Whatever you’re doing, keep it up!” Arax cheered on as he thrust 
  his sword into one of the Child’s open wounds. The Child began to 
  hiss with a noise that sounded like a scream, and then vanished. 
  Rashton sagged a little as it did, trying to speak as he caught 
  his breath.
  A shiver ran through Rashton that gave Xip a chill. “The monster... it 
  screams,” Rashton clutched his head in his hands. “Oh, the madness! 
  The screaming voices!”
  Xip wanted to run to Rashton, but knew the fight wasn’t over yet. 
  She firmly grasped a flask with one hand and waited. Suddenly, the 
  Child blinked back into existence, behind Arax. A large blade shot 
  through her friend’s shoulder, and if Kasseio hadn’t been so swift 
  with her axe, Arax would have suffered a painful death. 
  Xip’s eyes watered as she saw her closest friend fall to the ground 
  in pain. The Child flailed angrily as Kasseio brought her massive axe 
  down, severing one of its limbs as it vanished once again.
  “I can’t hit it if it keeps vanishing!” Elisheba shouted with frustration.
  Rashton was still whispering to himself, seemingly unaware of the 
  combat swirling around him.
  Xip began to climb up to a better vantage point atop a pile of 
  Spawn corpses. As she did so, the Child appeared above her, its pink 
  eye flashing a few feet from her face as time appeared to slow.
  Xip could have easily avoided the Child, but she spotted it: a spark 
  floating within the eye of the beast. Its small, crystal-like form 
  glittered behind the monster’s glowing eye, mesmerising her.
  The room shook as a blast of light blew through the pile of bodies 
  upon which Xip had been standing, disintegrating them and dropping 
  Xip to the floor. The wind was knocked out of her and she struggled 
  to get back to her feet as the world around her became hazy.
  She could hear Kasseio panting heavily as she rushed from one 
  side of the room to the other in frustration. Even the battle-hardened 
  Legion was no match for the offspring of a god, especially when it 
  could teleport behind them at will. Her friends were doing a good 
  job keeping it occupied so far, but they were tiring from the combat 
  and the evil that had settled on them like a sickness, sapping 
  their energy.
  Rashton was still wandering around the room, appearing lost, his 
  mind addled, whispering in hushed tones about the secrets of the 
  gods, of endless dark space and the fall of heaven.
  Xip heard Elisheba let fly a few more arrows as she ran over to her. 
  But she was still disoriented, her body ached and the world was 
  out of focus. She looked down at her bag of potions but couldn’t 
  make out which was which; her vision seemed to be swimming. She 
  reached her hand up to adjust her glasses, then realised with a shock 
  that they weren’t there. 
  She fell down onto all fours, searching for them. She’d never be 
  able to help without them. 
  As she searched, she heard Rashton give out a cry of pain as a 
  flash of heat hit her across the face. Xip tried not to lose composure 
  as she searched for her lenses, but it was difficult. The world was 
  crumbling around her as she started to panic.
  “What’s wrong!” Elisheba shouted to her.
  “My lenses... I can’t see!” 
  Elisheba reached down to pull the Tolatl up to her feet. “Then I’ll 
  be your eyes. Tell me what to do.”
  Xip hesitated, then refocused, pushing away the dread and the 
  panic. The analytical alchemist within her took over.
  “Wealth, poverty, ambition, entertainment, war, 
  prostitution, social class, law, slavery, revenge - these 
  make up the endless story that we call history. A 
  ceaseless tale of our fruitless attempts to fill the void 
  in our hearts with something other than the All-Being.”
  - Saint Miriro Tangweai,
  All-Bishop of the Archtext Reformers Cathedral.
  
  13
  “Okay, listen carefully.” Xip rattled off the instructions by memory as 
  Elisheba searched through her pack for the right ingredients. They didn’t 
  have much time, as Kasseio wouldn’t be able to distract the Child for 
  much longer. As Elisheba found the ingredients, Xip mixed them into 
  an empty vial. Xip was passing on secret knowledge, information that 
  should never be known by others, but the situation was dire; her friends 
  needed her and that was more important than keeping secrets. 
  Xip had never expected to encounter a metal beast such as a Child 
  of Pol, but she had once toyed with the idea for a potion that could 
  eat through metal. But she had never thoroughly tested it, as metal 
  was a useful material and it sold well.
  Xip took the potion in her tail and delicately reached out for one 
  of her precious sparks - the source of the potion’s power - with both 
  hands. As soon as the spark dropped into the vial, the ingredients 
  started to bubble and hiss. Xip popped on a cap as hard as she 
  could - the immense power that was building up inside could only 
  be contained for a few moments.
  “Quickly... strike the Child with this. Aim not for where it is, but for 
  where it will be.” 
  Elisheba awarded Xip an affectionate pat on the shoulder as she 
  grabbed the vial and ran towards Kasseio, who was guarding her 
  two wounded friends from the Child’s relentless attacks. Xip could 
  make out the hazy shapes of her companions, but she suddenly 
  froze in fear as the Child once again vanished and Elisheba called 
  out “Xip, duck!”
  Xip didn’t move as the Child re-appeared above her, a great hazy 
  blur of silver and pink, her trained ears heard the familiar sound of 
  a glass vial flying through the air and breaking. She and the Child 
  were showered in a glowing green liquid.
  The room was filled with a strange, unholy shriek as the metal 
  beast and the floor around her began to melt away. Xip was quickly 
  picked up in strong Legion hands and rushed from the room. She 
  struggled to hold onto her satchel as its buckles had wasted away 
  and her eyesight had only grown worse, but her grip loosened as the 
  sickness that had been threatening to take over finally did.
  ***
  Xip came to as they reached the entryway to the cavern. Elisheba 
  and Rashton were throwing up as the evil sickness took hold of them. 
  Xip reached down into her bag to look for a spare pair of glasses. She 
  managed to find a loose lens - the metal frames had been melted. 
  “How are your eyes, little one?” Kasseio asked with 
  surprising concern. 
  “Better. I found one of my lenses in my bag… but the metal frame 
  is gone.”
  Arax shuffled over to Kasseio, clapping his fists against hers, as 
  The cloying smell of incense permeated the 
  overheated small room, as Garai, his feline ears brushing 
  the ceiling, sat hunched over on a prayer mat across 
  from a wizened old Tolatl in gold-threaded robes.
  “Akh, Ath, Cor, Nix and Dra, hear our plea,” came the 
  dry scratchy voice of the priest, whom Garai had paid 
  handsomely for the private prayer session.
  His swirling fingers, drawing holy patterns in 
  the coloured smoke above the small brazier were 
  mesmerising, the fumes were slowly relaxing him as the 
  pungent dried leaves on the brazier shrivelled into ash.
  “Our intentions are holy, and our purpose pure. Hear 
  me, oh gods of eternal worth, and hear our plea.”
  The same feelings came every time Garai prayed 
  here. The relaxation, the knowledge that the Eternal 
  Church was founded on a deeper truth, and something 
  outside of himself allowed him to feel this calm, mellow 
  peace for hours after he had left the tiny Tolatl-sized 
  passages that riddled the great Stronghold cathedral.
  “Please, oh Lords of Spirit and Sky, Soil and Life, know 
  our hopes, forgive our fears, and grace us with your 
  blessings,” came the end of the chant, as the old Tolatl 
  poured a few droplets of sweet-smelling holy ointment 
  over the brazier.
  Garai bent his head, tears falling onto the prayer mat, 
  feeling the contentment of forgiveness upon him as he 
  bowed his head to the priest, and edged his way out 
  of the small room, pausing every few spans to allow 
  the small Tolatl in the robes of their order to go ahead 
  of him.
  “Orange grub noodles, with a side of chies oats,” 
  he grunted as he left the small passages and 
  stood, stretching in the main foyer of the cathedral, 
  suddenly hungry.
  Xip had seen many Legion do. It seemed that facing down certain 
  death was enough to resolve most disagreements.
  Kasseio lowered Xip down into the warm grass of the clearing. Xip 
  settled in and smiled. There would be much to do in the coming 
  days; Pol’s remains would need to be thoroughly searched for 
  alchemical materials and that spark, along with any others, would 
  need to be collected.
  But all of that could wait. For now, all Xip wanted to do was soak 
  up the sunlight and sleep in the company of her friends.
  
  14
  
  15
  Something crunched beneath Appius’ mail boot. The Legion warrior 
  didn’t need to look down, he had tread upon bones hidden beneath 
  the fallen leaves - the only burial that the dead were offered after 
  the druids took this citadel some four decades past.
  The ground below them was split; Haven Citadel itself had been 
  broken open, flood waters had rushed in to turn this place into a watery 
  grave. Those who had tried to escape the rising waters were slain on 
  these steps, killed by the waiting Nephilim and their druidic masters.
  “It’s terrible what happened here,” chirped little Zevu, coming up 
  the steps behind them. “The druids spared no one.”
  One of the two Kaltorans, Ada, stood slowly, surveying the land 
  around her. To the untrained eye, it appeared as though they were 
  summiting the sole ruin in the area. But Ada’s keen eyes could see 
  beneath the overgrowth to the worn stone that had once framed this 
  massive citadel, and many distant buildings like it - every stone 
  placed by her ancestors’ hands. Ada and her companions had been 
  long searching for this place: Haven Citadel, once a grand centre of 
  learning, now an overgrown grave.
  From up here, the world almost looked peaceful; an endless green 
  canopy that masked the horrible things that had happened on these 
  grounds. It wasn’t hard to picture how beautiful Haven Citadel must 
  have been before its fall.
  Kryld, Ada’s brother, joined Ada in her watch. “Imagine what 
  this region once looked like?” He said out loud, mimicking 
  Ada’s thoughts. “Rich and colourful, and a shining monument to 
  knowledge, eh?” He said with a rueful laugh.
  “I’m just imagining the treasures that await us,” smirked Appius, 
  leading the group towards an opened archway. 
  “Something you’re looking for in particular, Appius?” Ada inquired. 
  Appius turned towards her and hefted his makeshift axe in her 
  direction, showing off the dents and dings that pockmarked the blade. 
  “I’m a simple warrior, Ada. I want something I can kill things with.”
  
  16
  
  17
  
  18
  
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  20
  History of Akharon
  “The Eternal Priesthood will tell you one thing, the Church of the 
  All-Being another. They’ll tell you that the gods care; that they sit up 
  there on their eternal thrones looking down on us, waiting to swoop 
  in at the last second. Well let me tell you, the gods are more than 
  willing to let you die. I’ve seen it myself, a hundred times. Millions of 
  good men lost to the druids. We’re on our own down here, on Akharon 
  - all you have is the steel in your hand and the person standing by 
  your side. Rely on them, not on a miracle from the gods.”
  - General Tractius Eagleclaw.
  he Saga of Neph 
  Once - long, long ago - existence was empty and vast 
  - a blank canvas awaiting a painter. In the beginning there 
  was only Mon, the Creator, the Maker of All Things. Mon has always 
  existed, as long as time, before even the thought of the Gods of 
  Eternity was sparked. It was Mon who created Akharon, who birthed 
  the many gods and their Archon servants.
  Much was lost during the wars that ravaged Akharon, but Eternal 
  Priesthood scholars have pieced together thousands of texts and 
  countless oral histories to help inform their knowledge of the gods. 
  These texts that they compiled, called ‘Sagas,’ are still used to this 
  day. The Sagas say that Mon’s dominant desire was to create.
  As Mon extended himself through the heavens, he created and 
  populated countless worlds, and birthed gods to rule each one in turn, 
  but as he did so he gave up more and more of himself. Each new creation 
  took a toll on Mon, and he knew his time grew short. As his last action, 
  he created Akharon, which would be his greatest creation; his swan song.
  Mon knew he needed to protect his creation, and so he created the 
  gods and their Archon servants. He placed the Archons in the sky; 
  white guardians who stay vigilant at their posts, protecting what Mon 
  had created. The gods and these countless Archons can be clearly 
  seen in the night sky, and on occasion during the day, twinkling in 
  the heavens, looking down on Akharon as they continue their service.
  With this final act, Mon was spent. He let his body become dust as 
  he took his rest surrounding Akharon. This resting place, known as 
  the ‘Sands of Eternity’, can be seen at all times as great rings around 
  the world. It is within these rings that the gods made their home.
  The gods of Akharon were pleased with what Mon had left them. They 
  would often look down upon the world from within the Sands of Eternity 
  and watch its progress. Shortly after Mon’s death the goddess Neph, the 
  oldest and most powerful of Mon’s children, issued a decree:
  “Akharon exists as our father made it. Let it remain unchanged for 
  all eternity. Let it stand as a beacon of perfection in our vast galaxy, 
  and a reminder of the love that our father had for us all.”
  For a time, the gods followed Neph’s decree. They were content 
  to spend their days leisurely amongst themselves, and on occasion 
  looked down upon the world as its many inhabitants fought with each 
  other amongst its vast wildlands. But some of the gods, especially 
  the youngest gods, who were created when Mon had only a little 
  power left, began to grow restless. They yearned to birth life as their 
  father once did; they wanted to feel the pleasure of creation.
  Two gods, the twins Akh and Ath, decided they would secretly 
  leave their mark by meddling with Mon’s creation. The brother and 
  sister slipped down to the planet’s surface and began experimenting 
  with new life forms. When they were done they had created two 
  new races, the Tolatl and the Legion, to join Mon’s other creations. 
  They hoped that their children would go unnoticed - just two more 
  creatures to join the ever-tumultuous conflict that was Akharon.
  But when Neph discovered their illicit creations, she was furious. 
  She moved to banish Akh and Ath to the abyss beyond the Sands of 
  Eternity, but the great god Pol tried to stay her hand. Pol argued on 
  behalf of Akh and Ath - that they had only sought to follow in the 
  very nature that defined their father, Mon, who had created up until 
  his very last breath.
  But Pol’s words only succeeded in angering Neph. She saw that 
  these new races were taming Akharon, changing its very nature. 
  Drawing her great spear ‘Ire’ she left the Sands of Eternity to destroy 
  Akh, Ath and their creations, but Pol fought for his siblings.
  Pol was no match for his older sister. He was slain and his body 
  tumbled to the ground, bursting apart where it landed, creating the 
  Grave Mountains and Pol’s Rest - the valley that the great city of 
  Stronghold would one day call home.
  The twins were horrified by the death of their brother; never had 
  they experienced such loss in their life. They spurred the other gods 
  to action, attacking Neph. But even with their combined might they 
  were unable to overpower her, and could only wound her. Neph was 
  forced to retreat when she lost her arm in battle and her spear, Ire, 
  fell to Akharon. She no longer had the power to dominate her siblings, 
  and they dared not finish her off for risk of losing more of their own.
  Now that Neph’s influence was subdued, the gods took a closer 
  look at Akharon’s newest children. In honour of Pol’s great sacrifice 
  and the creative nature of Mon, they sought to guide not only these 
  fledgling races but also Akharon’s older children, the Kaltorans 
  and the Remnant. The goddess Corp granted them prosperity, Dray 
  brought the gift of industry, Nix brought them culture, and the twins 
  Akh and Ath carried the great gift of family.
  For a while, it seemed like the Akharonians would have a lifetime of 
  peaceful, prosperous growth, but Neph haunted them. She altered and 
  distorted many of the life forms on Akharon, empowering its most 
  dangerous predators and killers. She sought to destroy these new 
  civilisations at every turn, as she desperately sought the return of Ire.
  The gods fought to a stalemate, forced to return to the Heavens 
  to stay much of Neph’s wrath and ready themselves for the day that 
  
  21
  Ire is found. Neph and the other gods still circle Akharon as they 
  continue their endless dance. From her throne within the shining light 
  called the Eye of Neph, she continues to poison the world below her, 
  plotting and planning a way to eliminate all civilisation and return 
  the world to its rightful, primal, state.
  ruth and Mythology
  This mythology is believed to be the undeniable truth by 
  the segment of Akharon’s population who follow the Gods of 
  Eternity. The Eternal Priesthood, the religious organisation tasked 
  with maintaining the Sagas and teaching the story of Akharon’s 
  creation, teach this creation story as dogma.
  The reality of Akharon’s creation is perhaps much simpler and 
  yet more fantastic at the same time. What the Akharonians know 
  of their gods was passed down through the Sagas, which were 
  primarily compiled from a mysterious text known as the Epic of 
  Eternity, a sacred volume that is guarded by the Eternal Priesthood. 
  None outside of their ranks have set eyes upon the text, but what 
  the priests teach is widely regarded to be true by their followers. 
  It’s hard to argue against their story when the proof of their gods’ 
  existence is plainly visible to any that would look up.
  The Sands of Eternity can be seen at almost any time of the day or 
  night, a band of dust circling around their planet, and Neph’s throne, 
  the Eye of Neph, can be spotted as she passes over Stronghold, a 
  small green glimmer of destruction that occasionally, and without 
  warning, spews forth her arcane wrath.
  There are other religions that exist on Akharon. Some worship 
  particular gods above others, and some believe that the Sagas are 
  more allegory than literal truth. There is even a sizable faction who 
  believes the many gods, and even Mon, are simply creations of a 
  single deity known as the All-Being, who is actually responsible for 
  most of what the Eternal Priesthood teaches. Regardless of the belief 
  in their authenticity, these stories of the gods are still passed down 
  from generation to generation. 
  he Age of Darkness
  The early years of life on Akharon are collectively known 
  as the Age of Darkness. This was the time between Mon’s 
  death and the intervention of the twins Akh and Ath - when Neph’s 
  decree still stood absolute. The early races, the Nephilim, Kaltorans 
  and the Remnant, received no assistance from the Eternal Gods, and 
  so were forced to struggle on their own against each other and the 
  many monsters that dominated Akharon.
  Some notable theologians speculate that as Neph was the first of 
  the gods, she helped to populate Akharon alongside Mon while he 
  still lived. Mon always intended for his children to join him in the 
  act of creation, but he died before the other gods had their chance, 
  leaving the world in the hands of Neph’s creations. 
  Ignorance and savagery ruled the world in these early years. The 
  races and beasts warred and slaughtered each other. Tyrants would 
  rise above their peers and take command over armies to carve out 
  nebulous territories to rule, until they themselves would fall at the 
  hands of another tyrant or traitor. It was a world of subjugation and 
  ignorance, where the strong preyed on the weak.
  From this time no record remains. There was hardly a spoken 
  language, let alone a written one, and anyone who tried to communicate 
  via symbols or carvings usually died before they could impart the 
  meaning of their work. But it is known that this time period existed - this 
  time before civilisation. The Kaltoran meditation practice of Ta’Di, which 
  allows one to commune with their ancestors, has shown some terrible 
  glimpses of this chaotic time. It is forbidden within the Ta’Di to spend 
  too much time linked to this period, as the horrors witnessed will drive 
  one mad. There is rumoured to be a sect of Kaltorans living somewhere 
  on Akharon who have lost themselves to these memories and have 
  become as savage as their ancestors once were. These Dark Tribes, as 
  they are called, are very dangerous and should be avoided at all costs.
  ge of Illumination
  After Neph was wounded, the gods looked down upon 
  Akharon and were distraught. They felt it was their duty to 
  shepherd these new creations into a new age. The gods stepped down 
  onto the world and granted their gifts, bringing the races into a new 
  age: the Age of Illumination.
  Most of what is currently known about the Age of Illumination 
  comes from the Tolatl. Not only was it the Tolatl who dominated 
  the recording of history and the formation of the Eternal Priesthood, 
  they were also the race to remain secure in the mountain fortress 
  Stronghold, where they could endure the coming wars better than 
  most. Their records are the only documents that remain intact, but 
  enough evidence has been recovered from Illumination Ruins to 
  substantiate their records, though many scholars remain wary of the 
  bias Tolatl scholars tend to put on events.
  It took decades of careful guidance for the races to transform 
  from what they were to what they were destined to become. With the 
  help of the gods, Akharon reached a time of peace and prosperity 
  that was never to be repeated. Scholars have marked the beginning 
  of this age at the founding of Akharon’s first permanent city, Catla.
  The region where Catla was founded was under the control of 
  a heinous Tolatl tyrant named Xipil the Dreaded. Xipil maintained 
  his power through fear and violence, but the people, having been 
  shown another way by the gods, rose up and overthrew Xipil. These 
  victorious races formed the Eternal Priesthood and crowned a new 
  king: Nopaltzin.
  Catla grew quickly as it liberated and unified the surrounding 
  lands. Over many generations they built grand structures, cities, and 
  learned the secrets of alchemy. As the years marched on, the gods 
  visited many other people and the whole of Akharon changed, often 
  reflecting the very image of the Kingdom of Catla.
  
  22
  But as Neph’s attacks on Akharon became increasingly desperate 
  and brutal, the gods were forced to withdraw to the Sands of Eternity, 
  leaving the people to find their own way.
  For some time, things were happy and prosperous in the Kingdom 
  of Catla, but the king, King Etalpalli the Sixth, wished for all the 
  people of Akharon to be united under his banner and to share in 
  their glorious prosperity. 
  To this end he formed the King’s Alliance: a union of allied 
  provinces spread across the continent. While many joined willingly 
  - through either shrewd diplomacy or heavy-handed intimidation - 
  many others were conquered.
  Etalpalli would not live long enough to see the final success of the 
  King’s Alliance, nor would his son, or his son’s son. It was not until 
  the rule of Coaxoch the Second, some six generations later, that the 
  King’s Alliance would finally fulfil Etalpalli’s goal and stretch across 
  all coasts of the great continent of Catlan.
  King Coaxoch and his descendants turned the King’s Alliance into 
  a land of great prosperity. Catla continued to grow in scope until 
  it became a marvel like nothing the world had ever seen before. 
  Towering structures, made of pure stone. Roads decorated with marble 
  tiles with fountains in every square. Large aqueducts that brought 
  fresh water. Ornate buildings carved with intricate murals and statues 
  to the gods adorned every building. Catla was considered to be the 
  most beautiful city to ever grace the surface of Akharon.
  While the many races had their own nations within the King’s 
  Alliance, they mingled often, sharing resources, knowledge and 
  manpower. Philosophers spent their days writing about the rights 
  of the people, granted to them by the gods, alchemists spent their 
  days perfecting the magic arts, while warriors fought back Neph’s 
  offspring, allowing the common people to largely live in peace. The 
  King’s Alliance crafted paradise; a shining light that cut through the 
  Age of Darkness. Everyone was united by a shared group of ideals, 
  the three tenants of Catla: Reason, Prosperity, and Faith. Each of 
  these pillars was upheld by a select group whose job it was to 
  maintain the happiness of the Kingdom’s people. The Scholars taught 
  reason, the Alchemists brought prosperity, and the Priests instilled 
  faith. These three tenants would guide the people of the Kingdom for 
  a thousand years.
  But not all was well outside the boundaries of the King’s Alliance. 
  In the deep wildlands and across the great seas tyrants still ruled 
  and warred, oppressing and killing their people as they saw fit. It 
  weighed heavily on the hearts of the many rulers of the King’s 
  Alliance that they should prosper while the rest of Akharon suffered 
  so greatly. And so the kings marshalled their great armies and 
  launched the King’s Crusade, a hundred year war to unite all of 
  Akharon under the banners of the King’s Alliance and to put a final 
  end to Neph’s endless spawn.
  This great army would never be seen or heard from again. While the 
  King’s Crusade marched in distant lands the unthinkable happened at 
  Catla
  Elpis
  Valdis
  Daskraken
  Burdragon
  Romanos
  Boon
  Panos
  Rubis
  Sigimund
  Savas
  Badulf
  Ragna
  Lagos
  Cato
  (All-Monks)
  Attaway
  Bard
  Apollonios
  Tarquinius
  
  23
  this was a mistranslation, that the All-Being is Neph, and it was Neph 
  who pulled the Remnant back from death for this key fight.
  The young Remnant spent months locked inside a meditation 
  chamber, guarded by his most trusted followers. When he finally 
  emerged from the chamber, he gathered together his closest circle 
  and shared his epiphany; Neph was the All-Being, and it was the job of 
  the All-Being’s followers to continue the war against civilisation that 
  Neph had begun.
  The rest of the monks acted against this new teaching, saddened 
  by their pupil’s misguided ideals. They had expected much from this 
  monk, expected him to be the All-Prophet - but those dreams were 
  now dashed. The monks exiled this Remnant from their temples, 
  forcing him to flee, with his followers in tow. 
  The Remnant fled to the northern wilds, finding sanctuary among 
  its many outcasts. There he made a new home and discovered that 
  many among the outcasts were druids, magic users who worshipped 
  Neph as well. This Remnant became one of them, and came to lead 
  them. The druids shared with him the secret to their magic; the 
  Wylding, and taught him how to use it. The druids had been collecting 
  Neph’s magical fluids for many generations, and their stores were 
  vast and mighty - enough to wage war on the entire planet. 
  It was somewhere in this time that the Remnant lost his given name. 
  He shed it off like a snake sheds its skin, along with everything that 
  tied him to his old identity. He arose with no name, just a title - the 
  Archdruid - and a renewed sense of purpose. The Archdruid would lead 
  the druids, the outcasts, the followers of Neph, and they would burn 
  the world to the ground and allow nature to reclaim what it had lost. 
  The King’s Alliance could not have prepared for what was coming. 
  The Archdruid’s armies struck with force at the northern border 
  - druids wielding Wylding magic alongside lost barbarian tribes, 
  heavily armed mercenaries, monstrous Wyld creatures, Nephilim, and 
  any who held a grudge against the King’s Alliance. 
  The north fell first. The cities were razed to the ground and 
  replaced with Wyld growth, creating jungles, swamps and forests 
  where cities once stood. The Archdruid didn’t stop there - he worked 
  his way down through the continent, destroying every city he passed 
  - until he reached Catla. 
  King Coaxoch the Tenth marshalled the best defence he could, but 
  the bulk of his army was on the King’s Crusade. There was nothing 
  Catla could do to stem the flow of the Wyld. The Archdruid took the 
  city and grew a great forest in its place, declaring himself conqueror 
  of civilisation. By toppling Catla, the Archdruid had delivered the 
  death blow to the King’s Alliance. He was now incredibly close to 
  fulfilling his goal of returning the world to the Age of Darkness. 
  With Catla gone and its many kings dead, the rest of the cities 
  quickly fell. The great glory of the Alliance was being razed to the 
  ground. The beautiful streets that had connected the cities were 
  broken and scattered by new growth bursting out from under them. 
  home; the King’s Alliance fell.
  he Archdruid and the Druidic War
  The rise of the Archdruid is mostly shrouded in myth and 
  legend. It is not ancient history, as the stories compiled into 
  the Tolatl ‘Epic of Eternity.’ The story of the Archdruid is one that 
  still clearly affects the world to this day. Most of what is known 
  about the Archdruid has been pieced together through interviews and 
  eyewitness accounts.
  The King’s Alliance now stretched across all the inhabited lands 
  of the Catlanian continent, but there were many areas free of its 
  influence. Untamed pockets like the frozen southern reaches, home 
  to many barbarous Legion tribes, and the remote northern jungles 
  where society’s outcasts hid alongside Neph’s spawn, were not under 
  the rule of the King’s Alliance. 
  While the land prospered, a dangerous power was beginning to 
  grow in the north.
  The monks of the All-Being were largely untouched by the 
  Kingdom, left to their own devices as their way was one of peace, not 
  tyranny. The monks lived on in small pockets deep in the Whispering 
  Jungle, tending to their temples and their flocks. Among these 
  monks there was one, whose true identity has been lost - scrubbed 
  from all record - who seemed called for greatness.
  The church of the All-Being believes that the All-Being is the one 
  true god and creator, stationed higher than the other deities, who 
  they believe may not exist or, if they do, are simply lesser creatures 
  or servants of the All-Being. The monks had a prophecy, recorded in 
  their Sacred Texts, that spoke of a great and powerful saviour. This 
  All-Prophet would rise to lead them in battle against the evil force 
  known as Neph who, according to their beliefs, is not a god but rather 
  a force of evil and destruction that must be combated. 
  This monk, this unknown servant of the All-Being, was thought by 
  many to be this prophet. The monks were quick to grasp onto every 
  small sign that might have indicated it, so much so that the young 
  Remnant began to believe it himself. 
  The monk poured himself into his study, eager to prove that he was, 
  indeed, the All-Prophet, and eager to gain the power that would come 
  along with it. He devoted much of his life to studying the Sacred Texts 
  of the All-Being, but something began to tug at him. The texts made 
  little mention of the other Gods of Eternity, but focused on Neph, who 
  was seen as the antithesis of the All-Being, but was not a god herself. 
  He became convinced there was more to the story. 
  The contradiction came to a head when the monk discovered what 
  he believed to be a lost text. The text asked questions of his faith 
  and put Neph on a pedestal, as Neph was the one who fought against 
  the other Gods of Eternity to return Akharon to its natural state, free 
  of civilisation. The Sacred Texts say that the All-Being fought in the 
  war. That he pulled the angelic Remnant to his side, back from death 
  itself, and used them to save the universe. But this new text claimed 
  
  24
  
  25
  Buildings were toppled and statues were torn down. The fountains no 
  longer produced water and were instead filled with blood. Everything 
  that the King’s Alliance had held dear was lost. The frightened 
  citizens began to believe the Archdruid was Neph, returned to take 
  away Akharon’s unwanted children.
  The Priests of Eternity feared for the survival of their people. In 
  an effort to safeguard themselves from the Archdruid they retreated 
  to what they believed the safest city in all of Akharon: Stronghold. 
  They packed their vast libraries, gathered their collected Sagas, and 
  made the trip in haste, hoping to arrive before the Archdruid’s forces 
  reached them.
  Stronghold, originally built by Tolatl nobles during the early days 
  of the King’s Alliance, was designed to be impenetrable, sitting 
  securely atop a high plateau overlooking Pol’s Rest. Alchemists 
  and priests used this citadel to study the uncharacteristically pure 
  valley that lay behind Stronghold’s protection – the final, and secret, 
  resting place of the dead god Pol.
  As more and more cities fell, more and more refugees fled to 
  Stronghold. The priests weren’t the only ones who had seen the 
  value of Stronghold’s defensive qualities. The Tolatl alchemists 
  did their best to accommodate everyone who made the dangerous 
  journey to Stronghold. And it was, indeed, very dangerous. The roads 
  were prowled by the terrifying spawn of Neph and the druids could 
  kill fleeing refugees by the dozens with just a wave of their hand.
  However, Stronghold was a Tolatl city. It wasn’t built for the 
  larger races, especially the bulky Legion or the occasionally large 
  Remnant. Modifications had to be made and temporary structures 
  were added to Stronghold’s courtyards and to the protected valley 
  that lay behind the city. Those who lived in Stronghold lived under 
  a never-ending siege from the southern Legion barbarians, who were 
  marching north to join the Archdruid’s army. They launched attack 
  after attack against Stronghold as they awaited the inevitable arrival 
  of the Archdruid himself.
  For 40 years the surviving Akharonians lived in perpetual fear 
  behind Stronghold’s walls, waiting for the Archdruid’s army to reach 
  them. But the Archdruid never came. Eventually, the attacks by the 
  barbarians ceased, as they grew restless and lost their sense of 
  purpose. The spawn of Neph that once prowled the countryside in 
  great numbers grew fewer every day, until they stopped altogether. 
  There came a time where a living druid hadn’t been spotted for 
  years. Finally, the leaders of Stronghold sent out a number of brave 
  scouts to report on the situation. The news they brought back was 
  elating - the Archdruid was dead and his army was in disarray. 
  eath of the Archdruid 
  The Archdruid was slain, his conquest ended and his 
  armies scattered. The only problem was, no one knew how 
  it happened. The debate about the fate of the Archdruid rages on to 
  this day, with many factions trying to claim responsibility for the 
  deed in order to increase their own clout in the post-Archdruid world. 
  The Legion claim they sent a soldier in secret, a woman armed 
  with a legendary Arcanium spear and bow, in order to assassinate 
  the Archdruid. Though the soldier died in the process, and her 
  weaponry was lost along the way, she was successful in her mission. 
  Adventurers are still seeking out those lost weapons…
  Some nobles believe that the King’s Crusade returned at the 
  right moment, laid siege to the Archdruid’s forces in the north, and 
  killed him in battle. They believe the Crusade was destroyed in the 
  process, but at least the Archdruid was killed. However, there may 
  still be some members of the crusade alive who do not know that 
  Stronghold is safe...
  The Priests of Eternity teach that the Archdruid was killed by 
  the gods, as punishment for worshipping Neph. They believe the 
  Archdruid now rests in the Eternal Abyss, and that they should all 
  be vigilant in case he escapes his prison…
  Others scholars believe that the Archdruid was betrayed and 
  killed by rivals among his own faction, though who these druids were 
  and why they betrayed their leader remains a mystery. If there is a 
  force living in the Wylds powerful enough to defeat the Archdruid, it 
  might one day turn its gaze to Stronghold…
  Finally, many optimists believe that the Archdruid simply burned 
  out or died of old age. Perhaps accessing as much of the Wylding 
  as he did drained his lifespan, or maybe he was already old to 
  begin with. These people rest comfortably in their knowledge that the 
  Archdruid will never be able to harm them again. 
  No one knows which theory is correct, but the answer is sure to 
  reveal itself in time. 
  ife After the Archdruid 
  For a time after the Archdruid’s death, nothing changed 
  - life continued on as it had for decades. Eventually, the 
  dwindling attacks by the spawn of Neph stopped entirely. The ground 
  was still poisoned and the Wyld was still out of control, but the 
  direct threats appeared to have ceased - a Druid of Neph hadn’t 
  been seen for years.
  The Scholars, Alchemists, and Priests who had been managing 
  Stronghold’s day-to-day activities called together a gathering of 
  the most influential people in Stronghold, which mostly consisted 
  of the Tolatl descended from the original nobles of the fortress. 
  Together they decided it was time for a change within Stronghold. 
  They decided it was time to take their world back. 
  “Books are the antithesis of instinct.”
  - Unknown cult priest of Neph.
  
  26
  These three groups were the backbone of the Three Tenants that had 
  supported the Alliance for so long, and it felt natural that the DIvine 
  Right would fall to them. 
  This would be the first time in recorded history that Akharon had 
  been ruled by anything besides a king or queen. This was a new time, 
  when the old ways no longer held sway. But, if a crown prince were 
  ever to return, or be born, to Stronghold, the Regency Council might 
  feel obliged to bow to them.
  The people adapted to life in Stronghold, it became their home, 
  and it gave Akharon a new culture; one of close cooperation between 
  the races. This ability to coexist was essential to their survival, both 
  during the war and afterwards.
  After the Archdruid was killed, the people of Stronghold gained new 
  hope, but it was tempered by caution. The wilds outside of Stronghold 
  were dangerous, and the Legion tribes that had laid siege to Stronghold 
  remained as a permanent encampment, their intentions unknown.
  Stronghold had been the Akharonian’s only home for so long 
  that the outside world looked like a strange, new place. Only the 
  Kaltorans, through their ancestral memories, could even remember a 
  time before the Archdruid, and those memories blurred a little more 
  with each passing generation. People were afraid to venture down 
  the mountain, and rightfully so. They weren’t prepared to re-colonise 
  this new world. They had everything they needed in Stronghold; Pol’s 
  Rest had provided them with a bountiful amount of food and water 
  during the siege. But eventually, this would all change. 
  Forty years after the death of the Archdruid, the Eye of Neph 
  passed above Stronghold. Neph spread a great blight across Pol’s 
  Rest, releasing vile spawn upon the southern end of the valley. A 
  great beast laid waste to the town of Stonevale and spread its poison 
  across the land. Crops withered and died, and the water became 
  tainted and undrinkable. It appeared that the Archdruid would have 
  the last laugh after all. The Akharonians waited too long to take 
  action and their food and water supplies quickly dwindled. This led to 
  rationing, which led to a drop in morale and the re-emergence of old 
  conflicts between races and the rekindling of old cultural grudges.
  The Regency Council came to a difficult decision; many would 
  need to leave the safety of Stronghold in order to provide for those 
  who stayed. These bold adventurers would be the first to explore 
  and reclaim the lands outside of Stronghold, making way for new 
  settlements to be built. They would need to find water that wasn’t 
  Stronghold & the Present Day
  “The architecture of Stronghold can tell you its history better than 
  any historian. You can see the original foundations of the manors, 
  the large, luxurious palaces that once housed rich tapestries and 
  artworks of great value. You can see the remains of thrones where 
  visiting kings would hold court, the ballrooms where bands once 
  entertained rich Tolatl nobles. And you can see the rooms converted 
  into studies, workshops, classrooms, observatories. You can see where 
  the alchemists left their fingerprints as they adapted this place to 
  fit their needs. They made changes to the layout, the very structure.
  But their changes have been dwarfed by what came next. We have 
  mutated Stronghold as the druids had mutated the world. It barely 
  resembles what it once was. Its open courtyards are now cramped 
  markets and housing districts. Its ballrooms are now garrisons and 
  barracks. Its grand gardens now cleared to make way for a city that 
  was never intended to be.
  Our presence here has changed Stronghold forever just as it has 
  changed us.”
  - Nezbark the Wise, Tolatl Scholar.
  he citizens of Stronghold have had over forty years to adapt 
  to life within the mountain fortress. They have retrofitted 
  many of the Tolatl structures to fit their needs, with each 
  race and sect claiming their own piece of the city, doing whatever 
  they can to preserve their cultural traditions. They work the fields 
  of Pol’s Rest side by side and, at night, they gather together and 
  share their stories around communal firepits and inside flowing 
  taverns. Stronghold has become a melting pot of different beliefs 
  and cultures, all blending into each other.
  The grand walls of Stronghold kept them protected from the 
  Archdruid’s attacks and allowed them to live as normal a life as 
  could be managed. They still celebrated holidays, birthed children, 
  and follow their religions’ many traditions. But the people were not 
  at peace.
  During the war Stronghold quickly began to overflow out of the 
  city proper and down into Pol’s Rest. Small structures, that were later 
  to become well-established towns, were hastily made to house the 
  people who chose to live outside the city walls, relying on Stronghold 
  to be an obstacle between them and the Archdruid’s army.
  The Eternal Priesthood did what they could to keep the people 
  in line. Crime and civil unrest were rare during those years, as 
  everyone was too preoccupied with surviving to worry about petty 
  disagreements, but there was still a great need for clear governance. 
  There were no Kings anymore, as the line had been ended when the 
  Archdruid sacked Catla. No princes were in line to inherit the throne, 
  and the ‘Divine Right’ of rule passed to no one. 
  And so the scholars, alchemists, and priests met together to 
  address the needs of the people. They formed the Regency Council, a 
  powerful group that would share the burden of ruling over Stronghold. 
  “If it doth glow, just say no.”
  - Quinyx Goldtower,
  warning Stonevale locals of a Wylding infestation.
  
  27
  poison, ground that wasn’t toxic, and places that were cleared of evil 
  druids and Neph’s spawn. It was a seemingly impossible task, but 
  that didn’t stop those brave souls who volunteered. They believed 
  that the world could be saved, and would do their part to save it.
  Salvation first came in the form of the Legion clans who had once 
  joined in the siege of Stronghold. As explorers and scholars began 
  to leave Stronghold, they were forced to interact directly with these 
  Legion. And it turned out that these vicious warriors were not so 
  different - they were simply doing what they felt they needed to do 
  to survive the Archdruid’s might.
  These Legion did not share in the Archdruid’s ideology, nor were 
  they particularly fond of the druids they had fought beside. Now that 
  the Archdruid was dead and his army scattered, they were looking 
  for new direction. 
  The early explorers relied heavily on trading with the Legion clans, 
  and their camps have proven to be lifesaving as the Akharonians 
  have attempted to explore this new world. 
  Xip huddled against Arax for warmth, leaning up 
  against her old friend. “I never imagined it would be 
  so cold out in the wilds,” Xip murmured out of her 
  chattering teeth, earning a guffaw from both Arax 
  and Kasseo.
   “I come from the Southern Wilds, little one,” Kasseo 
  favoured her with a grin. “You talk about cold but you 
  know little of true cold. When you’re alone on the 
  southern plains, with no shelter, with nothing to stop 
  the biting chill and freezing wind… then you may talk 
  about cold.”
   “Now, now… leave her be,” Rashton came to her 
  defence with a grandfatherly smile as he placed a few 
  more logs on the fire. “I believe we all remember our 
  first winter outside of Stronghold.”
   “We needn’t be in the cold much longer,” Arax pointed 
  out. “Rumours point to a friendly barbarian encampment 
  not even a day’s journey from here. If we’re lucky, 
  we’ll be spending our next night inside one of their 
  warm tents.” 
   “And hopefully feasting on the day’s hunt,” Kasseo 
  licked her lips as she spoke. “I’m tired of trail rations. 
   Eventually, Xip fell to sleep, dreaming of warm tents 
  and the smell of cooked meat. 
  The Vanguard (the PCs)
  “As a young girl, I was told I would accomplish great things. While 
  my siblings were taught the ways of city life, I was taught to survive 
  the wild. My siblings were taught how to cook and clean. I was taught 
  to battle Children of Pol and hunt Nephilim. It was all for Stronghold, 
  I was told. I was to be part of the Vanguard... I was going to save the 
  world, and now my time has come - my time to leave Stronghold, 
  possibly for good.
  My training has prepared me for this very moment and yet I feel 
  scared. Do all Vanguard feel this way their first time out? They must, 
  for it is that fear that will keep us alive.”
  - Amaris Cook, missing, presumed dead.
  Those who venture beyond the safety of Stronghold’s walls are 
  known as the Vanguard. The Vanguard provide many of the functions 
  necessary for life in the new world: they seek out safe lands for new 
  villages, they hunt to keep settlers fed, and they search ruins for 
  lost treasures and knowledge. It is only because of the Vanguard that 
  civilisation is beginning to recover what was lost, and new homes are 
  being made for Stronghold’s bursting population.
  The Vanguard serve many functions, and each member usually 
  specializes in a few key tasks. The best adventuring groups are 
  formed with uniquely focused members, each lending their skills to 
  the group.
  One of the Vanguard’s primary jobs is to seek out new lands for 
  settlements. There are many dangers hidden in the wilds, and it is up 
  to the Vanguard to identify and eliminate these dangers before, and 
  after, a settlement is founded. Once an area has been secured, the 
  Vanguard must establish a new city, and keep the surrounding trails 
  safe for the ambassadors, translators, merchants, and for all other 
  needs to ensure peace within the settlement and nearby regions. The 
  Vanguard are also tasked with serving these new villages, sometimes 
  acting as guards and council leaders.
  The war with the Archdruid not only destroyed the kingdoms of 
  old, it fundamentally changed the world itself. Nature acts differently, 
  the weather no longer behaves as it once did, and natural patterns 
  can be difficult to track. Mutated beasts known as Nephilim, left over 
  from the Archdruid’s army, still roam the lands, and many druids 
  remain loyal to their old ways. These are but some of the risks that 
  a Vanguard must face in the wild.
  The changed face of Akharon has also greatly re-shaped the 
  continent, with new lands raised from the sea, and tombs from 
  ancient civilisations and the gods lying exposed. The Vanguard must 
  brave these new lands and dangers to find ancient and divine relics 
  for their people.
  The wilds also hold many new materials that can be used to 
  forge and upgrade weapons and equipment, such as rare alchemical 
  sparks, Arcanium, and the dangerous druidic Wylding.
  
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  29
  Eternal Priesthood
  “And so Pol fell from the skies, a shining comet visible across 
  all the land. His consecrated body became our salvation for even as 
  Pol fought to protect us, he died to preserve us. It is with Pol, and 
  through Pol, that our prayers are answered. So speaketh the Saga.”
  - The Saga of Pol, Chapter 6, Verses 2-5, Modern Translation.
  he Eternal Priesthood is the primary and most accepted 
  religion in Stronghold, as it was the predominant religion 
  of the King’s Alliance. The Eternal Priesthood represents 
  followers of the pantheon of the Gods of Eternity, who are said to 
  have created Akharon. Two prominent gods of their pantheon are Pol 
  and Neph, a dichotomy representing civilised knowledge and primal 
  nature, respectively. According to their mythology, Pol was slain by 
  his sister Neph while protecting the fledgeling races of Akharon. This 
  version of events has so permeated culture that even other religious 
  and non-religious people still regularly reference Pol and Neph.
  Stronghold was built atop what is believed to be Pol’s body - a 
  broken shell of the god after he crashed down to earth. Whether you 
  believe this to be the reason or not, Pol’s Rest is a startling source 
  of great alchemical magic. 
  The Eternal Priests maintain the “Sagas,” which are religious texts 
  named after the various gods of their pantheon. No one but the 
  priests themselves are allowed to read from these Sagas, which tell 
  the tales of Akharon’s creation and of the war between the Gods of 
  Eternity and Neph.
  The priests claim that their power is derived from these texts, 
  and that knowledge of the gods allows them to perform great 
  miracles. They call this secret knowledge ‘the Mysteries’. Truthfully, 
  the Mysteries are nothing more than unique forms of alchemy 
  known only to the highest levels of priesthood. This reality is a 
  well-guarded secret; if their followers realised the priests’ miracles 
  were only alchemy, many would turn away from the Priesthood. This 
  deception requires a certain temperament within a priest, and only 
  followers who show both a thirst for power at whatever cost and a 
  great sense of discretion are selected to train for the priesthood. 
  Those priests who manage to survive training with their conscience 
  intact may begin to question the nature of the priesthood and the 
  gods once the truth of the Mysteries is revealed to them, but they 
  must question quietly or face dire consequences.
  Religion
  “By the All-Being, who watches over us.
  Who blesses our lives and enriches us.
  We find peace within ourselves.
  And thank him for the bounty he has placed before us.
  In the name of the All-Being.
  So shall it be.”
  - Hymn in Praise of the All-Being, Author Unknown.
  here are several religions at the core of spirituality in 
  Akharon, but none is as prevalent as the Eternal Priesthood. 
  Most of the minor religions practiced across the land are in 
  some way a derivative of this dominant faith, and the others can’t 
  help but be compared to it. The origin story of Akharon, as presented 
  by the Eternal Priesthood, is widely accepted and shared among the 
  different religions, with the Gods of Eternity making an appearance 
  within their respective mythos - this is most prevalent with the 
  goddess Neph. Others view the stories of the Gods of Eternity as 
  myth - but they still know the stories.
  As important as the Eternal Priesthood has been, it is necessary 
  to recognise the many other religions that are still widely practiced 
  in Akharon. There are too many to ever explore in detail, and some 
  have very small followings in the fringes of society. These religions 
  are practiced differently according to where you are in the world, 
  or even depending on which temple you visit on the same street 
  in Stronghold.
  There is often a strong stigma attached to being nonreligious, 
  in Akharon. Most people believe in something, or at least pay lip 
  service to a god, but those who openly don’t believe in the existence 
  of a spiritual world are looked upon more with pity than scorn. 
  However, those who do believe and who dedicate themselves to their 
  religion - mainly the priests, monks, and shamans who spread their 
  faith - are in constant competition with each other.
  Now that the war is over, these religions must come to terms 
  with each other. Much has happened during their time together 
  in Stronghold, and each religion has changed because of it. The 
  Eternal Priesthood lives in fear of the growing powers displayed by 
  the monks of the All-Being - a power they don’t understand - while 
  struggling to come to terms with their alchemical powers being used 
  and adapted by the Druids of Neph. The dominance that the Eternal 
  Priesthood once had over the world is shaking, and shaken principles 
  can lead to dangerous zealots.
  For now, the three main religions of Stronghold - The Eternal 
  Priesthood, the worshippers of the All-Being, and the followers of 
  Ta’Di - are all united by a fear of the Druids of Neph. It has forced 
  them into an uneasy alliance; they must keep their jealousy and 
  tension in check or else give the druids the upper hand.
  
  30
  There are several levels of leadership among the Eternal Priests. 
  Loyal worshippers who have not been accepted into the priesthood are 
  called Acolytes, who serve at the priest’s request. Above them rank 
  the Initiates, who have been initiated into the Mysteries, are trained in 
  the dogma of the priesthood and are finally allowed to see the Sagas, 
  but not read them. Elders are those who have graduated beyond the 
  Mysteries and may begin guided reading from the Sagas, though the 
  interpretation of the meaning of the Sagas is left to full priests. Once 
  an Elder has shown they will not waver from the prescribed dogma, 
  they are promoted to the Priesthood, can tend to their own temples 
  and are allowed to study the deeper Mysteries. Each of the Sagas has 
  a High Priest whose responsibility it is to interpret that text and thus 
  the will of the god which carries the same name.
  The High Priests are considered equal but the High Priest of Pol 
  is respected more than any other. He is said to be the most devout, 
  pious, and honourable of all the priests. This position is currently 
  held by a Tolatl named Xiuhcoatl the Blessed, who makes his home 
  in the largest temple in Akharon, the Reliquary, nestled high in the 
  mountains above Stronghold. 
  he Gods of Eternity
  The Eternal Priesthood worships the Gods of Eternity. There 
  are many lesser gods who are attributed with minor miracles 
  and small wonders, but only the major gods have their own Sagas. 
  These gods are said to live in the Sands of Eternity - the rings of 
  dust that orbit the world of Akharon. That dust is the remains of the 
  creator, the god Mon, who perished in his creation of the world. The 
  Sands of Eternity are under constant threat from the goddess Neph, 
  which is why some prayers go unanswered and why the gods don’t 
  take a more direct hand in the lives of Akharonians.
  Mon
  The Creator, the God of Life and Death. Mon sacrificed himself 
  to bring life to the universe, and in doing so created the Gods of 
  Eternity, the world of Akharon, the Kaltorans and the Remnant. 
  The Priests of Eternity do not pray to Mon, as he has gone to the 
  world beyond, but his name is still spoken with reverence. There 
  are hints within the Sagas of Mon that he originated in a place 
  far away, and came to this universe in a large boat capable of 
  changing the very face of worlds, but few understand the true 
  meaning of this.
  Neph (or Nep)
  The maimed Goddess of Nature, Power, Fertility and Calamity, 
  fights against the other gods to return Akharon to its natural 
  state. Neph can be seen as a small glowing green light, known 
  as the Eye of Neph, floating high in the sky around the world, 
  intermittently poisoning the earth and unleashing her horrifying 
  Nephilim to fight against all forms of culture. Civilised people 
  dare not openly pray to Neph, but many do so in secret as they 
  wish to gain her blessing or to be spared from her wrath.
  Akh
  The King and Father of the People, the God of the Sky, Protection 
  and the Home. His large yellow light shines brightly from his 
  throne in the sky above Akharon, and provides warmth and light 
  to the people. The youngest god, and twin to Ath, Akh rebelled 
  against Neph to create the Tolatl in his own likeness. The people 
  of Stronghold pray to him most, for he is considered the most 
  reliable of the gods.
  Ath
  The Queen and Mother of the People, Goddess of War, Wisdom 
  and Loyalty. She is the red sun that shares the sky with her twin 
  brother, Akh. As the creator of the Legion she and her warrior 
  priests are looked to when strength, stability and wisdom are 
  needed, especially in times of conflict.
  The Truth: The Eternal Pantheon are primarily celestial objects. Neph (an organic Nephilim spacecraft that is locked into an 
  orbit around Akharon), Akh and Ath (the system’s two suns), Corp (the moon), Nix (possibly a comet, planet, deep space satellite 
  or other astronomical phenomena), Dray (a planet), the Archons (stars) and the Sands of Eternity (a dust ring around Akharon).
  
  31
  Pol
  The dead God of Alchemical Magic, Metal, Knowledge and the 
  Guardian of Civilisation. He was killed by his sister, Neph, while 
  protecting the people of Akharon. His metal body fell to the 
  earth and, in the crash, created Pol’s Rest. His great body now 
  resides under Stronghold and his fluorescent blood forms the 
  foundation of alchemical magic. No one prays to Pol, but he is 
  greatly revered by all who acknowledge his great sacrifice.
  Corp (or Cor)
  The silver Goddess of Commerce, Peace, Water and the Arts. 
  Her throne is that of silver, most clearly seen at night to guide 
  the world as Akh and Ath sleep. At different times of the month 
  Corp shines in different shapes, which the priests use to judge 
  coming prosperity and austerity. Some have mistranslated the 
  Saga of Corp and believe she lives in a building that floats high 
  above the planet, and can be visited if granted the gift of flight 
  by the gods. Corp, Dray and Pol were once very close friends.
  Nix
  The beautiful trickster Goddess of Enchantment, Mirrors, 
  Mischief, the Afterlife and Time. Nix resides far from the other 
  gods, as she enjoys watching them more than she enjoys their 
  company. Her twinkling purple form rarely passes through the 
  sky, but when it does, shamans detect a high level of activity 
  within the spirits that dwell on Akharon and enchanters feel 
  their powers grow and change in unforeseen ways.
  Dray (or Dra)
  The ceaseless God of Industry, Hard Work and Passion. Smitten 
  with an undying love for Nix, Dray can be seen in the night 
  sky as a distant blue and brown light forever pursuing, but 
  never catching, his love. Dray, Corp and Pol were incredibly 
  active across the world in the short time before Mon’s death - 
  evidenced by the sheer number of ancient metal ruins marked 
  by the Symbol of Dray carved upon them. None felt the pain 
  of Pol’s death more deeply than Dray, and those who worship 
  him share his special hatred of Neph and her destructive spawn.
  The Archons
  The shapes of the constellations that the early Akharonians 
  saw in the sky are the Archons, a term encapsulating all of the 
  gods’ celestial servants. Most have individual names, though few 
  are worshipped regularly or have their own Sagas. The Archons 
  are only regularly worshipped by farmers, those who live in 
  dependence on the mercy of Neph, goddess of nature. There are 
  a few temples built to the Archons, but no individual Archon has 
  more than a simple shrine in their name as so little is known 
  about them.
  The Lesser and Unknown Gods
  There are many more gods that have yet to be named and many 
  more that are hinted at in the Sagas. These gods have few, or no, 
  stories told about them, but that doesn’t mean they are without 
  consequence or importance. As more information is recovered 
  from the ruins of what once was, it is possible the existence of 
  more gods will be revealed. 
  
  32
  Church of the All-Being
  “At first He revealed Himself to the Remnant, His chosen. But they 
  rejected Him. Now He has called all to join with Him.”
  - All to the all, Ordos Revelata.
  hile the Gods of Eternity are primarily focused on physical 
  objects, possessions, and religious events, the church of 
  the All-Being is primarily focused around morality and 
  the state of a person’s heart.
  Followers of the All-Being, most commonly led by Remnant 
  monks, do not recognise the Gods of Eternity as gods, but rather 
  as myths, powerful beings, or at best shadowy reflections of the 
  one true God. According to their Sacred Text, an ancient book that 
  teaches about the All-Being, there is only one god: the All-Being, 
  benevolent creator and master of all.
  The only Eternity God mentioned in the Sacred Text is Neph, who 
  is never called a god, but is instead referred to as a force of evil that 
  threatens to tear the universe apart. Long ago, after the All-Being 
  had created Akharon and the universe around it, he interrupted his 
  rest to return to Akharon to battle Neph alongside a group of angels 
  called the Remnant. After defeating Neph and casting her out into the 
  abyss, the All-Being granted free will and mortality to the Remnant 
  as a gift for their services. 
  The Monks believe it is their duty to fight the corruption of 
  Neph and pray for the emergence of the All-Prophet, a powerful 
  mythological figure who once, long ago, led the followers of the 
  All-Being to peace.
  The Archdruid was once a follower of the All-Being before breaking 
  off a splinter sect that became the Druids of Neph, a group who see 
  Neph and the All-Being as one. The monks annulled their connection 
  to the Archdruid and worked to combat his teachings. They felt a 
  great burden of shame for their part in creating the Archdruid and 
  for failing to stop him before the war began. The monks carry this 
  burden on their shoulders still today. 
  Unlike Sagas within the Eternal Priesthood, the Sacred Text is 
  shared with the people, and they are encouraged to read and find 
  personal understanding within it. There are many secrets hidden 
  within the Sacred Text: from personal beliefs, to the will of the 
  All-Being, to powers that can return the dead to life. This information 
  is presented through a series of laws, parables, and teachings that 
  were recorded directly by the All-Being’s servants long ago.
  Simplicity is the key to life with the All-Being. The monks encourage 
  a simple, austere life among their followers. This will allow for a 
  deeper connection with the All-Being, turning away from emotions 
  like jealousy, greed, and hatred. This allows followers to develop a 
  personal relationship with the All-Being, but also means everyone’s 
  interpretation will be different. This has led to many splinter factions 
  within the church - some of which are even militaristic in their 
  devotion - but none as dramatically evil as the Druids of Neph.
  The monks who lead the church have displayed amazing powers of 
  healing and physical abilities. These powers are hard to explain away, 
  and threaten the cultural dominance of the Eternal Priesthood, whose 
  power is based on political and cultural dominance, and alchemical 
  tricks rather than faith and devotion.
  ruids of Neph
  The Druids of Neph are a splinter sect of the Church of the 
  All-Being that was founded by the Archdruid. They believe 
  in a lot of the same precepts as the Church of the All-Being - even 
  their own version of the Sacred Text written by the Archdruid - but 
  they believe that the All-Being and Neph are one and the same. They 
  worship and pray to Neph, that she might gift them with the power to 
  enact her will to return the world to its proper primal state.
  Neph’s power changes the very nature of the world, turning the 
  land into a twisted form of itself called the Wylds, a place of mutated 
  plants and animals, granted deadly tools to protect themselves from 
  the forces of civilisation. The magic of the druids comes from Neph 
  in the form of extracts harvested from the plants and creatures 
  of the Wylds. This magic allows the druids to alter nature around 
  them; it becomes their weapon as they animate vines and trees and 
  transform animals into massive beasts. The Blight is a favoured 
  weapon of theirs, a mind polluting fungus which spreads with speed. 
  Equipped with this deadly arsenal of magics, the druids make war 
  on all civilisation.
  Under the leadership of the Archdruid, the Druids of Neph were 
  almost successful in their goal of destroying civilisation. Now that the 
  Archdruid is dead, the druids have scattered back into the shadows 
  of the Wylds and fight amongst their former allies who do not share 
  their vision. When this struggle ends, a mighty leader is sure to once 
  again rise to finish what the Archdruid started.
  
  33
  Ta’Di
  “Material and Ethereal, Change and Permanence, Mortal and 
  Immortal, Ancestor and Descendant, Ta and Di.”
  – Ezekiel Pathfinder, Spirit Shaman of Ta’Di.
  he practice of Ta’Di is ancient - thought to predate even 
  the Eternal Priesthood. According to the beliefs of Ta’Di, the 
  universe emerged from nothingness, a perfectly balanced 
  symphony of mortal beings and immortal spirits. The lives of mortals 
  are short but their actions echo through time and shape reality. 
  When a mortal dies, they are lost to this world and join the world of 
  the spirits, which do not exist within time. They are the anchors upon 
  which all reality rests, else all would turn to chaos.
  Ta’Di doesn’t worship gods in the same sense that the other 
  religions do, but some spirits are seen as greater than others. Many 
  followers of Ta’Di focus their worship on the Great Spirits of Eternity: 
  those spirits often mislabeled by outsiders as gods. Ta’Di is a practice 
  more than a dogma; a series of ultimate truths and techniques for 
  experiencing them personally. Those who practice Ta’Di seek to 
  contact spirits and ancestors for a deeper understanding of reality 
  and to seek purpose, advice, and power to aid in their daily lives.
  Ta’Di is performed through deep meditation, often lasting hours at 
  a time, where the shaman will reach out to the spirit world and try to 
  make contact with a guide. Although ancestors are nought but dust, 
  they can be accessed in the past through these spirits. It is through 
  these spirit guides, who act as mediators, that the shamans are able 
  to learn from their ancestors and interpret the thoughts of spirits.
  It is said that an ancestor holds the secrets of the past, but the 
  spirit guide holds the secrets of the future. By communing with them, a 
  shaman of Ta’Di can learn many things that they wish to know. Spirits 
  appear to them and lend them their powers, which allow shamans 
  to influence the world around them with a strange ability called 
  spirit magic. The shaman, with the spirit’s help, can produce visions 
  and lash out in deadly attacks. These spirit guides often appear as 
  animals and are mostly ethereal, so they are limited in their ability to 
  interact with the world, except through displays of energy and light, 
  and the ability to change their colour and form at will.
  Once a shaman and their spirit have found each other, they 
  become bonded. The shaman then relies on the spirit to help them 
  connect to their ancestors and eternity while the spirit relies on their 
  shaman to connect to and affect the material world. In this way, 
  both spirit and shaman can move together through life along their 
  true path. The path always ends in death and a glorious reunion with 
  the shaman’s ancestors in the past, but it is the way one’s journey 
  reaches that destination that is important. 
  It is the goal of most shamans to find a balance between nature 
  and civilisation. They oppose the Druids of Neph, who seek to mutate 
  nature to serve their goals, and wish to purify the Archdruid’s 
  corruption. They wish to protect the wilderness in its natural form but 
  fight against the corrupt Wylds. The shamans believe that mortals 
  need civilisation like the spirits need the forest; each is important 
  and neither should give way for the other. There is rumoured to 
  be a group of shamans who have found this balance, who have 
  disappeared to live alone in the natural forests, fully attuned to 
  their spirit and capable of spirit magic far greater than anything any 
  known shaman can perform.
  The Kaltorans have a special connection with Ta’Di, and are able 
  to easily find a deeper connection with their ancestors than any 
  other race. Scholars have no explanation as to why this is, but the 
  Kaltorans’ strong familial bonds may have something to do with it. 
  When a Kaltoran meditates through Ta’Di, they do not need a spirit 
  to speak to them on behalf of their ancestors’. The Kaltorans can 
  connect directly to them, and can even see through their ancestors’ 
  eyes. This allows them to gain direct guidance on Kaltoran traditions 
  and to ask questions on how to raise their children, build certain 
  types of structures, or even how to make soup the way their 
  grandmother did.
  The Kaltorans are drawn to Ta’Di because of this, and make up a 
  larger percentage of followers than any other race. But being able to 
  look through the eyes of their ancestors can be dangerous as well. 
  In the time before civilisation, the Age of Darkness, the races were 
  nothing more than animals - fighting and killing on instinct alone. 
  They were vicious, and deadly, and performed unspeakable acts. If 
  a Kaltoran loses control of their Ta’Di meditation and ventures too 
  far back, the horrors they witness during the Age of Darkness can 
  drive them mad. Those who have been lost to this trauma regress 
  into violent, angry creatures themselves and are exiled to live with 
  the Dark Tribes far away from civilisation. But some must peek back 
  into those days, and lift the curtain that covers what once was. By 
  studying and understanding the Age of Darkness, the Kaltorans have 
  a unique insight into Neph’s goals. They see the world that Neph 
  wants to re-create, and they know they must stop it at all costs. 
  “We do not talk to spirits with words. We talk through 
  actions, empathy and a shared life.”
  - Gollian Wooddancer, Ormway Tribal Shaman.
  
  34
  
  35
  Magic
  “Magic is just science that we don’t understand yet. Religion 
  teaches that our gods had the power to travel between the stars 
  and change whatever part of the world they wished. Where do you 
  think they got that power? Magic? The more we understand of magic, 
  the more we realise that it follows rules. If it follows rules, it can 
  be measured and quantified. It can be understood. Then it becomes 
  something else. It is no longer magic, it is now science. I have yet to 
  unravel the secrets of the accursed monks of the All-Being and their 
  so-called “miracles” but I will. Mark my words… I will.”
  - Grimshaw the Wise, Tolatl Alchemist.
  agic is present across many aspects of life on Akharon 
  and used by a wide variety of people. Alchemy is both 
  used by the Eternal Priests to perform miracles and by 
  the alchemical mages to create magical potions. Druidic Wylding 
  magic is practiced by wild magic users such as the Druids of Neph. 
  All-Power is a type of magic granted exclusively to the loyal servants 
  of the All-Being. Spirit Magic is accessed by shamans through their 
  spirit guides. And, lastly, enchantment is a strange power that some 
  just happen to be born with.
  With magic being such a known force in this world, it would make 
  sense that scholars would have a basic understanding of what it 
  is, where it comes from, and why it works... but they don’t. These 
  varying types of magic don’t seem to have anything in common or 
  share any basic scientific principles. Even Alchemy and Wylding, 
  two types of magic that many consider similar, follow completely 
  different sets of principles. 
  Even within a particular type of magic, such as Spirit Magic, 
  every practitioner accesses and uses the magic in a different way. 
  Religious texts and ancient formulas talk about magic as if it has 
  always existed - these guides may teach ways to perform magic, but 
  they never go into detail on why these methods actually work. Magic 
  is woven into the very fabric of Akharon itself, and scholars are no 
  closer to understanding it now than they ever have been. 
  Whatever the true explanation behind magic on Akharon, it isn’t 
  going away. In fact, more practitioners of magic appear every year, at 
  an astounding rate, and it is an incredibly useful skill to have when 
  leaving Stronghold to explore the planet.
  lchemy
  Is one of the most common and most well-understood 
  forms of magic on Akharon. There are many tomes which 
  teach the use of alchemy to perform specific tasks, such as heating 
  water, repairing crumbling buildings and weapons, and soothing 
  some ailments. Alchemy can also be used to develop potions and 
  poultices, and can be used to attack enemies with devastating 
  arcane effects.
  The core principle of alchemy is the “spark” - a specific piece of 
  material that can be used to transmute other elements and spread its 
  own properties. Most sparks are harvested from the blood of the dead 
  god Pol, but there are often rumours of rare sparks hidden in other 
  sources. Many different items can be used alongside a spark, and each 
  alchemical recipe calls for a different spark at the centre. A “spark 
  of fire,” for example, can be mixed into a vial with specific minerals 
  and animal parts to create a substance called Alchemical Fire which 
  can then be launched at enemies to light them aflame, used to coat 
  weapons and arrows to spread fire, or used to provide heat for cooking 
  and smithing. The spark within the potion acts as a catalyst for the 
  transmutation of mundane ingredients into a powerful potion.
  Other common ingredients include ice, shavings of certain woods, 
  rock, sprouts, hair, iron, water, etc...
  Some particularly powerful effects require rare components, and 
  even rarer sparks, that can only be found amongst ancient ruins 
  dedicated to the god Dray, or from the bodies of Golems once loyal 
  to the god Pol. Every formula has its own requirements, including a 
  specific spark, and creates a different alchemical substance when 
  mixed in the correct way. 
  There is also an extraordinarily rare metal known as Arcanium that 
  can only be fashioned by an alchemically fused forge. As with rare 
  sparks and components, unforged Arcanium is most commonly found 
  in ancient Dray ruins and other exotic locations. Arcanium carries an 
  incredible amount of power and, when transmuted into a weapon or 
  armour, bestows incredible properties onto the item. The only problem 
  is that alchemists have no way of knowing what properties the Arcanium 
  carries, and so creating a magical alchemical weapon with it can be a 
  gamble. However, some report to have recognised certain markings in 
  the colours of Arcanium that might hint at their inner power.
  There are thousands of different alchemical recipes available. The 
  alchemists have a vast repository of this knowledge, which is used 
  to make the most common potions and weapons. The only sect of 
  the population that has a greater understanding of alchemy than the 
  alchemists are the Priests of Eternity, who practice alchemy in secret.
  The Priests have access to unique recipes that aren’t available to all 
  alchemists, which include a variety of health and mending potions. This 
  may be because the Sagas teach secret recipes, or because their access 
  to Pol’s Rest allows them to harvest rare sparks that other factions can’t 
  find. The more cynical surmise that the priests have adapted Wylding 
  magic into their practice in order to create these powerful effects. 
  Each Eternal Saga, which contains stories of the Gods of Eternity, 
  also hints at where to find sparks and incredible alchemical recipes. 
  These recipes allow for things like healing wounds, the restoration of 
  sight to the blind, and other such abilities that are not available to the 
  common alchemist. The priests mix these potions in secret and pass 
  them off as miracles gifted by the gods. Some astute alchemists 
  may suspect what is going on, but few can prove anything, and no 
  one has been able to make such an accusation stick. The Sagas 
  themselves are hidden under lock and key, with only the higher 
  ranked priests knowing the truth of their power.
  
  36
  The elite of Stronghold continue to maintain control over the 
  accumulated knowledge of alchemy; their enormous repository still 
  stands after all this time, but in the years since the war many 
  gifted and passionate young alchemists have taken up the trade. This 
  new breed of alchemist does not restrict themselves to laboratories 
  and workshops, endlessly re-using old well-worn recipes. They are 
  leaving Stronghold to explore and gather new components and new 
  sparks, in an effort to create recipes never seen before.
  ylding
  Is a type of magic originally practiced by the Druids 
  of Neph and perfected by the Archdruid himself. Wylding 
  magic allows the druids to corrupt and control nature, creating 
  terrible armies of twisted plants and mutated animals to do their 
  bidding. The people of Akharon are familiar with Wylding magic, as 
  they have spent their entire lives in fear of it, yet few know its close 
  connection to common Alchemical Magic. The most common belief 
  is that the druids derive their power directly from their devotion to 
  Neph, much like the monks draw power from the All-Being. 
  This is very close to the truth, actually. The early druids discovered 
  that wherever Neph travelled, a strange green slime would begin to 
  rain down on Akharon. A similar sludge would also at times be 
  excreted from the bodies of Neph’s monstrous spawn, the Nephilim. 
  This sludge feeds on living material, mutating and changing it in a 
  pre-defined manner. The difficulty for the druids was in learning how 
  to control its power, and how to grow it.
  The druids named the substance Wylding, and created a nomadic 
  lifestyle that allowed them to follow the Eye of Neph as she travelled 
  through the sky, anticipating her path and collecting Wylding as 
  they found it. Unbeknownst to them, it is quite likely that they had 
  unknowingly been limiting the spread of Neph’s Wylding corruption 
  for hundreds of years.
  By the time the Archdruid found them, the druids had collected 
  and grown vast quantities of Wylding, which they had stored in 
  secluded ponds. The druids taught the Archdruid how to harness this 
  magic, and in turn the Archdruid mobilised them against their great 
  oppressors, and the focus of Neph’s hatred - the King’s Alliance. 
  Hundreds of years of stored power was about to be unleashed on an 
  unprepared world.
  Wylding has many different properties which allow it to affect 
  life in different ways. In essence, it is a mutating agent that, when 
  applied to plants and animals, changes their core being. Plants begin 
  to grow faster and act as though guided by intelligence - they 
  grow sharp spines and strangling vines that make them dangerous 
  to approach. Trees begin to grow poisonous fruit and their roots 
  secrete a toxin into the soil. Animals grow into hulking behemoths 
  with a thirst for violence and a will that can barely be controlled. 
  Plants and animals changed in this way are referred to as Wyld, 
  but not even the Archdruid was ever able to create a Nephilim; 
  these intelligent beasts are created only by Neph herself or through 
  interspecies breeding. 
  When applied to people, the effect is quite different. The Wylding 
  can mutate flesh, which will either turn subjects into a monster or 
  melt their flesh away, killing them on the spot. When mixed correctly 
  with other ingredients, following some of the same guidelines as 
  alchemy, Wylding can be used to mend wounds and even extend life, 
  with a caveat, as discovered by the Archdruid himself. He frequently 
  relied on a favourite Wylding, which has since become known as 
  ‘Blight.’ Blight is a soft, mossy substance that can be used to heal 
  wounds and prolong life but it quickly spreads across the body and 
  infects the mind. Blight turns those affected into little more than the 
  walking dead. Once the Archdruid realised this side effect, he used 
  it to infect disloyal mercenaries and often built whole armies out of 
  Blighted soldiers, forcing them to continue the war as an extension 
  of his will.
  Wylding magic is alive and intelligent and desires only destruction. 
  Using Wylding magic for good or for the betterment of others is a 
  difficult task that only the most skilled practitioners have any hope 
  of achieving, as the substance itself will try to corrupt its victim. 
  While the Druids of Neph hold primary control over Wylding magic, 
  they are not the sole practitioners. In the time of the King’s Alliance 
  it would have been unthinkable to use such power in public, but 
  those times are gone now, replaced by far more desperate times 
  where understanding and using your enemies’ weapons against them 
  is almost a necessity.
  ll-Power
  Is a type of magic different from all others on Akharon. 
  While most magic (with the exception of enchantment) can 
  be learned over time, the All-Power can only be earned through 
  devotion to the All-Being, and only to protect others from harm. 
  This power is inextricably linked to the will of the All-Being; those 
  who stray from the All-Being’s path or find themselves abusing the 
  magic will suddenly lose their power. Because of this, All-Power can 
  do things that no other form of magic can do; it can protect, heal, 
  and create. It can bless and ward and, ultimately, resurrect. These are 
  powers that the Eternal Priesthood has never been able to replicate 
  through alchemy. 
  There are three known sources from which All-Power is derived. 
  The first, and most common, is through meditation and devotion 
  to the All-Being. The second is through the handling of divine 
  objects linked to the All-Being, called Simba-Mabwe. The third is 
  through incredibly rare Remnant who seem to have the power of the 
  All-Being flowing through their blood. These Remnant are thought to 
  be the direct descendants of the angels that the All-Being set free. 
  All-Power is never to be used offensively, or to harm the innocent. 
  It is a practice which must be performed in self-defence only. There 
  are no directly violent uses for All-Power, and it cannot be used to 
  create devastating effects like alchemy can. It is focused on healing 
  and protection. However, monks can channel All-Power to strengthen 
  their physical bodies which make them capable opponents in 
  battle. They can also create armour and protective shielding around 
  themselves, which will protect them from attack. When several 
  
  37
  monks link their powers together they can create large wards to 
  protect the areas between them, forming shield walls to safeguard 
  innocents or holy sites.
  The Church of the All-Being has many different factions and 
  denominations - some more militaristic than others. Some monks 
  will never use their arts to hurt anyone, even without channelling 
  magic while others have taken vows to protect the innocent at all 
  costs. The most dangerous monks are the ones who belong to the 
  militaristic factions that have learned to hone their bodies into perfect 
  weapons. These monks utilise the All-Power to push their bodies 
  past their normal limits and to empower their combat skills. They 
  are faster, stronger, and more reflexive than anyone can measure. It 
  is always wise to avoid underestimating them as opponents.
  When a monk turns away from the All-Being they will be stripped 
  of their power. Because of this, splinter sects that have lost touch, 
  like the Druids of Neph, thankfully lose touch with this power as well.
  pirit Magic
  Is the power granted to practitioners of Ta’Di who have 
  developed a bond with their spirit. There has been much 
  debate among outside scholars as to what exactly a spirit is; does it 
  have a physical presence in the world? Would it exist even without 
  the Ta’Di? Does it hold all the power or feed off the power of its 
  host? Practitioners of Ta’Di don’t worry about these metaphysical 
  questions - they have few doubts in their mind as to the nature of 
  spirits. There are a few truths known within Ta’Di that rule it: spirits 
  cannot affect the world without a shaman and a shaman cannot 
  wield magical power without their spirit. This is the only rule that 
  matters to Ta’Di.
  Every shaman bonds with their spirit in a different way, but it 
  always requires intense meditation. While some shamans are able 
  to quickly bond with a spirit, for most it is a process that can take 
  years. The shaman must go into the process with a clear heart and 
  a clear mind, and must have a strong bond with their ancestors. 
  Shamans who have gone astray, or who have brought shame to their 
  families, will have a harder time connecting with their ancestors and 
  receiving a spirit guide.
  Once a shaman has completed their bonding to a spirit guide, it is 
  always present in the back of their mind. The shamans don’t know 
  where the spirits retreat to while they are not needed, but they’re 
  always able to appear in an instant when they are called. The link 
  between shaman and spirit is strong, and the spirits seem to know 
  when they are required.
  Spirits take on a wide variety of forms – most appear as animals 
  commonly seen on Akharon but others take the form of an ancestor, 
  plant, a fire, or nearly any form that can be imagined. Only when a 
  shaman channels their spirit magic does their guide become visible 
  to others, and the form the spirit takes doesn’t seem to impact 
  their overall ability to use spirit magic, although some shamans are 
  stronger in different areas of magic than others.
  Controlling spirit magic is as simple as directing a thought to the 
  spirit guide. If it is something the spirit can carry out, they will do 
  so. The spirit can act and move independently from their shaman 
  but can only affect the world while the shaman allows it. Practiced 
  shamans can use these spirits almost as an extension of their own 
  bodies to affect the world around them. They can create light, move 
  objects with their minds and directly attack their enemies.
  The more attuned a shaman is with their spirit guide, the more 
  effective their magic will be. They can start performing more 
  complicated tasks and causing more damage to the physical world. 
  It is said that a shaman can fully merge with their spirit and create 
  something new that is a combination of both shaman and spirit in one 
  body, sharing knowledge and power in a way that most shamans can 
  now only dream of. There are rumours of a mysterious forest people 
  known as the Twi who live in the Wylds and have formed a permanent 
  bond with their spirits; merging both to become one. Such is their 
  might that even their skin glows with the power of the spirits.
  The Truth: Spirits are Faren (see Protagonist Archive pg: 68).
  nchantment
  Is an oddity in Akharon as it is not necessarily tied to 
  any specific religious practice, or even any kind of training. 
  It appears that some people, especially among the Remnant, are just 
  born with the ability to directly alter other people’s minds and the 
  flow of time. Many speculate that enchanters have this gift/curse 
  passed down from an ancient divine or magical ancestry. It may take 
  years for their powers to manifest, or they might be so weak that the 
  practitioner is simply seen as lucky and socially gifted, with the true 
  source of that luck and social prowess going unnoticed.
  Enchanters have the ability to glimpse through time and directly 
  warp people’s thoughts and perceptions. There are no schools for 
  enchanters, as their abilities are greatly feared and mistrusted; 
  mastery and control of their gifts is something that each enchanter 
  must learn for themselves. Enchanters commonly keep their powers 
  secret, not wanting to hunted down by Witch-Hunters or angry mobs.
  The ability to glimpse through time and subtly nudge another 
  person’s mind in the direction you want them to think becomes 
  second nature to most enchanters, but expanding their abilities to 
  affect the real world takes rigorous dedication and a creative mind.
  Enchanters are incredibly powerful, and a skilled enchanter may 
  be hard to defeat by normal means. But their powers leave them 
  especially vulnerable to others who share their magical gifts, and 
  ghostly Wraiths. The best way to fight an enchanter is often with 
  another enchanter. This has led to a culture among enchanters where 
  the powerful feed on the weak to survive, culling their numbers until 
  only the strongest survive. There are also rumours of cannibalistic 
  enchanter tribes that increase their powers by drinking the blood 
  of other enchanters. It is also said that some Wyld monsters have 
  gained an enchanter’s abilities through the same process.
  The Truth: Enchanters are Psionics (see Protagonist Archive pg: 109).
  
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  Example Locations around Stronghold
  “The face of Akharon was forever changed by the Druidic War. 
  The old maps offer little guidance to the particulars of this new 
  world. Major cities no longer exist, waterways have changed, and 
  new settlements have appeared that aren’t marked on any map. As 
  a cartographer, it is my dream to one day map this new land, but 
  these new settlements rise and fall quicker than anyone can record, 
  falling either to lack of resources, or deadly attacks from barbarians 
  and Nephilim.”
  - Omaz Dilock, Vanguard Cartographer.
  F) Neph’s Ruin (Stonevale)
  Before the Druidic War, Stonvale was a prosperous mining town 
  within Pol’s Rest. During the war the town continued to function, but 
  also opened its doors to refugees, giving them jobs in the mines, 
  which also served to protect them from wild Nephilim attacks. 
  Stonevale managed to survive the war mostly intact, but it would 
  not remain this way.
  Some forty years after the Archdruid’s death, the Eye of Neph 
  flew over Pol’s Rest, raining down Wylding on Stonevale. This potent 
  magical substance attracted a Nephilim beast of unimaginable 
  strength, a Dragon named Languorem (pg: 115). This mighty creature 
  destroyed the town of Stonevale and fought back the army that 
  Stronghold sent to retake it.
  Languorem made its roost in Stonevale, now named Neph’s Ruin, 
  slowly corrupting Pol’s Rest with its noxious poisons and bestial 
  Nephilim spawn. The whole valley is slowly turning into what Neph’s 
  Ruin has become, a twisted green and black landscape, warped 
  beyond recognition. The people of Pol’s Rest (and by extension, 
  Stronghold) are being forced from their homes and out into the wilds.
  It is the hope of the Vanguard that one day they will be able to 
  defeat Languorem and end the corruption of their land, but no force 
  alive has the power to stand up to the Dragon. Eventually, the whole 
  valley will die, and Stronghold will wither alongside it. 
  G) Siegetown
  When the Archdruid fell, many of the barbarian tribes who had 
  pledged their loyalty to him no longer had reason to continue his 
  war. While most retreated back to their wilderness homes, many 
  southern Legion barbarians who were laying siege to Stronghold 
  decided to stay, but not as aggressors. They had everything they 
  needed, and the proximity to Stronghold meant little to them. For 
  these barbarians, the war was over, and they were willing to let 
  bygones be bygones.
  The Legion repurposed their siege equipment and palisades to 
  create a permanent town for themselves only a short distance out 
  from Stronghold. Siege towers became bars and watchtowers, while 
  battering rams were turned into homes.
  The Regency Council saw the benefit of befriending their 
  neighbours - better to have the Legion as ally than an enemy. While 
  many have not been forgiven for their part in the war, the Council 
  has been able to open trade negotiations. In exchange, the Legion act 
  as another layer of defence for Stronghold.
  H) Port Carthage. 
  Once, Port Carthage was the sovereign city of Arcane Bay. Its 
  size, location and merchant fleets gave it unparalleled access to the 
  continent of Catlan, as Arcane Bay flows out directly into the Sea of 
  Signs. The city grew fat and rich, supplying rare and expensive goods 
  to the aristocrats who resided in nearby cities, including the original 
  occupants of Stronghold and the capital of the King’s Alliance, Catla.
  Port Carthage was quickly abandoned during the war, as its 
  opulence made it a prime target for the Archdruid’s campaign. What 
  was left after the Archdruid’s conquest was set upon by looters and 
  scavengers who picked the city clean.
  The city is of little value now, which is why no one has claimed it, 
  and its only occupants are bandits. But many have their eyes on this 
  ruin, waiting for the right time to retake it. Once civilisation begins 
  to spread, and the coasts become populated once again, whoever 
  controls Port Carthage has a chance of controlling regional trade 
  once again, and becoming as rich as the aristocrats of old.
  J) Jinder
  Though isolated by a small mountain range, Jinder lies in a wide 
  valley where one of the Arcane Bay’s many rivers meets the Sea of 
  Signs. The uncorrupted soil there is rich and perfect for farming. Most 
  of the metal and stone agricultural equipment that once operated in 
  Jinder remains mostly intact, albeit buried in the muddy delta and 
  covered by wild growth.
  Jinder did not fall to the Archdruid’s primary army, but rather 
  Legion barbarian tribes from the south that travelled across the sea. 
  The location is not easily defensible, as it is open from all directions. 
  After making quick work of the civilians there. the barbarians 
  replenished their supplies and moved on towards Stronghold.
  I) Haven Citadel
  Before the war, Haven Citadel was one of the most well-known 
  Citadels on Akharon - a large, magnificent, heavily fortified bastion, 
  used to train and house priests and alchemists alike. Its military 
  academy was unprecedented, with some of the brightest minds in 
  King’s Alliance studying within the Citadel’s walls. Many fled there 
  during the first months of the Archdruid’s invasion, seeking the 
  Citadel’s protections.
  The druids were well aware of Haven Citadel and its military 
  significance. Years before the fall of Catla, they secretly created 
  a force of amphibious Nephilim within the Sea of Signs and set 
  them upon the Haven Citadel in the middle of the night. Their magic 
  cracked the very foundation of the Citadel, flooding its lower depths 
  with water, drowning many, while the Nephilim picked off those who 
  tried to escape. Very few survivors made it to Stronghold.
  
  39
  Races & Cultures of Akharon
  There are many known sentient races on Akharon, with five (and 
  the Half-Bloods) being playable.
  The Citadel remains both flooded and heavily guarded by Nephilim, 
  making it difficult to infiltrate. Most of the Citadel’s secrets were 
  destroyed during the flood, as the vaults and libraries were all 
  protected on the lower levels, but there is still much to uncover. 
  Archdruid Woods
  The area now known as the Archdruid Woods was once a small 
  Royal Forest, spreading out from the capital of Catla to both protect 
  the city and provide the Royal Family with a place to hunt and ride. 
  When the Archdruid arrived, he destroyed the city and forced the 
  woods to overrun it.
  The Arch Tree, a magnificent, magical tree that provided the 
  Archdruid with Wylding during the siege of Catla, still stands in this 
  forest. The presence of the tree, and proximity to the Archdruid’s power, 
  has mutated the trees of this forest, turning them into towers that 
  stretch high into the sky. These massive trees make the forest difficult 
  to navigate, having turned it into a sort of natural maze. The woods are 
  also home to countless Nephilim and many druids, who still continue 
  to guard Catla and the woods, even after the Archdruid’s death. If 
  the final fate of the Archdruid and the city of Catla is ever to be 
  discovered, someone must brave the woods and its countless dangers.
  Twisted Morass
  After the Archdruid’s invasion of Catla, the noble houses gathered 
  together their armies in a final attempt to restore the throne and 
  defeat the Archdruid. The fields of Morass are where they mustered 
  their armies, creating great camps across the region. 
  Unfortunately, the generals and nobles underestimated the druids’ 
  ability to control nature. By opening up channels through the 
  mountains, the druids flooded the entire region, dooming the many 
  armies gathered there to drown or be cut down by Nephilim forces.
  The waters have receded now, turning the Morass into a sickly, muddy 
  marsh. There is still much that can be recovered from the Morass, 
  as few scavengers have been able to brave the Nephilim that call 
  the region their home, and others avoid the grounds for superstitious 
  reasons, as tales of ghostly armies roaming the swamp are common.
  The Tomb Forest
  When the southern Legion barbarians left the White Expanse, many 
  marched through the Tomb Forest. At that time, the forest was the 
  primary source of lumber for the many small villages that dotted 
  the area. Hunting lodges and lumber camps were prolific, as most 
  made their living from the forest. These labourers didn’t stand a 
  chance against the Legion horde. After the massacre, the barbarians 
  took what they needed and burned the rest, destroying much of the 
  once well-loved forest, and giving birth to a great evil.
  A Fey Touched child, daughter of a slain woodsman, cried out 
  in misery. The ghostly dead began to haunt the woods, eager for 
  vengeance, burning with rage for all barbarians and Legion. These 
  dangerous wraiths are bound to the forest and have forced out all 
  that would try to claim their former home. Some believe the story 
  to be a myth, yet few are willing to brave the woods to find out 
  for themselves.
  The White Expanse
  The druidic armies never conquered the White Expanse, as they 
  didn’t need to. Many wild Legion tribes that made the Expanse 
  their home were willing to answer the Archdruid’s call to serve as 
  mercenaries. Despite the lack of Wylding corruption the Expanse has 
  always been a harsh and inhospitable place. Only the most rugged of 
  adventurers can survive it’s plunging temperatures, barbarian tribes 
  and mighty beasts.
  Inside the Expanse lies The Cleft, a gorge that splits open the 
  ground. It takes weeks to circle the gorge, and no one knows how 
  deep it goes. At night, a strange green glow can be seen deep from 
  within the darkness. Scholars believe the Cleft was caused by a 
  falling star, an Archon, which impacted the earth and cut it open. The 
  more religious believe this to be the final resting place of Neph’s lost 
  spear, Ire, which fell to Akharon during her battle with Pol.
  Another unique landmark, God’s Fang, exists in the far reaches 
  of the Expanse. The origin of this towering, red metal structure is 
  unknown. The Legion tribes believe it is holy, perhaps left for them 
  by Ath during their creation. The truth of God’s Fang may never be 
  solved, as reaching the structure is incredibly dangerous.
  Blood Stone Desert
  The Blood Stone Desert is named so for the red ore that can only 
  be found here; it colours the sand such that the desert appears at 
  times as an ocean of blood. Legend says that a great Library of Mon, 
  a repository of all the knowledge from the Creator-God, is buried 
  somewhere beneath those shifting red sands, but its location has 
  eluded all Vanguard who have searched for it.
  No outside force has ever conquered or controlled the desert, as 
  is said to be controlled by the mythical Drasong Twi Clan (pg: 49).
  O) Floating Isles and Galentia. 
  At the onset of the Druidic War, the alchemists of Galentia made 
  plans to escape the conflict. They began to experiment with a rare 
  spark that allowed for spells of levitation. Rarely before had anyone 
  attempted an alchemical spell of this scale, and it took every 
  Galentian alchemist working together in order to achieve the result. 
  The Floating Isles of Galentia are now unreachable. No one knows 
  the fate of the alchemists who levitated them. Perhaps they died 
  upon the isles, or maybe their civilisation still thrives high in the sky.
  
  40
  Wood Clan
  Ta’Di Shaman
  
  41
  Kaltorans
  See Core Rule Book pg: 212 for an extensive Kaltoran write-up.
  Born with the memories of their ancestors, Kaltorans are an 
  innately skilled and empathetic race. While Kaltorans may come 
  from many different cultures, they commonly have a strong love of 
  family, fun and a great respect for skill.
  Kaltoran Race
   » Reduce all of your Limited Vision and Low Light Cover 
  penalties by 1 Step.
   » Select a second, different, non-half-race Background.
   » You may make a Resolve Skill Roll to look into your 
  ancestors’ memories.
   » +1 Awareness.
   » -1 max Strength and Focus.
   » -5 Endurance.
   » Skill bonuses from multiple Backgrounds do not Stack.
  Physical Qualities
   » Average Height: 1.64m.
   » Average Weight: 68kg.
   » Average Life Span: 108 years.
  Example Male Names: Abraham, Adam, David, Jonathan, Mark.
  Example Female Names: Adah, Bethany, Hannah, Sarai, Zemira.
  Religion
  For most Kaltorans, religion is intrinsically tied to family heritage 
  and tradition. It is part of the ritual of everyday life. Fellow members 
  of faith are considered your extended family, and a breaking of this 
  bond is a significant event.
  There are reasons why Kaltorans might be drawn to each of the 
  faiths. In the Eternal Priesthood is found community with other races 
  and a strong place within society, whilst the All-Faith allows greater 
  personal freedom. But most Kaltorans are drawn to the Ta’Di, as their 
  ancestral memories make the Ta (The Ancestors) more real than 
  others races can experience.
  Possible True History
   » Space-faring Kaltoran colonists marooned themselves 
  on Akharon after they dismantled their own ships for 
  their components.
   » Kaltorans may have been on Akharon since before the Great 
  X’ion War.
   » These early Kaltorans went to great lengths to mentally block 
  out and replace their dark memories of the Great X’ion War, 
  which resulted in them losing most of their ancient knowledge, 
  but gaining some measure of inner peace.
   » Many early Kaltorans were embroiled in a conflict against the 
  Corporation and possibly the Nephilim, before Mechonids or 
  the Palantor turned the tide,
   » Dreadlock hair.
   » Four pointed ears.
  tronghold, Family Guilds
  The Kaltoran families of Stronghold have banded together 
  to form powerful trade guilds which dominate the artisanal 
  trades. Family and business are synonymous as ancestral memories 
  aid and speed the training of apprentices. As a result, family names 
  are taken directly from the trade which their ancestors practiced.
  Recommended Backgrounds (pick two):
  Miscreant, Noble, Religious or Tradesman.
  Example Family Names: Baker, Cooper, Guard, Smith, Taylor.
  ol’s Rest, Houses
  While the Kaltoran houses of Pol’s Rest do tend to focus 
  around a particular vocation, their members have a broad 
  range of skills. This comes from not only their rural environment, 
  but also because these houses regularly intermarry. While their 
  family names are still derived from their ancestral skill, this does 
  not necessarily reflect a person’s vocation.
  Recommended Backgrounds (pick two):
  Religious, Rural or Tradesman.
  Example Family Names: Butcher, Hunter, Orchard, Shepherd, Wood.
  orthern Tribe, Wood Clans.
  These northern nomadic tribes sided against the 
  Archdruid and were driven southwards by his armies. They 
  now inhabit the Spirit Wood within Pol’s Rest and the northern Twisted 
  Morass, and are allied to Stronghold. Each clan is an extended family 
  of Kaltorans co-ruled by a Ta’Di Shaman and a warrior Elder. The 
  Clans have a deep respect for ‘pure’ nature and the spirits, believing 
  the Wyld to be a corruption.
  Recommended Backgrounds (pick two):
  Religious, Tribal or Wild.
  Example Family Names: Feyright, Spiritdance, Wayfinder, Wispwalker.
  ark Tribe
  While not a single tribe, those Kaltorans who have been 
  touched by insanity and savagery by delving too deep into 
  their ancestral memories are colloquially known as ‘Dark Tribesmen’. 
  Though little is known about them, various Kaltoran Dark Tribes have 
  always existed on Akharon, even far before the Druidic War and the 
  Age of Illumination.
  Recommended Backgrounds (pick two):
  Darkness, Soldier, Tribal or Wild.
  Example Family Names: Blightkin, Filch, Jinx, Spanner, Wyldstride.
  
  42
  Garrison
  Pious Knight
  
  43
  Legion
  See Core Rule Book pg: 228 for an extensive Legion write-up.
  As a physically imposing race with a strong disposition towards 
  conflict, the Legion have commonly found themselves drawn to both 
  civilised military positions and violent barbaric tribes.
  Legion Race
   » You may be Big.
   » +1 Body and Head Armour.
   » +2 Defence vs Tackle.
   » You suffer no penalties from arctic and cold environments 
  (including Cold Dangerous Terrain).
   » -2 max Movement.
   » -1 Armour when you’re at 0 Endurance.
   » Complication: Inner Fire.
  Complication: Inner Fire
  The blood in your veins calls you to action!
   » If you have at least 1 available Spare Time Point and are idle 
  for more than 1 day you are compelled to act!
   » You may have to pass a Resolve Roll to resist the urge to act. 
  If you fail this roll: gain 1 Willpower point and you must either 
  engage in combat or make a Spare Time Roll at -2.
  Physical Qualities
   » Average Height: 2.5m.
   » Average Weight: 195kg.
   » Average Life Span: 55 years.
  Example Male Names: Ares, Cronus, Hector, Mars, Zephyrus.
  Example Female Names: Aglaia, Cassandra, Danu, Eris, Medea.
  Example Family Names: Augustus, Casca, Gracchus, Vespillo.
  Religion
  Most Stronghold Legion find the rigours and structure of the 
  Eternal Priesthood comforting, and pay special attention to their 
  patron creator: Ath, who embodies many attributes that they admire. 
  While fewer in number, the Legion who follow the All-Being find their 
  faith helpful in tempering their Inner Fire. And the warlike shamans 
  from the southern Legion tribes are guided by ice spirits, and can 
  wield powerful magics.
  Possible True History
   » The Dray Mining Consortium established numerous operations 
  across the continent of Catlan, bringing with them thousands 
  of Legion mercenaries to fight back the local inhabitants.
   » After the DMC fell, possibly due to a war with the Nephilim, the 
  Legion mercs found themselves stranded and were forced to 
  establish bases in the cold southern regions of the continent, 
  where they flourished.
   » Some of these early Legion formed an alliance with the Tolatl 
  to fight back the Nephilim, or possibly the Mechonids, to 
  establish the great city of Catla and the King’s Alliance.
  tronghold, Garrison
  As the descendants of the original defenders of 
  Stronghold, the Legion who live there fondly refer to 
  themselves as ‘Garrison Legion.’ Most Legion seek a martial life to 
  sate their inner fire. The life of a Knight serving a noble house is 
  most ideal; either their own or, more-often, a Tolatl’s. Those who 
  cannot find peace in military service turn toward gruelling physical 
  work to quench the inner fire, often acting as labourers, and despite 
  the heat, blacksmiths. Legion Cold Forge steel is renowned across 
  the land for its durability.
  Recommended Backgrounds:
  Miscreant, Noble, Religious, Soldier or Tradesman.
  ol’s Rest, Centurions
  The Legion are uniquely able to see honour in even the 
  most menial tasks. Calling themselves Centurions, the rural 
  Legion of Pol’s Rest desire structure and order to bring peace to 
  their inner fire; organising themselves into communal farms, hunting 
  parties and work gangs of one-hundred workers each. This is a 
  cultural tradition which goes back for generations. Centurions tend 
  to be peaceful, patient and methodical, planning out each day’s 
  work well in advance. But despite their nature, many Centurions 
  have taken up arms following the destruction on Stonevale and the 
  poisoning of their peaceful valley by Neph’s gaze.
  Recommended Backgrounds:
  Rural, Soldier or Tradesman.
  outhern Tribes
  The Legion warbands come from the southern icy crags 
  and The White Expanse. Each warband is led by a warlord 
  known as a Legate, a role that is commonly occupied by a woman. 
  The Legate is considered a mortal incarnation of the goddess Ath 
  or Neph, depending on the religious disposition of the warband (their 
  idea of Neph also differs from the classical teachings of the Eternal 
  Priesthood). Disputes are resolved via swift and brutal duals, resulting 
  in the strong dominating all facets of tribal life. The warbands sided 
  with the Archdruid against the King’s Alliance during the Druidic 
  War, and besieged Stronghold and the southern nations up until the 
  death of the Archdruid. When the war ended most returned south 
  but some remained to form Siegetown. These remaining tribes now 
  trade peacefully with Stronghold, though they are rarely allowed to 
  enter its walls.
  Recommended Backgrounds:
  Noble, Soldier, Tribal or Wild.
  Common Warbands:
  Blood Axes, Crag Hunters, Ice Claws, Spirit Warriors, Troll Rippas.
  Example Family Names: Crush, Bloodaxe, Orbdrop, Twoskull.
   » Scaled, lizard-like skin.
   » Often large and muscular.
  
  44
  Citizen
  Enchanter All-Monk
  
  45
  Remnant
  See Protagonist Archive pg: 52 for an extensive Remnant write-up.
  The Remnant are a proud and gifted people with a contentious 
  history that ties them to both the Archdruid and the church of the 
  All-Being. While it may be true that most Remnant are both smarter 
  and stronger than those from the other races, most people do not 
  like to be reminded of this and will commonly resent the Remnant 
  for their natural gifts and proud demeanour.
  Remnant Race
   » You may be Big and suffer -1 Defence.
   » +2 Attribute Points.
   » -1 Maximum Renown.
   » If you take 2 or more Attribute Damage between your Turns, 
  you start to Bleed.
  Physical Qualities
   » Average Height: 1.85m.
   » Average Weight: 140kg.
   » Average Life Span: 65 years.
  Example Male Names: Adashe, Banga, Davidzo, Ega, Gugu.
  Example Female Names: Anatsa, Chenai, Donhodzo, Edzai.
  Example Family Names: Chechipiri, Itsva, Jesu, Kristitu.
  Religion
  The Remnant were once angels according to both the All-Faith 
  and some Sagas of the Eternal Gods. This history is not lost on the 
  Remnant and for many it is a defining characteristic.
  Most Remnant are followers of the All-Faith and many of these 
  followers are monks, upholding traditions that are as old as the 
  Remnant themselves. Some Remnant have separated themselves 
  from this religion, preferring instead to follow the Eternal Gods as 
  their disposition towards being an enchanter may lead them to follow 
  Nix. A very small number follow Ta’Di, often by Remnant who wish 
  to distance themselves as much as possible from the Archdruid who 
  blended the All-Being and Eternal faiths. Nonreligious Remnant are 
  almost unheard of as something deep within their core tells them 
  that there is a spiritual side to life. This has led the Remnant to 
  appear more spiritual than the other races, taking on their faith with 
  an admirable piety rarely matched by others,
  Possible True History
   » The Remnant found a cure to the Synaptagen virus. This had 
  two prominent results; Psionic nanites must now be physically 
  absorbed (ie: ingestion or through procreation) to transfer their 
  effects, and the Remnant people were no longer dependant 
  on the life-sustaining power of the All-Being to live (causing 
  many to withdraw from Him).
   » Space-faring pilgrims came to Akharon to live peaceful lives 
  away from the turmoils of the galaxy... but a malevolent force, 
  possibly the Nephilim or Mechonids, followed them.
  tronghold, Citizens
  The Remnant are viewed with suspicion in Stronghold, 
  since many druids, including the Archdruid himself, 
  belonged to their race and practiced a form of their All-Faith. This 
  prejudice can be limiting, especially when it comes to political 
  influence. Almost no Remnant are nobles, even those who do hold 
  old titles from the King’s Alliance only have them in name. But 
  Remnant are both physically and mentally gifted, allowing them to 
  rise above this prejudice in most other circles. Their natural gifts 
  allow them to excel in their chosen vocations, and their All-Monks 
  have gained popularity amongst the population due to their good 
  works and miraculous healing abilities.
  Recommended Backgrounds:
  Miscreant, Religious or Tradesman.
  ol’s Rest, Residents
  Those Remnant who live outside the city of Stronghold are 
  not viewed with quite as much suspicion; the inhabitants of 
  Pol’s Rest have little interest in ancient grudges. This has led many 
  Remnant to seek a rural life in the country, away from the prejudices 
  and troubles of the city. Additionally, the All-Faith encourages its 
  adherents to live a simple and peaceful life, making farming an 
  attractive option for many Remnant who follow this religion. But with 
  the recent attack on Stonevale by Neph, Pol’s Rest is not the safe 
  haven that it once was. Many Remnant have become restless here 
  and are eager to settle lands beyond Stronghold where they may 
  have a new beginning.
  Recommended Backgrounds:
  Religious, Rural or Tradesman.
  orthern All-Faith Monks
  In the time of the King’s Alliance, the Eternal Priesthood 
  persecuted other religions. This forced monks of the 
  All-Faith far to the north where they settled in isolated jungle 
  monasteries. These monks practiced asceticism, cutting themselves 
  off from the rest of the world so that they might live simple lives 
  of subsistence hunting and gathering. From among these monks 
  arose a sect calling themselves the Druids of Neph. This sect would 
  eventually give rise to the Archdruid who would destroy the King’s 
  Alliance and remake the continent in Neph’s image. Those monks 
  who did not accept the Archdruid’s message fled before his armies 
  until the survivors joined the rest of the refugees in Stronghold.
  Recommended Backgrounds:
  Religious, Soldier or Tribal.
  Common Sects:
  All-Book Founders, Archtext Reformers, Kidi Purists, Solotudinous.
   » Fur covered skin.
   » Mammalian features.
  
  46
  Bureaucrat
  Swashbuckling Noble
  
  47
  Tolatl
  See Exploration Archive (to be released) for an extensive 
  Tolatl write-up.
  Despite their small stature, no race has had such a grand impact 
  on the world of Akharon as the Tolatl. As the primary rulers of 
  the fallen King’s Alliance and the dominant Eternal Priesthood, the 
  Tolatl still maintain a disproportionate amount of political authority. 
  While many cling to what remains of their power, many more have 
  dedicated themselves to rebuilding a better world.
  Tolatl Race
   » You’re Tiny.
   » +1 Maximum Resources and Renown.
   » +1 Defence.
   » +1 Stealth.
   » Your tail counts as an extra limb that can use Small items.
   » -2 max Strength.
   » -1 max Movement.
   » -4 Equipment Slots.
   » Prejudice from some NPCs.
  Physical Qualities
   » Average Height: 0.80m.
   » Average Weight: 22kg.
   » Average Life Span: 75 years.
   » Lizard-like skin.
  Example Male Names: Coaxoch, Huemac, Ixtli, Tepiltzin, Yaotl.
  Example Female Names: Atl, Cuicatl, Itzel, Nenetl, Xiuhtonal.
  Example Family Names: Angelson, Bolt, Cart, Darrison, Jefferson.
  Religion
  While some Tolatl are drawn to Ta’Di or the All-Faith for personal 
  reasons, such as encounters with spirits or visions from the 
  All-Being, most Tolatl, for pragmatic and historical reasons, prefer 
  the Eternal Priesthood. As the founders of the King’s Alliance and 
  its state religion, the Tolatl are the most common race among the 
  Eternal Priesthood. The Tolatl are also one of the main collectors of 
  alchemical research, the same power which the priesthood uses to 
  perform its ‘miracles’. Stronghold was a significant location for this 
  ‘holy’ research, as the dead god Pol holds many alchemical secrets.
  Possible True History
   » Created by the Archons.
   » Tolatl may have been the original inhabitants of Akharon.
   » Tolatl were enslaved as indentured workers by the Dray 
  Mining Consortium.
   » After the fall of the DMC, possibly due in part to a Tolatl 
  rebellion, the Tolatl used their new-found power over the 
  Corporation’s resources and technologies to subjugate and 
  control others.
   » These early Tolatl isolated Akharon by destroying all 
  long-range spacecraft and communication systems.
  tronghold, Bureaucrats
  The Tolatl ruled the King’s Alliance and occupied the city 
  of Stronghold before it was overrun with refugees, and they 
  still hold much of the authority and positions of power within the new 
  post-war Stronghold. Although most of the Tolatl who escaped to the 
  city were nobles and people of power, these desperate times seldom 
  require large numbers of barons and priests. Most Tolatl have been 
  forced to adapt and find new roles for themselves and their families. 
  Many did so begrudgingly at first, but the new generations are eager 
  to rise to the challenge. The recent decision to expand back out into 
  the world has given opportunity for many noble houses to reclaim 
  their former glory and many aspire to do so.
  Recommended Backgrounds:
  Miscreant, Noble, Religious or Tradesman.
  ol’s Rest, Disenfranchised
  Tolatl are not known for their physical strength and 
  are ill suited to farming, mining, and the many physically 
  intense tasks that dominate the rural life of Pol’s Rest. Those Tolatl 
  which choose to live in Pol’s Rest are often fleeing problems (often 
  criminal) within Stronghold or pursuing intellectual tasks that require 
  field work, such as archaeology and alchemy.
  The fallen god Pol has many secrets scattered throughout Pol’s 
  Rest. Alchemists are continuously searching for new secrets amid 
  the remains of the dead god, and any new source of magic which is 
  discovered is often kept secret by the Eternal Priesthood to preserve 
  the wonder of their ‘miracles.’
  Recommended Backgrounds:
  Miscreant, Religious or Tradesman.
  ild Tribes
  Many Tolatl nobles got stuck outside Stronghold during 
  the Druidic War. Most were killed by the horrors of the 
  wilds, and those that weren’t often starved to death. The only Tolatl 
  that survived were those with the cunning to keep ahead of their 
  enemies, and the strength of will to discard their civilised ways.
  Using their small statures to their advantage, these Tolatl have 
  mastered the wilds and have become adept at stealth and hunting. 
  Those who were alchemists studied the magic of the druids, 
  harnessing it for themselves.
  Recommended Backgrounds:
  Miscreant, Soldier or Wild.
  Example Tribes:
  Needle, Old Money, Scurry, Twice Power, Wind Whisper.
   » Blue, green or brown skin, 
  with coloured spots.
   » Small.
  
  48
  Starlight
  Warrior Bard
  
  49
  Twi
  See Protagonist Archive pg: 68 for an extensive Twi-Far write-up.
  The mysterious Twi are thought to be a myth propagated by Ta’Di 
  shamans. They say that the Twi have formed a perfect bond with 
  the spirits, where both inhabit the same space, mind, soul and time.
  While much of what is said about the Twi is myth, they do exist; 
  they have just not yet revealed themselves to the other races.
  Twi Race
   » You require GM permission to play this Race.
   » Spirit-Blast: A single Resource cost 1 or 2 Weapon (or any 
  cost if you’re an NPC) gains the Energy, Natural and Slow 
  Keywords, and has -3 Weight.
   » +1 Body and Head Armour vs Energy.
   » -2 max Strength.
   » Any Weapon with the Energy Keyword that causes you 
  Endurance Damage gains Splash +1.
  Physical Qualities
   » Average Height: 1.7m.
   » Average Weight: 69kg.
   » Average Life Span: 125 years.
  Example Male Names: Casamir, Hanzi, Lasho, Orchilo, Simionce.
  Example Female Names: Jeta, Lala, Mirela, Papin, Sinfi, Ujaranza.
  Example Family Names: Celestial-Spring, Essence, Traversal.
  Religion
  As the Twi are a reclusive race, they have little direct interaction 
  with the other races of Akharon. Nearly all Twi follow the Ta’Di religion, 
  which was most likely founded by them. Spirits are a significant part 
  of Twi life, as each Twi shares their body and experiences with a 
  bonded spirt guardian. A small number of Twi claiming to have 
  had personal revelations follow the All-Faith, however even these 
  non-Ta’Di Twi consider the spirits an integral part of Twi life. Almost 
  no Twi follow the religion of the Eternal Priesthood. The very small 
  number of Twi who have lived among the other races tend to find the 
  experience of the Eternal Gods far less spiritual than even the most 
  mundane interactions with their own spirit guardian, leading them to 
  believe they are a sham.
  Possible True History
   » The Twi were originally known as the Twi-Far.
   » A small group of space-faring Twi-Far explorers hid on 
  Akharon to avoid a great enemy.
   » The Twi-Far brought the Faren (spirits) to Akharon and taught 
  them to form a symbiotic bond with the plants and animals 
  of the world.
   » This has allowed them to form a new kind of bond that 
  does not always result in their death if their host dies, and 
  has resulted in many Faren manifesting new powers.
   » The Faren have not improved their ability to communicate.
  Note to GMs
  The default assumption of this setting is that the Twi have not 
  yet revealed themselves to the other races. You should feel free to 
  change this, especially if a PC wishes to play a Twi.
  wiweald
  The Twiweald forest is named after its mythical inhabitants. 
  These reclusive people share a deep connection to their 
  enchanted forest and the many spirits which live there. The great 
  white trunked pines of the Twiweald are amongst the oldest trees on 
  Akharon, surviving both civilisation and Neph for thousands of years. 
  The Twi relentlessly protect their forest from outsiders, believing the 
  other races will exploit or corrupt it. A small number of Twi have 
  recently ventured outside the Weald to fight back against Neph’s 
  forces. As Stronghold seeks to tame the lands again, they will need 
  to treat the sacred forest with respect or gain another enemy.
  Recommended Backgrounds:
  Religious, Rural or Tribal.
  tarlight
  Claiming to be from another continent far across the 
  eastern sea, the Starlight Twi are some of the strangest 
  people in Catlan. These Twi have brought their own form of the Ta’Di 
  religion, which speaks of a Journey into the stars as salvation. They 
  treat their spirit like an old friend rather than a supernatural creature, 
  and appear to only be interested in exploring the world for its own 
  sake. Experts at navigation and seamanship, these mysterious Twi 
  are very small in number as only a few ships have landed along the 
  eastern coast of Catlan.
  Recommended Backgrounds:
  Soldier, Tradesman or Tribal.
  Common Tribes:
  Anchorlite, Ceaseless, Long Mooring, Starport.
  rasong Clan
  These proud and tattooed warrior Twi refer to their spirits 
  as ‘Draconi’. Unlike many other spirits the Draconi appear to 
  not only thirst for conflict, but require it. War is an art to the Drasong 
  clan; each day is used to either wage war or prepare for it. These Twi 
  have little interest in politics, and when the great Druidic War emerged, 
  they fought against every side with raiding parties dispatched from 
  their nomadic camps within the Blood Stone Desert. The Drasong Twi 
  dream of one day defeating their arch-enemies within the Twiweald, 
  but to this day they have never defeated its defenders.
  Recommended Backgrounds:
  Noble, Soldier, Tribal or Wild.
  Common Tribes:
  Star Rock Ecstasy, Mt Fervour, Rapture Plateau, Night Storm.
   » Brightly coloured, orange 
  glowing skin.
  
  50
  Survivor
  Legion-Kaltoran Hunter
  Mixed-Folk
  Nephilim-Twi Soldier
  Half-Blood Citizen
  Remnant-Kaltoran Alchemist
  
  51
  Half-Blood
  Children with parents from different races will often have a unique 
  outlook on life and act as a bridge between cultures, as they draw 
  both physical and cultural qualities from both of their parents.
  Half-Blood Race
   » Gain a Language or a Knowledge.
   » Gain 2 of the following:
   » Kaltoran: Reduce all of your Limited Vision and Low Light 
  Cover penalties by 1 Step.
   » Legion: +4 Endurance, +2 Defence vs Tackle, -1 max Movement.
   » Remnant: +1 Attribute Point, all Healing rolls that include 
  you suffer -1 (Stacks).
   » Twi: +1 Body and Head Armour vs Energy, -1 Stealth.
   » Nephilim: +2 End Dmg (all Weapons). -1 max Renown, -1 
  Persuasion and Heraldry.
  Physical Qualities
  Half-Bloods are always the result of mixed race parents, with the 
  exception of Half-Nephilim, who are often the result of dark magic or 
  depravity. Half-Bloods share some physical qualities of each parent 
  and usually appear as a merger of both races, though siblings with 
  the same parents may manifest different attributes to each other. 
  Non-Nephilim Half-Bloods are sterile and cannot have children of 
  their own.
  While some Tolatl have non-Tolatl partners, these unions are 
  unable to produce children. No Half-Blood Tolatl exist, even through 
  dark Nephilim magics.
  Some traits among the races appear dominant and consistently 
  rise to the surface; Half-Kaltorans maintain their keen senses, 
  Half-Legion their strength, Half-Remnant their unusual physiology, 
  Half-Twi their resistance to magic, and Half-Nephilim their ferocity.
  Religion
  Half-Bloods will often take on the culture of their upbringing; the 
  religion they choose to follow will likely be the result of the parents 
  who raised them.
  Half-Bloods are abandoned as children more often than 
  full-blooded children. These orphaned Half-Bloods are often raised 
  by the religious communities of Stronghold. The Eternal Priesthood 
  has large orphanages while All-Faith monasteries sometimes train 
  a child to be a monk essentially from birth. These Half-Bloods will 
  almost certainly follow the religion of their benefactors and are 
  sometimes the most pious due to their mixed-heritage and lack of 
  external connection.
  tronghold, Half-Blood Citizens
  In Stronghold, the common folk intermingle closely with 
  each other. This has created many unusual mixed-race 
  family structures that have led to an unprecedented number of 
  Half-Blood citizens. Most nobility shun mixed-race marriage and 
  their resulting offspring, as Half-Bloods are unable to continue family 
  lines. The Half-Bloods that live in Stronghold enjoy blended cultures 
  from both parents but as they rarely come from wealthy families 
  they often occupy the poorer rungs of society. Half-Nephilim cannot 
  live in Stronghold as they may be attacked by citizens of the city.
  Recommended Backgrounds:
  Miscreant, Religious, Soldier or Tradesman.
  ol’s Rest, Mixed-Folk
  As with those that live in Stronghold the people of Pol’s 
  Rest have long since intermingled to produce Half-Bloods, 
  but with a few unique exceptions.
  Some of those who survived Neph’s attack on Stonevale have 
  been twisted and mutated by dark druidic magic, and are now 
  Half-Nephilim monsters. While these Half-Blood Nephilim are seen 
  as victims, they are also looked on with some suspicion. Half-Blood 
  Twi orphans have also appeared around the Spirit Woods in central 
  Pol’s Rest, though their Twi heritage has not been identified as such.
  Recommended Backgrounds:
  Miscreant, Religious, Rural or Tradesman.
  urvivors
  After the Druidic War, all kinds of people were forced to 
  band together to survive the wilds. These groups are usually 
  very mixed, resulting in many Half-Bloods and slow population 
  growth. Small isolated groups of survivors are common in the lands 
  which were once the King’s Alliance, each with their own unique 
  cultures and racial mixes.
  Recommended Backgrounds:
  Miscreant, Tribal or Wild.
  ult of Neph’s Blood
  Half-Bloods are almost exclusively created by mixed race 
  parents; however, the twisted magic of Neph can provide 
  another avenue. In this cult, those who pledge themselves to the 
  service of Neph and her druids are initiated by drinking a Wylding 
  potion. Those who survive the ensuing metamorphosis become 
  Nephilim Half-Bloods. This cult hides in frontier settlements and 
  targets estranged members of the All-Faith who are tired of being 
  persecuted as priests of Neph, or who hold unorthodox views.
  Recommended Backgrounds:
  Miscreant or Religious.
  “No inheritance received, no inheritance left.”
  - Adoni Smith-Drake, A People Outside History.
  
  52
  
  53
  Barnabas Jinx always knew he would die in battle. His father 
  had died in battle, and his grandfather before him. Barnabas could 
  reach into their Kaltoran memories, see his father, his grandfather, 
  and remember them for who they were... heroes, leaders, friends, 
  fathers, husbands.
  With gritted teeth and a firm grasp on his great Arcanium Sword, 
  Barnabas kicked his trusted reptilian mount, Batach, forward into 
  their final battle. He was proud to serve as a Knight of House Jinx, 
  and prouder still to join the Vanguard in protecting Forest Bay, the 
  settlement he had been calling home for the past few months. 
  It was the duty of the Vanguard to protect others, even in death. 
  But that was not the source of the hesitation he felt while riding 
  towards the Child of Pol. The Children had been holy beings, celestial 
  servants of the god Pol. But the death of their master had driven 
  them into a bottomless madness of sorrow and grief, an insanity that 
  would lead to the destruction of Forest Bay.
  Many priests considered the killing of a Child of Pol to be an act 
  of evil - but so be it. Killing was just one more burden that a Knight 
  must bear to protect others. Sometimes, killing must be done in the 
  name of good, and Barnabas was willing to taint his soul so that 
  others did not have to. 
  ***
  The beast let out a high-pitched scream as Barnabas’s 
  sword penetrated its core. The brittle metal cracked open 
  upon the strike, weak after aeons of slumber. Purple light began 
  to shine out from within the Child; a poisonous corruption that 
  engulfed Barnabas and Batach.
  The Child let out one final cry as the light of its eyes dimmed. 
  The beast collapsed along with Barnabas, falling over alongside 
  his trusted mount. He watched the Child’s eyes slowly flicker out, 
  already feeling the effects of the corruption on his body and soul.
  He reached out with one weak hand and rested it atop the Child’s 
  head. Maybe it would find forgiveness in the next life, reunited with 
  Pol. Barnabas hoped so. It meant he might find forgiveness as well.
  
  54
  Overview
  Fragged Kingdom places you in the fantasy world of Akharon; a 
  world of unexplored wildlands, grand ruins, deadly monsters and 
  endless conflict between nature and civilisation.
  The default assumption of this book is that the party of player 
  characters (PCs) are going out into the wildlands around Stronghold 
  to fight back the monsters and tame the land. After they have done 
  so, settlers from Stronghold will move into the area to establish a 
  new home for themselves.
  Fragged Empire Core Rule Book
  This rule book is an adaption of the Fragged Empire rule system. 
  All rules in this book are assumed to be the same as they are in 
  the Core Rule Book unless stated otherwise. You will need the CRB to 
  make use of the rules within this book.
  The Core Rule Book can be purchased from our website:
  www.fraggedempire.com
  Crafting, pg: 66
  Many items and Buildings can only be gained through a new type 
  of Spare Time Roll called Crafting. Crafting is used to make; personal 
  equipment, especially the rare and magical; personal Buildings, such 
  as castles, farms and Workshops; and to upgrade your Holdings.
  Holdings, pg: 69
  PCs will have the chance to tame the wilds and help found towns, 
  cities and outposts, all known as Holdings. Holdings are used to 
  produce Trade Goods (see pg: 65), which are used to increase your 
  Resources, Craft special items, improve your Holding, construct 
  Buildings and Workshops, and allow PCs to marshal armies.
  Personal Combat Will Feel Very Different, pg: 88
  Not only are there new Actions and equipment for Personal 
  Combat, but you will also need to manage your Momentum (pg: 92), 
  melee weapon length (pg: 80), and know when to Levy Retainers (pg: 
  95) to help you win.
  Combat will be a whirl of activity as you need to adjust your 
  footing and position to defeat your enemies.
  Short List of Changes
   » All PCs have a Race and a Background.
   » Reworked Attributes.
  Intelligence determines your Defence bonus from Cover.
  Fate = Willpower
   » No Rate of Fire (RoF) Rules.
   » Influence = Renown
  Renown is used to obtain Perks and for maintaining a Holding.
   » Max Resources and Renown = Level +3 (not Level +2)
  Starting Resources and Renown = Level +2.
   » Selling Trade Boxes does not require a Spare Time Roll.
   » Selling Trade Goods is the only way to increase your Resources.
   » Research = Study.
   » Secret Knowledge = Knowledge.
  And is gained far more frequently.
   » Different Skills.
   » Strong Hit: Effort can be used for any Skill or Attack Roll.
   » New Defence Stats.
  Head and Body Armour.
   » Most Items have a Spare Time Acquisition Cost.
   » All new Actions.
   » New Combat Scale Space = 1m (not 2m).
  Length of melee weapons has a significant effect on Combat.
   » New Death and Healing System
  Death is more flexible but results in permanent injury.
   » New NPC types.
  Troop Group NPC, reduces GM bookkeeping for larger battles.
  Monster NPC, equal in power to 4 PCs.
  
  55
  What’s Different?
  A quick summary of some major changes.
  Most rules are the same as the Core Rule Book.
  Personal Combat
  The Combat Grid scale is 1 square metre.
  Weapon Ranges, Shields, Zones of Control and adjacent allies all 
  play an important part in Combat.
  Crafting
  You can construct your own Weapons, armour and Buildings using 
  Rare Trade Goods that you will find out in the wild.
  Many items are only available through crafting.
  Holdings
  Tame the wilds to found new towns, cities and outposts.
  Holdings are used to produce Trade Goods, provide a location to 
  construct Buildings and Workshops, and allow PCs to marshal armies.
  Trade Goods
  Are split up into 3 Types: Monetary (primarily used for increasing 
  your Resources), Rare (primarily used for Crafting) and Production 
  (primarily used for improving Holdings and constructing Buildings).
  
  56
  Character Creation
  Works the same as in the Core Rule Book, but with a few small but 
  important changes (highlighted in black).
   » The Game Master defines your starting Level (usually Level 1).
   » Select a Race.
   » Select a Background
   » Gain the Language: Tolatl.
   » Distribute 18 Attribute Points.
   » 6 Attributes (0-5 points each).
   » Select your Trained Skills.
   » 6 Primary (Everyday and/or Education) Skills.
   » 2 Personal Combat Skills.
   » Select your Traits, 1 per Level.
   » You may have up to 1 Trait per area: Level, Resources, Renown, 
  each Attribute, each Trained Primary Skill and up to 2 Traits 
  per Trained Personal Combat Skill.
   » Starting Resources = Your Level +2.
   » Your Max Resources is your Level +3.
   » Starting Renown = Your Level -1 (normally 0).
   » Your Max Renown is your Level +3.
   » Starting Spare Time Points = Your Level +3.
   » Starting Knowledge = 4
   » Spend Spare Time Points (you may automatically gain any item or 
  service that costs 14t or less, no roll required).
   » You may never start with items that require Crafting (see 
  pg: 66), you need to gather Crafting materials through your 
  in-game actions.
   » Allot your Resources.
   » Allot your Renown.
  Attributes
  Strength (Str)
  Determines the size of Weapons and the weight of Outfits that you 
  can efficiently use. Also determines how resilient you are in combat.
  Reflexes (Ref)
  Increases both your Defence and To Hit chance.
  Movement (Mov)
  Here are a few special types of Movement, GMs are encouraged 
  to create more.
  Fly
  You may spend your Movement to fly higher (or lower): 
  increasing the Range of all Attacks made against you, and by 
  you. This may also reduce the Range between you and another 
  Flyer (eg: by flying closer to them). Flying lower will reduce 
  any gained Range.
  Incorporeal
  You can move through any terrain or character without penalty. 
  Terrain that you can’t move ‘through’ (eg: a pit) still inhibits you.
  Teleport
  You may ignore all terrain and characters when you move via 
  teleportation. Other characters cannot automatically perceive where 
  you have moved to and you do not need to see where you are going.
  Focus (Foc)
  Determines your Maximum Momentum (pg: 92) in combat.
  Does not assist you with ranged Attacks.
  Intelligence (Int)
  Determines how much Defence Cover (pg: 91) grants you.
  Willpower
  Works like Fate (Core Rule Book, pg: 35), except that Willpower is 
  an Attribute. Spending Willpower points on re-rolls does not cause 
  you Damage.
  Willpower may not be permanently reduced to avoid Death, see pg: 
  91 for full Death and pg: 63 for full Disability Condition rules.
  Skill Rolls
  See pg: 72 for full Skill rules.
  Attributes don’t grant Description bonuses to Skill Rolls. Many Skills 
  gain a bonus of +1 if you have 4 or more in a specific Attribute, while 
  others give a -1 penalty if you have 1 or less in that specific Attribute.
  Optional Game Type: Simplified
  Fragged Kingdom makes greater use of Trade Goods than the Core 
  Rule Book. This simplified type of game should be used if you want 
  less bookkeeping.
   » No Holdings, Buildings or Production Trade Goods.
   » All settlements grant free access to Workshops.
  Optional Game Type: Realistic Combat
   » All characters have -5 Endurance.
   » All Weapons gain +1 End and Crit Dmg.
   » Surprise Rounds grant Strong Hit +1 on all non-Dual Attacks.
  Optional Game Type: Realistic Travel
   » See pg: 78.
  
  57
  Making a Character
  Best done alongside your GM and fellow players.
  Start with a character concept before you start building.
  Select Your Race and Background
  Each race has many cultures.
  Distribute 18 Attribute Points
  You have 18 points to distribute amongst 6 Attributes.
  Each Attribute may be set from 0 to 5.
  An average person has 2 points in each Attribute.
  Select Your Trained Skills
  A Trained Skill grants a +1 bonus to their rolls.
  An Untrained Skill has a -2 penalty to their rolls. 
  Select 6 Primary Skills, and 2 Personal Combat Skills.
  You Gain 1 Trait per Level
  You may have up to 1 Trait per area: Level, Resources, Renown, 
  each Attribute, each Trained Primary Skill, and up to 2 Traits per 
  Trained Personal Combat Skill.
  Allot Resources, Renown, Spend Spare Time Points and Knowledge
  Your starting Current Resources is equal to your Level +2.
  Your starting Current Renown is equal to your Level -1 (normally 0).
  Your starting Spare Time Points equals your Level +3.
  Your starting Knowledge equals 4.
  You may start with any item or service that requires a Spare Time 
  Roll of 14w/t or less without needing to roll. Each item or service 
  costs 1 Spare Time Point to acquire. You may never start with items 
  that would require Crafting.
  
  58
  Overview
  Renown, pg: 60
  Is an aggregate of a PC’s collected fame and political power. It is 
  similar to Influence in Fragged Empire (Core Rule Book, pg: 58) but 
  is spent on Holdings (pg: 69).
  Trade Goods, pg: 64
  Play a far more vital role in Fragged Kingdom than they do in the 
  Fragged Empire Core Rule Book.
   » Selling Trade Boxes is the only way to increase your Resources.
   » They’re used to Craft gear.
   » 2 Trade Boxes or 1 Treasure Box can be sold (no Roll needed) 
  to increase any failed Roll by +2 (Stacks) where money 
  would help.
  Crafting, pg: 66
  Is a prominent feature in Fragged Kingdom that gives players a 
  way to turn Trade Goods into equipment and to improve Holdings.
  Holdings, pg: 69
  Taming and working with the land is a significant theme in Fragged 
  Kingdom. A Holding refers to all of the land and property owned, or 
  loyal to, a person or group. In Fragged Kingdom a Holding refers 
  to lands which are protected by and utilised for the benefit of the 
  PCs. Holdings can be the lands owned by a noble or just a simple 
  community that a group of heroes is responsible for protecting.
  Example Perks (pg: 60), Complications (pg: 62), and 
  Conditions (pg: 63)
  The listed Perks, Complications, and Conditions are just examples 
  intended to inspire GMs. GMs should feel free to create new Perks, 
  Complications and Conditions. 
  Gaining
  Level
  Same as the Core Rule Book: each character’s Level is increased 
  by one at the end of every third session.
  GMs should feel free to alter this.
  Resources
  Can ONLY be gained by selling Trade Goods (pg: 64).
  Renown
  Works much like influence. Gained through in-game actions.
  Spare Time Points
  You gain 1 Spare Time Point at the start of each game session. 
  Additional Points may be gained as a reward for good role playing or 
  if your character has a large amount of spare time.
  Money
  Treasure Trade Boxes are large amounts of money, see pg: 64.
  Trade Goods
  Production Trade Goods are most effectively gained from your 
  Holdings, with Monetary Trade Goods commonly looted from defeated 
  enemies or given as payment for completing jobs.
  Trade Goods should be the most common reward for PCs.
  Holdings
  Are gained through in-game actions and by spending Renown. They 
  may be improved through Traits and with Buildings. Your Holding’s 
  location will affect its Attribute maximums and available Traits.
  Knowledge
  Primarily gained by completing Study Units (pg: 68).
  Equipment
  Most equipment costs Resources and is primarily gained in two 
  ways. Either as loot or a reward for in-game actions, or acquired with 
  Spare Time Rolls (either by purchasing with Stewardship (pg: 76) or 
  with a Crafting (pg: 66) Spare Time Roll).
  “Let them come in their masses! Their Nephilim blood 
  shall fertilise our fields, their beasts shall feed our 
  peasants, the corpses of their druids shall pave our roads 
  and their vile goddess shall learn to fear Catlan steel!”
  - Sir Craig, last Lord of Gribble Castle,
  at the massacre of four armies.
  
  59
  Advancement Types
  Primarily gained through in-game actions.
  Eg: Selling Trade Goods or studying.
  Level
  Your personal skill and experience.
  Trade Goods
  Are split up into 3 Types: Monetary (primarily used for increasing 
  your Resources), Rare (primarily used for Crafting) and Production 
  (primarily used for improving Holdings and constructing Buildings).
  Spare Time Points
  Determine how you spend your spare time and effort.
  Knowledge
  Unique insights gained through personal study. 
  Resources
  An abstract representation of your character’s ability to pay for and 
  maintain their combat equipment.
  You must sell Trade Goods to increase your Resources.
  Renown (and Holdings)
  Renown is a representation of your character’s overall prestige and 
  importance to their wider NPC community.
  Primarily used to pay for Holdings.
  Holdings give characters access to Trade Goods and Workshops.
  
  60
  Resources
  Resources is a broad representation of the quality and amount of 
  equipment that your character is able to maintain through personal 
  ability and wealth.
  Maximum
  Your Max Resources is your Level +3.
  Gaining
  Can only be gained by selling Trade Goods (pg: 64).
   » 4 Monetary Trade Boxes: (no roll); gain +1 Current Resource.
   » 8 Production Trade Boxes: 14t; gain +1 Current Resource.
  Perks, Complications, Knowledge
   » Every 5 Current Resources from 5 you gain a Perk.
   » Every 10 Current Resources from 9 you gain a Complication.
   » Every 10 Current Resources from 4 you gain a Knowledge.
  Losing
  Resources should be rarely lost.
  Renown
  See pg: 69 for full Holding rules.
  Renown is similar to Influence in the Core Rule Book (see pg: 
  58). Renown represents the amount of fame, respect and prestige a 
  character has accumulated through their actions.
  Maximum
  Your Max Renown is your Level +3.
  Gaining
  Renown is often rewarded for completing significant quests, 
  especially if the deed is done for an influential person or for the 
  benefit of a large group of people without payment.
   » 4 Food Trade Boxes: 12t; gain +1 Current Renown.
  Perks, Complications, Knowledge
   » Every 5 Current Renown from 5 you gain a Perk.
   » Every 10 Current Renown from 4 you gain a Complication.
   » Every 10 Current Renown from 9 you gain a Knowledge.
  Losing
  Renown may be reduced by the GM for colossal and public failures.
  Spending
  You may allot Renown on Holdings in a similar way to Influence.
  Sharing
  In a similar way to Influence you may pool your Renown to 
  purchase non-Title Holding Perks.
  Example Perks
  The following Perks rules replace those in the Core Rule 
  Book (pg: 60).
  The same Perk may be chosen multiple times, but their bonuses 
  do not normally Stack (eg: you may have multiple Contacts in 
  various locations, but you only ever gain +1 to your Spare Time Rolls).
  You may only gain a Rank 2+ Perk if you already have a Perk of 
  one lower Rank and the same Type. Ie: To select a Rank 2 Friend 
  Perk you must first have a Rank 1 Friend Perk.
  Perks may be lost; if they are, you may choose a new one.
  Fame Perks
  Your reputation precedes you.
  Prominence (Fame, Rank 1)
   » NPCs are more likely to have heard of you.
   » You gain +1 to Leadership and Persuasion Rolls when 
  interacting with someone who likes your reputation.
  Infamy (Fame, Rank 1)
   » NPCs are more likely to have heard of you.
   » Strong Hit: Heard of Me (Once per Session, Success 
  OR Hit) A character becomes wary of you, and takes 4 
  Endurance Damage.
   » You gain -1 to all Leadership and Persuasion Rolls when 
  interacting with someone who does not like your reputation.
  Celebrity (Fame, Rank 2)
   » Strong Hit: Fame (Success) An NPC who is aware of your 
  reputation may make concessions for you.
  Legend (Fame, Rank 3)
   » Most NPCs know who you are.
   » Your reputation is grander than your actual abilities.
   » All enemy Henchman Groups have -1 Body (to a minimum of 
  3). These have fled upon hearing your name (Stacks).
  Friendship Perks
  You have friends or acquaintances who may help you, and who 
  may ask you for help.
  Contact (Friendship, Rank 1)
   » Pick a single Skill. You gain +1 to all Spare Time Rolls with 
  this Skill when you’re with your contact.
   » This contact may provide you with helpful information.
  Entourage (Friendship, Rank 1)
   » One of your Companions gains +1 Body and -1 Armour.
  Ally (Friendship, Rank 2)
   » One of your Companions or Mounts costs -1 Resource.
  
  61
  Bailiff (Friendship, Rank 2)
   » A skilled NPC may be instructed to manage your Holdings 
  while you’re absent. They may make Levy rolls on your behalf 
  (at your Skill bonus and still costing you a Spare Time Point), 
  and if possible, will alert you to any problems.
  Followers (Friendship, Rank 3)
   » Your Retainers gain +1 Body.
  Organisation (Friendship, Rank 3)
   » You are well connected to a large organisation.
   » Gain +1 to all Spare Time Rolls when you’re with your organisation.
   » Your organisation may provide you with helpful information.
  Inspire Loyalty (Friendship, Rank 4)
   » Your Retainers will stay with you until Death (normally for 1 
  session or mission), but you gain -2 to all Spare Time Rolls 
  while they’re present beyond 1 session or mission.
  Guild Perks
  Being a member of a trade guild comes with many benefits.
   » When choosing your first Guild Perk: select an Education Skill. This 
  reflects the trade of the guild. Many benefits relate to this trade.
  Apprentice (Guild, Rank 1)
   » You have access to halls belonging to your guild. These halls 
  always contain a Workshop (pg: 162) of your chosen skill and 
  may provide you with a safe place to sleep.
  Guild Warehouse (Guild, Rank 1)
   » You have been allotted 4 Cargo Space of storage in the guild. 
  You may access these goods from almost any guild owned hall.
  Journeyman (Guild, Rank 2)
   » You gain +3 (normally +2) to Skill Rolls when using a 
  Workshop for your chosen Skill.
  Quartermaster (Guild, Rank 2)
   » At the start of each Session you gain 1 Quality Trade Good.
  Master (Guild, Rank 3)
   » You are considered by your guild to be a master in 
  your profession.
   » Gain +1 to your chosen Skill.
  Professional (Guild, Rank 3)
   » You may make 1 free Spare Time Roll of your chosen Skill 
  per session.
  Grand Master (Guild, Rank 4)
   » You run your own trade guild.
   » One of your Holdings produces +1 Treasure Trade Good per session.
   » One of your Holdings gains +1 Wealth.
  Religion Perks
  Pick the religion which best represents your character, Eternal 
  Priesthood/All-Being Monks/Ta’Di Shamans. As you progress in your 
  religion, the respect and authority you have among the faithful grows.
  Elder / Monk / Guide (Religious, Rank 1)
   » You’re a respected voice among followers.
   » You may freely make use of the facilities and Workshops 
  belonging to your faith without an appointment.
  Priest / Prior / Seer (Religious, Rank 2)
   » All of your Holdings gain +1 Peasants.
  Hierophant / Abbot / Diviner (Religious, Rank 3)
   » All of your Holdings gain +1 max Loyalty and Prosperity.
   » One of your Holdings gains a free Religious Building (pg: 162).
  Speaker / Prophet / Oracle (Religious, Rank 4)
   » You’re considered an authority on the divine.
   » All of your Holdings with a Religious Building cost -3 Renown.
  Title Perks
  Most titles are inherited. Players should select a Title Perk as their 
  first Perk if they come from a noble family line.
  Respected Noble (Title, Rank 1)
   » You’re allowed to appear at court before the Regency Council 
  without an appointment and are greeted with honour and 
  respect by most other nobles.
  Tribal Elder (Title, Rank 1)
   » The Chieftains of most tribes will welcome you as a guest, 
  you are a respected leader of your own tribe.
  Knight / Lawspeaker (Title, Rank 1)
   » You are considered to effectively have ‘police powers’ among 
  your own culture. You may legally capture and bring to trial 
  those with legal protection (e.g. nobles or elders). You may 
  legally capture and summarily sentence commoners.
  Lord (Title, Rank 2)
   » One of your Holdings gains a free Manor Building (pg: 162).
  Baron (Title, Rank 3)
   » One of your Holdings gains +1 max Fields.
   » One of your Holdings gains +1 Soldiers.
  Count (Title, Rank 4)
   » One of your Holdings gains +1 max Woods and Hills.
   » One of your Holdings gains +1 Soldiers.
  Duke (Title, Rank 5)
   » One of your Holdings gains +1 max Security.
   » One of your Holdings gains +2 Soldiers.
  
  62
  Example Complications
  The following Complication rules replace those in the Core Rule 
  Book (pg: 62).
  Addiction
  Gimme another drink!
   » You must make a Resolve Skill Roll to resist your Addiction 
  when it tempts you.
   » You may never have more than 5 unspent Spare Time Points 
  at any one time.
   » You only gain a Willpower point from this Complication if your 
  Addiction hampers you in a significant way (eg: you fail a 
  Resolve Skill Roll to resist it at an important moment).
  Bounty
  You have a large bounty on your head, attracting the attention of 
  more enemies. Be careful of not only underworld havens, but also of 
  any friends whose purse is getting a little light.
   » Your GM may choose to increase the difficulty of a combat by 
  adding a Skilled or Troop opponent.
  Condition, pg: 63
  With your GM’s permission, you may gain a Condition (see Core 
  Rule Book pg: 73 or opposite page) rather than a Complication.
  Enemy
  You have made a dangerous enemy who has lethal intent towards 
  you. This enemy is often from within your own social circle, or might 
  be a (possibly indirect) victim of your actions.
  Your enemy is skilled and cunning, with well-defined motivations, 
  but is not suicidal or reckless. They will often know what equipment 
  you like to carry and your weaknesses.
   » Your Enemy should be aware of all (or most) of your Attributes, 
  Traits, Holdings and Equipment, and will most likely have 
  Equipment and Traits that counter yours.
   » They may cause you trouble outside of combat.
   » You only gain a Willpower point from this Complication if your 
  Enemy directly or indirectly reduces one of your Attributes 
  to 0 or below or reduces your Current Resources or Renown.
  Enemy No Longer a Threat
  If your Enemy dies, or if their ability to harm you is completely 
  nullified, select a new Complication.
  Illiterate
  You have a poor understanding of written language.
   » Gain a Willpower point only when your illiteracy hampers you 
  in a significant way.
  Inner Fire, see pg: 43
  Moral/Religious Code
  Many live by a code to give them strength and clarity in times of 
  darkness and confusion, but it may also keep them from opportunity.
   » You must make a Resolve Skill Roll to act against your Code.
   » If you act against your Code, you lose 1 Current Renown and 
  gain a Willpower point.
  Obsession
  Your thoughts are continuously on one thing. While this may give 
  your life focus and direction, it is at the expense of all else.
   » You must make a Resolve Skill Roll to resist your Obsession.
   » -2 to all Spare Time Rolls not connected to your Obsession.
   » You only gain a Willpower point from this Complication if your 
  Obsession hampers you in a significant way (eg: you fail a 
  Spare Time Roll by 1 or 2 due to the -2 penalty).
  Prejudice
  A group of people are prejudiced against you, whether a faction, 
  race, organisation or other grouping. Individuals within this group 
  may not hold this prejudice at the GM’s discretion.
   » -2 to all Leadership, Persuasion, and Spare Time Rolls when 
  interacting with someone who is prejudiced against you.
   » You only gain a Willpower point from this Complication if your 
  Prejudice hampers you in a significant way.
  Reputation
  Through a single prominent event or through many rumours, 
  you have gained a reputation. Unfortunately, this reputation is not a 
  helpful one. People will make assumptions about you, often inhibiting 
  your progress or giving you unwanted attention.
  More importantly, your enemies will be able to easily gain 
  information on you if you move in populated areas.
   » NPCs are far more likely to remember you.
   » Antagonistic NPCs are far more likely to discover your location 
  when you move in populated areas.
   » You may suffer -2 to Leadership, Persuasion, and Spare 
  Time Rolls when interacting with someone who is aware of 
  your negative Reputation.
   » You only gain a Willpower point from this Complication if your 
  Reputation hampers you in a significant way.
  Secret
  We all have secrets, yours are a little darker than most people’s.
   » You must make a Resolve Skill Roll to share your Secret.
   » If another character (player or NPC) discovers your secret, 
  you lose a Spare Time Point, and gain a Willpower point.
  
  63
  Example Conditions
  The world of Akharon is full of a myriad of ailments and dangers, 
  many more than what can be listed here. GMs are encouraged to 
  create their own rules for new Conditions.
  Use these Conditions and those in the Core Rule Book (pg: 76).
  Disability Conditions
  These are primarily gained by Avoiding Death (pg: 91).
  Maimed (Strength)
   » -2 Equipment Slots.
   » -2 max Endurance.
  Disfigured (Strength)
   » -1 max Renown.
   » +1 Leadership.
  Missing Finger(s) / Trimmed Tail (Reflexes)
   » -2 Hit with Weapons that use this Limb.
  Uncoordinated (Reflexes)
   » -1 Defence.
  Crippled Foot (Movement)
   » Full Move and Charge Actions do not grant you +2 Movement 
  unless you’re Mounted.
  Ruined Knee (Movement)
   » If you move more than 5 spaces in a Turn while you are not 
  Mounted you lose 5 Endurance.
  Scatterbrain (Focus)
   » -1 to all Spare Time Rolls.
   » +1 max Momentum.
  Lost Eye (Focus)
   » -5 Max Range (min 4), all Weapons.
  Stutter (Intelligence)
   » You have trouble speaking.
   » -1 to Persuasion and Leadership.
  Foolish (Intelligence)
   » +1 Combat Order.
   » +1 Hit, all Weapons.
   » -2 Defence.
  Nervous (Willpower)
   » -2 Combat Order.
   » -1 Hit, all Weapons.
   » +1 Defence.
  Fearful (Willpower)
   » -2 Resolve.
  Traits
  You may have up to 1 Trait per area: Level, Resources, Renown, 
  each Attribute, each Trained Primary Skill and up to 2 Traits per 
  Trained Personal Combat Skill.
  Requirements
  Magic
  There are several types of magic. Each type is unlocked by 
  a Trait. Once that Trait is acquired you may choose any Trait 
  which requires that type of magic.
  Magic User
   » Alchemist.
   » All-Power.
  Race, Background, Trait, Perk or Complication
  You must have the listed Race, Background, Trait, Perk or 
  Complication to gain this Trait.
  X Kn (Knowledge)
  You must spend X Knowledge to gain this Trait.
  If you Retro this Trait you do not gain your Knowledge back.
  Spare Time Points
  See Core Rule Book pg: 64 for full Spare Time Rules.
  PCs gain 1 Spare Time Point per Session.
  Acquire = t
  Items or services that list “t” after their Acquire cost (eg: Acquire: 
  12t) require a Spare Time Roll to acquire.
  Bonuses to Spare Time Rolls
  If you would gain a bonus to a Spare Time Roll (eg: from a Trait) 
  then this bonus is applied to all Spare Time Rolls (including 
  Crafting Spare Time Rolls).
  Your Crafting bonus/penalty may apply to other Spare Time 
  Rolls, ie: if you’re making something.
  Acquire = c
  Items that list “c” after their Acquire cost (eg: Acquire: 12c) require 
  a Crafting Spare Time Roll to acquire, see pg: 66.
  Stronghold
  Stronghold’s struggling situation makes trade incredibly difficult. 
   » All Spare Time Rolls made in the city of Stronghold require 
  double the number of Spare Time Rolls.
   » Druid (Wyld).
   » Enchanter.
   » Shaman (Spirit).
  
  64
  Trade Goods
  See pg: 66 for full Crafting rules.
  Acquiring Trade Boxes
   » 2 Rare Trade Boxes: 12t.
   » Levy Trade Boxes from a Holding: (16 - Peasants)t.
  See pg: 69 for full Holding and Levy rules.
  Loot and Rewards
  GMs should primarily give out Monetary and Rare Trade Goods 
  as loot and rewards for PC’s in-game actions.
  Holdings, pg: 69
  At the start of each game session your Holdings will 
  automatically generate Trade Boxes.
  Storage
  See pg: 69 for full Holding rules.
  You can store any number of Trade Goods outdoors at any Holding, 
  however, these may be subject to theft or damage. If you wish to 
  store Trade Goods for long-term use you will need a Holding or 
  Building with dedicated storage space.
   » 1 Monetary Trade Box requires 1 Equipment Slot or
  6 Monetary Trade Boxes require 1 Cargo Space.
   » 1 Rare Trade Box requires 2 Equipment Slots or
  3 Monetary Trade Boxes require 1 Cargo Space.
   » 4 Production Trade Boxes require 1 Cargo Space, and may not 
  be carried (as they are too large).
  Selling Trade Goods
  Multiple types of Trade Goods may be sold with a single roll. Use 
  the worst modification (ie: Loot grants +0) to your Spare Time Roll.
   » 2 Trade Boxes or 1 Treasure Box can be sold (no Roll needed); 
  to increase any failed Roll by +2 (Stacks) where money 
  would help.
   » 4 Monetary Trade Boxes can be sold (no Roll needed) to gain 
  +1 Current Resource.
   » 8 Production Trade Boxes can be sold with a Spare Time Roll 
  of 14t; to gain +1 Current Resource.
  Sharing
  PCs are allowed to freely share all Trade Boxes amongst 
  themselves as they want.
  Example Trade Good Types
  See pg: 68 for full Holding Repair Roll rules.
  There are no Trade Good Variation templates, but there are 
  specific  types of Trade Goods. GMs are encouraged to create 
  new types.
  Monetary
  These Trade Goods primarily exist to be sold.
  Loot
  The spoils of combat and/or theft; looted weapons, armour, art, 
  common components or small coin denominations.
   » Standard Trade Good rules.
   » GMs may apply additional rules (eg: alchemical oils may 
  explode, etc...).
  Treasure
  Chests full of ancient relics, gems, gold bars, and jewellery. 
  Adventure seekers LOVE treasure as it is easy to store, transport 
  and sell.
   » 1 Treasure Box: Can be sold (no Roll needed) to increase any 
  failed Roll by +2 (Stacks) where money would help.
  Priceless
  Rare and amazing items; a flawless diamond, masterwork 
  tapestry, religious relic, etc...
   » The GM should describe what this item is in detail.
   » May be exchanged for +1 Current Resource.
  “Male disposability, this topic makes you weak city 
  folk uncomfortable.
  The harsh truth is that the survival of a people is 
  intrinsically tied to the value that those people place 
  on their females and their youth over their males. If the 
  females of a tribe are lost or killed, that tribe will be 
  unable to repopulate its numbers and will die out. But if 
  a tribe’s male population is lost, that tribe may survive 
  as very few males are needed to repopulate.
  My tribe honours its great men who would lay down 
  their lives for their people, and we heap praise and 
  dignity upon our women who would sacrifice the joys of 
  combat to bear children.”
  - Hera Render,
  Chieftain of the southern Chioni Legion tribe.
  “It is best to keep the peasants in want, either for food 
  or security. This will ward off idleness, which may breed 
  thoughts of rebellion or aspirations beyond their status.”
  - Adam Brightsword, Duke of Green Rock.
  
  65
  Production
  See pg: 69 for full Holding rules.
  See pg: 142-143 for full list of available Holding Traits.
  See pg: 162-163 for full list of available Buildings.
  These items are primarily collected from nature by your Holding.
  Food
  Everyone needs food to survive, and in these hard times food 
  has become scarce. Supplying food to the people is one of the 
  fastest ways to gain public favour.
   » 4 Food Trade Boxes may be sold: 12t; gain +1 Current Renown.
  Herbs
  Useful plants and herbs that may be medicinal, poisonous 
  or delicious.
   » 2 Herbs may be exchanged for 1 Potion or Food.
  Lumber
  Quality wood for use in construction.
  Beasts
  Either living animals or useful animal parts; these parts may 
  be furs, meat, etc...
   » 2 Beasts may be exchanged for 1 Food and Lumber.
  Stone
  Bricks, masonry and quarried stone used for construction.
  Ore
  Most commonly iron, but sometimes, bronze, copper, etc...
   » 2 Ore may be exchanged for 1 Treasure or Stone.
  Rare
  See pg: 66 for full Crafting rules.
  These valuable, and often magical, Trade Goods are used to craft 
  powerful items.
  Potions
  These elixirs and salves may be medicinal, poisonous or toxic. 
  They are used for magic by both alchemists and druids.
   » Requires 1 Equipment Slot per Trade Box (normally 2) or
  6 requires 1 Cargo Space (normally 2).
   » You may spend 1 Potion Trade Box as a substitute for an 
  Apothecary Toolbox or Workshop for a single roll.
  Quality
  Legion Cold Steel, Blood Oak, fine silk, clockwork mechanisms 
  are some among many superior quality trade goods. There are 
  too many of these to list but they aid in crafting superior items.
   » The GM may specify a type if they wish to restrict their use 
  (ie: silk may not be used to Craft plate armour).
   » With your GM’s permission you may spend 1 additional Quality 
  Trade Box to gain +1 to any failed Crafting Roll (Stacks).
  Arcanium
  Strange and magical metals collected from ancient artefacts or the 
  remains of gods. They can be forged into powerful magical equipment 
  (the truth: These are high tech alloys, polymers and/or technologies).
   » +4t to acquire (and rare).
   » If you fail a Crafting Roll while using Arcanium Trade Boxes 
  you lose 2 Arcanium Trade Boxes (normally 1).
   » May be used to cast powerful alchemical spells.
  Wylding
  Trees and beasts which have been struck by the Eye of Neph or 
  twisted by the Archdruid become infected with Wylding. These 
  parts of Nephilim creatures are dangerous and may be fashioned 
  into magical equipment (the truth: biological technology).
   » +4t to acquire (and rare).
   » Dangerous, Illegal in Stronghold.
   » If you fail a Crafting Roll while using Wylding you gain a 
  Condition (see pg: 63).
   » May be used to cast powerful druidic spells.
  “Why do blacksmiths make the best lovers? Simple, 
  our patron god Dray is the god of passion.”
  - David Smith, now a father of eight.
  “When we think of Neph’s domain we think of wild 
  predators, claws, fangs, poisons and muscle. But these 
  things are not her whole; she is also the cute cub, 
  spring flowers, songbirds and fresh fruit.
  For hundreds of years we neglected her and pushed 
  her domain back to make way for our cities, roads 
  and farms. We tried to do the unthinkable; we tried to 
  domesticate the goddess of the wild.
  It is no wonder she struck back with such fury. Neph 
  will not be caged.”
  - Kjell Moens, adventuring priest.
  
  66
  Crafting
  See pg: 64 for full Trade Good rules.
  See pg: 69 for full Holding rules.
  See pg: 80 for full Acquire Weapon Stat rules.
  Many items and Buildings in Fragged Kingdom can only be gained 
  through Crafting. To obtain these you must make a Crafting Spare 
  Time Roll.
  Crafting Rolls are made just like standard Spare Time Rolls, but 
  with some additional Requirements.
  Acquire ‘c’
  Items that list “c” after their Acquire cost (eg: Acquire: 12c)
  require a Crafting Spare Time Roll to acquire.
  Trade Box Cost
  See pg: 83 for full Weapon Keyword rules.
  Items with a Contribute (X, Y, Z) Keyword require you to spend a 
  certain amount of Trade Goods before you may attempt your Crafting 
  Spare Time Roll.
  Quality Trade Goods
   » With your GM’s permission, you may spend 1 
  additional Quality Trade Box to gain +1 to any failed 
  Crafting Roll (Stacks).
  Education Skill and Workshop
  To make a Crafting Roll you must have access to a Workshop 
  (see pg: 76), which may only apply to Education Skills.
  Keyword: Primitive
   » Does not require a Workshop to Craft.
  Success
  If you pass your Crafting Roll you lose all assigned Trade Boxes 
  and you acquire your item, Building, or Holding Trait.
  Failure
  If you fail your Crafting Roll you lose 1 Trade Box of each 
  assigned Type.
  Arcanium
   » If you fail a Crafting Roll while using Arcanium Trade Boxes 
  you lose 2 Arcanium Trade Boxes (normally 1).
  Wylding
   » If you fail a Crafting Roll while using Wylding you gain a 
  Condition (see pg: 63).
  Keyword: Contribute (X, Y, Z)
   » Must use at least X, Y and Z Trade Boxes.
  
  67
  How to Make a Crafting Roll
  Select the object you Wish to Craft
  Pick an item or Building to Craft.
  Pick any Variations you wish to apply to your item.
  Check that you have the required Trade Goods and a Spare Time Point.
  Skill Choice and Workshop
  Pick a suitable Education Skill to use.
  Ensure you have access to a Workshop that matches the chosen Skill.
  Assign Trade Boxes
  Allot any required Trade Goods (see Contribute Keyword, pg: 83).
  Roll
  Make a Spare Time Roll (see Core Rule Book, pg: 64).
  Failure
  Lose 1 Trade Box of each contributed Type (lose 2 if Arcanium).
  You do not gain the desired item or Building.
  With the GM’s permission, a Quality Trade Good may grant +1 to this 
  roll, which may result in a Success.
  Success
  Lose all contributed Trade Boxes.
  You gain the desired item or Building.
  If this was a Weapon or Outfit you may gain the Familiar Modification 
  for free.
  Used to construct Buildings and some Items.
  A specific type of Spare Time Roll that requires you to spend Trade Boxes.
  
  68
  Healing Rolls
  Healing Rolls in Fragged Kingdom work like they do in the Core 
  Rule Book (see pg: 92) except as stated below.
  In-Combat Healing
  First Aid; 10
  Does not require Tools.
  Out-of-Combat Healing Rolls
  Patch-Up; 12
  Same as Paramedics.
  Requires an Apothecary Toolbox.
  Extended Care; 2x 12t
  Requires an Apothecary Toolbox.
  Heals 1 point of Damage to all Attributes.
  May remove one Condition (GM discretion).
  Surgery; 16t
  Requires an Apothecary Workshop.
  Heals 8 points of Damage to a single Attribute.
  May remove one Condition (GM discretion).
  The recipient does not gain a free Trait Retro to an Implant Trait.
  Repair Rolls
  Sometimes a Holding might become damaged from Mass Combat 
  (pg: 101) or from other in-game events. In these cases, Repairs may 
  be made to restore a Holding’s Attributes.
  There are no in-combat methods to Repair Holdings.
  Alter; 12t
  Spend 2 Food.
  Retro a single Holding Trait or Attribute.
  Quick-Fix; 14c
  Spend 1 Lumber or Stone.
  Repair 1 point of Damage to an Attribute or Repair a Building.
  Restore; 16c
  Requires a Workshop.
  Requires 2 Lumber and Stone.
  Repair 2 points of Damage to all Attributes and Repair a Building.
  Study
  Study works just like Research (Core Rule Book, pg: 68) except 
  as noted below.
  Acquiring Study Units
  You need to describe in character how you’re acquiring your Study 
  Units, usually through studying a notable object or situation within 
  your game (eg: a rare artefact, event or after a difficult fight),
  Study Units can never be gained
  without making a Spare Time Roll.
   » 1 Study Unit requires a Spare Time Roll of 12.
  Multiple Characters Studying Together
  If multiple characters are studying together (both making Study 
  Spare Time Rolls at the same time on the same subject), then 
  each character needs to only make a Spare Time Roll of 10t 
  (normally 12t) to acquire a Study Unit.
  Tools
  Study Spare Time Rolls do not require you to have access to 
  specific Tools, but GMs should require characters to have access to 
  in-game objects (eg: books, rare artefact, etc...) or experiences to 
  justify their study.
  Knowledge
  Acquiring 4, 8, 12, 16, 18, 20, 22, 24, 26 and 28 Study Units grants 
  your character 1 Knowledge.
  Knowledge is spent to acquire some Traits (pg: 63) and to gain 
  some Weapons (pg: 80). Once Knowledge is spent it can never be 
  regained (eg: even if you Retro an Education Skill, and then wish to 
  become Trained in it again).
  Study Variations
  There are no Study Variations.
  Publish
  You don’t Publish Study Units.
  Perks
  Study Units do not grant Perks.
  “How is Wylding so dangerous you ask? See that 
  swampy river near that mountain? Well, before the 
  Druidic War there used to be a fortress there.”
  - Ueman Brightwood,
  Steward of the Redstone Library.
  “There are many forms of healing in this world, but 
  only the All-Being has the power to heal the soul.”
  - Runako Mene, gold crest All-Monk.
  
  69
  Holdings
  See pg: 64 for full Trade Good rules.
  See pg: 107 for full GM’s Guide to Holding Attributes.
  See pg: 142 for full list of available Holding Traits.
  See pg: 162-163 for full list of available Buildings.
  A Holding in Fragged Kingdom refers to the inhabited lands 
  protected or owned by a single PC or group of PCs.
  Cost
  As with Spacecraft (Core Rule Book pg: 144) PCs may pool their 
  Renown to acquire a Holding.
   » The Renown cost of each Attribute is equal to its value plus 
  all previous values, ie: 3 Woods would cost 6 (3+2+1) Renown.
  Attribute Value:
  Renown Cost:
   » Traits cost 2 Renown.
  Attributes
  Represent the developed potential of your Holding.
   » Attribute maximums: are determined by the GM based on the 
  Holding’s location, see pg: 107. (usually totally 16).
   » Your first three Attributes (Fields, Woods and Hills) produce 
  Trade Goods at the start of each game Session.
  Fields (Fld)
  The amount of arable land in your territory.
   » Produces Food Trade Goods = Fields x2.
   » Produces Herb Trade Goods = Fields -2.
  Woods (Wod)
  The amount of woodland and/or forest in your territory.
   » Produces Lumber Trade Goods = Woods x2.
   » Produces Beast Trade Goods = Woods -2.
  Hills (Hil)
  The amount of mineral and/or stone rich land in your territory.
   » Produces Stone Trade Goods = Hills x2.
   » Produces Ore Trade Goods = Hills -2.
  Prosperity (Pro)
  The wealth and well-being of the people living in your Holding,
  Security (Sec)
  The safety of your lands. Ie: guards, towers, secure roads, etc...
  Loyalty (Loy)
  How willing your subjects are to serve or fight for you.
  Calculated Stats
  These calculated stats are derived from your six Attributes.
  Cargo Space = Pro
  The amount of secure storage space in your Holding.
  Wealth = Pro + Sec
  The taxable population living in your Holding,
  Peasants = Pro + Loy
  The number of peasants willing to work and fight for you.
  Soldiers = Sec + Loy
  The number of trained soldiers in your Holding.
  Traits
  You may have up to 1 Trait per Attribute: Fields, Woods, Hills, 
  Prosperity, Security and Loyalty, Most Traits have a Trade Good cost.
  Levy; (16 - Peasants)t
  You may demand or request produce or assistance from the 
  people living within your Holdings.
   » May be performed once a week per PC, per Holding.
   » You may only Levy from a Holding which you have contributed 
  Renown to.
   » Requires a Spare Time Roll of; (16 - Peasants)t.
  Trade Goods
   » Oppress:
   » Tax:
   » Work:
   » Muster:
  Tasks
   » Develop:
   » Transport:
  Buildings, pg: 162-163
  Structures built and owned by the PCs. Buildings have a Trade Good 
  cost, required time to build, and most should require a Workshop.
  Mass Combat, pg: 101
  The number of Combat Dice this Holding contributes to Mass 
  Combat when it is being directly attacked.
   » Unskilled Combat Dice = Peasants +2.
   » Skilled Combat Dice = Soldiers.
   » Veteran or Ranged Combat Dice = Soldiers -3.
  Retainers
  Their Body and Combat Dice quantities are derived from the 
  Holding that they come from, see pg: 157.
  Gain Loot = Wealth +2.
  Reduce your Current Renown by 1.
  Treasure = Wealth -2.
  Fields, Woods or Hills produce Trade Goods again.
  Costs 1 Food and gain a Retainer.
  Reduce your Fields, Woods or Hills max by 1.
  Increase your Fields, Population or Security max by 1.
  Transport 10 Trade Goods from this Holding to 
  another location OR transport 5 Trade Goods to 
  this Holding from another location.
  1
  1
  6
  21
  2
  3
  7
  28
  4
  10
  3
  6
  8
  36
  5
  15
  
  70
  Creating a Holding
  Best done alongside your GM and fellow players.
  Attributes and Traits may be affected by your environment.
  Find and Secure a Location
  Choose a location carefully in the world for you to found your Holding.
  You may need to clear out monsters, or explore the area first.
  Spend your Renown
  Spend Renown on Attributes (see previous page for costs).
  Spend Renown on Traits. Each Trait costs 2 Renown and may require 
  Trade Goods or a specific environment (ie: a waterway).
  GM Defines your Holding’s Attribute Maximums and Available Traits
  The GM defines your Holding’s Attribute maximums based on your 
  environment (see pg: 107).
  The average total Attribute maximum is 16.
  Name and Draw a Map of your Holding
  Be sure to mark places of interest.
  
  71
  Produce Trade Goods
  Cargo Space
  2 Herbs may be exchanged for 1 Potion or Food.
  2 Beasts may be exchanged for 1 Food & Lumber.
  2 Ore may be exchanged for 1 Treasure or Stone.
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Gained per Session
  Herbs
  Food
  Lumber
  Beasts
  Stone
  Ore
  Holding Sheet
  y
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
   (16 -Peasants) -
   t
  Levy Roll
  Prosperity +
  Renown Cost
  Secure Cargo Space
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Fields x2 +
  Fields -2
  Woods x2
  +
  +
  Woods -2 +
  Hills x2
  Hills -2
  +
  +
  Total
  Max (16)
  Traits
  Cargo Space
  Priceless
  Potions
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
   Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Success, Mass Combat
  The GM removes 1 Combat Die that your opponent has contributed to this Combat (Stacks). This does not change who won this Combat Skill Roll.
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Result
  Requirements
  Total
  Total
  Produce Trade Goods
  Cargo Space
  2 Herbs may be exchanged for 1 Potion or Food.
  2 Beasts may be exchanged for 1 Food & Lumber.
  2 Ore may be exchanged for 1 Treasure or Stone.
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Gained per Session
  Herbs
  Food
  Lumber
  Beasts
  Stone
  Ore
  Holding Sheet
  y
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
   (16 -Peasants) -
   t
  Levy Roll
  Prosperity +
  Renown Cost
  Secure Cargo Space
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Fields x2 +
  Fields -2
  Woods x2
  +
  +
  Woods -2 +
  Hills x2
  Hills -2
  +
  +
  Total
  Max (16)
  Traits
  Cargo Space
  Priceless
  Potions
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
   Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Success, Mass Combat
  The GM removes 1 Combat Die that your opponent has contributed to this Combat (Stacks). This does not change who won this Combat Skill Roll.
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Result
  Requirements
  Total
  Total
  Produce Trade Goods
  Cargo Space
  2 Herbs may be exchanged for 1 Potion or Food.
  2 Beasts may be exchanged for 1 Food & Lumber.
  2 Ore may be exchanged for 1 Treasure or Stone.
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Gained per Session
  Herbs
  Food
  Lumber
  Beasts
  Stone
  Ore
  Holding Sheet
  y
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
   (16 -Peasants) -
   t
  Levy Roll
  Prosperity +
  Renown Cost
  Secure Cargo Space
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Fields x2 +
  Fields -2
  Woods x2
  +
  +
  Woods -2 +
  Hills x2
  Hills -2
  +
  +
  Total
  Max (16)
  Traits
  Cargo Space
  Priceless
  Potions
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
   Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Success, Mass Combat
  The GM removes 1 Combat Die that your opponent has contributed to this Combat (Stacks). This does not change who won this Combat Skill Roll.
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Result
  Requirements
  Total
  Total
  Produce Trade Goods
  Cargo S
  Herb
  Food
  Lum
  Beas
  Ston
  Ore
  Hol
  Woods
  Hills
  Fields
  Security
  Loyalty
  Prosperity
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
  Peasants
  Soldiers
  Wealth
  Renown Cost
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Skilled
  Veteran/Ranged
  Unskilled
  Attributes
  Total
  Max (16)
  Calculated Stats
  Mass Combat Dice
  Traits
  Cargo S
  Price
  Potio
  Quali
  Loot
  Trea
  Arca
  Wyld
  Buildings, Mass Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Holding’s Name
  Map
  Strong Hit
  Mass Damage
  Success, Mass Combat
  The GM removes 1 Combat Die that your op
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Ro
  Result
  Requirements
  Total
  Example Holding
  See pg: 69 for full Holding rules.
  See pg: 142-143 for a full list of available Holding Traits.
  See pg: 162-163 for a full list of available Buildings.
  Location Description:
  Trait Notes:
  Buildings Notes:
  Rich Mine
  Industrious
  x5 Houses
  Stone Warehouse
  x3 Workshops
  x2 Fortifications
  When you Levy Work on your Hills you gain 1 Treasure Trade Box.
  When you Levy Work you gain 1 Loot or Quality Trade Good.
  +5 Cargo Space.
  +6 Cargo Space, Resistant to damage.
  +2 to Apothecary, Construction and Metallurgy Skill Rolls (does 
  not Stack with Tools).
  Gain +4 Solid Defence Mass Combat Dice.
  Drayton was built on a mountain rich with minerals (high Hills and 
  Security Attribute maximums), Though this out of the way town (low 
  Prosperity and Loyalty maximums) has limited farmable land and 
  only a small nearby woodland (low Fields and Woods maximums), 
  it has great potential for producing large amount of Stone and Ore 
  (ideal for strong buildings and military options). The mines beneath 
  the town may also eventually link up to a divine ruin if the town is 
  blessed (or cursed, depending on your perspective).
  1
  2
  2
  4
  2
  1
  11
  1
  2
  25
  Drayton, the Mountain Fortress 
  4
  Rich Mine
  2
  2
  Industrious
  4
  2
  4
  5
  2
  0
  3
  0
  4
  2
  12
  13
  4
  Solid Defence
  4
  3
  0
  8
  Produce Trade Goods
  Cargo Space
  2 Herbs may be exchanged for 1 Potion or Food.
  2 Beasts may be exchanged for 1 Food & Lumber.
  2 Ore may be exchanged for 1 Treasure or Stone.
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Gained per Session
  Herbs
  Food
  Lumber
  Beasts
  Stone
  Ore
  Holding Sheet
  Woods
  Hills
  Fields
  Security
  Loyalty
  Prosperity
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
  Peasants
  Soldiers
  Wealth
   (16 -Peasants) -
   t
  Levy Roll
  Prosperity +
  Renown Cost
  Secure Cargo Space
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Skilled
  Veteran/Ranged
  Unskilled
  Fields x2 +
  Fields -2
  Woods x2
  +
  +
  Woods -2 +
  Hills x2
  Hills -2
  +
  +
  Total
  Max (16)
  Traits
  Cargo Space
  Priceless
  Potions
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
  Buildings, Mass Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Holding’s Name
  Strong Hit
  Mass Damage
  Success, Mass Combat
  The GM removes 1 Combat Die that your opponent has contributed to this Combat (Stacks). This does not change who won this Combat Skill Roll.
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Result
  Requirements
  Total
  Total
  Produce Trade Goods
  Cargo Space
  2 Herbs may be exchanged for 1 Potion or Food.
  2 Beasts may be exchanged for 1 Food & Lumber.
  2 Ore may be exchanged for 1 Treasure or Stone.
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Gained per Session
  Herbs
  Food
  Lumber
  Beasts
  Stone
  Ore
  Holding Sheet
  Woods
  Hills
  Fields
  Security
  Loyalty
  Prosperity
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
  Peasants
  Soldiers
  Wealth
   (16 -Peasants) -
   t
  Levy Roll
  Prosperity +
  Renown Cost
  Secure Cargo Space
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Skilled
  Veteran/Ranged
  Unskilled
  Fields x2 +
  Fields -2
  Woods x2
  +
  +
  Woods -2 +
  Hills x2
  Hills -2
  +
  +
  Attributes
  Total
  Max (16)
  Calculated Stats
  Mass Combat Dice
  Traits
  Cargo Space
  Priceless
  Potions
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
  Buildings, Mass Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Holding’s Name
  Map
  Strong Hit
  Mass Damage
  Success, Mass Combat
  The GM removes 1 Combat Die that your opponent has contributed to this Combat (Stacks). This does not change who won this Combat Skill Roll.
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Result
  Requirements
  Total
  Total
  Produce Trade Goods
  Cargo Space
  2 Herbs may be exchanged for 1 Potion or Food.
  2 Beasts may be exchanged for 1 Food & Lumber.
  2 Ore may be exchanged for 1 Treasure or Stone.
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Gained per Session
  Herbs
  Food
  Lumber
  Beasts
  Stone
  Ore
  Holding Sheet
  Woods
  Hills
  Fields
  Security
  Loyalty
  Prosperity
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
  Peasants
  Soldiers
  Wealth
   (16 -Peasants) -
   t
  Levy Roll
  Prosperity +
  Renown Cost
  Secure Cargo Space
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Skilled
  Veteran/Ranged
  Unskilled
  Fields x2 +
  Fields -2
  Woods x2
  +
  +
  Woods -2 +
  Hills x2
  Hills -2
  +
  +
  Attributes
  Total
  Max (16)
  Calculated Stats
  Mass Combat Dice
  Traits
  Cargo Space
  Priceless
  Potions
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
  Buildings, Mass Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Holding’s Name
  Map
  Strong Hit
  Mass Damage
  Success, Mass Combat
  The GM removes 1 Combat Die that your opponent has contributed to this Combat (Stacks). This does not change who won this Combat Skill Roll.
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Result
  Requirements
  Total
  Total
  
  72
  Tools
  Tools in Fragged Kingdom work much like they do in the Core Rule 
  Book except for a few minor changes.
   » Everyday Skills may make use of Toolboxes but not 
  Workshops. Educated Skills can make use of all Tools.
   » Workshops are gained through your Holdings (pg: 69 and 162).
   » Most Crafting Rolls (pg: 66) require a Workshop.
   » On occasion alchemists and druids may use a Potion Trade 
  Box (pg: 65) as a substitute for a Workshop.
  Strong Hits (Primary Skills)
  Effort; Requirements Changed to:
   » Does not Req Hit or Success.
  Strong Hit: Effort can be used with any roll, even Attack and Spare 
  Time Rolls.
  Overview
  Study or Skill Roll
  As with Research, Study may be used in place of a Skill Roll, see 
  Core Rule Book pg: 38.
  Attributes
  Attributes don’t contribute to Skill Roll Description bonuses. 
  Everyday Skills gain a bonus of +1 if you have 4 or more in a 
  specific Attribute, while you have a -1 penalty if you have 1 or less 
  in that Attribute.
  If a Skill could make use of multiple Attributes (eg: Physical), the 
  GM decides what Attribute grants a bonus or penalty for each roll.
   » Persuasion (Intelligence).
   » Leadership (Strength).
   » Streetwise (Intelligence).
   » Pathfinding (Intelligence).
  Ship Skills
  There are no Ship Skills in Fragged Kingdom.
  Magic
  There is no single “Magic” skill. Magic is a force that is woven 
  through all facets of existence in so many different ways that it 
  cannot be contained to a single field of study.
  If a character wishes to know about magic in a specific context, 
  they should make a Skill Roll for that specific field (eg: to know 
  about magical animals you should make a Fauna Skill Roll).
  Magic Users and Knowledge
  There are Traits associated with each of the schools of magic; 
  Alchemy, All-Power, Druidic, Enchantment, and Ta’Di Spirits.
  -2 to Skill Rolls
  If you wish to know about a specific type of magic and do not 
  have an associated Trait you should suffer a -2 to your Skill 
  Rolls to know about that type of magic.
  New Skill Uses
  Upon selecting one of these magical Traits you ‘unlock’ the 
  ability to use Skills in new ways. Although these magical uses 
  of a Skill are fun and interesting, they should not grant superior 
  insight. They are merely a different way of understanding and/
  or interacting with the world.
  Cedric and Argon are investigating a murder. They’re each 
  skilled in Awareness and roll a 14. Cedric, being an enchanter, 
  goes into a trance, using his mystical powers to glimpse the 
  past. He has a vision of three running white dragons on a black 
  background. Argon finds the torn-off corner of a knight’s tunic 
  emblazoned with an emblem of a white dragon on black. It has 
  a small amount of blood on it.
  They’re both skilled in Awareness and both got an equal roll so 
  the information gained should be of equivalent value.
  Magical Ability Summary
   » Alchemy = Chemicals.
   » All-Power = Healing, defence, body and wisdom.
   » Druidic = Wyld plants, animals and Nephilim.
   » Enchantment = Mind and time.
   » Ta’Di Spirit Shaman = Spirits and energy.
   » Stealth (Reflexes).
   » Resolve (Willpower).
   » Physical (Str, Ref or Mov).
   » Awareness (Focus).
  
  73
  Everyday Skills
  Persuasion
  Is the same as Conversation, see Core Rule Book pg: 44.
  This covers your ability to manipulate others through deception, 
  flattery and diplomacy. Generally if you want to change the social 
  perception of an NPC you should use Persuasion. A character 
  skilled in Persuasion is more able change the opinions of others, 
  successfully lie, and negotiate their way out of tricky situations. 
  Persuasion also covers knowledge of etiquette, disguise, acting and 
  general social knowledge.
  Example Magical Use
   » Enchanters may use Persuasion to subtly manipulate the 
  perception of others, eg: “These aren’t the druids you’re 
  looking for.”
  Example Toolbox: Case of Clothes
   » Armed with a wardrobe, characters are able to use cunning 
  disguises and fashion outfits suitable for special social 
  occasions such as extravagant parties. 
  Leadership
  This covers your ability to command others through force of 
  personality or presence. Generally, if you want to force an NPC to 
  act you should use Leadership. A character skilled in Leadership is 
  more able to intimidate people into giving up information, command 
  respect from soldiers, or make a stirring speech. Leadership also 
  covers knowledge of interrogation techniques and chain of command.
  Example Magical Use
   » Enchanters may use Leadership to temporarily control 
  the actions of weak-willed NPCs. This NPC will be angry, 
  frustrated, and/or confused afterwards.
  Example Small Toolbox: Uniform
   » Armed with an appropriate uniform that proudly displays their 
  heraldry and titles, characters are able to demand respect 
  from others who appreciate such imagery.
  Streetwise
  This skill represents your character’s ability to live, survive and 
  navigate urban environments. This skill is used to find buildings, 
  collect gossip and run cons. Characters trained in Streetwise can 
  find black markets, investigate clues, and pick locks and pockets.
  Example Magical Use
   » Alchemists may use Streetwise to locate the best alchemical 
  shops and practitioners.
  Example Toolbox: Papers
   » Many places in a city require the correct licences, passes, 
  permissions, etc... A map of Stronghold is also very helpful 
  when your memory escapes you or if you’re an outsider.
  Pathfinding
  This covers your ability to find your way and survive in wilderness 
  environments. A character skilled in Pathfinding knows which way 
  is north, the fastest way to pass through a forest, how to create a 
  campsite and find sources of fresh water. Pathfinding also covers 
  knowledge of astronomy (not astrology), cartography and camping.
  Example Magical Uses
   » Spirit Shamans may contact their animal spirit to guide them 
  on their proper path or help them to find other spirits.
   » Druids may spend a Potion and use Pathfinding to bend plants 
  to their will to make a new path or close a path behind them.
  Example Toolbox: Map and Compass
   » Without their tools, a pathfinder must navigate using the stars 
  alone. With a map and compass, pathfinders can not only 
  find their way more easily, but also map their journey thus 
  allowing others to more easily follow their path.
   » Persuasion
   » Leadership
   » Streetwise
   » Pathfinding
   » Stealth
   » Resolve
   » Physical
   » Awareness
  
  74
  Stealth
  This skill covers your ability to hide yourself and other small 
  objects from other people. This includes your ability to remain 
  unseen, pick pockets, conceal a weapon, and perform sleight of 
  hand. Stealth also covers your knowledge of these things.
  New Rules
  Stealth in Fragged Kingdom works differently than how it does 
  in the Core Rule Book (pg: 109), as it functions much more like 
  a standard Skill and is not an Attack Roll vs a target’s Defence 
  vs Stealth.
  The GM simply sets the difficulty of the Skill Roll (eg: higher if 
  there are lots of observant NPCs around, or lower if the PC is 
  wearing black and attempting to hide at night).
  During Combat
  If a character wishes to become Stealthed (see below)
  during Personal Combat they need to make a Stealth
  Skill Roll (usually through the Prepare Action) each Turn.
  Outside of Combat
  If a character wishes to hide outside of combat they must 
  make a Stealth Skill Roll when the GM asks them to.
  Stealthed Effect (during Combat)
   » Lost if you end an Action outside of Cover, or become clearly 
  seen (eg: moving into plain sight of another character as you 
  move between cover).
   » Lost if you make a visible Attack.
   » Lost if a Stealth Skill Roll is not successfully made each Turn.
   » While Stealthed; you may not be seen or Attacked.
  Example Magical Use
   » Enchanters can trick people into overlooking a weapon 
  when searched.
   » With a Mental Fog Shield (pg: 150) Enchanters may hide in 
  plain sight.
  Example Toolbox: Silk Shoes and Black Cloak
   » With these items a character skilled in stealth can succeed in 
  being silent or hiding in shadows that would be impossible in 
  brighter clothes or heavy boots.
  Stealth Outside of Combat Example
  Emily wishes to sneak into a well-guarded compound. The GM sets 
  the scene by describing the guards on duty, how the sun is setting and 
  the large, but overgrown, wooden wall that surrounds the compound.
  Emily then describes her approach, waiting for the sun to set so 
  that her dark outfit hides her presence, she then describes how she 
  quickly darts from cover to cover as the guards patrol.
  The GM rewards her with a +2 Description bonus and gives her a 
  further +1 for having a high Reflex Attribute.
  In total, this grants Emily a Stealth Roll of +4 (+1 for being Trained, 
  +2 Description Bonus and +1 Attribute bonus). The GM says she 
  needs to roll a 14. She then rolls 3d6 for a total of 16, an easy 
  success. The GM then describes how she has successfully snuck 
  into the compound.
  Stealth During Combat Example
  During a Combat, Emily spends her first Action during her Turn 
  to kill an opponent with an alchemical potion before moving behind 
  some Cover. She then performs the Prepare Action to Reload, drawing 
  a new potion, and make a Stealth Skill Roll.
  The GM says that attacking with a loud explosive potion makes 
  things a little difficult (as it draws attention to her). But as no 
  specific enemy character is paying attention to her (no enemy made 
  an Attack Roll against her during their last Turn) she does have a 
  chance to hide.
  The GM says she needs to roll a 14 and gives her a -1 Description 
  penalty. Emily rolls a total of 15. She succeeds at hiding and 
  becomes Stealthed. No enemy may make an Attack Roll against her 
  while she is Stealthed.
  During her second Turn, she remains Stealthed as long as she 
  does not make a visible Attack or end an Action outside of Cover. 
  She must also pass a Stealth Skill Roll before the end of her Turn, 
  or she will lose her Stealthed Effect.
  For her next Turn, she dashes out of her Cover and into different 
  Cover (being careful not to run in front of an unengaged enemy), 
  and attempts another Stealth Roll. She passes her Stealth Skill Roll 
  with a roll of 16.
  But during her enemies’ Turn one of them moves behind her Cover 
  on his way to engaging one of her friends. As Emily is now in 
  plain sight, she loses her Stealthed Effect and may be Attacked by 
  any enemy.
  “Forget one knife in the dark, give me ten knives, 
  an alchemical crossbow, smoke bombs and a good 
  distraction any time.”
  - Patli ‘The Shadow’ Bolt,
  Red Blade Assassin.
  “The minds of the weak are as a painter’s canvas to me.”
  - Tanaka Dol, suspected witch.
  
  75
  Resolve
  This skill represents your character’s bravery, strength of 
  personality, and self-belief. A character skilled in Resolve can resist 
  torture, brainwashing, and fear. Resolve may also help to change the 
  views of others, making them adopt the philosophy of the character. 
  Resolve covers knowledge of self and can be used to recall one’s 
  own past or details about their ideology, etc...
  Example Magical Use
   » Spirit Shamans may use Resolve to start a fire.
  Example Toolbox: Personal Icon
   » Many choose to carry 
  with them a lucky charm 
  or a symbol of their faith 
  or family house. These icons 
  seem mundane to others but help those carrying 
  them to remain strong in the face of opposition.
  Fear
   » Fear-themed NPC Traits and Variations (pg: 112) will 
  have a reduced effect on characters Trained in Resolve.
  Physical
  This skill covers your ability to use your body’s strength, 
  speed, and reflexes to overcome obstacles. A character skilled 
  in Physical can more effectively run, leap, climb, swim, flip and 
  contort themselves. Physical also covers knowledge of how to 
  prevent injury to yourself when attempting physical feats.
  Example Magical Use
   » All-Power wielders may use Physical to temporarily push 
  their bodies beyond their normal physical limits.
  Example Toolbox: Rope
   » Armed with a rope, many physical tasks become easier. You 
  can use the rope to swing across a greater distance than you 
  could leap, or to hoist a heavy object.
  Awareness
  This skill reflects your character’s ability to perceive the world 
  around them and notice clues. A character skilled in Awareness has 
  a greater ability to spot danger, hear a distant noise, solve puzzles 
  or link clues.
  Example Magical Use
   » Enchanters may use Awareness to perceive glimpses of past 
  or future events.
  Example Toolbox: Spyglass
   » Without a spyglass, players skilled in awareness must rely only 
  on their naked eye. Armed with Awareness Tools players are able 
  to perceive distant things which might otherwise go unnoticed.
  Spare Time Rolls
   » Awareness may not be used for Spare Time Rolls.
  
  76
  Education Skills
  Apothecary
  See pg: 68 for full Healing rules.
  Is used the same way as Medicine (see Core Rule Book pg: 50 & 
  92) with a few minor alterations. Apothecary covers your ability to 
  create useful potions, elixirs, cures, and administer medical services. 
  A character skilled in Apothecary is knowledgeable in medicine, 
  herbalism and potion making.
  Example Magical Uses
   » Alchemists use Apothecary to Craft alchemical potions.
   » Alchemists may spend a Potion and use Apothecary to 
  perform a Healing Roll without a Workshop.
   » Druids use Apothecary to craft Wyld potions.
  Example Toolbox: Healer’s Kit
   » An Apothecary requires a Healer’s Kit to stop bleeding and 
  to patch up wounds. This also provides the tools needed to 
  collect samples from plants and animals.
  Example Workshop: Laboratory
   » A well-stocked lab is ideal for healing and crafting potions.
  Crafting
   » Apothecary may be used to make use of and acquire Potion 
  Trade Goods.
  Philosophy
  Skilled philosophers are capable of understanding people’s 
  religions, ideologies, beliefs and motivations. When you want to 
  understand the motives of an NPC, you should use Philosophy. 
  Philosophy covers knowledge of different religions, ideologies and 
  belief systems, as well as their associated factions.
  Example Magical Use
   » Those with the All-Power are able to divine the will of the 
  All-Being directly without referring to the sacred text.
   » Spirit Shamans can ask for spiritual guidance regarding the 
  nature of a person.
  Example Toolbox: Holy Book
   » Characters skilled in Philosophy may carry a holy book or 
  writings of their religion and competing ideologies and faiths. 
  This makes referencing philosophies easier.
  Example Workshop: Chapel
   » With access to a full chapel, which includes libraries of holy 
  books with commentary from significant prophets, finding 
  information becomes far easier.
   » Apothecary
   » Philosophy
   » Heraldry
   » Stewardship
   » Construction
   » Metallurgy
   » Fauna
   » Forestry
  Heraldry
  Those trained in Heraldry have an excellent understanding of 
  history and politics, and can identify nobles and their respective 
  houses. A trained herald can research and recall history, create 
  patents of nobility, and identify flags, symbols, and coats of arms. 
  Heralds also know how to behave properly in noble society and how 
  to introduce people according to their titles. Heraldry is largely a 
  knowledge-based skill and is useful in putting together a picture of 
  all the NPC factions and histories.
  Example Magical Use
   » Spirit Shamans are able to ask their ancestral spirits for 
  guidance regarding the nature of a place or organisation.
   » Enchanters can beguile nobles into accepting their credibility.
  Example Toolbox: Chronicles
   » The Chronicles of History are a ‘small’ encyclopaedia of 
  historical events, houses and factions. The books lay out a 
  rough timeline of events and list all notable contributors. It is 
  a miniature library for any serious historian or herald and is 
  helpful for reference.
  Example Workshop: Library
   » When the Chronicles do not suffice, entire libraries might be 
  drawn upon to find the more obscure or nuanced answers that 
  one seeks.
  Stewardship
  Works like the Wealth Skill (see Core Rule Book pg: 43). Skilled 
  stewards are able to keep track of accounts, take stock of supplies, 
  work with currency, estimate value, and understand laws and taxes. A 
  character skilled in Stewardship can mint coins from gold, determine 
  the purity of precious stones, and keep accurate ledgers. Stewards have 
  knowledge of precious metals, currency, laws and economics.
  Example Magical Use
   » Alchemists may create fake gold.
   » Enchanters can use Stewardship to charm a business owner 
  into paying their taxes on time.
  Example Toolbox: Ledgers
   » The pen and book are the main weapons of a steward. So 
  armed they can take a full account of what they own and 
  who owes them, otherwise they must rely on fallible memory.
  Example Workshop: Treasury
   » With a treasury a steward can mint coins, evaluate the value 
  of precious stones and metals, craft items from gold and 
  manage complex logistical tasks.
  
  77
  Construction
  This covers your ability to build items from natural materials such 
  as wood and stone. A character skilled in construction can build 
  a house, dig a large hole, shape stone into bricks, or construct 
  wooden tools. Players skilled in construction are knowledgeable in 
  architecture, engineering and building materials.
  Example Magical Uses
   » Alchemists may use Construction to understand a Child of Pol.
  Example Toolbox: Worker’s Tools
   » Builders require Worker’s Tools for most things. With the 
  right tools a skilled craftsman can repair Buildings and craft 
  simple items.
  Example Workshop: Workspace
   » To draw up the plans necessary to construct an entire 
  Building or to cure wood for making bows, a character skilled 
  in construction requires a Workspace.
  Metallurgy
  This skill covers a character’s ability to acquire minerals and 
  forge them into items. A character skilled in Metallurgy can do 
  prospecting, mining, blacksmithing and metal casting. They can forge 
  a sword from steel, extract mercury from ore, and construct metal 
  armour. Metallurgy also covers knowledge of natural geology, and 
  types of metals and minerals.
  Example Magical Uses
   » Alchemists may use Metallurgy to repair a Child of Pol.
   » Alchemists may use Metallurgy to craft magical weapons 
  and armour.
   » Enchanters may use Metallurgy to enslave a Child of Pol.
  Example Toolbox: Prospecting Kit
   » With a Prospecting Kit a character can beat the dents out of 
  armour or knock out loose stone and ore.
  Example Workshop: Forge
   » A forge is required to craft weapons and armour from metal 
  or purify elements extracted from ore.
  Fauna
  This covers your ability to hunt, train, breed and utilise beasts and 
  animals. A character skilled in Fauna can train dogs for war, hunt 
  animals for food and fur, and craft items from animal furs and bones. 
  Fauna also covers knowledge of Nephilim, monsters and riding.
  Example Magical Uses
   » Druids may spend a Potion and use Fauna to mutate animals 
  into monsters.
   » Spirit Shamans can use Fauna to communicate with spirits.
  Example Toolbox: Trapper’s Kit
   » With a Trapper’s Kit a player trained in Fauna can trap and kill 
  animals for food but cannot clean or prepare them properly 
  for other purposes.
  Example Workshop: Stable
   » With a proper stable, a character skilled in Fauna can train 
  animals to help them fight or hunt. A tannery can be used to 
  produce animal hide.
  Forestry
  Foresters are trained woodsmen who understand forests and other 
  natural habitats. Foresters know how to tend, cultivate and harvest 
  plants. A skilled forester can fell and plant trees, collect useful 
  plants and predict the weather. Forestry includes knowledge of the 
  form of land (geology), weather patterns and the ecology of plants.
  Example Magical Uses
   » Druids may use Forestry to craft magical weapons and armour.
   » Druids may spend a Potion and use Forestry to spontaneously 
  grow Wyld plants.
  Example Toolbox: Woodcutter’s Axe
   » With an axe a forester can dig holes to plant seeds, fell trees 
  and collect useful plant parts.
  Example Workshop: Sawmill
   » To turn felled trees into usable lumber a forester requires a 
  sawmill. Foresters can also use an accompanying nursery to 
  keep and collect seeds to help cultivate woodlands.
  “Half-Bloods are a burdensome people, suited only to menial positions devoid of authority and power. Their inability to bear 
  children disconnects them from investing in the future health of a society, and makes them a dead weight in their old age.”
  - Yaretzi Yoort, Tolatl Baroness of Yoor Castle.
  
  78
  Supplies, and Maximum Travel Distance
  Characters may travel for 10 days between locations of plentiful 
  food and water (eg: town or natural bounty) for each empty Equipment 
  Slot that they have, as it is assumed these Slots are filled with 
  Supplies. Companions are assumed to be carrying their own Supplies.
  Characters are able to share Supplies with each other.
  Starvation
  Per 2 full days you’re without Supplies.
   » Each PC takes 1 Damage (no Armour) to a random (1d3) Attribute.
   » Each Companion loses 1 Body (due to death or desertion), 
  down to a minimum of 3.
  Example Alterations
  Environments and in-game actions may alter your Daily Travel 
  Distance and Maximum Travel Distance at your GM’s discretion.
  Regular Hunting and Gathering
   » -50% Daily Travel Distance for 4 days and allow PCs to make 
  a Spare Time Roll (GM sets difficulty) to regain Supplies.
  Scarce Hunting, Gathering and/or Water
  Sickness and/or Many Wounded
  Wagon and/or Large Group by Land and without a Road
   » -25% Daily Travel Distance (Stacks).
  No Hunting, Gathering or Water / Push Forward
   » +200% Daily Travel Distance for the first day.
   » -50% Daily Travel Distance for future days.
   » Supplies consumed 6 days faster.
  Mounted (but no Wagons) and/or Roads
   » +50% to +100% Daily Travel Distance (Stacks).
  Ship
   » +100% to +400% Daily Travel Distance.
  Along a Waterway (ie: River or Coast)
   » +0% to +50% Daily Travel Distance.
  Dense Foliage, Mountains, Deserts, Etc...
   » -25% to -50% Daily Travel Distance (Stacks).
  Daily Travel Distance
  See map, pg: 18-19.
  This is the amount of distance that can be travelled by a group in 
  one day. GMs are encouraged to alter this amount based on 
  environmental effects and player actions.
   » Your Daily Travel Distance should rarely be reduced below 25%.
   » You’re assumed to be hunting and gathering while you travel.
   » Most of Akharon is assumed to be dense wilderness.
  The above shows the average time it takes for you to travel by land.
  Plot out your Journey Beforehand
  Before a character or group departs on a journey they should plot 
  their path. This can be done without a map (but a map will help). 
  This will not only help a GM to plan future game sessions, but it also 
  reflects the value of good planning.
   » If you don’t plot your journey: -50% Daily Travel Distance.
  Optional Rules: Realistic Travel
   » Maximum Travel Distance equals 5 (not 10) days per free 
  Equipment Slot.
   » A group’s Supplies are not automatically refilled when they 
  visit a location of plentiful Food and Water (ie: a town); PCs 
  must spend 1 Food Trade Box or make 1 Spare Time Roll of 
  12t (to represent hunting/gathering or purchasing Supplies) to 
  refill 10 spare Equipment Slots.
  “A person can survive three weeks without food, but 
  only three days without water.”
  - Tip number two, Hameltil’s Survival Guide.
  
  79
  First Time out of Stronghold, Travel Example
  The PCs are setting out from Stronghold (A) for the first time.
  The first part of their journey to Siegetown (G) will take them 
  two days as they will be travelling along a road (+100% Daily 
  Travel Distance).
  Afterwards they will travel to the Arcane Bay coast, through a 
  small forest (which does not reduce their Daily Travel Distance as 
  it is not dense), along the coast, over the River of Knowledge (1), 
  through the ruins of Port Carthage (H) and then once they approach a 
  small river on the opposite side of the bay they will cut across land 
  and into the Archdruid Woods (which will reduce their Daily Travel 
  Distance by 50% as it is very dense).
  This massive journey from Siegetown will take 30 days and 
  require each person to keep 3 Equipment Slots spare for food and 
  water. They also have the option to perform extensive hunting and 
  gathering as they travel, which would reduce their Daily Travel 
  Distance by 50% for 4 days, but allow them to make a Spare Time 
  Roll to regain Supplies.
  
  80
  Overview
  You may only have 1 of each of the following:
  Companion, Levy, Mount.
  Ideal Range
  All Weapons have an Ideal Range that they are suited for. Opponents 
  can get inside your Ideal Range, giving you a penalty to Hit them.
  Clips = Ammo
  See pg: 92 for full regaining Ammo rules.
  Cost = Acquire and Resources
  There is no Cost stat. Cost is broken up into two stats: Acquire, 
  and Resources.
  Multiple Weapon Stat Lines
  Some Weapons have multiple Stat Lines (ie: a Halberd has a blade 
  and a beak) that allow you to choose which Stat Line you wish to use.
  Personal Weapon Stats
  Fragged Kingdom Personal Weapon stats are the same as they are 
  in the Core Rule Book (pg: 122) except as stated below.
  Fragged Kingdom Weapons do not use the following stats; Clips, 
  Rate of Fire (RoF) and Cost.
  Maximum Range (Max Rng)
  The Maximum Range of this Weapon (not Range x10).
  Splash, pg: 83
  Cannot scatter outside a Weapon’s Maximum Range.
  Ideal Range
  Weapon Ranges work a little differently in Fragged Kingdom 
  than they do in the Core Rule Book (pg: 78). Each Weapon has an 
  Ideal Range Increment. Attacks outside this increment have a To 
  Hit penalty.
  No Preload
  Weapons without the Preload X Keyword (see pg: 83) cannot 
  preload any ammunition outside of combat if they’re unprepared. 
  Weapons with a Ammo value must Reload before every Attack. With 
  the GM’s permission, characters may Preload 1 ammunition if they 
  are ready for combat (ie: notch a single arrow to your bow or hold a 
  potion in your hand).
  Weight
  Slots
  All items require 2 Equipment Slots (regardless of Weight) 
  unless they have a Small (1 Slot), Large (3 Slots), or Natural (0 
  Slots) Keyword.
  One Handed
  All items require 1 Hand to make Active (regardless of Weight) 
  unless they have a Large (2 Hands) or Natural Keyword.
  Overburdened
  If the Weight of any single Active item is greater than your 
  Strength, reduce your Defence by the difference.
  “The greatest advantage that any warrior can 
  have over his opponent is to be in possession of a 
  sturdy shield while they are not.”
  - Aneni Goldheart, Drayton Master-at-arms.
  
  81
  Multiple Stat Lines
  Weapons with multiple Stat Lines may make use of either Stat Line 
  when they’re used. Variations and Modifications are applied to each 
  Stat Line individually.
  Load
  When applying Variations to a Multiple Stat Line Weapon, your 
  entire Weapon is Drawn using the lowest Load value. Stat Lines must 
  be individually Reloaded.
  Weight
  To determine Overburdened: use the Stat Line with the highest Weight.
  Cost
  When applying Variations to a Multiple Stat Line Weapon, all Acquire 
  and Resource costs are combined, eg: if you add the Neph Ivory (+2c 
  Acquire) and the Druidic (+1c Acquire, +1 Resource) Variations to a 
  Halberd, the Acquire cost would be 17c (14+2+1) and the Resource 
  cost would be 4 (3+1).
  Slots
  To determine how many Slots your Weapon requires, use the 
  highest value, ie: Large > Standard > Small > Natural.
  Acquire
  The one-time cost (usually a Spare Time 
  Roll) to acquire an item. Paying this cost may be 
  done over multiple sessions, but the item is not 
  gained until all required rolls are made.
  Knowledge (Kn)
  Some items require Knowledge to acquire; 
  this represents your character learning how 
  to use them. These cannot be looted.
  Levy
  Retainers may only be gained by making a Levy Spare 
  Time Roll at one of your Holdings (pg: 69).
  Resources
  Works like Cost (Core Rule Book, pg: 123).
  
  82
  
  83
  Natural
  This Weapon is a part of you; it is not a separate item.
  This Weapon is always Active and requires 0 Equipment Slots 
  (normally 2) and 0 Hands, even if stated otherwise.
  Preload X
  You may Preload (see Weapon Stat rules, pg: 80) X ammunition 
  into this Weapon. This Keyword may ONLY ever apply to 1 Stat Line.
  Primitive
  See pg: 66 for full Crafting Roll rules.
  This item does not require a Workshop to Craft or build.
  Shield Bash (X, Y)
  If you fail to deal Damage to a target (ie: because you fail to Hit 
  them) with an Active Shield they still take X End Dmg and gain Y 
  effect. X may never exceed your Weapon’s End Dmg Stat.
  Small
  Only requires 1 Equipment Slot (normally 2).
  Splash
  As with the Core Rule Book pg: 127, except as follows:
  Failing an Attack Roll
  Scatters 1d6, NOT the amount your Attack missed by.
  May NEVER scatter outside a Weapon’s Max Range.
  Bows and Potions
  Only Weapons with the Bow or Potion Weapon Type and the 
  Splash Keyword may accidentally cause Damage to their user 
  or allies.
  Attack the Ground
  You may NOT Attack the Ground within 1 of an enemy; you 
  must Attack them directly or Attack the Ground further away 
  from them.
  Zone +X
  See pg: 88 for full Zone of Control rules.
  Your Zone of Control is moved X spaces away from you (does not Stack).
  Only one of your Weapons may create a Zone of Control.
  Weapon Keywords
  Contribute (X, Y, Z)
  See pg: 66 for full Crafting Roll rules.
  When Crafting this item you must use at least X, Y and Z 
  Trade Boxes. GMs are encouraged to alter these quantities and types.
  Crit Location: 1dX+Y
  What Attribute is Damaged by a Critical Hit from this Weapon is 
  determined by rolling 1dX+Y not 1d6.
  Dangerous X (Y)
  See pg: 89 for full list of Dangerous Terrain Examples.
  When you Attack with this Weapon, it creates X areas of Dangerous 
  Terrain Y (pg: 89) in GM-defined spaces around your target. Eg: 
  Dangerous 2 (Fire) will create 2 spaces of Fire.
  Dual
  You may cause up to 2 Critical Hits per Attack with this Weapon 
  (normally limited to one per Attack).
  Front Cover
  While Equipped, this Weapon gives you Front Cover.
  Large
  Requires 3 Equipment Slots (normally 2) and 2 Hands (normally 1).
  Mounted
  Large melee Weapons used in 2 Hands while riding a Mount 
  suffer -2 Hit and End Dmg.
  Used in One Hand
  If a Large melee Weapon is held or used with only 1 Hand during 
  your Turn; ALL of your Weapons (not just the Large Weapon) 
  have -4 Hit (Stacks), and this Weapon suffers -2 End Dmg and 
  its Weight is increased by 4 until your next Turn.
  Linked
  Weapons with Multiple Stat Lines and the Linked Keyword share the 
  same Variations and Modifications, and they only need to be applied 
  and paid for once. if one of their Ammo Stats are reduced to 0, then 
  none of the Stat Lines may be used, even if it has Ammo Stat ‘-’.
  The Acquire and Resource cost of this item is only altered once 
  by a Variation and/or Modification (normally for each one applied).
  Max Momentum (X)
  While this Weapon is Activated and you’re at your Maximum 
  Momentum (pg: 92) this Weapon gains X.
  Momentum X: Y
  See pg: 92 for full Momentum Ability rules.
  You may spend X Momentum to gain Y.
  
  84
  Example Weapons
  See pg: 144-157 for a full list of available Weapons.
  Rng
  Rng
  Rng
  Rng
  Hit
  Hit
  Hit
  Hit
  1
  3
  1
  1
  2
  1
  -1d6+2
  -1d6+3
  +1
  -1d6+3
  *
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Crit Dmg
  3
  3
  3
  3
  3
  3
  Ideal Rng
  Ideal Rng
  Ideal Rng
  Ideal Rng
  2nd
  2nd
  2nd
  3rd
  2nd
  2nd
  Load
  Load
  Load
  Load
  1
  1
  1
  2
  2
  1
  Max Rng
  Max Rng
  Max Rng
  Max Rng
  2
  Str x4
  2
  3
  4
  2
  Ammo
  Ammo
  Ammo
  Ammo
  -
  1
  -
  -
  -
  -
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  4
  5
  3
  5
  4*
  2
  Weight
  Weight
  Weight
  Weight
  3
  2
  4
  2
  Resources
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Acquire
  2
  2
  4
  3
  14c
  12t
  14t
  15c
  Weapon
  Weapon
  Weapon
  Weapon
  Neph Bone Axe (Balanced Axe)
  Steel Longsword
  Steel Halberd
  Flaming Longsword
  Primitive, Contribute (2 Quality (Nephilim Ivory)), Linked, Strong Hit (5-6), Variation: Neph Ivory.
  Strong Hit: Skilled Strike (Once per Turn, Hit) Gain +1 Momentum and move 1 space.
  Variation: Steel.
  Large, Zone +1, Momentum 1: Your next Attack gains Strong Hit +1 (does not Stack), Variation: Steel.
  Large, Zone +1, *+2 Hit and End Dmg vs characters who Charged during their previous/current Turn OR who are Big or Huge. Variation: Steel.
  Strong Hit: Skilled Strike (Once per Turn, Hit) Gain +1 Momentum and move 1 space.
  Strong Hit: On Fire (Hit) All damaged targets take 3 End Dmg at the start of their Turn until they receive First Aid (Stacks).
  Contribute (1 Potions, 1 Arcanium), Energy, Burn, Variation: Infused, Sticky Flame.
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  Axe.
  Axe, Thrown.
  Blade.
  Axe.
  Polearm.
  Blade, Alchemy.
  
  85
  Rng
  Rng
  Hit
  Hit
  5
  5
  3
  3
  +2
  -1
  +2
  Crit Dmg
  Crit Dmg
  3
  3
  3
  0
  Ideal Rng
  Ideal Rng
  2nd
  2nd
  2nd
  2nd
  Load
  Load
  1
  1
  1
  1
  Max Rng
  Max Rng
  40
  40
  Str x4
  Str x4
  Ammo
  Ammo
  10
  2
  3
  3
  End Dmg
  End Dmg
  5
  4
  4
  6
  Weight
  Weight
  1
  1
  Resources
  Resources
  Acquire
  Acquire
  3
  2
  14t
  1 Kn, 10t
  Weapon
  Weapon
  Composite Short Bow
  Alchemist’s Potion Pack
  (Field Satchel)
  Large, On Hit: Target suffers -1 Recovery (Stacks to -4) until the end of Combat, Reduces end of Combat Ammo acquisition by 2, Variation: Composite, Barbed.
  Large, Variation: Composite, Broad.
  Energy, Burn, Splash 1, Strong Hit (5-6), Variation: Searing Flame.
  Strong Hit: Sear Flesh (Hit) All damaged characters suffer -1 Defence until the end of Combat (Stacks).
  Strong Hit: Prime (Hit) The next Alchemy Attack against a damaged character gains Strong Hit +1 (does not Stack).
  Strong Hit (5-6), Shield Bash (3), Variation: Primer.
  Weapon Type
  Weapon Type
  Bow*.
  Bow*.
  Alchemy, Potion.
  Alchemy, Potion.
  Rng
  Hit
  1
  +2
  Crit Dmg
  1
  Ideal Rng
  1st
  Load
  2
  Max Rng
  1
  Ammo
  -
  End Dmg
  2
  Weight
  4
  Resources
  Acquire
  2
  12t
  Weapon
  Big Wooden Shield
  You gain Heavy Front Cover, You have -2 Defence while you’re carrying this item if you’re a PC, Blunt, Shield Bash (2), When you take Damage from an 
  Attack you may choose to apply the Broken Modification to this item and take no Damage from this Attack, Variation: Wood.
  Weapon Type
  Shield, Tackle-Push.
  Rng
  Hit
  1
  Crit Dmg
  2
  Ideal Rng
  1st
  Load
  1
  Max Rng
  1
  Ammo
  -
  End Dmg
  5
  Weight
  3
  Resources
  Acquire
  1
  12t
  Weapon
  Metal Buckler
  You gain Light Front Cover, Blunt, Shield Bash (3), Variation: Steel.
  Strong Hit: Bash (Hit) Your target becomes Suppressed and is Pushed back 1d3 (1 if they’re Big, 0 if they’re Huge) spaces away from you.
  Weapon Type
  Shield, Tackle-Push.
  
  86
  Outfit Stats
  Fragged Kingdom Outfit Stats are the same as they are in the Core 
  Rule Book (pg: 130) except as stated below.
  Fragged Kingdom Outfits do not use the following stats; Cover, 
  Front Cover and Cost.
  Defence vs Tackle (Def vs Tac)
  Alters your Defence vs Tackle Stat (pg: 91).
  Armour vs Body Damage (Body Armour)
  Increases or decreases your Armour vs Attribute Damage to your 
  physical Attributes: Strength, Reflexes and Movement.
  Armour vs Head Damage (Head Armour)
  Increases or decreases your Armour vs Attribute Damage to your 
  mental Attributes: Focus, Intelligence and Willpower.
  Acquire
  The one-time cost (usually a Spare Time Roll, see Core Rule 
  Book pg: 64) to acquire an item. Paying this cost may be done over 
  multiple sessions, but the item is not gained until all required rolls 
  are made.
  Knowledge (Kn)
  Some items require Knowledge to acquire; this represents your 
  character learning how to use them. They cannot be looted.
  Resources
  Works like Cost (Core Rule Book, pg: 130).
  Outfit Keywords
  Contribute (X, Y, Z)
  See pg: 66 for full Crafting Roll rules.
  When Crafting this item you must use at least X, Y and Z 
  Trade Boxes.
  Max Momentum (X)
  While this Outfit is Activated and you’re at your Maximum 
  Momentum (pg: 92) you gain X.
  Momentum X: Y
  You may spend X Momentum to gain Y, see pg: 92.
  Spend Momentum to Increase Armour
  Some Outfits come with a Momentum X: Y Ability that allows
  their wearer to gain Armour against an Attack.
  Armour can be gained in this way
  even after a Critical Hit is applied.
  Avoiding Attribute Damage, Outfit Momentum Example
  Argon is wearing Heavy Clothing (Armour 2) and is Hit by a Critical 
  Hit that will do 4 Crit Dmg to him. His opponent rolls 1d6 to see what 
  Attribute of Argon’s will be damaged. They roll a ‘4’ for Focus.
  Argon would take 2 Focus Damage from this Attack, but he chooses 
  to use his Outfit’s ‘Momentum 2: Gain +2 Armour vs an Attack you 
  can perceive (Stacks)’ Ability. Reducing his Momentum by 2 he raises 
  his Armour vs this Attack to 4, resulting in no Attribute Damage.
  Natural
  This Outfit is a part of you; it is not a separate item.
  This Outfit is always Active, unless you have another Outfit Active.
  Primitive
  This item does not require a Workshop to Craft.
  Outfit Types
  These work like Weapon Types, except that they only dictate what 
  Outfit Variations may be applied to that Outfit.
  Light
  This armour is generally lightweight and easy to wear. At most 
  light armour consists of two flexible layers; an underlay and the 
  armour overlay. They can be simply pulled on like a shirt and pants.
   » You suffer no penalties for sleeping in a Light Outfit.
   » Requires Set Up 3 to equip, Pull Down 2 to remove.
  Heavy
  This armour often consists of overlapping articulated plates joined 
  with belts and buckles, usually underneath this layer is a further 
  layer of armour and another of padding. Most heavy armour is bulky 
  and difficult to wear, requiring an assistant to put it on.
   » If you attempt to sleep in a Heavy Outfit you suffer -10 
  Endurance until you get a good night’s rest (does not Stack).
   » Requires Set Up 5 from you and an assistant to equip, Pull 
  Down 3 from you and an assistant to remove.
  Utility Items
  Utility Items in Fragged Kingdom work a little differently than they 
  do in the Core Rule Book (pg: 130) as they have no Stats, only notes.
  Utility Items use both Weapon and Outfit Keywords, and require 
  2 Slots (as with all items) unless they have a Natural, Small or 
  Large Keyword.
  X Use
  May be used X times per session.
  
  87
  Example Outfits
  See pg: 158-159 for a full list of available Outfits.
  Example Utility Items
  See pg: 160 for a full list of available Utility Items.
  Light.
  Heavy.
  Light.
  1
  5
  0
  10t
  18t
  8t
  1
  4
  0
  8
  5
  4
  +5
  -2
  -1
  1
  3
  1
  2
  4
  1
  +1
  -1
  +2
  -2
  Defence
  Defence
  Defence
  at 0 End
  at 0 End
  at 0 End
  Body Armour
  Body Armour
  Body Armour
  Slots
  Slots
  Slots
  vs Tac
  vs Tac
  vs Tac
  End
  End
  End
  Head Armour
  Head Armour
  Head Armour
  Type
  Type
  Type
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Weight
  Weight
  Weight
  Outfit
  Outfit
  Outfit
  Leather Armour
  Full Plate
  Scholar’s Garb (Cloth)
  Variation: Practical.
  -1 Stealth, Double the time to Equip and remove, Variation: Steel.
  Counts as a Stealth Toolbox, +2 to all Study Spare Time Rolls., Variation: Scholar’s Robe.
  Small, 1 Use (2 if you’re an alchemist 
  or a druid), Your next Healing Roll Heals 
  +1 Attribute Point and 15 Endurance.
  Natural, Set Up 1, Creates 2 spaces of 
  Heavy Environmental Cover in adjacent 
  spaces, These disappear if your 
  Endurance reaches 0 or if you move.
   » Acquire: 16t, Resource Cost: 1.
   » Requires: All-Power or Enchanter Trait.
   » Acquire: 1 Knowledge, Resource Cost: 1.
  Healing Potion
  Divine Wall
  
  88
  Overview
  Personal Combat in Fragged Kingdom is almost exactly like 
  Personal Combat in the Core Rule Book (pg: 71). The main differences 
  are that there are no Rate of Fire (RoF) rules, and there are new 
  Actions (pg: 94), new Momentum rules (pg: 92), and Range and 
  shields play a larger role.
  1 Space = 1m
  Unlike the Core Rule Book, 1 space does not equal 2m.
  Zone of Control
  All armed characters have a Zone of Control around them; this 
  reflects that a character cannot freely run past an armed opponent.
   » All forward and side facing spaces adjacent a character count 
  as Difficult Terrain to their enemies when they’re attempting to 
  move out of them (not when they’re moving into them).
   » You must be armed with an Active Blade, Axe, Polearm or 
  Hammer Weapon.
   » You must not be Prone.
  Zone of Control +X Keyword
  See pg: 83.
  Charge Forward, Zone of Control Example
  All 3 PCs (A) are attempting to charge forward 5 spaces into a 
  group of armed monsters, each with differing weapons. They do not 
  reduce their movement as they enter a Zone of Control space, but 
  they do as they leave.
  One monster (1) is armed with a Polearm with the ‘Zone +1’ Keyword 
  on its Weapon, another monster (2) has a Blade Weapon and the final 
  two monsters (3) have Bows with no Zone of Control.
  Character Size
  Tiny
   » You do not inhibit the movement of Tiny and Huge characters.
   » You’re Difficult Terrain to Standard and Big characters.
   » You find it easier to gain physical Environmental Cover.
   » Tiny and Standard characters may not end their Turn in 
  your space.
   » You must immediately move to an adjacent space if a hostile 
  Big or Huge character moves into or through your space.
  Standard
   » You do not inhibit the movement of Huge characters.
   » You’re Difficult Terrain to Tiny, Standard and Big characters.
   » Tiny, Standard and Big characters may not end their Turn in 
  your space.
   » You must immediately move to an adjacent space and go 
  Prone if a hostile Huge character moves into or through 
  your space.
  Big
   » Pick One: You may take up 1, 2 or 4 spaces.
   » You’re Difficult Terrain to all characters.
   » You find it harder to gain physical Environmental Cover.
   » Tiny, Standard and Big characters may not end their Turn in 
  your space.
   » You must immediately move to an adjacent space and go 
  Prone if a hostile Huge character moves into or through 
  your space.
   » Some Polearms are more effective against Big characters.
   » At the GM’s discretion, your Weapons may gain: +1 Rng, Max 
  Rng, Ideal Rng and/or Zone +1.
  Huge
   » You take up 4 or more spaces.
   » You’re Impassable Terrain to Big and Huge characters.
   » You’re Difficult Terrain to Tiny and Standard characters.
   » You find it very hard to gain physical Environmental Cover.
   » Tiny and Standard characters may not end their Turn in 
  your space.
   » Some Polearms are more effective against Huge characters.
   » At the GM’s discretion, your Weapons may gain: +1 Rng, Max 
  Rng, Ideal Rng and/or Zone +1.
   » At the GM’s discretion, your limbs gain +1 End and Crit Dmg.
   » At the GM’s discretion, Attacks that can’t reach your Head 
  gain Crit Location 1d3 (normally 1d6).
  
  89
  Example Dangerous Terrains
  See pg: 83 for full Dangerous X (Y) Keyword rules.
  Acid Pool (Attack Roll Required)
   » Hit: +0, End Dmg 4, Crit Dmg 4.
   » Burn.
  Cold
   » If any character starts their Turn in, or moves through 
  Cold; reduce their Recovery by 1 until the end of the 
  combat (Stacks up to -4).
  Cursed Ground
   » If any character starts their Turn in, or moves 
  through Cursed Ground; an opponent character 
  (GM’s discretion who) gains +1 Momentum.
  Fire
   » End Dmg 3, Crit Dmg 3.
   » Energy, Burn.
  Poison
   » End Dmg 5, Crit Dmg 2.
  Spikes (Attack Roll Required)
   » Hit: +3, End Dmg 3, Crit Dmg 3.
  Swarm
   » Hit: +2, End Dmg 4, Crit Dmg 1.
   » On Hit: Reduce your target’s 
  Momentum by 1.
  Flammable
   » If this Dangerous Terrain is hit by a 
  Weapon with the Energy Keyword (ie: fire) 
  it explodes: Replace this terrain with Fire Dangerous Terrain 
  and make an Attack on all adjacent characters with the 
  following Stats:
   » Hit: +4, End Dmg 3, Crit Dmg 4.
  Pol’s Presence (Radiation)
   » This Dangerous Terrain is invisible.
   » End Dmg 3, Crit Dmg 3.
   » Energy.
  
  90
  Example Effects
  The following Effect rules replace those in the Core Rule Book (pg: 76).
  Grabbing
   » Same rules as Grabbed, except as listed below:
   » Once you grab a target, you cannot use the Weapon used to 
  grab them (usually your Limbs) to Attack a different character.
   » You may remove this Effect from yourself as a Free Action.
   » If you lose this Effect, any target that you were Grabbing loses 
  their Grabbed Effect.
  Prone
   » Becoming Prone or standing up from Prone costs 3 movement.
   » All terrain counts as Difficult Terrain while Prone.
   » You create no Zone of Control (pg: 88).
  Stealthed
  See pg: 74 for full Stealth rules.
  Suppressed
   » You may only perform 1 Action during your next Turn.
   » Companions (and those like them, eg: Summons and 
  Henchmen) may only Move OR make an Attack Roll during 
  their next Turn.
   » Monster NPCs are immune to Suppression.
  Tackle Effects
  See pg: 99 for full Tackle Action rules.
  Escape
  Remove 1 Grabbing Effect from your target.
  Grabbed
   »
   »
   »
   » You may move yourself and the character 
  Grabbing you if you have more Strength than them. 
  All terrain counts as Difficult Terrain while Grabbed.
  Ensnared (X)
  Your target becomes Grabbed, but you don’t gain Grabbing 
  (as they’re being Grabbed by your Weapon). If your target wishes 
  to escape this Grabbing Effect they must Attack Defence vs Tackle 
  X, aimed at themselves (not the attacker).
  When you apply Grabbed to a target, you gain Grabbing.
  Trip
   » Target goes Prone.
   » Target is forced to move 1 space in any direction.
  Push
   » Target character is forced to move 2 spaces 
  directly away from you.
  You may perform 1 fewer Actions per Turn.
  Gain 1 additional Action (without movement) if 
  you remove this Effect from yourself.
  
  91
  Avoiding Death
  Unlike Fate, you may not reduce your Willpower to avoid Death, 
  instead you may choose to gain a Disability Condition (pg: 63) and 
  permanently reduce an Attribute by 1 to avoid Death.
  Optional Rule: Realistic
  PCs die when any Attribute is reduced to -2 (not -5).
  Strong Hit: Critical Hit & Boost
  Critical Hit Requirements Changed to:
   » May Crit.
   » Hit.
   » 1 Use per Attack (unless Companion, Henchmen or Troop).
  Strong Hit: Critical Hit may only be used once per Attack Roll 
  (unless made by a Companion, Henchmen or Troop) via an Action 
  with the ‘May Crit’ Major Effect.
  You cause a free Critical Hit vs ANY target that you damage who 
  has 0 Endurance, even if you miss (ie: via a Splash Weapon) and as 
  long as your Action has the Major Effect ‘May Crit’.
  Critical Boost Requirements Changed to:
   » Does not Req Hit
  Cover
  Cover in Fragged Kingdom works a little differently to Cover in the 
  Core Rule Book (pg: 86).
  Adjacent to an Ally
  Having a trusted friend at your side is incredibly helpful 
  and encouraging.
   » Reduce ALL Endurance Damage that you would receive by 2. 
  This carries onto higher Cover Steps.
   » If you’re behind a character, they also grant you Light Cover.
   » Mounts (pg: 96) do not reduce Endurance Damage.
  Step 1) Light Cover, +Int Defence
   » +Your Intelligence to your Defence.
   » +2 Defence if you’re a Companion.
  Step 2) Heavy Cover, +(Int x2) Defence
   » +Your Intelligence times two to your Defence.
   » +4 Defence if you’re a Companion.
  Step 3) Entrenched, +(Int x3) Defence
   » +Your Intelligence times three to your Defence.
   » You’re Immune to Critical Hits while you have Endurance.
   » If you’re behind and adjacent to another character and an 
  Attack misses you, it hits that character (as long as the 
  Attack Roll is equal to or greater than their Defence).
   » +6 Defence if you’re a Companion.
  Strong Hit Requirement: Double Strong
  Powerful Strong Hit Options with this Requirement require two 
  Strong Hits to trigger, ie: you need to roll two ‘6’s’ to use these 
  Strong Hit Options.
  Attack Rolls
  Rate of Fire (RoF)
  These rules are not used in Fragged Kingdom.
  Momentum (see pg: 92) may grant additional d6’s to Attack Rolls. 
  These can cause additional Strong Hits.
  Attacking Through a Character
  See the previous column for full Cover rules.
  When you Attack through a character to another target, the target 
  gains Light Cover against your Attack.
  Triples DO NOT result in the unintended character being hit.
  If your target has Entrenched Cover and is behind a character and 
  your Attack misses, it hits the unintended character (as long as the 
  Attack Roll is equal to or greater than their Defence).
  Defence
  Characters have no Defence vs Impair, Psionic or Stealth stats 
  (see pg: 74 for full Stealth rules) and no Armour vs Slow.
  Defence vs Tackle (Def vs Tac)
  Your Defence vs Tackle Action.
   » Equals your Defence + your Stength.
  Armour vs Body Damage (Body Armour)
  Increases or decreases your Armour vs Attribute Damage to your 
  physical Attributes: Strength, Reflexes and Movement.
  Armour vs Head Damage (Head Armour)
  Increases or decreases your Armour vs Attribute Damage to your 
  mental Attributes: Focus, Intelligence and Willpower.
  “Trebuchet, catapult and ballista shots always have 
  right of way.”
  - Old siege adage.
  
  92
  Momentum Points
  Momentum Points are temporary points that you gain during 
  combat. They can be spent to make your Actions more effective or 
  to activate certain Abilities gained from Traits or Equipment.
  Starting Combat and Surprise Round
  You normally start each Combat with 0 Momentum Points; if you 
  gain a Surprise Round you start with 1 Momentum Point.
  Maximum
  The maximum amount of Momentum Points that a character can 
  have at any one time is equal to their Focus.
  Max Momentum = Attacking Bodies
  Companions and Henchmen may only spend 1 Momentum Point 
  for each of their Attacking Bodies.
  Gaining
  Momentum Points are primarily gained through Combat Actions.
  Surprise Round
  If you gain a Surprise Round you gain +1 Momentum Point.
  Losing
  You lose all of your Momentum Points at the end of Combat, or 
  they may be spent (see below).
  Negative Momentum Points
  You may never have negative Momentum Points.
  Spending
  Momentum may be spent on special Abilities gained through 
  Actions, Traits, Strong Hit Options or equipment Keywords.
  Unless stated otherwise (eg: “During your Turn...”) Momentum 
  Abilities may be activated at any time (even during an enemy Turn, 
  or after an Attack Roll is made).
  Momentum X: Y
  You may spend X Momentum Points to gain Y.
  Abilities from a Weapon may only affect that Weapon.
  Unless stated otherwise, all Momentum Ability benefits are 
  removed at the start of your next Turn. Momentum Abilities that 
  boost an Attack are only applied to a single Attack.
  NPCs
  Non Player Characters use slightly different Momentum Point 
  rules, see pg: 108.
  Gaining and Spending Momentum for +Hit Example
  Jane initiates a combat with a Surprise Round, granting her 1 
  Momentum Point (if she had not gained a Surprise Round she would 
  have started the combat with 0 Momentum Points). She has 4 Focus 
  so she may never gain more than 4 Momentum Points (any Momentum 
  Points over 4 that she would gain are instantly discarded).
  For her Surprise Round she performs the Assault Action to Attack 
  an opponent with her sword, granting her +1 Momentum Point (for a 
  total of 2 Momentum Points) when it hits.
  For her first Action during the first Turn (after her Surprise Round) 
  she performs the Charge Action, granting her +1 Momentum Point 
  (for a total of 3 Momentum Points) for moving at least 3 spaces 
  towards an enemy.
   
  For her second Action, she performs the Quick Strike Action and 
  spends 2 Momentum Points to activate the Quick Strike Momentum 
  Ability to add +2d6 to her Attack Roll. This reduces her 3 Momentum 
  Points down to 1, to make a 5d6 (3+2) Attack Roll.
  Downtime
  Replacing Lost Equipment
  Lost equipment IS NOT automatically regained if you have access 
  to a Holding or a suitable vendor; it must be re-acquired.
  Regaining Ammo
  Ammunition is only automatically regained if your character 
  gains access to a Holding or a suitable vendor. Ammo may also be 
  dropped by defeated foes, or found in other suitable ways.
  Ammo for different Weapon Types can also be regained in specific 
  ways. If a Weapon has multiple Weapon Types ALL Requirements 
  need to be met before Ammo is regained (GM discretion is given).
  Thrown
  Regain all Ammo at the end of each Combat (or mid-combat 
  with the GM’s permission).
  Bow
  Regain 1d6 Ammo at the end of each Combat that you win.
  Potions/Alchemy/Wyld
  Regain all Ammo when you gain access to a suitable Workshop 
  (or spend a Potion Trade Box).
  Enchantment
  Regain all Ammo at the end of your game session.
  Companions/Mounts/Summons/Retainers
  Regain Ammo when the GM says it is appropriate.
  
  93
  Momentum
  Managing your Momentum is key to victory.
  Spend Momentum to make your Actions more effective.
  Momentum Abilities can be Activated at Any Time
  Even after a roll has been made.
  Or during an enemy’s Action.
  Use Actions to Gain Momentum Points
  The Assault Action is the most effective way to gain Momentum 
  Points, as it also allows you to Attack.
  Maximum Momentum = Your Focus
  Any additional Momentum Points gained are immediately discarded.
  Momentum 2: Your next Attack Gains +2d6 Hit
  Many Attack Actions allow you to spend 2 Points of Momentum to 
  add +2d6 to your Attack Roll.
  
  94
  Weapon Types & Actions
  See pg: 92 for full regaining Ammo rules.
  Alchemy, All-Power, Arrow, Spirit, Wyld
  These Weapons always have at least one other Weapon Type that 
  determines what Actions they can use.
  Require a Trait
  All-Power, Spirit and Wyld Weapons require specific Traits to 
  be used.
  Alchemy Weapons may be used by any character.
  Axe, Blade, Hammer, Polearm and Shield
   » Ready Attack.
   » Guard.
  Bow, Potion and Thrown
   » Ready Attack.
   » Guard.
  Tackle
   » Ready Attack.
   » Guard.
  Tackle-X (Y)
  You may only apply Tackle Effect(s) X (from the Tackle Action) 
  with this Weapon (eg: Tackle-Grab; may only apply any Tackle 
  Effect ‘Grab’). If your target wishes to escape a Grabbing Effect 
  from this Weapon they must Attack Defence vs Tackle Y, aimed 
  at themselves (not the  attacker), and you do not gain the 
  Grabbing Effect.
  Limited Weapons
   » You may only have 1 Companion or 1 Summon.
   » You may only have 1 Retainer.
  Surprise Round
  If a character gains a Surprise Round they also gain +1 
  Momentum (pg: 92).
  Companion
  Companions function as they do in the Core Rule Book (pg: 105) 
  except as stated below.
   » You may only have 1 Companion or 1 Summon.
  Death
  See pg: 109 for full Durability rules.
  If a Companion takes Attribute Damage and would die, GMs should 
  feel free to say they are just badly wounded (and cannot contribute 
  to the current Combat). This may be useful for saving the lives of 
  important NPCs or Mounts.
  Weapons and Slots
  Companions don’t have Slots, and you don’t equip them with 
  different Weapons as they all have default Weapons.
  If a Weapon uses an Attribute’s value (ie: Limb End Dmg); use 3.
  Carry X
  This Companion may carry equipment for you.
   » 2 Slots equals 1 Carry Space.
   » Non-Large and Non-Trade Good items require 0 Carry Space.
   » +1 Load if you Draw an item from an adjacent Companion.
  Combat Dice X
  When involved in a Mass Combat (see pg: 101), you gain X 
  Combat Dice.
  Defence vs Tackle = 16
  Draw
  Companions don’t need to Draw their Weapons; they’re always Active.
  Companion Actions
  Pick one of the following each Turn (no matter their Weapon Type)
  +1d6 Hit and +1 End Dmg per Attacking Body
  Gained from the Action ‘Companion Attack’.
  Suppression
  Companions may only Move OR Attack when Suppressed (pg: 90).
   » Companion Prep
   » Companion Attack
   » Quick Strike.
   » Assault.
   » Quick Strike.
   » Assault.
   » Charge.
   » Tackle.
   » Charge.
   » Charge.
   » Quick Strike.
   » Assault.
  
  95
  Summon
  Created and sustained by magic, these servants will fight until 
  death and demand no compensation for their actions.
   » You may only have 1 Companion or 1 Summon.
  Summons function like Companions except as stated below.
  Regaining Bodies
  Regained Summon Bodies can be placed in any space within 3 
  spaces of your character during your Turn.
  Retainers
  Are groups of soldiers who you have temporarily 
  gathered from one of your Holdings (or elsewhere with 
  the GM’s permission) for an especially tough fight. They 
  require time to muster and are used only for the duration 
  of a single session or adventure (GM discretion) before 
  returning home.
   » You may only have 1 Retainer.
  Retainers function like Companions except as stated below.
  Acquiring
  To acquire a Retainer you must be situated at your Holding and 
  succeed in a Levy Spare Time Roll, see pg: 69.
  Death
  Retainers are expendable, and the GM should rarely say 
  they’re just badly wounded instead of dead.
  One Session or Mission
  Retainers are collected to achieve a particular task. 
  Once the task is completed, they return home. The 
  length of time that they stay with you is however 
  long the GM deems appropriate. This could be 
  a single session or a whole adventure. But 
  they’re always temporary.
  Reduce Daily Travel Distance by Land
  -25% Daily Travel Distance, see pg: 78.
  
  96
  Mount
  Mounts work like Companions (pg: 94) except as stated below.
  Controller
  At least one character riding on the Mount must be designated as 
  the controller. This character controls the Mount (and the movement 
  of all characters riding on the Mount).
   » Without a controller, Mounts act at the GM’s discretion (will 
  usually move to a safe location).
   » Controlled Mounts may only perform the Mount Attack Action 
  and move with their Controller.
  Movement +X Turn Y
  The controller adds X to their Movement and may only alter their 
  facing up to Y degrees at the END of each of their Actions. When 
  the controller moves, the Mount and all riding characters move 
  with them.
  Two Handed Weapon
  If you’re using a two Handed Weapon while riding a Mount, you 
  may only alter your facing once per Turn (not per Action).
  Carry
  This Mount may Carry characters.
  Durability X
  Each Body must receive X Attribute 
  Damage before they die (see Troop NPCs, 
  pg: 109).
  Size
  See pg: 88 for full Size rules.
  Attacking while Mounted
  The 
  below 
  rules 
  assume 
  you’re 
  right-handed.
   » By default your Ranged Weapons may not Attack into your 
  rear or right rear arc.
   » Your Melee Weapons have reduced Range when Attacking 
  into your front and left arcs.
   » Tiny characters require 1 Carry Space.
   » Standard characters require 2 Carry Spaces.
   » Big characters require 4 Carry Spaces.
   » Your Bow can only Attack into your front or left arc.
  
  97
  Action Major Effects
  In Fragged Kingdom, Action Major Effects work just like they do in 
  the Core Rule Book (pg: 107) with a few minor changes.
  Attack
  You may make an Attack Roll against a target’s Defence. On a 
  successful Attack Roll, your Weapon deals its Endurance Damage to 
  your target’s Endurance.
  Critical Hit
  Unlike in the Core Rule Book, Actions with this Major Effect do 
  not allow you to cause Critical Hit Strong Hits. Instead, they 
  require the May Crit Major Effect.
  May Crit
  This Action allows you to use the Critical Hit Strong Hit option 
  against a character Damaged by this Attack.
  Action Minor Effects
  Fragged Kingdom Action Minor Effects work just like they do in the 
  Core Rule Book (pg: 107) with a few minor changes.
  +X Momentum
  Gain a Momentum Point as soon as this Action is chosen.
  Draw Weapon
  Make an Equipped Weapon Active. Weapons require 1 Action to Draw 
  per its Draw stat.
  End Dmg +X
  Add “X” to your Weapon’s Endurance Damage.
  Reload
  Load a new round of ammunition into your Weapon. Weapons 
  require 1 Action to reload per its Reload stat.
  Momentum X: Y
  Gives you access to a Momentum Ability during this Action, see 
  pg: 92 for full Momentum Ability rules.
  These Abilities may ONLY be used as you perform this Action.
  These Abilities may be activated multiple times, and Stack.
  Momentum X: Your next Attack gains +Yd6 Hit.
  This only boosts a single Attack Roll from this Action.
  Move +/-X
  Add or reduce “X” to the number of spaces you may Move with this 
  Actions ‘Move’ Major Effect.
  Skill Roll
  Sometimes you need to use a Non-Personal Combat Skill during 
  combat, most commonly Apothecary for a First Aid Healing Roll (pg: 
  68) to stop Bleeding, or Stealth (pg: 74).
  GMs may require multiple Actions (and Skill Rolls) to complete a 
  task, depending on its complexity.
  In an 180 Arc in response to any Action
  Works like the Overwatch Action in the Core Rule Book, see pg: 110.
  Other Minor Effects
  Fully explained under each Action (pg: 98 - 99).
  Tefu dropped to a roll, barely dodging the sharp point 
  of the spear that slashed through the open air above 
  her head. Her opponent sailed over her - the large 
  Legion barbarian was mounted on a fanged beast Tefu 
  had never seen before -and Tefu was able to unleash 
  a barrage of thrown knives at her assailant, all pulled 
  from hidden sheaths located around the Remnant’s 
  body. Most clattered off of the barbarian’s armour, but 
  a few found their mark in the flank of the fanged beast. 
  The beast, however, didn’t appear to notice.
  The barbarian let out an enraged cry and circled 
  around for another swipe. Tefu wore little armour 
  herself, sticking with traditional Remnant silks, and that 
  spear would make quick work of her. But Tefu wasn’t 
  going to give up and let the barbarian run her down: she 
  had a plan.
   The fanged beast bounded its way towards Tefu, its 
  rider adjusting his grip on the spear, readying for a 
  lunge. Tefu expected that. Instead of dodging the beast, 
  she ran towards it at full speed, daggers appearing in 
  her hands.
   At the last second, just before the lunge, Tefu dropped 
  into a slide, passing underneath the creature just as it 
  passed over her. With a few expert cuts, she bit into 
  the beast’s tendons, slicing them with trained precision. 
  As the beast landed, it could no longer support its own 
  weight and crashed to the ground, throwing its unwieldy 
  rider into the dirt.
   Tefu ended it quickly; a slow, armoured barbarian was 
  no match for her blades.
  “Copper, silver, gold and Arcanium are said to give 
  coins their worth. This could not be further from the truth, 
  our shared social agreement is what gives them value.”
  - Anna Crown, cult priest of Corp.
  
  98
  Defensive Actions
  Full Move
  You move as quickly as possible to reposition yourself.
  Major Effect
  Move
  Minor Effects
  Move +2.
  Momentum 1: +2 Movement.
  Momentum 2: +1 Cover Step.
  This may Stack.
  Guard
  You prepare to defend yourself and adjust your footing if necessary.
  Major Effects
  Move*
  Attack
  Minor Effects
  Move -1.
  Hit: +Ref.
  *In an 180o Arc in response to any Action.
  As with Overwatch but you may move, not Attack.
  Momentum 2: +1 Cover Step.
  This may Stack.
  Quick Strike
  You make a hurried attack, either moving or loading a shot before 
  you strike.
  Major Effects
  Attack.
  May Crit.
  Minor Effects
  Hit: +Ref.
  Pick 1: Move, Draw or Reload.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Tactical Actions
  Encourage
  You shout words of encouragement and advice to your allies.
  Major Effect
  Move
  Minor Effects
  Skill Roll.
  An Ally gains a Recovery.
  Your ally must be able to see or hear you.
  Momentum 2: Two Allies gain +1 Momentum.
  Must be two different Allies who can see or hear you.
   » If you’re an NPC: you gain +1 Momentum instead of this effect.
  Optional Rule:
  PCs must perform this Action if they to wish talk during Combat.
  Ready Attack
  You set your weapon and wait for the ideal moment to strike.
  Major Effects
  Attack*
  May Crit
  Minor Effects
  Hit +Ref.
  *In an 180o Arc in response to any Action.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Prepare
  You take action to prepare yourself whatever situation presents itself.
  Effects
  Pick 2: Move, Draw, Reload, Recover, Skill Roll, Set Up, Pull 
  Down, +1 Momentum (once per Turn) or Alter your next Crit 
  Location by +/-1.
  Your two choices must be different.
  +1 Momentum can only be chosen once per Turn.
  Alter your next Crit Location by +/-1; may be applied to the 
  next Critical Hit you receive or the next Critical Hit that you 
  apply to another character. This effect may Stack, but it MUST 
  be applied to the next Critical Hit. You may not shift damage 
  onto an Attribute that may not normally be Damaged (eg: Crit 
  Location 1d3 can’t Damage location 4).
  
  99
  Offensive Actions
  Assault
  You put all your effort into an all-out attack.
  Major Effects
  Attack
  May Crit
  Minor Effects
  Hit: +Ref.
  On Hit: +1 Momentum.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Tackle
  See pg: 90 for full list of Tackle Effects.
  You try to disable, restrain or disarm your opponent.
  Major Effects
  Move
  Attack
  Minor Effects
  Hit: +Ref.
  On Hit: Apply 1 Tackle Effect.
  On Hit: Momentum 1: Apply +1 Tackle Effect.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Charge
  You run towards your enemy using your speed to aid your attack.
  Major Effects
  Move
  Attack
  May Crit
  Minor Effects
  Move +2 (Straight Line).
  You may only move in a straight line from your starting location.
  3+ Movement towards a foe: +1 Momentum.
  If you end your movement at least 3 spaces from your starting 
  location and are closer to any opponent: you gain +1 Momentum.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Companion Actions
  Companion Attack
  Your allies move forward and engage the enemy.
  Major Effects
  Move
  Attack
  May Crit
  Minor Effects
  +1d6 Hit per Attacking Body.
  +1 End Dmg per Attacking Body.
  Momentum 1: Your next Attack gains +1d6 Hit.
  Companion Prep
  Your allies ready their weapons or perform a task.
  Major Effect
  Move
  Minor Effects
  Reload a Weapon or make a Skill Roll
  Roll +1, no bonuses from other sources.
  Make a Skill Roll with a +1 bonus, such as Medicine or Stealth.
  Mount Attack
  See pg: 96 for full Mount rules.
  Your mount stamps its hooves, rends with its claws or bites with 
  its teeth.
   » May only be performed by Mounts with a controller.
  Major Effects
  Attack
  May Crit
  Minor Effects
  Hit: +Wil.
  Momentum 1: Your next Attack gains +1d6 Hit.
  “You have not known fear until you faced down 
  the readied lance of a barded knight atop a Razor 
  Tooth Raptor.”
  - Sir Celsus Athan, Fifth Mounted Raptor Regiment.
  
  100
  Overview
  Theatre of the Mind Combat works like it does in the Core Rule 
  Book (pg: 96) except for a few changes. Namely, NPCs have a number 
  of additional options available to them that they can choose to use 
  in response to a PC’s Combat Skill Rolls.
  Note to GMs; Easy and Massive Fights
  Theatre of the Mind Combats are ideal for minor conflicts
  where the PCs’ lives are not at risk (eg: fighting common
  animals, tavern brawls, etc...) and for massive fights involving
  lots of characters (eg: castle sieges).
  Number of Successes Needed
  GMs should feel free to change the number of Successes needed 
  per PC (normally 2). Possibly increasing the amount needed by 1 for 
  more, or decreasing it by 1 for less, complicated conflicts.
  Mass Combat, pg: 101
  When PCs become involved in a large battle involving hundreds 
  of combatants (ie: sieges, or against beasts so massive it takes an 
  army to defeat) they should use the Mass Combat rules.
  Building an Army
  If the PCs have a Holding, they also have a small army at their 
  disposal. During Mass Combat battles the size and nature of the 
  force at the command of the PCs often depends on how many 
  people they have Levied (see pg: 69), and if their Holding is 
  under direct attack.
  GMs should also feel free to increase or decrease the size and 
  nature of the PCs army based on their in-game actions.
  Mixing Theatre of the Mind and Standard Combats
  If there would be a Personal Combat and a Mass Combat in the 
  same game session (eg: a siege against a castle and then an epic 
  fight against a boss), GMs might want to make one of the Combats a 
  Theatre of the Mind Combat to save on game session time.
  NPC Response Options
  PCs Fail a Combat Skill Roll
  When a PC fails a roll the GM may choose to do one of the following:
  Line up a Massive Strike
   » This failed Combat Skill Roll deals no Damage (normally 2).
   » A NPC lines up a massive attack against a PC. The next PC to 
  roll must stop this attack by passing a roll at -2.
   » If the NPC’s attack is not stopped, then the targeted PC takes 
  4 points of Attribute Damage (normally 2).
  Massive Area Strike
   » This failed Combat Skill Roll deals no Damage (normally 2).
   » A NPC lines up a massive attack against all PCs. The next PC 
  to roll must stop this attack by passing a roll at -1.
   » If the NPC’s attack is not stopped, then ALL PCs take 1 point 
  of Attribute Damage (normally 1 PC takes 2 Damage).
  Sacrificial Strike
   » Treat this failed roll as a success.
   » A PC takes 3 points of Attribute Damage.
  Grow in Power
   » This failed Combat Skill Roll deals no Attribute Damage 
  (normally 2).
   » All PCs have -1 to all future rolls for this Combat (Stacks up 
  to -4).
  PCs Succeed at a Combat Skill Roll
  When a PC makes a successful roll (that is not the final roll that 
  would have won them the Combat) the GM may choose to do one 
  of the following:
  Lash Out
   » Treat this roll as 2 successes (normally 1).
   » Deal 1 point of Attribute Damage to two different PCs 
  (normally 0).
  Overextend
   » Deal 2 points of Attribute Damage to a PC (normally 0).
   » All PCs gain +1 to all future rolls for this Combat (Stacks up 
  to +4).
  
  101
  May not be used by other PCs
  The Combat Dice contributed by a PC may not be used by any 
  other PC until all PCs have made a Combat Skill Roll for this 
  round. This rule does not apply to the GM, but the GM should be 
  careful to only apply Combat Dice against the PCs if it makes 
  sense (ie: if a regiment of soldiers is busy fighting another 
  PC they can only fight a different PC if that PC attacks them 
  as well).
  Skill Bonuses
  Usually when a player uses a Skill in a Theatre of the Mind 
  Combat they add their Skill bonus, or penalty, to their roll. In 
  Mass Combat the players instead receive a Combat Dice bonus 
  or penalty for using a Skill they’re Trained or Untrained in.
   » Trained/Description Bonus:
   » Untrained/Description Penalty:
  Strong Hit: Mass Damage
  Both the PCs and the GM have access to this Strong Hit Option.
  Requirements:
   » Does not Req Success.
   » Mass Combat.
  Result:
  The GM removes 1 of the Combat Die that your opponent 
  contributed to this Combat Skill Roll from this combat (Stacks). 
  This does not change who won this Combat Skill Roll.
  Failed Combat Skill Roll
  See pg: 68 for full Repair Roll rules.
  If a PC fails a Combat Skill Roll the GM may decide to cause 2 
  points of Attribute Damage to a PC AND 1 point of non-random (do 
  not roll 1d6) Damage to a Holding Attribute.
  Ending a Mass Combat
  Most Mass Combats should end after the PCs have achieved a 
  single victory per PC (normally two per player) OR once the GM or 
  PCs have no more Combat Dice.
  +1d6 (gain a free Standard die).
  -1d6 (do not roll one of your 
  non-Unskilled contributed dice).
  Mass Combat
  Uses the standard Theatre of the Mind Combat rules except that 
  both PCs and the GM use additional dice to reflect the involvement of 
  additional combatants. These additional Combat Dice may represent 
  large numbers of solders, castle walls, siege engines, special skills 
  and circumstantial advantages.
  Combat Dice Pool
  At the start of a Mass Combat, the GM places a large pool of Combat 
  Dice in front of themselves and in front of the PCs. These represent 
  the number of combatants on each side of the coming conflict. 
  Some Combat Dice Types have unique rules (see adjacent page).
  Number of Dice - PCs
  See pg: 69 for a full Holding rules.
  See pg: 157 for a full list of available Retainers.
  See pg: 162-163 for a full list of Buildings and Siege equipment.
  The number of dice that the PCs receive is determined by the 
  number of Retainers that the PCs have Mustered, their Holdings, 
  and their Siege Equipment.
  Number of Dice - GM
  The GM may choose to have any number of Combat Dice. 50% 
  more Combat Dice than the PCs is recommended for a loosely 
  balanced encounter.
  Making a Combat Skill Roll
  When a PC makes a Combat Skill Roll they may roll any number 
  of Combat Dice from their pool (please note: PCs do not add their 
  Skill bonus to their roll; see adjacent column). This represents what 
  combatants are involved in the fight.
  After the PC decides how many combatants they’re contributing to 
  the fight, they must describe their approach and chooses a skill (as 
  with the standard Theatre of the Mind Combat rules). The GM then 
  gives out any Description bonuses or penalties and elects a number of 
  dice from their pool to oppose the PC. In this the GM should be guided 
  by common sense, eg: if a PC says they’re assaulting a specific 
  section of a castle wall then the GM should only use Combat Dice 
  Types that match the combatants defending that section of the wall.
  The highest total dice roll gains a Success.
  
  102
  Combat Dice Types
  Here are some examples of Combat Dice Types that the GM might 
  use. GMs should feel free to create new Types. We recommend using 
  different coloured dice for each Type that you are using.
  PCs and GMs should treat these rules VERY lightly and always do 
  what makes sense and be flexible (ie: Ranged Dice may only remove 
  combatants that are within their sight, removed Siege Combat 
  Dice may represent the crew of a catapult being killed, so other 
  combatants (either your own, or your opponents) may be able to 
  take them over).
   » Unskilled:
  If an Unskilled Combat Die involved in a melee rolls a “1”, 
  remove that Combat Die from this combat.
   » Skilled:
  Standard rules.
   » Veteran:
  Any roll of a “5 or a 6” on a Veteran Combat Die counts as a 
  Strong Hit.
  Resistant to Ranged Combat Dice.
   » Leader:
  Strong Hit: Mass Damage from Leader Combat Dice may also 
  bring back an Unskilled Combat Die that was removed due 
  to it rolling a “1”.
   » Ranged:
  Strong Hit: Mass Damage from a Ranged Combat Die may affect 
  any non-Veteran die that is not currently contributing to the 
  Combat Skill Roll.
   » Long Distance:
  This combatant is able to contribute to the fight from a safe 
  distance, even from normal archery fire. It may only be 
  removed from the combat with the GM’s permission (ie: it is 
  engaged in a melee or is attacked by a Ranged Long Distance 
  Combat Die).
   » Siege:
  Siege Combat Dice are the only dice capable of removing Solid 
  Combat Dice.
   » Defence:
  Defence Combat Dice may only be used if your opponent is 
  assaulting your position.
  Able to contribute to multiple Combat Skill Rolls per round.
  A single source of Defence (ie: a wall) may not grant you more 
  than 4d6 Defence Dice at any one time.
   » Solid:
  Solid Combat Dice may only be removed by Siege Combat Dice.
  Combining Types:
  See pg: 163 for list of example Siege equipment.
  See pg: 157 for a list of Retainers.
  If you wish to add an additional layer of detail to your 
  Mass Combat, you may have some Combat Dice count as 
  multiple Types.
  Optional Rule: Dice Piles
  For tactical flavour, the GM may divide their Combat Dice pools 
  into separate piles while describing the scene, and allow players to 
  ‘attack’ certain piles. This restricts the GM, but may give the players 
  interesting tactical decisions and a clearer sense of the scene.
  Attacking a Tower, Mass Combat Example
  Argon and Samuel are assaulting a well-defended tower. They have 3 
  Skilled (Green) and 2 Ranged (Red) Dice. The tower has 3 Defence (Blue) 
  and 3 Ranged Dice, representing the tower’s defences and garrison.
  Samuel takes the first turn. He says, “Using my Leadership Skill 
  I direct our bowmen to attack the tower’s archers to draw their 
  attention away from Argon and his men.” Samuel rolls both Ranged 
  Mass Combat Dice and 1 additional Skilled Combat Die because he is 
  Trained in Leadership. The GM rolls all 3 Defence Mass Combat Dice 
  and 2 Ranged Mass Combat Dice, representing the tough defences of 
  the tower and the archers who are returning fire.
  Samuel rolls 2, 4 and 6 for a total of 12, and kills one enemy Combat 
  Die chosen by the GM, which is an Archer. The GM rolls 1, 2, 4, 5 and 
  6, for a total of 18 and kills one enemy Combat Die, which is one of 
  Samuel’s archers. The GM also wins this round and causes 2 points of 
  Attribute Damage to Samuel, representing him taking enemy fire.
  For Argon’s round, he declares, “With the defending bowmen 
  distracted I take the remaining men-at-arms (Argon cannot use 
  the bowmen as they have already been used by Samuel) and lead 
  an assault against the tower, using my brute strength to bash in 
  the door.” The GM determines that Argon should roll 5 Skilled Mass 
  Combat Dice: 3 from his troops, 1 for being Trained in Brawn and an 
  additional 1 as a Description Bonus.
  Argon rolls 2, 4, 4, 6 and 6, for a total of 21, killing archers and 
  breaking some of the tower’s defences. The GM rolls all 3 Defence 
  Dice and the 1 unused Ranged Die. The GM rolls a 1, 2, 4 and a 5 for a 
  total of 12. Argon wins the Round. The GM then describes how Argon 
  has breached the tower’s door and how he and his troops are fighting 
  their way up the tower’s stairs under archer fire.
  
  103
  Mass Combat
  Works like the Theatre of the Mind Combat Rules
  See Core Rule Book pg: 96.
  GM Sets the Scene and Defines the Involved Forces
  The GM describes the situation to the players, pointing out anything 
  important (eg: nearby terrain, etc...), and sets the mood.
  They GM may also wish to place the Mass Combat Dice into piles, 
  showing what forces are near each other.
  Each PC Takes a Turn Rolling
  Players must describe their approach, and the GM defines the most 
  appropriate Skill and gives out any Description bonus or penalty.
  Players must then declare what forces (Mass Combat Dice) they will 
  be bringing into Combat from their pool. They may not use any 
  Mass Combat Dice that have already been used this round.
  GM Defines the Opposing Forces
  The GM selects Mass Combat Dice from their dice pool.
  The GM may use Combat Dice that have already been used during 
  this round if appropriate.
  Compare Results
  Highest dice total equals a Success.
  If a PC fails a Combat Skill Roll the GM may decide to cause 2 points 
  of Attribute Damage to a PC AND 1 point of non-random (do not 
  roll 1d6) Damage to a Holding Attribute.
  Strong Hits may remove other Combat Dice from the Combat, using 
  the Mass Damage Strong Hit Option.
  GM Says when Combat Ends
  This may be when the players achieve 1 Successes per player, or 
  possibly when one side has no remaining forces.
  After combat has ended, the GM should do a final narration.
  
  104
  
  105
  Katari stood on the walls of Stronghold, looking down upon the 
  vast expanse spread out before her. She had climbed up again today, 
  as she had every day since her husband had left in search of a 
  rumour. Supposedly the Haven Citadel had been discovered, and 
  Appius was leading a team to recover what might be inside.
  Her husband lived the life of an explorer, and it was something 
  she had learned to live with. He would travel from Stronghold for 
  weeks on end, while Katari would stay and run their trading business, 
  selling what her husband, and others like him, found. She could 
  see the caravans down below, looking like small toys from her 
  perspective, as they trudged their way across the bridge and through 
  the city gates.
  She felt safe behind these walls, up as high as she was. 
  Stronghold had withstood the Archdruid’s attack, and the waves of 
  Legion barbarians that had crashed upon it. She had no desire to 
  be out in the wilds, risking her life like her husband did. But still, 
  she wondered what it would feel like to go on an adventure. To feel 
  the rush of adrenaline and the focus that only comes in times of 
  battle and danger. Her husband was Legion, and these things were 
  second nature to him, but she was a Tolatl, and was ill-suited for 
  such activates.
  She tapped her fingers against the stone parapet and watched 
  longingly for any sign of him. He would come back, she could 
  feel it. It would take more than a hidden citadel guarded by 
  countless mutated Nephilim to bring down the legendary 
  Appius.
  One of Stronghold’s guards greeted her in passing and she 
  returned the gesture with a polite smile; they were used to seeing 
  her out on the edge of the wall. She was from a noble house, and 
  the work she did in Stronghold was important. Someone had to 
  regulate trade with the new settlements, many of which seemed 
  to pop up overnight.
  But she felt so desperately useless compared to her 
  husband. Maybe it was time to give up the safety of Stronghold and 
  take up her bow. When Appius next left Stronghold Katari would be 
  by his side.
  
  106
  Overview
  Fragged Kingdom is a gritty and fun setting that should be full of 
  exploration. mystery, action and comradery.
  Fragged Kingdom has a strong ‘Nature vs Civilisation’ theme 
  alongside a heavy dose of Religious Tension. A typical game will 
  have a diverse group of PCs (both racially and culturally) exploring 
  the wildernesses of the world and helping to found a new town, either 
  directly (ie: they lead settlers to a new home) or indirectly (ie: they 
  clear out monsters from an area, so settlers move in).
   » All characters (both PCs and NPCs) should have clear personal goals.
   » Give PCs opportunities to pursue their personal goals.
   » GMs should encourage a sense of comradery between the PCs.
   » Discourage inter-PC betrayal.
   » Grant Description Bonuses to PCs who are working alongside 
  other characters who they consider a friend.
   » Populate the PCs’ Holding(s) with interesting NPCs.
   » Make the Holding’s environment important and interesting.
   » The PCs don’t have to technically ‘own’ a Holding, they must 
  just be influential residents.
   » The players’ actions should change the environment.
   » Explore the key themes of the setting:
   » Nature vs Civilisation.
   » Religious tension.
   » Before your first game; give your players a clear idea about the 
  style of game that you’re going to run (ie: intrigue, monster 
  hunters, sandbox, etc...).
   » This will help them to make suitable characters.
   » Encourage them to have pre-existing connections to each 
  other (as this encourages comradery).
  Short Games
  We recommend you don’t use Holdings for short, 1 to 3 session 
  long, games.
  NPC Holding Residence Morale
  We recommend you give your PCs regular updates on how their 
  Holding’s residents are feeling (eg: they’re scared, complacent, 
  angry), as this may be a great way to guide and motivate your PCs.
  Non-Combat
  See Core Rule Book pg: 38 for full Skill Roll rules.
  The Fragged rule system has a very rules-light approach to 
  non-combat scenarios, character personalities, inter-character 
  relationships and Skill Rolls.
  This was done to give players and GMs a greater amount of 
  freedom; keeping the rules mechanically simple and the play time 
  focused on the descriptive abilities of the GM and players. 
  Description Bonuses and Penalties
  Are key to keeping players engaged and alert.
  GMs should grant bonuses or penalties to nearly all Skill Rolls.
  Vocations
  See Core Rule Book pg: 64 for full Spare Time rules.
  The Fragged rule system has a strong focus on character 
  vocations, as it closely tracks how each PC spends their spare time. 
  GMs are encouraged to weave their PCs’ vocations into the story.
  Crafting
  GMs should encourage their PCs to explore the world to collect 
  the Trade Goods that they require to craft new Weapons and Outfits.
  Non-Combat Travel
  See pg: 78 for full Non-Combat Travel rules.
  Adventurers will often spend weeks or months in the wilds. This 
  is a prime opportunity for GMs to insert interesting and unforeseen 
  story events.
  “Akh instilled in his children an odd resistance to the 
  dark druidic magics that seek to warp our bodies. Our 
  Tolatl souls choose death over alteration.”
  - Tlaloc Brightspark, Alchemist.
  
  107
  Example Holding Maximums
  Open Plains close to Stronghold (Total: 13)
  Remote Mineral Rich Mountain Range (Total: 15)
  Access to the following Traits:
   » Rich Mine.
  Picturesque Fertile Valley (Total: 20)
  Coastal (Total: 16)
  Access to the following Traits:
   » Fisheries, Harbour and Navy.
  Edge of the Archdruid Woods (Total: 12)
   » This Holding is in a dangerous location.
  Access to the following Traits:
   » Wyldwoods and Explorers.
  Overgrown Ruined City (Total: 17)
   » This Holding gains 20 Stone and 3 Ore.
  Holding Attributes
  See pg: 69 for full Holding rules.
  As the GM, you set the Attribute maximums of a newly established 
  Holding. There are many things to consider when deciding what 
  these maximums should be, but it is important that you make the 
  PCs’ chosen location feel meaningful.
   » Each maximum can be as high as 10, or as low as 1.
   » All maximums added together should equal 16, but can be as 
  low as 12 if the land is particularly harsh or inhospitable or 
  as high as 20 if the land is especially fertile and well-suited.
  Ask yourself the following questions when considering each 
  Attribute’s maximum.
   » Fields: How much land could be simply ploughed and planted 
  with no further work?
   » Woods: What percentage of the land is covered in forests?
   » Hills: Are there hills and mountains? How much land is 
  well-suited to mines and quarries?
   » Prosperity: Are there friendly survivors already living here? 
  Are there natural trade routes? Does the region have gold?
   » Security: How easy is this place to defend? How close is this 
  place to Stronghold or other military assistance?
   » Loyalty: How compelling is this place to live? Would life here 
  be easy?
  Keep in mind that PCs can change their lands in certain ways but 
  not others, it is easy to clear land (lower Fields, Woods and Hills) to 
  develop cities (Prosperity, Security and Loyalty) but it is impossible 
  to create mountains (Hills) and difficult to grow forests (Woods).
  Holdings far from other settlements (and especially Stronghold)
  should have higher Woods and Hills maximums, while places closer 
  to other settlements should have more Security and Loyalty.
  Many Traits require specific geographical features (and GM 
  permission). Some of these valuable locations may have non-ideal 
  reduced Attribute maximums. In some cases you may allow the PCs 
  to unlock the potential to pick a Trait via in-game actions (such as 
  clearing a dangerous ruin of hostile creatures).
   » Prosperity
   » Security
   » Loyalty
   » Prosperity
   » Security
   » Loyalty
   » Prosperity
   » Security
   » Loyalty
   » Prosperity
   » Security
   » Loyalty
   » Prosperity
   » Security
   » Loyalty
   » Prosperity
   » Security
   » Loyalty
   » Fields
   » Woods
   » Hills
   » Fields
   » Woods
   » Hills
   » Fields
   » Woods
   » Hills
   » Fields
   » Woods
   » Hills
   » Fields
   » Woods
   » Hills
   » Fields
   » Woods
   » Hills
  2
  1
  1
  1
  2
  6
  5
  2
  3
  4
  2
  1
  2
  5
  1
  3
  4
  1
  3
  4
  2
  1
  3
  2
  3
  2
  5
  4
  2
  3
  2
  1
  1
  3
  3
  3
  
  108
  NPCs & Momentum
  Shared Momentum Pool
  All allied NPCs share their Momentum with each other. This is 
  known as the Momentum Pool and may collect an unlimited amount 
  of Momentum Points.
  NPCs Share Gained Momentum Example
  A group of 3 NPCs start Combat with 0 Momentum (if they gain 
  a Surprise Round they would start with 3). During their first Turn, 
  the first NPC gains 2 Momentum, increasing the NPCs’ Momentum 
  Pool to 2.
  When the second NPC takes its Turn, it starts with 2 Momentum. 
  During its Turn it spends 1 Momentum reducing the NPCs’ Momentum 
  Pool to 1.
  Maximum Momentum Use
  During their Turn, an NPC may not make use of more Momentum 
  than their Max Momentum (normally equal to their Focus).
  Henchmen and Troop Maximum Momentum
  Is equal to the number of Attacking Henchmen Bodies.
  NPCs Using and Spending Momentum Example
  At the start of the Turn the NPCs’ Momentum Pool has 6 Momentum.
  For its first Action the massive Nephilim Brute (1) performs the 
  Quick Strike Action, spending 2 Momentum to gain +2d6 Hit. This 
  reduces the Momentum Pool to 4. For its second Action it performs 
  the Size Up Action, increasing the Momentum Pool to 5.
  The nasty Nephilim Spawn Henchmen Group (2) has 5 Bodies so 
  they can make use of 5 Momentum during their Action if all of their 
  Bodies Attack. They perform the Companion Attack Action, spending 
  4 Momentum (they can’t spend 6, as their Max Momentum is 5, and 
  they only have 5 Momentum in their pool) to grant them +2d6 Hit 
  per Attacking Body.
  This reduces the Momentum Pool to 1 and allows them to roll a 
  staggering 13d6 to Hit if all of their Bodies are able to Attack.
  Combat
  Theatre of the Mind Combat
  See Core Rule Book pg: 96 and Fragged Kingdom pg: 100 for full 
  Theatre of the Mind Combat rules.
  GMs are encouraged to make liberal use of The Theatre of the 
  Mind Combat rules for conflicts that do not require a blow by blow 
  account of the action, or when you would like more narrative control.
  Mass Combat
  See pg: 101 for full Mass Combat Rules.
  50% more Combat Dice than the PCs is recommended for a 
  loosely balanced Mass Combat encounter.
  NPC Motives
  All NPCs should have well-defined motives (even if the PCs don’t 
  know what they are). Don’t make NPCs suicidal and always willing to 
  fight until their last breath.
   » NPCs should flee or surrender if appropriate.
   » NPCs should fight intelligently.
  Optional NPC Actions
  There are no Optional NPC Actions, NPCs use the same Actions 
  as the PCs.
  Avoiding Death
  See pg: 91.
  Loot & Rewards
  See pg: 58 for the full Advancement rules.
  Loot and Rewards
  Material gains are treated a little differently in Fragged Kingdom 
  than they are in the Core Rule Book, as the role of the PCs in this 
  setting is more specific.
  Nearly all rewards should be Monetary Trade Goods and 
  occasionally Rare Trade Goods (pg: 65).
  Equipment
  This follows the same rules as Fragged Empire Core Rule Book 
  (pg: 306). However, when it comes to magical items, if the PCs do 
  not want to use or keep the item you should allow them to break it 
  down into a magical Trade Box or two instead.
  Renown
  This is gained (or lost) from in-game actions. Generally, acts of 
  heroism (especially when done for free) grant Renown. Significant 
  failure or cruelty should cause a loss of Renown.
  
  109
  Types of NPCs
  See pg: 110-111 for a full list of NPC starting stats and ability tables.
  NPC Types in Fragged Kingdom work like they do in the Core Rule 
  Book (pg: 294), with a few exceptions, namely that their ability tables 
  and starting stats are slightly different.
  Henchmen Group; equal in power to 1 Player Character.
  Troop Group; equal in power to 1 Player Character.
  Skilled NPC; equal in power to 1 Player Character.
  Monster NPC; equal in power to 4 Player Characters.
  Monster
  Monster NPCs are a little like Nemesis NPCs (Core Rule Book, pg: 
  300) in that they are ideal for boss fights.
  3 Actions per Turn
  Monsters may perform 3 Actions per Turn (normally 2).
  Grabbing or being Grabbed
  Grabbing or being Grabbed only reduces their Actions per Turn to 
  2 (normally 1).
  Suppression, pg: 90
  Monster NPCs are immune to Suppression.
  Troop Group
  Troop Groups work like Henchmen Groups except as stated below.
  X Durability
  Each Troop Body must receive X Attribute Damage before they die.
  Individual
  Each Troop Body acts independently, not as a group, and may 
  spend their Resources independently (ie: different Weapons).
  Henchmen Group
  Henchmen Groups work like Companions (pg: 94) except as 
  stated below.
  Max Momentum = Attacking Bodies
  A Henchmen Group’s Max Momentum is equal to the number of 
  Bodies that will be making an Attack during their Turn. This will 
  result in their Max Momentum fluctuating from one Turn to the next.
  Max Weapon Weight not Slots
  Unlike Companions, Henchmen must be equipped with a Weapon. 
  Henchmen do not have Slots; instead, they may have any number of 
  Weapons, but with no Weapon’s Weight above their Max Weight stat.
  Rules for all NPCs
  Attribute Maximums
  NPCs have no Attribute maximums (normally 5). Humanoid NPCs 
  should normally not have any Attribute above 5.
  Character Size
  See pg: 88 for full Character Size rules.
  NPCs can be any size; no Trait is needed.
  Any of the Following
  Any NPC may have the following:
   » Energy Keyword applied to their Weapon(s).
   » Natural Keyword applied to their Weapon(s).
   » Any number of limbs and/or hands.
   » Can be any kind of magic user.
  Equipment Slots
  There is no need to keep track of NPCs’ Equipment Slots, GMs 
  should do what they think makes sense.
  Native Environment
  NPCs may be native to a particular environment and gain no negative 
  effects from that environment. Opposing environments may harm them.
  Eg: Sea serpents never need to make a Swim roll, never take damage 
  from drowning in water, and may move at full speed in water. They 
  start to drown if they’re not kept wet and treat all non-water terrain as 
  Difficult or Impassable Terrain.
  Immunities
  NPCs may be immune to some abilities and Strong Hits if the GM 
  thinks it makes sense (eg: druids may be immune to poisons).
  Skill Rolls
  NPCs have +2 to all Skill Rolls, unless it is something that the GM 
  thinks they would be particularly good at, then they have +4. If it is 
  something that they would be particularly bad at, they have -2.
  Spare Time Points
  GMs may spend any number of Spare Time Points on NPCs. But 
  be warned; PCs may gain access to an NPCs’ Weapon once they’re 
  defeated, and the PC may unbalance combats.
  “Why do morons think that any weapon can kill 
  any opponent? Sure a blow from a sword may hurt an 
  armoured knight, but it will never pierce their plate.”
  - Isaac Smith, Kaltoran weaponsmith.
  
  110
  5 Bodies, 1 Resource, 1 Trait.
  6 Bodies, 2 Resources, 1 Trait.
  7 Bodies, 2 Resources, 2 Traits.
  3 Durability, 1 Resource, 1 Trait.
  4 Durability, 2 Resources, 2 Traits.
  4 Durability, 3 Resources, 2 Traits.
  8 Bodies, 3 Resources, 2 Traits.
  9 Bodies, 3 Resources, 3 Traits.
  10 Bodies, 4 Resources, 3 Traits.
  5 Durability, 4 Resources, 3 Traits.
  5 Durability, 5 Resources, 3 Traits.
  6 Durability, 6 Resources, 4 Traits.
  1-3
  4-6
  7-9
  1-3
  4-6
  7-9
  10-12
  13-16
  17-19
  10-12
  13-16
  17-19
  Avg Resources
  Avg Resources
  Avg Resources
  Avg Resources
  Changes
  Changes
  Changes
  Changes
  Henchmen NPC Group Ability Table
  Troop NPC Group Ability Table
  1 Resource
  No Outfit
  No Utility
  14 Defence
  3 Armour
  4 Movement
  Max Weapon 
  Weight: 3
  5 Bodies
  1 Trait
  Henchmen NPC Group
  Troop NPC Group
  Equal in Power to 1 Player Character.
  Equal in Power to 1 Player Character.
  14 Defence
  2 Armour
  5 Movement
  1 Trait
  1 Resource
  No Outfit
  No Utility
  2 Bodies
  Max Weapon 
  Weight: 3
  3 Durability
  
  111
  Monster NPC Ability Table
  Skilled NPC Ability Table
  3 Resources
  No Outfit
  No Background
  No Utility
  2 Body & 
  Head Armour
  24 Attribute 
  Points
  3 Actions
  per Turn
  1 Race, Variation
  & Trait
  Skilled NPC
  Monster NPC
  Equal in Power to 1 Player Character.
  Equal in Power to 4 Player Characters.
  16 Attribute Points, 1 Resource, Race, 1 Trait.
  18 Attribute Points, 2 Resources, Race, 1 Trait, 1 Variation.
  19 Attribute Points, 3 Resources, Race, 2 Traits, 1 Variation.
  20 Attribute Points, 4 Resources, Race, 2 Traits, 2 Variations.
  21 Attribute Points, 5 Resources, Race, 3 Traits, 2 Variations.
  22 Attribute Points, 6 Resources, Race, 3 Traits, 2 Variations, 3 Armour.
  1-3
  4-6
  7-9
  10-12
  13-16
  17-19
  Avg Resources
  Avg Resources
  Changes
  Changes
  Avg Resources
  Avg Resources
  Changes
  Changes
  2 Body & 
  Head Armour
  24 Attribute Points, 3 Resources, Race, 1 Trait, 1 Variation.
  28 Attribute Points, 4 Resources, Race, 2 Traits, 1 Variation.
  30 Attribute Points, 5 Resources, Race, 2 Traits, 2 Variations.
  32 Attribute Points, 6 Resources, Race, 3 Traits, 2 Variations.
  34 Attribute Points, 7 Resources, Race, 3 Traits, 3 Variations.
  36 Attribute Points, 8 Resources, Race, 3 Traits, 3 Variations, 3 Armour.
  1-3
  4-6
  7-9
  10-12
  13-16
  17-19
  1 Race
  & Trait
  1 Resource
  16 Attribute 
  Points
  No Outfit
  No Background
  No Utility
  
  112
  NPC Variations
  Requirements
  Requirements
  Skilled Variation
  Monster Variation
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Assassin
  Attrition
  Bloodlust
  Brutish
  Death Throes
  Killer
  Master Plan
  Might
  Power Source
  Split
  Summoner
  Armoured
  Desperate
  Horrifying
  Impairer
  Impervious
  Mighty
  Overlord
  Regeneration
  Reveal Power
  Reveal Support
  Reveal Weakness
  Shocking
  Smash
  Swift Killer
  Telegraph Target
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  Monster NPC
  +4 Movement while Stealthed.
  Momentum 1: Make a free Stealth Roll.
  All enemies take 4 Endurance Damage at the start of your Turn.
  When you Hit an opponent you gain +1 Momentum Points.
  You gain +1 Body OR Head Armour.
  +2 End Dmg, all Weapons.
  When you die; you may immediately perform one free Action.
  +2 Hit and End Dmg, all Weapons.
  +1 Defence and Combat Order.
  Strong Hit: Master Plan (Once per Turn, Hit) All allies gain +2 Hit and End Dmg for the 
  remainder of the Combat (Stacks).
  +4 Attribute Points.
  At the start of your Turn you gain +2 Momentum.
  When you die a Henchmen OR Troop Group enters the Combat (and may Attack this Turn).
  Strong Hit: Summon (Once per Turn, Hit) A Henchmen Group gains +1d3 Bodies.
  -10 Endurance.
  -1 Body and Head Armour.
  -4 Defence.
  -2 Defence.
  -2 Attribute Points.
  -2 Attribute Points.
  -4 Combat Order.
  You gain +1 Body OR Head Armour.
  Momentum 2: Gain +2 Armour against an Attack you can perceive (Stacks).
  When you take Attribute Damage you gain +3 Momentum Points.
  +2 End Dmg, all Weapons.
  Strong Hit: Horrify (Hit) All characters within sight of you must pass a Resolve 14 Skill Roll 
  or take 6 End Dmg and become Suppressed.
  Characters Grabbed by you take 6 End Dmg at the start of their Turn.
  Momentum 1: One of your Weapons gains the Weapon Type: Tackle (18) until your next Turn.
  +50 Endurance.
  +6 Attribute Points.
  Add a Henchmen or Troop Group to this Combat.
  All allies gain +2 Hit, End Dmg and Defence.
  At the start of your Turn: Heal 2 Attribute points OR gain +1 Momentum Point.
  Gain a Resource X-2 Weapon; you may only use this Weapon after you take X Attribute Damage. 
  This Weapon gains +5 End Dmg OR Splash +1.
  After you take 6 points of Attribute Damage; an additional Henchmen or Troop Group enters 
  the Combat. This may happen twice.
  Momentum 3: Reduce all Attribute Damage against you by 1 (Stacks) until one of your Attributes, 
  of your choice, takes Damage. Damage to your chosen Attribute is not reduced.
  +2 End Dmg, all Weapons.
  Strong Hit: Shocking (Hit) All Damaged characters take 5 Endurance Damage and are either 
  Pushed back 3 spaces or Suppressed (their choice).
  Splash +1, all Weapons.
  Strong Hit: Smash (Hit) All damaged characters are Pushed back 1, knocked Prone and Suppressed.
  You may perform 1 additional Action per Turn.
  At the start of each Turn you must choose a character that has not yet acted. You gain 
  Strong Hit +2 vs that character for your next Attack.
  
  113
  NPC Traits
  Requirements
  Requirements
  Requirements
  Troop Trait
  Henchmen Trait
  Trait
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Durable
  Fast
  Formation
  Heavy
  Marauder
  Take Down
  Brutes
  Endless
  Meat Shield
  Reinforcements
  Swarm
  Swift
  Tackler
  Weapon Team
  Agile
  Bonded
  Complex
  Coordinated
  Explosive
  Gain Power
  Guarded
  Hidden
  Horrors
  Power Well
  Special Move
  Specialist
  Task
  Titan
  Well-Armed
  Well-Supplied
  Troop NPC
  Troop NPC
  Troop NPC
  Troop NPC
  Troop NPC
  Troop NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  Skilled or 
  Monster NPC
  +1 Defence.
  +1 +X Durability.
  +3 Movement.
  Momentum 1: Your next Attack gains +2d6 Hit (Stacks).
  You gain +2 Hit, End Dmg and Defence per adjacent ally (Stacks).
  +1 Armour.
  -1 Load, all Weapons.
  Max Weapon Weight: +2.
  Strong Hit: Take Down (Hit) Apply a Tackle Effect to a damaged character.
  +1 Armour.
  Momentum 1: Gain +1 Armour against an Attack you can perceive (Stacks).
  Gain 1 additional Body at the start of each of your Turns, unless all friendly Skilled, Troop, 
  and Monster NPCs are dead or incapacitated.
  Anytime an ally who is adjacent to or behind one of your Bodie  takes Damage from a Weapon; 
  you may lose 1 Body and your Ally takes no Damage from that Attack.
  You start off the battle map and may enter at the start of any Turn.
  You gain +2 Bodies for each full Turn that you’re off the battle map.
  +4 Bodies.
  +4 Movement.
  Momentum 1: Your next Attack gains +2d6 Hit (Stacks).
  Strong Hit: Tackler (Hit) Apply a Tackle Effect to all damaged characters.
  -1 Load, all Weapons.
  Max Weapon Weight: +1.
  -X Resources.
  Max Weapon Weight: -2.
  -2 Movement.
  -2 Movement.
  -2 Bodies.
  -2 Bodies.
  -2 Bodies.
  -1 Armour.
  If your connected character dies you gain -1 Armour.
  -1 Armour.
  -1 Defence.
  You may not take the Reveal Weakness Variation.
  If your task is difficult and completed, one of your 
  opponents gains 1 free Spare Time Point.
  -1 Defence.
  -1 Defence.
  +4 Defence.
  You’re connected to another character without the Bonded Trait (ie: you’re one of their limbs).
  The character you’re connected to gains +1 Body Armour while you’re conscious (Stacks).
  You gain 2 Traits (these Traits may not alter your Armour in any way).
  All allied Henchmen may add your Int to their To Hit and End Dmg (does not Stack).
  On your Death; deal 3 End and Crit Dmg to all enemy characters within 1d2 spaces of you 
  (as if it were an Attack the Ground Splash Attack).
  Strong Hit: Gain Power (Hit) You gain +2 Momentum.
  If you make no Attack Rolls during your Turn, you gain +2 Armour until your next Turn.
  +4 Stealth.
  Strong Hit: Hidden Strike (Once per Turn, Stealthed, May Crit, Hit) Target takes 1 point of 
  Attribute Damage (no Armour) to two random (2d6) Attributes.
  At the start of Combat, all enemies not Trained in Resolve take 4 Endurance Damage (Stacks).
  At the start of your Turn you gain +1 Momentum.
  +1 Defence.
  Pick One: You may Fly, are Incorporeal or you may Teleport (equal distance to your movement).
  One of your Attributes is immune to Damage.
  If you’re a Henchmen or a Troop; you may not move and gain +1 Armour.
  At the start of Combat you must define a task for your opponents to complete.
  You gain +2 Momentum at the start of your Turns if this task is not completed.
  Hits from your Attacks knock characters who are not larger than you back 1d3 spaces and Prone.
  3 of your Weapons cost -1 Resource.
  You may gain a Utility Item OR an Outfit Variation and Outfit Modification.
  +1 Recovery.
  
  114
  
  115
  Sample NPCs
  All of the following NPC opponents are creating using the standard 
  NPC Creation rules and may serve as inspiration for creating your 
  own NPCs.
  Nephilim
  See pg: 51 for a short write up on playable Half-Blood Nephilim.
  “I was in Stonevale when the great dragon Languorem first made 
  landfall. I will never forget the screams of the dying, those who 
  decayed and melted in front of my eyes, subjected to Languorem’s 
  curse. I ran, though some called me a coward for it. I call it 
  good sense.”
  - Anerudo Flagstone.
  Nephilim, or Neph’s Spawn, as they are sometimes called, are 
  broad terms used to refer to a wide variety of animals and plants 
  who have been warped by dark druidic magic, or who are the pure 
  creations of the goddess Neph.
  These monsters fought for the druids during the Druidic War. When 
  the war ended, many Nephilim were left without a binding leadership 
  structure, causing most to revert to pure instinct. Nephilim are 
  viewed as a kind of Nature Demon by the people of Stronghold. Their 
  primal ferocity is only matched by the variety of their forms and the 
  countless legends that have formed around them.
  The Truth: Nephilim are genetically engineered monsters created to 
  fight a galactic war. The Nephilim on Akharon primarily come from 
  the Eye of Neph, an organic warship locked in orbit around the planet.
  Warped Nephilim 
  The most common Nephilim are those warped by the druids’ many 
  experimentations with Wylding, resulting in many twisted versions of 
  the flora and fauna common to Akharon. The traits that made them 
  deadly to begin with have been amplified by the dark magic that now 
  flows through them. Massive size, vicious tusks, knife-sharp vines, 
  glistening spikes, toxic poisons, and impenetrable shells are among 
  the many threats waiting for those who find themselves in a fight 
  with a Warped Nephilim.
  At times it can be difficult to identify a Warped Nephilim in the wild. 
  While they’re usually larger than their mundane counterparts, they 
  do not always have obvious enhancements. Many Warped Nephilim 
  have worked themselves back into their native environments and are 
  seen as a simple, though more dangerous, variety of wildlife. This 
  can make even the most peaceful forests and swamps a dangerous 
  place to navigate, even to a well-trained Vanguard.
  Pure Nephilim
  Pure Nephilim are those who have descended directly from 
  Neph’s Eye. These Nephilim have only ever been controlled by the 
  most powerful druids and specific Pure Nephilim. They’re incredibly 
  dangerous and should never be underestimated, as their powers are 
  impossible to predict. Some Pure Nephilim are suited to little more 
  than swarm troops, while others have the power to singlehandedly 
  fell entire cities.
  The blood of powerful Pure Nephilim is often unadulterated Wylding. 
  This can be harvested and used to create magical equipment, Warped 
  Nephilim, or to cast powerful druidic spells, such as those that have 
  forever changed Akharon.
  Nephilim Society 
  Nephilim aren’t necessarily pack creatures - they can fight and 
  survive just fine on their own - however they thrive under strong 
  central leadership. The Nephilim had this while the Archdruid was 
  still alive. He was able to control them and direct their aggression, 
  and they looked to him as a leader. With the Archdruid gone, they 
  will turn to the most gifted Nephilim within their immediate area, and 
  treat it as their new Alpha.
  Emboldened by a gifted Alpha, these Nephilim will strike as a 
  group, using pack tactics for coordinated attacks. Vanguard must 
  kill Alphas as quickly as possible if they are to prevent the eventual 
  formation of a large Nephilim army.
  Nephilim Structures
  Concentrations of Wylding can be mutated by gifted druids and 
  the Eye of Neph to form large green and black structures. The 
  purpose of these structures is unknown, but they tend to attract 
  powerful Nephilim and excrete deadly poisons and toxins out into 
  their environment. Such structures were unheard of before the death 
  of the Archdruid.
  Languorem, and Dragons
  Dragons are the subject of countless myths, legends and heroic 
  tales, but only one has ever been sighted during the last century; 
  Languorem, the destroyer of Stonevale (pg: 38). There are rumours 
  of Dragons existing within The White Expanse and the Bloodstone 
  Desert, but few are eager to discover the truth of such tales.
  Languorem’s poisonous and necrotic breath melts stone, steel and 
  flesh alike. It has the strength of a mighty Legion in a single finger, 
  and jaws that can crush towers. Its scales are as hardened steel, and 
  it turns armies against themselves with its indomitable magic.
  Languorem’s vast physical and arcane power is only matched by 
  its vices, chief of which are slothfulness and greed. Languorem’s 
  strength would have rivalled even the Archdruid, but its goals and 
  plans appear to be purely self-serving. Some have even speculated 
  that Languorem played some role in the death of the Archdruid.
  Languorem has used vast amounts of Wylding to transform 
  Stonevale into a alien lair of green and black spires, maze-like 
  tunnels, and poisonous fountains. It has attracted swarms of Pure 
  Nephilim, who act as its servants and, on occasion, food.
  
  116
  Notes
  Description
  Beast
  Momentum 1: Move 2 spaces (this may cause an Attack to miss you).
  3
  3
  3
  2
  17
  11
  4
  -1
  2
  2
  2
  3
  3
  3
  2
  3
  16
  15
  2
  2
  0
  0
  3
  2
  3
  3
  2
  2
  3
  4
  25
  25
  2
  1
  3
  2
  Young Dire Wolf
  Nephilim Warrior
  Skilled
  Skilled
  Traits/Notes:
  Traits/Notes:
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +2, Combat Order: 0.
  You gain Light Front Cover, Blunt, Shield Bash (3).
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +2, Combat Order: 0.
  Henchmen Group, Endless (Gain 1 additional Body at the start of each of your Turns, unless all friendly Skilled, Troop, and Monster NPCs are dead or incapacitated).
  Troop Group, Massive Blow (Momentum 2: An Attack you have just made gains +6 End Dmg).
  Hit
  Hit
  Hit
  -1d6-1
  +2
  +2
  +4
  +2
  +3
  +5
  End Dmg
  End Dmg
  End Dmg
  8
  7
  7
  7
  10
  4
  8
  Max Rng
  Max Rng
  Max Rng
  2
  2
  1
  35
  2
  Str x4
  Str x4
  Ammo
  Ammo
  Ammo
  -
  -
  -
  14
  -
  3
  1
  Rng
  Rng
  Rng
  1
  1
  1
  5
  1
  3
  3
  Crit Dmg
  Crit Dmg
  Crit Dmg
  2*
  3
  2
  3
  3
  3
  3
  Ideal Rng
  Ideal Rng
  Ideal Rng
  1st
  2nd
  1st
  2nd
  2nd
  2nd
  2nd
  Load
  Load
  Load
  1
  1
  1
  1
  1
  1
  1
  Weight
  Weight
  Weight
  2
  2
  2
  2
  3
  1
  Resources
  Resources
  Resources
  1
  1
  0
  1
  1
  1
  Weapon
  Weapon (Select One)
  Shield
  Maul
  Bone Sword
  Large Wooden Shield
  Barbed Short Bow
  (No Shield)
  Stone Hammer
  Wyld Potions
  Strong Hit (5-6), Natural, *+1 Crit Dmg vs characters with 0 Endurance, Modifications: Familiar, Low-Quality, 2 Handed Practice, (No Thrown).
  Large, On Hit: Target suffers -1 Recovery (Stacks to -4) until the end of Combat, Modifications: Familiar, (One Stat Line).
  Strong Hit: Skilled Strike (Once per Turn, Hit) Gain +1 Momentum and move 1 space.
  You gain Light Front Cover, Blunt, Shield Bash (3), When you take Damage from an Attack you may choose to apply the Broken Modification to this item 
  and take no Damage from this Attack.
  Shield Bash (3), Modifications: Familiar.
  Strong Hit (5-6), Dangerous Terrain 1 (Poison), Modifications: Familiar.
  Strong Hit: Poisoned (Hit) A damaged character takes 5 End Dmg at the start of their Turn until they receive First Aid (does not Stack).
  Strong Hit: Entangle (Hit) All damaged characters become Ensnared (14) and have their Movement reduced by 2 until the start of your next Turn (Stacks).
  Strong Hit (5-6), Shield Bash (3), Modifications: Familiar.
  Weapon Type & Variation.
  Weapon Type & Variation.
  Weapon Type & Variation.
  Axe, Massive Bite.
  Blade, Neph Ivory.
  Shield, Tackle-Push, Wood.
  Bow, Quality Wood, Arrow, Barbed.
  Hammer, Steel.
  Wyld, Potion, Entangle.
  Alchemy, Potion, Acrid Poison.
  Balanced to fight PCs with Resources = 1-3
  Rng
  Rng
  Hit
  Hit
  1
  1
  2
  +2
  +1
  +2
  Crit Dmg
  Crit Dmg
  3
  2
  3
  Ideal Rng
  Ideal Rng
  1st
  1st
  1st
  Load
  Load
  1
  1
  1
  Max Rng
  Max Rng
  2
  1
  2
  Ammo
  Ammo
  -
  -
  -
  End Dmg
  End Dmg
  4
  3
  3
  Res
  Res
  1
  0
  1
  Spawn Bug
  Nephilim Brute
  Pincers
  Crude Shield
  Bone Sword
  Weapon Type & Variations
  Weapon Type & Variations
  Blade, Neph Ivory.
  Shield, Tackle-Push, Primitive.
  Blade, Primitive.
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Durability
  Durability
  Move
  Move
  3 +1/Turn
  2
  15
  14 (16)
  3
  2
  1
  3
  4
  5
  
  117
  Notes
  Description
  Monster
  Armoured
  Smash
  Special Move
  Rip and Tear
  (Huge)
  (Special Abilities)
  You may perform 3 Actions per Turn.
  Momentum 2: Gain +2 Armour against an Attack you can perceive (Stacks).
  Strong Hit: Smash (Hit) All damaged characters are Pushed back 1, knocked Prone and Suppressed.
  You may Fly.
  At the start of your Turn you may perform a free Assault Action with your Limbs (bite or claws).
  You’re Huge. Attacks that can’t reach your Head may gain Crit Location 1d3 (normally 1d6).
  You are immune to acid, poison and disease. Fire deals +2 End Dmg to you. All of your Weapons regain their Ammo if you spend 2 hours out of combat.
  8
  6
  14
  3
  7
  4
  7
  26
  4
  2
  0
  6
  6
  5
  8
  50
  2
  1
  3
  Languorem
  Monster
  Traits/Notes:
  Traits/Notes:
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +3, Combat Order: 0.
  Defence vs Tackle: 16, Max Weapon Weight: 4, Weapon Attribute Value: 3, Stealth: +3, Combat Order: 0.
  Strong Hit (5-6), Primitive, Modifications: Familiar, Practiced, Long Haft, (No Thrown).
  Splash 2, Strong Hit (5-6), Modifications: (Not Natural).
  Strong Hit: Grow Thorns (Hit) A damaged character suffers 1 Damage (no Armour) to a random (1d3) Attribute at the start of their next Turn unless they 
  receive First Aid beforehand (does not Stack).
  You gain Heavy Front Cover, Blunt, Shield Bash (2), Primitive.
  Henchmen Group, Brutes (Momentum 1: Gain +1 Armour against an Attack you can perceive (Stacks)),
  Decapitate (Strong Hit: Decapitate (Blade or Axe, End Dmg 4+, Double Strong, Hit) This Attack causes a Critical Hit with +2 Crit Dmg).
  Henchmen Group, Power Well (At the start of your Turn you gain +1 Momentum),
  Bonded (The character you’re connected to gains +1 Body Armour while you’re conscious (Stacks). If your connected character dies you gain -1 Armour).
  Hit
  -1d6
  +2*
  +3
  +2
  +4
  -2
  End Dmg
  12
  Str +2
  6
  8
  9
  8
  Max Rng
  4
  2
  13
  Int x4
  Int x4
  Int x3
  Ammo
  -
  -
  5
  2
  3
  1
  Rng
  2
  2
  5
  4
  4
  3
  Crit Dmg
  4
  2
  3
  3
  3
  4
  Ideal Rng
  2nd
  1st
  2nd
  2nd
  2nd
  3rd
  Load
  -
  -
  0
  1*
  1
  1*
  Weight
  6
  -
  -
  2
  Resources
  2
  0
  2
  2
  Weapons
  Massive Bite
  Limbs
  Necrotic Breath
  Wylding Magic
  Splash 1, Natural, Shield Bash (5), Strong Hit (5-6), Zone +1, Modifications: Familiar, Practiced, Heavy, 2 Handed Practice, Long Haft, Precise, Powerful.
  Splash 1, Natural, Blunt, *Hit +Str with Tackle Action.
  Splash 3, Natural, Strong Hit (5-6), Before the start of your next turn: if a non-Nephilim or non-druid character ends their Turn in a space adjacent to your 
  target you gain a free Strong Hit Option against them from this Weapon (as if you had Hit them and dealt Damage).
  Strong Hit: Spreading Poison (Hit) A damaged characters takes 3 End Dmg at the start of their Turn until they receive First Aid (does not Stack).
  Splash 1, Natural, Strong Hit (4-6), Shield Bash (4), *Reload +1, Modifications: Familiar, Practiced, Oversized Bottles, (Int not Str for Max Rng).
  Strong Hit: Enrage (Hit) A damaged non-Monster character gains a free Recovery and must make an immediate free move and Attack against the nearest 
  character (your choice if two or more are equal distance) with an Active Weapon of your choice and dealing the most harm possible (does not Stack).
  Splash 1, Natural, Strong Hit (5-6), Burn, Modifications: Familiar, Practiced, (Int not Str for Max Rng).
  Strong Hit: Acid Pools (Hit) This Attack gains Dangerous Terrain +4 (Acid Pool) (Stacks).
  Momentum 2: Your next Attack gains Strong Hit +1 (Stacks).
  Strong Hit: Entangle (Hit) All damaged characters become Ensnared (14) and have their Movement reduced by 2 until the start of your next Turn (Stacks).
  Splash 2, Natural, Strong Hit (5-6), Shield Bash (6), *Reload +1, Modifications: Familiar, Practiced, Oversized Bottles, Extra Potions, (Int not Str for Max Rng).
  Weapon Type & Variation.
  Axe, Neph Ivory.
  Tackle.
  Wyld, Spreading Poison.
  Wyld, Potion, Enrage.
  Alchemy, Potion, Creeping Acid.
  Wyld, Potion, Entangle.
  Balanced to fight PCs with Resources = 10-12
  Rng
  Rng
  Hit
  Hit
  1
  4
  1
  -1d6+3
  +1
  +3
  Crit Dmg
  Crit Dmg
  3
  3
  1
  Ideal Rng
  Ideal Rng
  2nd
  2nd
  1st
  Load
  Load
  1
  0
  2
  Max Rng
  Max Rng
  3
  12
  1
  Ammo
  Ammo
  -
  5
  -
  End Dmg
  End Dmg
  6
  4
  1
  Res
  Res
  2
  3
  1
  Draco Acolytes
  Wylding Infestation
  Bone Axe
  Wydling Tendril
  (Connected to Languorem)
  Large Bone Shield
  Weapon Type & Variations
  Weapon Type & Variations
  Axe, Neph Ivory.
  Wyld, Thorns.
  Shield, Tackle-Push, Primitive.
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Durability
  Durability
  Move
  Move
  6
  8
  14 (18)
  14
  4
  3
  1
  1
  2
  4
  
  118
  Servants of the Gods
  “My grandfather used to weep for the Children of Pol. ‘Theirs was 
  a tragic story,’ he would tell me; cut off from their god, forced 
  to wander Akharon in despondency. I felt much less sorry for the 
  Children after they put my village to the fire.”
  - Ollin Wor, Vanguard of Drayton.
  In the early days of Akharon, the Eternal Gods made 
  use of envoys to carry out their will on the planet while 
  they were dealing with their own intrigues in the Sands 
  of Eternity. Each god crafted servants after their 
  own likeness, and set these servants to work on 
  Akharon. These servants acted as extensions of 
  their creator’s will. Many of the servants lacked true 
  free will, and acted without question.
  But now the gods are absent. Their ties to their 
  servants have been cut, and those beings still 
  wander the continents, doing their best to carry out 
  the last orders they were given, in whatever fashion 
  they can be carried out. Some of the servants were 
  driven mad when the connection was severed. Others just 
  listlessly roam Akharon, seeking a new purpose.
  Children of Pol 
  Pol’s Children were built in his image: arcane mechanical 
  entities brought to life by their creator in order to pass knowledge 
  on to the Akharonians and protect them during the early stages of 
  civilisation. The Children brought knowledge to the Akharonians 
  in the form of alchemical power, but this knowledge was only 
  given in small pieces. It was important to Pol that the people 
  of Akharon developed at careful rate, so information was 
  only passed on when Akharon was ready for it.
  After Pol was slain by Neph, the Children suddenly 
  lost their connection to their father after feeling the death 
  of their deity. The Children went mad with grief and anguish, 
  and began to act erratically. They turned their immense power 
  against those they were meant to guide.
  Some Children are drawn to Stronghold, likely because 
  Pol’s fallen body is buried beneath it. They seek to 
  reconnect with Pol at any cost. Their deadly arcane 
  weapons disintegrate flesh (leaving behind all metal 
  and alchemy), and they emit a field of energy that 
  causes sickness in all living things around them.
  These Children still hold the keys to alchemy 
  inside them, in the form of sparks and many rare 
  Arcanium components. Many Vanguard parties have 
  been sent to hunt these Children. Not just to protect 
  new settlements, but also to harvest them for their parts.
  The Truth: Children of Pol are psychopathic robots known as 
  Mechonids (Core Rule Book, pg: 316).
  Guardians of Dray
  The Ruins of Dray, which are marked by the symbol of this god, are 
  treasure troves of celestial knowledge and supplies. Unfortunately, 
  they’re also guarded by Dray’s servants, seemingly immortal forms 
  with grey flesh that do not require rest or sustenance, futilely 
  attempting to carrying out Dray’s final orders.
  Guardians are slow and strike awkwardly, but incredibly tough 
  and rarely found alone, often gathering in large groups, and able 
  to continue on no matter how many limbs they’ve lost. The 
  only known way to permanently end a Guardian is to 
  destroy their entire body, usually by consuming them 
  with fire. But you’d better make sure they’re turned 
  to ash, else they rise again and continue their vigil.
  The Guardians don’t appear to notice passers-by 
  unless they are directly interfered with. In fact, some 
  Vanguard have been known to sneak among them 
  safely, careful not to bump into or touch any, lest they attract a horde.
  The Truth: Guardians of Dray are a type of organic robots 
  known as Flesh (Antagonist Archive, pg: 100).
  Wraiths of Nix 
  Nix never took an active role in the development of 
  Akharon. She sent gifts and helped the races to develop their 
  culture, but she enjoyed the shadows, preferring to rule over 
  her Kingdom of the Dead instead.
  Nix’s reign over the afterlife allows her to interact more 
  closely with the spiritual realm than the other gods, drawing 
  on the spirits for help. As her throne passes through the skies 
  of Akharon, spiritual powers are amplified, and the veil 
  between the living and the dead is at its thinnest.
  Nix created a door between worlds within this thin veil, 
  and used it to send spirits to the realm of the living. Some 
  of these creatures, called Wraiths, were still dead, but 
  able to walk the earth using Nix’s power. These Wraiths 
  were safeguarded by Nix to prevent interference with 
  the world, turning them into glorified messengers. 
  With Nix’s presence no longer amongst them, these 
  safeguards have been removed. Now, Wraiths are 
  amongst the most dangerous creatures on Akharon. 
  They live in nightmares and haunt the shadows, their 
  touch can rot away skin and their very presence turns 
  the air cold. Individual Wraiths might not be evil, but 
  their mere presence is enough to cause untold chaos. 
  Usually, Wraiths cross over to enact vengeance, but 
  in rare instances they have been known to appear in 
  moments of need to help desperate adventurers.
  The Truth: Wraiths are psionic ghosts known as Echoes (Protagonist 
  Archive, pg: 21).
  
  119
  Notes
  Notes
  Description
  Description
  Child of Pol
  Explosive
  Wraith
  Death Throes
  At the start of your Turn, deal 3 Endurance Damage to all non-Children of Pol characters within 20 spaces of you.
  On your Death; deal 3 End and Crit Dmg to all enemy characters within 1d2 spaces of you (as if it were an Attack the Ground Splash Attack).
  You may Teleport, Fly and are Incorporeal. You gain +1 Body and Head Armour vs opponents who you cannot perceive (eg: Stealthed).
  Strong Hit: Haunt (Hit) All enemies not adjacent to an ally take 4 Endurance Damage.
  You gain Strong Hit +1 when directly targeting an enchanter. Enchanters gain Strong Hit +1 when directly targeting you.
  When you die; you may immediately perform one free Action.
  5
  3
  3
  3
  10
  18
  -3
  +4
  2
  2
  4
  2
  3
  4
  4
  2
  15
  21
  2
  2
  0
  0
  3
  3
  4
  3
  3
  3
  3
  3
  35
  25
  2
  2
  4
  Insane Child of Pol
  Vengeful Wraith
  Skilled
  Skilled
  Hit
  Hit
  +1d6+4
  -1d6+5
  +2
  -2
  End Dmg
  End Dmg
  4
  8
  4
  4
  Max Rng
  Max Rng
  1
  2
  30
  12
  Ammo
  Ammo
  -
  -
  16
  -
  Rng
  Rng
  1
  1
  4
  4
  Crit Dmg
  Crit Dmg
  3
  3
  2
  0
  Ideal Rng
  Ideal Rng
  1st
  2nd
  2nd
  2nd
  Load
  Load
  2
  1
  1
  1
  Weight
  Weight
  3
  2
  2
  -
  Resources
  Resources
  2
  2
  2
  2
  Weapon (Select One)
  Weapon (Select One)
  Metal Claws
  Ethereal Touch
  Arcane Vortex
  Haunt
  Dual, Modifications: Familiar, 2 Dual Wield, Magical, Powerful.
  Strong Hit (5-6), Natural, Modifications: Familiar, 2 Handed Practice, (Natural), (One Stat Line).
  Strong Hit (5-6), Natural, Modifications: Familiar, Practiced, (Natural), (One Stat Line).
  Strong Hit: Massive Vortex (Hit) All non-huge damaged characters become Tripped.
  Strong Hit (5-6), Natural, Momentum 1: Your next Attack with this Weapon does not break your Stealth, Modifications: Familiar, Practiced, Slow Time, Mind Worm.
  Strong Hit: Slow Time (Once per Turn, Hit) You may perform 1 free Action with Strong Hit -1 at the end of your Turn.
  Strong Hit: Mind Worm (Hit) All damaged characters suffer -4 Hit on their next Attack (does not Stack).
  Weapon Type & Variation.
  Weapon Type & Variation.
  Blade, Primitive.
  Axe, Steel.
  Bow, Primitive, Alchemical Head, Alchemy, Vortex.
  Enchantment, Mental Nudge.
  Balanced to fight PCs with Resources = 4-6
  Traits/Notes:
  Traits/Notes:
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +0, Combat Order: 0.
  Shield Bash (5), Modifications: 2 Handed Practice, Heavy.
  Natural, Modifications: Familiar, (Natural), (One Stat Line).
  Strong Hit: Marked (Hit) All Attacks gain +1 Hit and End Dmg vs all damaged characters until the end of Combat (Stacks).
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +3, Combat Order: 0.
  Troop Group, Durable, Heavy.
  Troop Group, Fast (Momentum 1: Your next Attack gains +2d6 Hit (Stacks)), Marauder.
  Rng
  Rng
  Hit
  Hit
  1
  4
  -1
  +3
  Crit Dmg
  Crit Dmg
  3
  0
  Ideal Rng
  Ideal Rng
  2nd
  2nd
  Load
  Load
  1
  0
  Max Rng
  Max Rng
  2
  30
  Ammo
  Ammo
  -
  20
  End Dmg
  End Dmg
  8
  4
  Res
  Res
  1
  2
  Guardians of Dray
  Tiny Children of Pol
  Meaty Fists
  Arcane Marker Beam
  Weapon Type & Variations
  Weapon Type & Variations
  Hammer, Primitive.
  Bow, L-Q, A, A Head, Marker.
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Durability
  Durability
  Move
  Move
  2
  2
  15
  15
  3
  2
  6
  4
  3
  8
  
  120
  Fey Touched
  “I spoke a wish to the fairies upon the eve of my tenth Name Day, 
  asking that they bless my day with fun and clear skies under which 
  we could dance. Unfortunately, it was a Goblin who heard my call 
  and I, in my youthful naivety made a deal with the little creature. I 
  couldn’t have asked for a more beautiful Name Day... if only I could 
  have attended. Instead, I spent the day inside, recovering from a wild 
  adventure of which I barely survived.”
  - Adam Birthwood.
  There exist many worlds beyond our understanding: The Sands 
  of Eternity, the Kingdom of the Dead; but none are as strange to 
  us as the Fey Realm. Elves, Pixies, Gnomes, Goblins, Nymphs, Wisps 
  and all manner of strange magical beings flutter between our world 
  and their own. They are wild and amoral creatures, with malicious, 
  chaotic, and on occasion deadly, senses of humour and fun.
  It has been suggested that the shadowy world of the Fey is parallel 
  to ours, with its own King, Queen and Royal Court. Occasionally, 
  these creatures will abandon their world for our own, and spread 
  their fairy magic across Akharon, granting their immense, and 
  often unwanted, powers to others.
  Whether they use their powers for good or evil, fairies 
  seem to be neutral when it comes to matters of 
  Akharon. They did not take a side when Pol and Neph 
  went to battle, nor did they pledge allegiance to the 
  Archdruid or Stronghold. In fact, there were very few reported 
  fairy sightings during the length of the Druidic War.
  The Truth: Fey are creatures that are infected by a dense 
  swarm of psionic nanites (Protagonist Archive, pg: 109). 
  This technology rewires the mind of its victim, forming a 
  symbiotic relationship that networks their hosts to a vast 
  psionic network, and a little bit of every previous mind that the 
  swarm had previously connected to. Fairy creatures, such as Pixies, 
  Will-O-Wisps and Goblins, are normal Akharonian creatures subjected 
  to these nanites.
  Pixies
  There are many recorded types of Fairy: the most common being 
  the Pixie. A small, glowing insect or animal with strong enchantment 
  powers. The size of a Pixie masks its great powers, and these creatures 
  should not be underestimated. Pixies often appear in clusters, and 
  stick to wild areas of natural beauty.
  Many Vanguard have seen the Pixies up close, watching as they 
  sing and flutter back and forth between our realities and their own in 
  the blink of an eye. Pixies are able to alter people’s perceptions of 
  reality at a whim, as they play and test the morality of mortals, often 
  appearing as a traveller in need or as a vulnerable animal.
  Pixies are expert enchanters and many are sought out for their 
  abilities by ambitious witches and warlocks. Pixies rarely appear 
  when they’re actively pursued, which poses a problem for any 
  enchanter wishing to learn from them.
  There are many types of Pixies, most famous of which is the bright 
  Will-O-Wisp, said to appear to lost travellers, offering them a light 
  to guide their path.
  The Fey-Touched
  Small creatures, such as foxes, rabbits, birds, and small 
  children make prime targets for raw fairy magic. When exposed to 
  the Fey, they’re temporarily granted amazing abilities. The exact 
  manifestation of these abilities, and their duration, seems dependent 
  on the magnitude of their exposure to the Fey Realm. 
  The mind of an animal can’t always handle this influx of power, 
  and sometimes these new abilities drive them mad, turning them 
  feral and aggressive. Fey-Touched children experience a heightened 
  sense of emotion and self-importance. Though the Fey-Touched 
  can rarely control their abilities with precision, they’re immensely 
  dangerous combatants, able to blink through reality and rend 
  people’s minds asunder with a single blow. Even the most 
  hardened Vanguard will go out of their way to avoid an 
  encounter with a Fey-Touched. 
  Sometimes, a Fey-Touched will burn out after using 
  their gifts, their mind wiped by the magnitudes of 
  power. Some are lucky, and find their powers fade 
  over time, returning them to their original state. In 
  rare instances, the powers never leave as they adapt 
  to their new powers, slowing turning into something 
  altogether ethereal before vanishing into the Fey world to 
  serve the Fairy Court.
  Goblins
  A particularly rare Fey creature is the Goblin. These ancient 
  creatures are known tricksters, often appearing to grant wishes or 
  boons to those who can entertain it. Goblins love games of wit 
  and drama, often requiring the completion of such before presenting 
  their gifts. Bargaining with a goblin never brings about the intended 
  result, as they find a way to corrupt all that is asked of them. The 
  appearance of Goblin is said to be bad luck, and many midwives 
  and mothers use stories of Goblins to warn children away from 
  dangerous locations or activities.
  Redcaps are a particularly nasty type of Goblin that have little 
  interest in playing fair. Their tricks and games are designed to isolate 
  victims so that they may be eaten, and their blood used to re-redden 
  their small hats.
  The Truth: Goblins are what Fey-Touched children become if 
  they form a permanent link with a nanite swarm. The nanites rewire 
  their body to keep them from growing, but they still age, keeping 
  the size and proportions of a child while carrying the large ears, 
  nose, wrinkles and grey skin that come with hundreds of years of 
  unnatural life.
  
  121
  Notes
  Notes
  Description
  Description
  Fey Touched
  Master Plan
  Guarded
  Fey Touched
  Monster
  Impairer
  Nightmare
  You may Teleport. You have +2 Defence vs enchanters.
  Strong Hit: Master Plan (Once per Turn, Hit) All allies gain +2 Hit and End Dmg for the remainder of the Combat (Stacks).
  If you make no Attack Rolls during your Turn, you gain +2 Armour until your next Turn.
  You may Teleport. You have +2 Defence vs enchanters.
  You may perform 3 Actions per Turn.
  Characters Grabbed by you take 6 End Dmg at the start of their Turn.
  Momentum 1: One of your Weapons gains the Weapon Type: Tackle (18) until your next Turn.
  Strong Hit: Nightmare (Enchantment, Once per Action, Hit) A damaged character suffers 1 point of Damage (no Armour) to a random (1d3+3) Attribute.
  2
  3
  2
  5
  13
  20
  5
  2
  2
  4
  6
  3
  5
  4
  6
  15
  23
  2
  2
  0
  0
  2
  5
  4
  4
  3
  5
  2
  5
  20
  25
  1
  2
  3
  4
  Fey Touched Child
  Goblin
  Skilled
  Monster
  Hit
  Hit
  +3
  -1d6+3*
  +4*
  End Dmg
  End Dmg
  8
  6
  5
  Max Rng
  Max Rng
  65
  16
  16
  Ammo
  Ammo
  6
  -
  4
  Rng
  Rng
  7
  2
  2
  Crit Dmg
  Crit Dmg
  5
  2
  3
  Ideal Rng
  Ideal Rng
  3rd
  3rd
  5th
  Load
  Load
  3
  1
  1
  Weight
  Weight
  1
  -
  Resources
  Resources
  2
  4
  Weapon
  Weapons
  Devastating Power
  Distorted Enchantments
  Large, Shield Bash (4), Pen 2 min 4, Preload 1, Natural, Primitive, Modifications: Familiar, Familiar.
  Splash 1, Strong Hit (5-6), Shield Bash (2), *+1d6 Hit vs enchanters, Natural, Modifications: Practiced, Open Soul.
  Strong Hit (5-6), Shield Bash (2), *+1d6 Hit vs enchanters, Natural. Momentum 1: Strong Hit +1 (Stacks), Modifications: Familiar, Practiced, Open Soul.
  Weapon Type & Variation.
  Weapon Type & Variation.
  Bow, Primitive, Broad, Enchantment, Flow.
  Enchantment, Storm.
  Enchantment, Flow.
  Balanced to fight PCs with Resources = 4-6
  Traits/Notes:
  Traits/Notes:
  Defence vs Tackle: 18, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +3, Combat Order: 0.
  Natural, Crit Location 1d3+3, You gain Heavy Front Cover, Modifications: Familiar, Practiced, Spiked, (Natural), (Crit Location).
  Strong Hit: Bash (Hit) Your target becomes Suppressed and is Pushed back 1d3 (1 if they’re Big, 0 if they’re Huge) spaces away from you.
  Strong Hit (5-6), Natural, *+1d6 Hit vs enchanters, Momentum 1: Your next Attack with this Weapon does not break your Stealth, Modifications: F, P, Open Soul, Terrorise.
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +4, Combat Order: 0.
  Henchmen Group, Tackler (Strong Hit: Tackler (Hit) Apply a Tackle Effect to all damaged characters), You’re an enchanter.
  Troop Group, Agile, Special Move (You may Teleport), You’re an enchanter.
  Rng
  Rng
  Hit
  Hit
  1
  4
  +5
  +1*
  Crit Dmg
  Crit Dmg
  2
  1
  Ideal Rng
  Ideal Rng
  1st
  2nd
  Load
  Load
  1
  1
  Max Rng
  Max Rng
  1
  12
  Ammo
  Ammo
  -
  -
  End Dmg
  End Dmg
  3
  8
  Res
  Res
  2
  2
  Illusionary Stalkers
  Capricious Pixie
  Ensnaring Mist
  Nasty Enchantments
  Weapon Type & Variations
  Weapon Type & Variations
  Shield, Tackle-Push, Steel.
  Enchantment, Mental Nudge.
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Durability
  Durability
  Move
  Move
  5
  2
  14 (18)
  19
  3
  2
  1
  3
  4
  5
  +3*
  6
  1
  -
  1
  1
  1st
  1
  0
  0
  Warp Time
  You gain Light Front Cover, Blunt, Shield Bash (3), When you take Damage from an Attack you may choose to destroy this item and take no Damage from 
  this Attack, *+1d6 Hit vs enchanters, Natural. Modifications: Familiar, Practiced, Familiar, Practiced, Open Soul.
  Shield, Tackle-Push, Wood, Enchantment, M Nudge.
  
  122
  Elementals
  “Before the war Elementals were considered myth, as there had 
  been no reported sightings in many generations. After the war, 
  reports began to return to Stronghold of Vanguard encountering 
  these strange Elemental beasts. At first the reports were ignored, 
  but people wanted to believe there was a force out there hunting 
  Nephilim. Perhaps these creatures of legend had returned, drawn out 
  from their slumber by the decline of civilisation. Or perhaps they 
  were always there, hiding in the shadows, just beyond our view.”
  - Tlaloc Brightstar, scribe of the Seventh Order.
  Elementals create bodies for themselves from physical 
  materials and they come in a variety of shapes and sizes, with 
  the larger ones displaying the most cunning and aggression. All 
  Elementals are consumed by an insatiable hunger for living things, 
  especially Nephilim.
  All Elementals wear a face-like mask. These masks are 
  carved with patterns and markings that might be language, 
  suggesting the Elementals are self-aware, intelligent and 
  possibly have some form of a culture. Some believe 
  these carved masks were enchanted by ancient 
  alchemists who were attempting to mimic the gods 
  and their abilities to create life.
  Others have determined a ‘Black Soul’ to be 
  responsible for the creation of an Elemental. 
  Whenever an Elemental is destroyed, this 
  black, murky form can be seen escaping 
  from the body, vanishing into the ground. 
  This is thought to be the essence of the 
  Elemental, escaping into the ground to 
  form a new body for itself.
  One thing is agreed upon; the creation of Elementals is not tied 
  to any specific god. The Elementals are not spoken about in the 
  Eternal Sagas, and the priesthood offers no answers. Neph would be 
  the most likely culprit in the creation of these beings of nature, but 
  Elementals appear to seek out and destroy Nephilim whenever they 
  can, often going miles out of their way to feed on a Nephilim instead 
  of easier game. It has also been noted that Elementals may not 
  eat for sustenance, as they never stop consuming. Either the act of 
  eating is enjoyable, or the hunger of an Elemental is so deep that it 
  can never be satiated. Elementals have also been known to consume 
  one another, a practice that is thought to increase their size.
  Elementals can be crafted from any physical substance; sand, 
  clay, stone, even water. The key to defeating each type of Elemental 
  may vary; all, except Water Elementals, share a weakness to fire. 
  Being exposed to flame appears to drive out the Black Soul inside an 
  Elemental and, once the soul is gone, the body crumbles.
  The Truth: Elementals are altered Zhou (Protagonist Archive, pg: 
  86), the same in every way except that they are unable to increase 
  their Zhou mass.
  Stone Elementals
  Stone Elementals are the most common Elemental, as the 
  substance is readily available and makes durable bodies. Old Stone 
  Elementals have carefully crafted forms with well-worn rocks, and 
  are often covered in plant life, presumably for camouflage or due to 
  prolonged periods of slumber. Young Stone Elementals can be quite 
  large, but their bodies are often cumbersome and ill-formed.
  It is by studying the Stone Elementals that researchers first began 
  to see a social structure underlying the way Elementals interact 
  with each other. Most Stone Elementals have runes and inscriptions 
  carved into their body in an unknown language. No one has been 
  able to deduce the meanings of these carvings, but they certainly 
  appear to play an important role within Elemental society.
  Stone Elementals are notoriously difficult to defeat, as their stone 
  skin deflects most blows. Large weapons such as hammers and 
  picks, or alchemical fire are the most effective means of bringing 
  down these mighty foes.
  Water Elementals
  The Black Souls of Elementals swim and hunt freely 
  amongst Akharon’s many waterways and seas. 
  Almost impossible to spot, and impervious to all 
  danger, they are true masters of their domain.
  Water Elementals may create temporary 
  bodies for themselves when they exit the 
  water. It appears to take a great amount of 
  determination and skill for them to shape these 
  bodies, indicating that those Black Souls that are 
  able to do so are incredibly gifted.
  Water Elementals move in unpredictable ways, 
  flowing like the liquid that makes up their form. 
  While they are immune to traditional weapons, including fire, their 
  concentration may be broken through repeated blows to their form. 
  Metal Elementals 
  There are no ancient legends or stories involving Metal Elementals. 
  Either because they never existed before recent years or because 
  they were so rare that no one ever saw one. Metal Elementals form 
  their bodies out of materials left behind on the battlefield, or from 
  exotic material such as Arcanium, from divine ruins of Corp, Dray 
  or Pol.
  Metal Elementals are tougher and more capable than their 
  brethren, due to the structural strength of their bodies, but also rarer. 
  It is difficult to find pockets of metal large enough to form a body, 
  and some believe Metal Elementals were formed from the remains 
  of Children of Pol. These believers treat the Metal Elementals with a 
  sense of religious reverence, and caution.
  
  123
  Notes
  Notes
  Description
  Description
  Elemental
  Assassin
  Special Move
  (Special Ability)
  Elemental
  Monster
  Impairer
  Power Well
  Explosive
  (Huge, Special Ability)
  You suffer no penalties from non-heat related hostile environments (eg: cold, underwater, etc...). You gain a free Recovery when you damage a Grabbed 
  organic character. Reduce all Attribute Damage against you by 1, to a minimum of 1. Fire Weapons deal +2 End Dmg against you.
  +4 Movement while Stealthed. Momentum 1: Make a free Stealth Roll.
  You’re Incorporeal.
  Fire Weapons do not deal +2 End Dmg to you, they deal -2 End Dmg to you. +1 Max Rng, +1 Armour while in Water, -2 Attribute Points.
  You suffer no penalties from non-heat related hostile environments (eg: cold, underwater, etc...). You gain a free Recovery when you damage a Grabbed 
  organic character. Reduce all Attribute Damage against you by 1, to a minimum of 1. Fire Weapons deal +2 End Dmg against you.
  You may perform 3 Actions per Turn.
  Characters Grabbed by you take 6 End Dmg at the start of their Turn. Momentum 1: One of your Weapons gains the Weapon Type: Tackle (18) until your next Turn.
  At the start of your Turn you gain +1 Momentum.
  On your Death; deal 3 End and Crit Dmg to all enemy characters within 1d2 spaces of you (as if it were an Attack the Ground Splash Attack).
  You’re Huge. Attacks that can’t reach your Head may gain Crit Location 1d3 (normally 1d6). +4 Defence vs Tackle.
  2
  6
  2
  6
  18
  10
  5
  -5
  2
  2
  3
  5
  3
  5
  3
  5
  20
  20
  4
  2
  2
  0
  0
  2
  6
  4
  4
  3
  4
  2
  6
  20
  90
  50
  4
  -1
  6
  1
  Water Elemental
  Massive Stone Elemental
  Skilled
  Monster
  Hit
  Hit
  -1d6+4
  -1
  +0
  +2*
  End Dmg
  End Dmg
  5
  3
  12
  4*
  Max Rng
  Max Rng
  4
  13
  3
  5
  Ammo
  Ammo
  -
  5
  -
  -
  Rng
  Rng
  1
  4
  1
  2
  Crit Dmg
  Crit Dmg
  3
  2
  3
  3
  Ideal Rng
  Ideal Rng
  3rd
  2nd
  3rd
  2nd
  Load
  Load
  2
  0
  2
  2
  Weight
  Weight
  -
  -
  5
  Resources
  Resources
  3
  3
  5
  Weapon (Select One)
  Weapon
  Water Whip
  Caustic Spray
  Massive Blow
  Natural, Zone +1, Momentum 1: Your next Attack gains Strong Hit +1 (does not Stack), Modifications: Familiar, Practiced, (Natural), (Weight -).
  Strong Hit: Melt Armour (Hit) Reduce a damaged character’s Head & Body Armour by 1 (minimum 2) until they make a Spare Time Roll of 12t (Stacks).
  Splash 2, Strong Hit (5-6), Natural, Burn.
  Large, Shield Bash (7), Modifications: Familiar, Practiced, Painful.
  Strong Hit: Delayed Blast (Does not Req Hit) If your target does not move at least 3 spaces from their current location before your next Turn they suffer 8 
  Endurance Damage (Stacks).
  Natural, Zone +1, *+2 Hit and End Dmg vs characters who Charged during their previous/current Turn OR who are Mounted, Big or Huge. Modifications: (Natural).
  Weapon Type & Variation.
  Weapon Type & Variation.
  Axe, Primitive.
  Alchemy, Corrosive Acid.
  Hammer, Infused, Alchemy, Delayed Blast.
  Polearm, Steel.
  Balanced to fight PCs with Resources = 7-9
  Traits/Notes:
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +1, Combat Order: 0.
  Shield Bash (2), Strong Hit (5-6), Blunt, Modifications: Familiar, Practiced, 2 Handed Practice, Low-Quality.
  Strong Hit: Goop (Hit) A damaged character becomes Ensnared (16) and has their Movement reduced by 2 until the start of your next Turn (Stacks).
  Troop Group, Durable, Gain Power (Strong Hit: Gain Power (Hit) You gain +2 Momentum).
  Rng
  Hit
  1
  +1
  Crit Dmg
  2
  Ideal Rng
  2nd
  Load
  1
  Max Rng
  2
  Ammo
  -
  End Dmg
  6
  Res
  2
  Dirt Elemental
  Whack!
  Weapon Type & Variations
  Hammer, Br, Alc, Goop.
  Bodies
  Defence
  Armour Durability
  Move
  2
  15
  2
  5
  5
  
  124
  Balanced to fight PCs with Resources = 4-6
  Traits/Notes:
  Traits/Notes:
  Traits/Notes:
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +2, Combat Order: 0.
  Modifications: Familiar, Practiced, Painful.
  Large, On Hit: Target suffers -1 Recovery (Stacks to -4) until the end of Combat, Modifications: Practiced.
  You gain Light Front Cover, Blunt, Shield Bash (3), Modifications: Familiar.
  Modifications: Familiar, Low Quality.
  Strong Hit: Bash (Hit) Your target becomes Suppressed and is Pushed back 1d3 (1 if they’re Big, 0 if they’re Huge) spaces away from you.
  You gain Heavy Front Cover, Blunt, Shield Bash (2), Primitive, Modifications: Practiced.
  Large, Modifications: Familiar.
  Defence vs Tackle: 16, Max Weapon Weight: 3, Weapon Attribute Value: 3, Stealth: +2, Combat Order: 0.
  Defence vs Tackle: 16, Max Weapon Weight: 5, Weapon Attribute Value: 3, Stealth: +2, Combat Order: 0.
  Henchmen Group, Power Well (At the start of your Turn you gain +1 Momentum).
  Troop Group, Well-Armed, Formation (You gain +2 Hit, End Dmg and Defence per adjacent ally (Stacks)).
  Troop Group, Marauder, Hunt Prey (Strong Hit: Hunt Prey (Ready Attack, Hit) You gain Strong Hit +1 vs your target for the remainder of the Combat (does not Stack)).
  Rng
  Rng
  Rng
  Hit
  Hit
  Hit
  2
  2
  5
  1
  1
  5
  +2
  +7
  +3
  +5
  +3
  +6
  Crit Dmg
  Crit Dmg
  Crit Dmg
  3
  3
  3
  2
  1
  3
  Ideal Rng
  Ideal Rng
  Ideal Rng
  1st
  1st
  2nd
  1st
  1st
  2nd
  Load
  Load
  Load
  1
  1
  0
  1
  2
  0
  Max Rng
  Max Rng
  Max Rng
  2
  2
  35
  1
  1
  35
  Ammo
  Ammo
  Ammo
  -
  -
  12
  -
  -
  2
  End Dmg
  End Dmg
  End Dmg
  3
  6
  5
  5
  2
  3
  Res
  Res
  Res
  1
  1
  2
  2
  0
  Guards/Bandits
  Barbarians/Soldiers
  Ranged
  Cheap Sword
  Broadsword
  Short Bow
  Buckler
  Big Shield
  Weapon Type & Variations
  Weapon Type & Variations
  Weapon Type & Variations
  Blade, Steel.
  Blade, Steel.
  Bow, Quality Wood, Barbed.
  Shield, Tackle-Push, Steel.
  Shield, Tackle-Push, Primitive.
  Bow, Quality Wood, Broad.
  Bodies
  Bodies
  Bodies
  Defence
  Defence
  Defence
  Armour
  Armour
  Armour
  Durability
  Durability
  Durability
  Move
  Move
  Move
  5
  2
  2
  14 (16)
  13 (17)
  14
  3
  2
  2
  1
  3
  3
  4
  5
  5
  Cultured
  “In this world of magic and excitement, it’s important we do 
  not forget to recognise the ordinary people who work to make our 
  daily lives better; the farmers, the labourers, the dock workers and 
  riverboat crew. Without these people, Akharon would have no future.”
  - Tobias Write, Stronghold Sergeant.
  Stronghold Guards
  Most of Stronghold’s guards have never seen lethal combat. They 
  were trained in preparation for an invasion from the Legion Tribes, 
  but the invasion force never breached the walls. These guards have 
  now been redirected to control the burgeoning population of the city 
  and to protect its ruler’s interests. Most are weak and greedy, prone 
  to bribery and moonlighting as mercenaries.
  Witch-Hunters 
  Originally trained to hunt down wayward enchanters, Witch-Hunters 
  have become a specialised force, trained to counteract magic users. 
  They are not magic users by trade, though some alchemists are 
  included in their ranks, but are taught the vulnerabilities of each 
  form of magic and excel in hand-to-hand combat. 
  The primary task of the Witch-Hunters is to hunt down rogue 
  magic users, especially the druids and rogue enchanters.
  Barbarian Tribes 
  Barbarian Tribes rose from all corners of Akharon to answer the 
  call of the druids. With the death of the Archdruid most turned into 
  nomadic ravagers, striking out at any opportunity for gain.
  Barbarians make extensive use of their surroundings and scavenge 
  what supplies they can. While some refuse to use forged equipment 
  due to religious reasons, most will not hesitate to make use of a 
  well-worn metal sword or shield. Barbarians tend to favour light 
  armour made from natural materials, such as hide or Nephilim 
  carapace, for ease of movement and camouflage.
  Bandits
  Many people have been unable to fit into this new world, or have 
  discovered that chaos brings opportunities to those of loose morals. 
  Bandits roam the pathways and streams of Akharon searching for 
  rich targets. As Stronghold’s guards cannot be retasked to hunt 
  bandits, it is up to the Vanguard to deal with bandit camps as they 
  are discovered.
  Soldiers
  Most of Stronghold’s army, which was itself comprised of the 
  survivors of the armies from all the various Kingdoms that made up 
  the King’s Alliance, was almost destroyed during the Druidic War and 
  the arrival of the Dragon Languorem. What is left can’t rightfully be 
  called an army, but it is growing over time as civilisation stabilises 
  itself. Unlike city guards, professional soldiers are well-fed and 
  well-armed, despite being poorly paid (at least according to them).
  Most noble houses maintain a small private army that is used to 
  secure control over their assets and interests. Only in the most dire 
  of situations will they band together to fight a greater threat.
  
  125
  Notes
  Notes
  Notes
  Description
  Description
  Description
  Master Plan
  Well-Supplied
  Tolatl
  Power Source
  Remnant
  Strong Hit: Master Plan (Once per Turn, Hit) All allies gain +2 Hit and End Dmg for the remainder of the Combat (Stacks).
  You may gain a Utility Item (Gear, Banner: Large, Set Up 1, Pull Down 2, All allies within 4 of a Set Up Banner gain +2 Hit and End Dmg (does not Stack). 
  Your group may have only 1 Banner Set Up at any one time).
  Your tail counts as an extra limb that can use Small items.
  At the start of your Turn you gain +2 Momentum.
  If you take 2 or more Attribute Damage between your Turns, you start to Bleed.
  4
  2
  3
  2
  4
  4
  14
  14
  20
  1
  1
  6
  3
  2
  2
  1
  4
  3
  3
  3
  3
  4
  4
  3
  2
  19
  16
  22
  2
  3
  2
  2
  1
  0
  0
  2
  4
  4
  2
  3
  4
  3
  3
  3
  3
  4
  4
  30
  10
  25
  1
  -10
  -1
  2
  1
  2
  4
  Legion Commander
  Tolatl Alchemist
  Remnant Witch-Hunter
  Skilled
  Skilled
  Skilled
  Hit
  Hit
  Hit
  +3
  -1d6+4
  +1d6+5
  +3
  +2
  End Dmg
  End Dmg
  End Dmg
  3
  8
  6
  2
  7
  Max Rng
  Max Rng
  Max Rng
  2
  Str x4
  1
  1
  Str x4
  Ammo
  Ammo
  Ammo
  -
  4
  -
  -
  3
  Rng
  Rng
  Rng
  1
  3
  1
  1
  3
  Crit Dmg
  Crit Dmg
  Crit Dmg
  3
  4
  3
  1
  3
  Ideal Rng
  Ideal Rng
  Ideal Rng
  1st
  2nd
  1st
  1st
  2nd
  Load
  Load
  Load
  1
  1
  1
  2
  1
  Weight
  Weight
  Weight
  1
  1
  1
  4
  Resources
  Resources
  Resources
  1
  3
  1 (2)
  1
  Weapons
  Weapon
  Weapon
  Short Sword
  Field Satchel
  Dual Short Sword
  Large Shield
  Strong Hit (5-6), Shield Bash (2), Modifications: Familiar, Practiced, Painful.
  Dual, Modifications: Familiar, Dual Wield
  You gain Heavy Front Cover, Blunt, Shield Bash (2), Modifications: Practiced.
  Splash 1, Strong Hit (5-6), Shield Bash (3), Energy, Burn, Modifications: Familiar, Practiced, Extra Potions.
  Strong Hit: Sear Flesh (Hit) All damaged characters suffer -1 Defence until the end of the Combat (Stacks).
  Strong Hit: Knock Back (Once per Attack, Hit) A damaged character is pushed 1d3 (1d6 if they’re Tiny, and 1 if they’re Huge) spaces back.
  Weapon Type & Variation.
  Weapon Type & Variation.
  Weapon Type & Variation.
  Blade, Steel.
  Alchemy, Potion, Blast.
  Blade, Steel.
  Shield, Tackle-Push, Primitive.
  Alchemy, Potion, Searing Flame.
  Balanced to fight PCs with Resources = 4-6
  
  126
  
  127
  There are legendary creatures who roam the wilds; golems made 
  of rock and bark who answer to no god. Their very existence is a 
  mystery to the people of Akharon.
  Aneni grew up listening to these stories, told by her grandmother 
  over their nightly fire. The legend that stood out most in her mind 
  was that of the Stone Elemental, an enormous beast with an endless 
  hunger that had driven it mad. Some nights, Aneni believed she 
  could hear its thunderous footsteps echoing through the forest.
  An Elemental cannot be killed, or so the stories say. It is an 
  animation of stone and bark possessed by an ancient spirit. If its body 
  falls asunder, it’s black soul slips away into the earth, biding its time 
  until it can return again in a new body, formed from the earth around it.
  The Elemental was a hero in the legends, fighting against the 
  evil children of Neph to protect the people of Akharon, with no 
  explanation as to why. For some reason this idea thrilled Aneni; the 
  thought that somewhere out there, an incredible strength was waiting 
  to protect her and fight her enemies.
  She made the study of this Elemental her life’s work, compiling 
  stories and legends from countless kingdoms, trying to separate 
  truth from myth. Her colleagues scoffed at her, accusing her of 
  chasing a myth, but this did little to deter Aneni from her quest. She 
  would discover the truth behind its motives.
  She was convinced the Elementals were real, convinced that 
  one day she would find one and talk to it. Even after countless 
  failed expeditions, lost fortunes, and a ruined reputation, she still 
  continued her search.
  And now, decades later, she stood face to face with the legend. She 
  expected to feel a sense of relief, of vindication. Yet in this moment, 
  struck by awe at the sight of this giant being, she felt nothing but 
  fear. She could see only the hunger in its hollow black eyes 
  as it gorged itself on a fallen Nephilim. She trembled as she 
  finally began to comprehend the madness that swirled within 
  this titanic creature. She turned and ran without a backward glance.
  Some legends should remain myth.
  
  128
  Race
  Kaltoran
  Legion
  Remnant
  Tolatl
  Twi
  (Twi-Far)
  Animated
  Beast
  Child of Pol
  (Mechonid)
  Elemental
  (Altered-Zhou)
  Fey Touched
  (Nanite-Infested)
  Nephilim
  Forest Spirit
  (Energy Faren)
  Wraith
  (Echo)
  Reduce all of your Limited Vision and Low Light Cover penalties by 1 Step.
  Select a second, different, Background.
  You may make a Resolve Skill Roll to look into your ancestors’ memories.
  +1 Awareness.
  +1 Hit and Defence if you’re an NPC.
  You may be Big.
  +1 Body and Head Armour.
  +2 Defence vs Tackle.
  You suffer no penalties from arctic and cold environments (including Cold Dangerous Terrain).
  You may be Big and suffer -1 Defence.
  +2 Attribute Points.
  You’re Tiny.
  +1 Maximum Resources and Renown.
  +1 Defence.
  +1 Stealth.
  Your tail counts as an extra limb that can use Small items.
  Spirit-Blast: A single Resource cost 1 or 2 Weapon (or any cost if you’re an NPC) gains the 
  Energy, Natural and Slow Keywords, and has 0 Weight.
  +1 Body and Head Armour vs Energy.
  (Animated Organic Matter, Blighted, Slow Animals, Flesh, Robots, Weak Child of Pol, etc...).
  +10 Endurance.
  (Agile Animals, Weak Nephilim, Primal People, etc...).
  Momentum 1: Move 2 spaces (this may cause an Attack to miss you).
  At the start of your Turn, deal 3 (10 if you are a Monster NPC) Endurance Damage to all 
  non-Children of Pol characters within 20 spaces of you.
  You suffer no penalties from non-heat related hostile environments (eg: cold, underwater, etc...).
  You gain a free Recovery when you damage a Grabbed organic character.
  Reduce all Attribute Damage against you by 1, to a minimum of 1.
  You may Teleport.
  Your Weapons gain the Enchantment Weapon Type, Natural Keyword, and -3 Weight OR +1 Ammo.
  You have +2 Defence vs enchanters.
  +3 End Dmg, all Weapons.
  +2 Recovery.
  You may Fly and are Incorporeal.
  +1 Body and Head Armour vs Energy.
  If you take Attribute Damage from a non-Energy Weapon, a Spirit Henchmen Group within 
  your area gains +2 Bodies (even if they currently have 0 Bodies).
  +10 Defence vs Tackle.
  You may Teleport, Fly and are Incorporeal.
  Strong Hit: Haunt (Hit) All enemies not adjacent to an ally take 4 (10 if you’re a Monster) 
  Endurance Damage.
  You gain +1 Body and Head Armour vs opponents who you cannot perceive (eg: Stealthed).
  You gain Strong Hit +1 when directly targeting an enchanter.
  -1 max Strength and Focus.
  -5 Endurance (-0 if you’re an NPC).
  Skill bonuses from multiple Backgrounds do 
  not Stack.
  -2 max Movement.
  -1 Armour when you’re at 0 Endurance.
  Complication: Inner Fire (pg: 43).
  -1 Maximum Renown.
  If you take 2 or more Attribute Damage between 
  your Turns, you start to Bleed.
  -2 max Strength.
  -1 max Movement.
  -4 Equipment Slots.
  Prejudice from some NPCs.
  -2 Stealth.
  -2 max Strength.
  Any Weapon with the Energy Keyword that causes 
  you Endurance Damage gains Splash +1.
  -2 Defence.
  You may not use hot weapons (ie: fire).
  Fire Weapons deal +2 End Dmg against you.
  Enchanters gain +2 Defence against you.
  If you die from an Energy Weapon, all characters 
  within 10 of you take 10 Endurance Damage.
  Reduce all Low Light Cover by 2 in a Splash area 
  of 5 (10 if you’re a Monster) around you.
  Enchanters gain Strong Hit +1 when directly 
  targeting you.
  Race (Must Select 1)
  Requirements
  Benefits
  Disadvantages
  GM Approval
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  NPC
  
  129
  Background
  Darkness
  Miscreant
  Noble
  Religious
  Rural
  Soldier
  Tradesman
  Tribal
  Wild
  Half-Blood
  Kaltorans may Retro a Background to Darkness if they pay the required 3 Knowledge.
  Reduce all of your Limited Vision and Low Light Cover penalties by 1 Step.
  +2 to all non-Combat rolls connected to ancient technologies and languages.
  +1 Persuasion and Streetwise.
  At the start of each Combat you gain +1 Momentum (+3 if you gain a Surprise Round).
  Surprise Rounds grant you +2 Momentum (normally +1).
  Gain a Rank 1 Friendship Perk.
  +1 Stewardship and Heraldry.
  +1 max Renown.
  Gain a Rank 1 Title Perk.
  +1 Apothecary and Philosophy.
  +2 to all Study Spare Time Rolls.
  Gain a Language.
  Gain a Rank 1 Religious Perk.
  +1 Physical and Forestry.
  Pick One: One of your Holdings produces +1 Food, Lumber or Stone (Stacks).
  Pick One: One of your Holdings produces +1 Herbs, Beasts or Ore (Stacks).
  +1 to all Levy Spare Time Rolls.
  +1 Leadership and Resolve.
  +1 Hit, all Weapons.
  +3 Endurance.
  +1 Construction and Metallurgy.
  +1 Equipment Slot.
  You’re Trained in an additional Education Skill.
  +1 Stealth and Fauna.
  One of your Companions costs -1 Resource and gains +1 End Dmg.
  +1 Awareness and Pathfinding.
  If your opponents gain a Surprise Round: you do too.
  +2 End Dmg, Primitive.
  +1 Combat Order.
  Gain a Language or a Knowledge.
  Gain 2 of the following:
  Kaltoran: Reduce all of your Limited Vision and Low Light Cover penalties by 1 Step.
  Legion: +4 Endurance, +2 Defence vs Tackle, -1 max Movement.
  Remnant: +1 Attribute Point, all Healing Rolls that include you suffer -1 (Stacks).
  Twi: +1 Body and Head Armour vs Energy, -1 Stealth.
  Nephilim: +2 End Dmg (all Weapons). -1 max Renown, -1 Persuasion and Heraldry.
  Complication: You’re a little odd.
  -1 Fauna and Forestry.
  -1 max Focus.
  -1 max Renown.
  -1 Resolve.
  -1 Pathfinding.
  Complication: Moral Code.
  -1 Heraldry.
  -1 to all Crafting Spare Time Rolls.
  -1 Stealth.
  -1 to all Study Spare Time Rolls.
  Complication: Illiterate (you may spend 1 Knowledge 
  to remove this).
  -1 Stewardship.
  You’re NOT a super special snowflake!
  You may not breed (unless you’re part Nephilim).
  Background (Must Select 1)
  Requirements
  Benefits
  Disadvantages
  Kaltoran or
  Nephilim,
  3 Kn
  GM Approval
  Not Half-Blood
  
  130
  Example Perks
  Example Complications
  Example Disability Conditions
  1, Prominence
  1, Infamy
  2, Celebrity
  3, Legend
  1, Contact
  1, Entourage
  2, Ally
  2, Bailiff
  3, Followers
  3, Organisation
  4, Inspire
  1, Apprentice
  1, Guild Warehouse
  2, Journeyman
  2, Quartermaster
  3, Master
  3, Professional
  4, Grand Master
  1, Elder/Monk/Guide
  2, Priest/Prior/Seer
  3, Hierophant/
  Abbot/Diviner
  4, Speaker
  Prophet/Oracle
  1, Respected Noble
  1, Tribal Elder
  1, Knight/
  Lawspeaker
  2, Lord
  3, Baron
  4, Count
  5, Duke
  Addiction
  Bounty
  Condition
  Enemy
  Illiterate
  Inner Fire
  Moral/
  Religious Code
  Obsession
  Prejudice
  Reputation
  Secret
  Maimed (Str)
  Disfigured (Str)
  Missing Finger(s)
  /Trimmed Tail (Ref)
  Uncoordinated (Ref)
  Crippled Foot (Mov)
  Ruined Knee (Mov)
  Scatterbrain (Foc)
  Lost Eye (Foc)
  Stutter (Int)
  Foolish (Int)
  Nervous (Wil)
  Fearful (Wil)
  +1 to Leadership and Persuasion with people who like your rep.
  Strong Hit: Heard of Me (see pg: 60).
  -1 to Leadership and Persuasion with people who do not like your rep.
  Strong Hit: Fame (see pg: 60).
  All enemy Henchman Groups have -1 Body (to a minimum of 3).
  +1 to Spare Time Rolls with a Skill when you’re with your contact.
  One of your Companions gains +1 Body and -1 Armour.
  One of your Companions or Mounts costs -1 Resource.
  May make Levy rolls for a Holding while you’re not present.
  Your Retainers gain +1 Body.
  +1 to all Spare Time Rolls when you’re with your organisation.
  Your Retainers will stay with you until Death (normally for 1 session 
  or mission), but you gain -2 to all Spare Time Rolls while 
  they’re present beyond 1 session or mission.
  When choosing your first Guild Perk: select an Education Skill.
  Access to guild halls with a Workshop.
  Access to 4 Cargo Space that may be accessed from any guild hall.
  Workshops grant you a +3 bonus (normally +2) to your chosen Skill.
  At the start of each Session you gain 1 Quality Trade Good.
  +1 to your chosen skill.
  You may make 1 free Spare Time Roll of your chosen Skill per session.
  One of your Holdings produces +1 Treasure Trade Good per session.
  One of your Holdings gains +1 Wealth.
  Access to Workshops belonging to your faith without appointment.
  All of your Holdings gain +1 Peasants.
  All of your Holdings gain +1 max Loyalty and Prosperity.
  One of your Holdings gains a free Religious Building (pg: 162).
  All of your Holdings with a Religious Building cost -3 Renown.
  Access to Regency Council and you are respected by other nobles.
  Access to other tribes and you are respected by your tribe.
  You have legal authority.
  One of your Holdings gains a free Manor Building (pg: 162).
  One of your Holdings gains +1 max Fields.
  One of your Holdings gains +1 Soldiers.
  One of your Holdings gains +1 max Woods and Hills.
  One of your Holdings gains +1 Soldiers.
  One of your Holdings gains +1 max Security.
  One of your Holdings gains +2 Soldiers.
  You must make a Resolve Skill Roll to resist your Addiction.
  You may never have more than 5 unspent Spare Time Points.
  Your GM may choose to increase the difficulty of a combat by 
  adding a Skilled or Troop opponent.
  With the GM’s permission, you gain a Condition (pg: 63).
  A skilled enemy has lethal intent towards you.
  You have a poor understanding of written language.
  If you have at least 1 available Spare Time Point and are idle for 
  more than 1 day you are compelled to act!
  You must make a Resolve Skill Roll to act against your Code.
  You must make a Resolve Skill Roll to resist your Obsession.
  -2 to all Spare Time Rolls not connected to your Obsession.
  -2 to all Leadership, Persuasion, and Spare Time Rolls when 
  interacting with someone who is prejudiced against you.
  You may suffer -2 to Leadership, Persuasion, and Spare Time 
  Rolls when interacting with someone who is aware of your 
  negative Reputation.
  If another character (player or NPC) discovers your secret, you lose 
  a Spare Time Point, and gain a Willpower point.
  -2 Equipment Slots.
  -2 max Endurance.
  -1 max Renown.
  +1 Leadership.
  -2 Hit with Weapons that use this Limb.
  -1 Defence.
  Full Move and Charge Actions do not grant you +2 Movement unless 
  you’re Mounted.
  If you move more than 5 spaces in a Turn while you are not Mounted 
  you lose 5 Endurance.
  -1 to all Spare Time Rolls.
  +1 max Momentum.
  -5 Max Range (min 4), all Weapons.
  -1 to Persuasion and Leadership.
  +1 Combat Order.
  +1 Hit, all Weapons.
  -2 Defence.
  -2 Combat Order.
  -1 Hit, all Weapons.
  +1 Defence.
  -2 Resolve.
  Fame
  Friendship
  Guild
  Religion
  Title
  Complications
  Disability
  Description
  Description
  Description
  Description
  Description
  Description
  Description
  
  131
  Gifted
  Jack of all Trades
  Legend
  Master of all Trades
  Mixed Blood
  Thinker
  +1 Attribute point (may not go above Maximum).
  Reduce all Untrained Skill Roll penalties to -1 (normally -2).
  When you gain a Level you may gain +1 Attribute point and gain +1 to an Attribute Maximum 
  (up to +2) OR +1 to a Skill (up to +2) rather than gaining a Trait.
  Reduce all Untrained Skill Roll penalties to -0 (normally -2).
  *4 Kn if you’re Retroing ‘Jack of all Trades’ to this Trait.
  If you spend 4 Knowledge you may immediately gain a second Level Trait. 
  You may select Traits with a Racial Requirement that matches either of your Half-Bloods.
  Select one additional Skill to be Trained in.
  Your Level may only ever increase your maximum 
  Resources by +22.
  1 Kn
  Min Level 18
  4 Kn
  6 Kn*
  Half-Blood
  Min Int 3
  Requirements
  Level
  Benefits
  Disadvantages
  Advancement Traits
  Requirements
  Requirements
  Resources
  Renown
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Debt
  Hoarder
  Notorious
  Royal Bribe
  Scavenger
  Reserve
  Self-Reliant
  Shrewd
  Spender
  Thrifty
  Ascended
  Expensive Lifestyle
  Hero
  Inheritance
  Power Flow
  Ruler
  Outcast
  Lackeys
  +2 to all Spare Time Rolls where money would help.
  Gain 2 Current Resources.
  You gain +1 Maximum and Current Resources for every 10 Treasure Boxes that you own 
  (Stacks to +2).
  All of your non-Summon allies may gain +2 Hit and End Dmg (does not Stack).
  Once per session while in a settlement or city you may reduce your Current Resources by 1 to 
  gain +1 Current Renown OR reduce your Current Renown by 1 to gain +1 Current Resource.
  You’re able to use looted Weapons past 1 session (GM discretion).
  Gain 2 Quality Trade Goods.
  If you do not bring your Companion or Mount along (ie: you leave them outside the cave, or you 
  choose to dual an enemy in one on one combat) you gain +1 Hit, End Dmg and Recovery.
  +2 Hit, Companions and Mounts.
  +1 Maximum Resource.
  Gain 1 Resource.
  You’re careful with your money.
  +2 to all Spare Time Rolls to acquire items or services under 14t through the use of money.
  Your third Weapon that would cost more than 2 Resources costs you 2 fewer Resources.
  Reduce the Resource cost of 2 items that would have cost 1 Resource to 0.
  You do not age!
  +1 Attribute Point.
  +4 max Renown.
  +3 Maximum Renown.
  You may Levy Retainers from any settlement (normally just your Holding) as if its Calculated 
  stats (ie: Peasants and Soldiers) are equal to 3.
  Gain 3 Treasure Trade Boxes.
  Gain 1 Current Resource and Renown.
  +2 Hit and End Dmg, Energy.
  You have founded a new nation!
  You may make 1 free Levy Spare Time Roll per session.
  Gain the Miscreant Background.
  You may have 2 Companions (normally limited to 1).
  +1 Hit and End Dmg, Companions.
  You do not gain 1 free Spare Time Point per session.
  To Retro this Trait you must pay 2 Current 
  Resources or gain Complication: Enemy. 
  Complication: Reputation (Wealthy).
  All non-Summon allies have -2 Defence if they 
  gain this Trait’s bonus (does not Stack).
  Weapons looted in this way gain -1 Hit at the end of 
  each session (Stacks), and it costs 12t to refill 
  their Ammo..
  *You must have a Companion or Mount that costs 
  at least 2 Resources.
  -2 to all Spare Time Rolls to acquire items or 
  services over 13t through the use of money.
  -1 Stewardship.
  -1 max Resources.
  Make three 14t Persuasion or Leadership Spare Time 
  Rolls to Retro this Trait or lose 2 Renown.
  -3 Hit, non-Energy.
  Skill bonuses from multiple Backgrounds do 
  not Stack.
  Min Res 6
  Not NPC
  Min Foc 3
  1 Kn
  Perk: Infamy
  Not Wild
  1 Kn
  *
  3 Kn
  1 Kn
  1 Kn
  All-Power
  8 Kn
  GM Permission
  Rank 1 Fame
  Tolatl
  Char Creation
  Twi
  6 Kn
  GM Permission
  Min Level 5
  GM Permission
  Tolatl
  
  132
  Requirements
  Movement
  Benefits
  Disadvantages
  Requirements
  Strength
  Benefits
  Disadvantages
  Requirements
  Reflexes
  Benefits
  Disadvantages
  Connected Soul
  Inner Blaze
  Powerful Spirit
  Rip and Tear
  Young
  Old
  Eye Candy
  Take It
  Massive
  Sustained
  Unstoppable
  The point of origin of your Spirit Blast Weapon may come from one of your Spirits (rather 
  than from you).
  Spirit-Blast: A single Resource cost 1, 2 or 3 Weapon (or any cost if you’re an NPC) gains 
  the Energy, Natural and Slow Keywords, and has 0 Weight.
  Your Spirit Blast Weapon may cost up to 4 Resources (normally up to 2).
  At the start of your Turn you may perform a free Assault Action with your Limbs (teeth 
  or claws).
  NPCs tend to underestimate you.
  If you’re not a Legion you may be Tiny and gain -2 Equipment Slots.
  +1 Cover Step.
  +1 Recovery.
  Gain 2 Perks.
  Gain 1 Knowledge.
  NPCs think you’re attractive!
  +1 max Renown.
  +2 to all Persuasion and Leadership Skill re-rolls (including Effort) (does not Stack).
  +5 Endurance.
  +2 End Dmg, Large.
  Using a 2 Handed item in 1 Hand reduces your Hit and End Dmg by -2 (normally -4).
  If you take no Endurance Damage between your Turns; you gain a free Recovery -2.
  +2 Defence vs Tackle.
  Ignore the first Strong Hit: Critical Hit against your character each Combat.
  Any Weapon with the Energy Keyword that causes 
  you Endurance Damage gains Splash +1.
  Lose 1 Knowledge
  -1 to all Spare Time Rolls where money would help.
  -2 Attribute points.
  You may not Retro this Trait.
  -1 Physical.
  -1 Recovery.
  NPCs easily remember you.
  -1 Combat Order.
  Adjacent allies do not reduce Endurance Damage 
  due to you.
  Twi
  3 Kn
  Twi Half-Blood
  1 Kn
  Twi
  Remnant,
  Nephilim or NPC
  Max Str 3
  Max Foc 4
  Char Creation
  Not Big
  Max Str 3
  Max Mov 3
  Char Creation
  Min Str 2
  Not Kaltoran
  Min Str 3
  Not Tiny
  Min Str 3
  Min Str 4
  Max Ref 3
  1 Kn
  Solid Build
  Daredevil
  Eagle Eye
  Agility
  Combat Luck
  Dual Attack
  Perfect Aim
  +4 Defence vs Tackle.
  +6 Endurance.
  +1d6-2 to all Skill Rolls that would put you in harm’s way (ie: risk Attribute Damage).
  +2 Rng and Max Rng, Thrown, Bows and Potions.
  +1 Body and Head Armour vs Splash.
  Momentum 3: In response to any Action, you may perform 1 free Action.
  +1 Head Armour.
  +2 Hit and End Dmg, Dual.
  +1 Hit, all Weapons.
  All characters have -1 Cover Step against your Attacks.
  -2 to all non-Strength related Physical Skill Rolls.
  -5 Endurance.
  Max Ref 1
  Min Ref 3
  2 Kn
  Min Ref 3
  Min Ref 3
  Min Ref 4
  3 Kn
  Slow and Steady
  Born to Ride
  Hit and Run
  Reckless
  Speedy
  Sure Footed
  First Strike
  All actions gain the major effect: Move (does not double up with other Moves from the 
  same Action).
  Your Mount gains; +2 Hit, Defence and Movement.
  You may make your Attack at any point along your movement with any Action that allows you 
  to Move and Attack (normally at the start or end of your movement).
  Your first Action each Turn ignores enemy Zones of Control.
  +1 Combat Order.
  If an Attack misses you: you may immediately make a free Move -2.
  You’re immune to the Trip Tackle Effect.
  You first Action each Turn ignores all non-impassable and non-Zone of Control Difficult Terrain.
  +2 Combat Order.
  All of your Attacks gain +1d6 Hit during your first Turn AND during your Surprise Round.
  Action Minor Effects never increase your Movement.
  Your Mount gains; -2 Defence and Movement.
  -2 Endurance.
  Max Mov 2
  2 Kn
  Min Mov 3
  1 Kn
  Min Mov 3
  Min Mov 4
  Attribute Traits
  
  133
  Requirements
  Focus
  Benefits
  Disadvantages
  Requirements
  Intelligence
  Benefits
  Fury 
  Spirit Shaman
  All-Power
  Regular Practice
  Regular Workout
  Dedicated Study
  Cautious
  Expert
  Gain +1 Momentum when you Hit a character who has caused you Attribute Damage this Combat.
  Momentum 1: Your next Action gains +1d6 Hit and ignores Zones of Control.
  You may choose Traits and equipment with the Requirement: Spirit.
  Strong Hit: Whispering Spirits (Primary  Skill, Success) Spirits may give you an additional 
  piece of information about your current situation OR you gain +1 Combat Order in your 
  next Combat (Stacks).
  You may choose Traits and equipment with the Requirement: All-Power.
  Once during each Session you may Heal 1 point of Attribute Damage on another character 
  through a First Aid Healing Roll.
  +1 Hit and End Dmg, all Weapons.
  +6 Endurance.
  You may make 1 free Study Spare Time Roll per Session.
  +2 Maximum Momentum.
  Immediately select and take a second Trait for one of your Trained Education Skills.
  You may never gain Entrenched Cover.
  Complication: You’re prone to becoming enraged.
  Prejudice from some NPCs.
  Complication: Moral Code.
  You lose your powers if you fall out of favour with 
  the All-Being.
  -1 to all Spare Time Rolls.
  -1 to all Spare Time Rolls.
  Zones of Control cost you 3 Movement (normally 2).
  Skill Roll bonuses from this second Trait do not 
  Stack with Skill Roll bonuses from other Traits.
  Max Foc 1
  2 Kn
  2 Kn
  Char Creation or
  GM Permission
  Min Foc 3
  Min Int 3
  Min Foc 3
  Min Foc 4
  3 Kn
  Act First
  Alchemist
  Superiority
  Druid
  Eye for Value
  Studious
  +1d6 Combat Order (roll once at the start of Combat).
  Strong Hit: Act Now, Think Later (Does not Req Hit) Gain +1 Momentum if you have a higher 
  Combat Order than your target OR re-roll your Combat Order (Stacks).
  You may choose Traits with the Requirement: Alchemist.
  Some Utility Item Potions gain an additional use (see pg: 160).
  +1 End Dmg and Ammo, Alchemy.
  +1 to all Education Skills and Tactical.
  You may choose Traits and equipment with the Requirement: Wyld.
  Gain Language: Nephilim.
  +1d6 Hit, Primitive.
  +1 to all Trade Good Spare Time Rolls.
  Anytime you would gain 4 or more Loot Trade Boxes at once; you gain 1 Treasure Trade Box.
  You may spend 4 Knowledge to become Trained in an Education Skill (lost if you Retro this Trait).
  Max Int 1
  1 Kn
  3 Kn
  GM Permission
  Min Int 3
  1 Kn
  Min Int 4
  All or Nothing
  Cursed
  Enchanter
  Indomitable
  Unexpected Good
  Blind Fury
  Mind over Matter
  +2 to all Skill re-rolls (including Effort) (does not Stack).
  If you re-roll an Attack Roll, add +2 Hit and End Dmg to that Attack (does not Stack).
  You may spend 2 Willpower Points to force an enemy to re-roll a roll.
  You may choose Traits and equipment with the Requirement: Enchanter.
  Gain Language: Telepathy (see Core Rule Book pg: 37, you’re a Psionic).
  Strong Hit: Glimpse Past/Future (Primary Skill, Success) Your GM may allow you to glimpse 
  through time to gain an additional piece of information about your current location OR you 
  gain +1 Combat Order in your next Combat (Stacks).
  You may spend a point of Willpower to ignore a Suppression Effect against your character.
  +2 Endurance.
  Strong Hit: Unexpected Good (Primary Skill, Success) Something unexpectedly good happens 
  OR you gain +1 Combat Order in your next Combat (Stacks).
  Max Momentum (-1 Hit, +1 Crit Dmg), all Weapons.
  You may spend 1 Willpower point to add +1d6 to your next non-Spare Time Roll (does not Stack).
  If you fail a re-roll you may not spend any more 
  Willpower Points this session.
  People and animals feel uneasy around you.
  Prejudice from some NPCs.
  At the end of any Combat where you reached your 
  Max Momentum you suffer 1 point of Damage 
  (no Armour) to a random (1d3+3) Attribute.
  -1 Combat Order.
  You may not be Assisted.
  Gain Complication: Secret Identity OR Prejudice (if 
  your identity is known).
  +1 Resource, Primitive.
  2 Kn
  Char Creation or
  GM Permission
  Min Wil 3
  Min Wil 3
  Legion or 
  Nephilim
  Not NPC
  Min Wil 4
  Requirements
  Willpower
  Benefits
  Disadvantages
  Disadvantages
  
  134
  Everyday Skill Traits
  Charming
  Pick Thought
  Silver Tongue
  Swindle
  Taunt
  +2 to all non-Spare Time Persuasion and Leadership Rolls to gain an NPC’s trust through friendship, favours or seduction.
  One of your Holdings gains +1 max Loyalty.
  +1 Leadership and Streetwise.
  Strong Hit: Pick Thought (Persuasion Roll, Success) Secretly read the surface thoughts of a character that you are talking to.
  +1 Leadership and Streetwise.
  Gain +2 to any non-Spare Time Persuasion and/or Leadership Roll when you lie. You may never re-roll this Roll (including Effort).
  +1 Streetwise.
  Strong Hit: Swindle (Persuasion or Stewardship, Failure) Gain +2 to this Roll (does not Stack), all further Persuasion, Leadership or Stewardship 
  rolls aimed at this character (and possibly their close associates) have a -2 penalty (Stacks).
  +1 Leadership and Streetwise.
  +2 to all non-Spare Time Persuasion, Leadership and Heraldry Rolls to gain an NPC’s attention through verbal abuse or baited communication.
  Strong Hit: Taunt (Hit) Target character gains Strong Hit -1 on their next Attack if they do not Attack you or include you within a Splash area.
  Enchanter
  Requirements
  Persuasion
  Benefits
  Dominate
  Helpful
  Inspire
  Intimidate
  Marshall
  Ruthless
  Strong Hit: Dominate (Enchantment, Hit) Move your target (using their Movement), no self-harm.
  One of your Holdings gains +1 max Loyalty.
  +1 Stewardship and Heraldry.
  You grant a +2 bonus (normally +1) when Assisting (does not Stack).
  You gain a +2 bonus (normally +1) when you’re Assisted (does not Stack).
  +1 Stewardship.
  All allies who are adjacent to you gain +2 Defence (does not Stack).
  Strong Hit: Inspire (Once per Turn, Hit) An ally who is adjacent to another ally gains +1 Momentum.
  +1 Stewardship and Heraldry.
  Strong Hit: Intimidate (Hit) Non-Monster targets must pass a Resolve Skill Roll of 14 or 
  immediately move away from you as far as possible (using their Movement).
  +1 Stewardship and Heraldry.
  All of your Retainers gain +2 Hit and Bodies.
  Your Encourage Action gains the Minor Effects ‘Move +1’ and ‘Reload’.
  +1 Stewardship.
  +2 Hit and End Dmg vs Bleeding, Prone or Suppressed characters (does not Stack).
  Strong Hit: Ruthless (Once per Turn, Hit) An enemy who is not adjacent to an ally loses 
  1 Momentum.
  NPCs easily remember you.
  Enchanter
  1 Kn
  1 Kn
  2 Kn
  Requirements
  Leadership
  Benefits
  Disadvantages
  Black Market
  Spy Circle
  Stab in the Dark
  Street Fighter
  Urban Planner
  +1 Awareness and Stealth.
  +2 to all rolls connected to acquiring and selling illegal or dangerous items.
  Any of your Holdings may gain +1 Wealth and -1 max Security.
  +1 Awareness and Stealth.
  Gain 1+X Contact Friendship Perks. Each Contact is in a different town.
  It’s easy for you to gain and receive messages from your Contacts.
  +1 Awareness and Stealth.
  If you’re gaining 2+ Cover Steps of Low Light against a target your Attacks gain Strong Hit +1.
  +1 Awareness and Stealth.
  Gain a Friendship Perk.
  The first time you use a Weapon in Combat it gains Strong Hit +1 (Strong Hit +2 if you’re in a urban environment).
  +1 Awareness.
  All of your Holdings gain +1 max Prosperity.
  +1 Maximum Renown.
  All of your Holdings cost -1 Renown (does not Stack).
  Miscreant
  X Kn
  1 Kn
  2 Kn
  Requirements
  Streetwise
  Benefits
  
  135
  Deep Shadow
  Rogue
  Swift & Silent
  Timed Strike
  Smuggler
  Blight-Touched
  Foraging
  Navigation
  Secret Paths
  Spirit Guide
  +1 Pathfinding.
  If you make no Attack Rolls during your Turn; Cover grants you +4 additional Defence.
  Strong Hit: Deep Shadow (Stealth, Success) Gain +1 Momentum.
  +1 Persuasion.
  +2 to all Physical Rolls connected to sleight of hand.
  +1d6 Hit vs a character’s rear.
  +1 Persuasion and Pathfinding.
  If you end an Action in Entrenched Cover, you may make a free Stealth Skill Roll.
  +1 Persuasion and Pathfinding.
  Strong Hit: Silent Strike (Hit, Stealthed) Your next Attack gains Strong Hit +1 (Stacks).
  +1 Persuasion and Pathfinding.
  All of your Holdings gain 3 hidden Cargo Spaces.
  After making a Levy Roll to successfuly Transport Trade goods from 1 Holding to another: 
  you gain 1d3 Loot Trade Boxes.
  +1 Fauna.
  One of your Weapons gains the Wyld Weapon Type (which you are allowed to use).
  You’re immune to a specific Wyld Disease.
  +1 Physical and Fauna.
  +3 Endurance.
  You and your group gain +20 Maximum Travel Distance (Stacks).
  +1 Physical and Fauna.
  You and your group gain +50% non-Combat Travel Speed (does not Stack).
  +2 to all Rolls connected to navigation and tracking.
  +1 Physical and Fauna.
  Reduce the negative effects of all dense foliage, mountains and desert terrain on your group’s 
  non-Combat travel speed by 25% (Stacks).
  You may spend 1 Willpower point to Teleport 2 spaces.
  +1 Physical and Fauna.
  Strong Hit: Spirit Guide (Pathfinding, Does not Req Success) While trying to track a person, a 
  spirit shows up to assist you; add +1d6 to this Roll.
  Requirements
  Requirements
  Stealth
  Pathfinding
  Benefits
  Benefits
  1 Kn
  Miscreant
  Min Int 3
  1 Kn
  Survived a 
  Wyld Disease
  or Druid
  1 Kn
  Wild
  1 Kn
  Spirit
  -2 Combat Order.
  You look a little odd (ie: green tinged skin).
  Disadvantages
  Disadvantages
  Arrogance
  Loyal
  Meditate
  Relentless
  Fanatic
  +1 Pathfinding.
  After making a Successful Skill or Attack Roll you gain +2 to your next Skill or Attack Roll 
  (does not Stack).
  +1 Recovery.
  +1 Pathfinding and Philosophy.
  Choose a character (PC or NPC) to be loyal to.
  You gain +2 Defence and Hit when you’re adjacent to the character you’re loyal to.
  +1 Pathfinding and Philosophy.
  Twice per Combat you may choose to become Suppressed and gain +1d3 Momentum.
  Gain a Religious Perk.
  +2 End Dmg, all Weapons.
  +2 Recovery.
  +1 Philosophy.
  +1 Crit Dmg vs targets you’re prejudiced against.
  Strong Hit: Fury (Attack, Hit) You and your target take 10 Endurance Damage.
  Gain a Religious Perk.
  Remnant
  All-Power
  or Spirit
  Min Foc 3
  Requirements
  Resolve
  Benefits
  Complication: Obsession with Victory, “It’s only 
  hubris if I fail.”
  If you fail a Skill Roll you suffer -2 to your next 
  Skill Roll (does not Stack).
  Receive 3 Endurance Damage when the character 
  you’re loyal to is Attacked while within 
  your sight.
  -10 Endurance (minimum 0).
  Complication: Prejudice against a group.
  -1 Body and Head Armour vs targets you’re 
  prejudiced against.
  Disadvantages
  
  136
  Acrobatics
  Pure Body
  Second Skin
  Survivor
  Tough
  Embrace Cold
  +1 Construction.
  +2 to all non-Spare Time Rolls connected to gymnastics, balance, and physical stunts.
  Standing up from being Prone only costs you 1 Movement (normally 3).
  Strong Hit: Impress (Once per Turn, Attack, Hit) Move 1 space and an ally gains +1 Momentum.
  +1 Construction and Forestry.
  +1 Combat Order.
  +2 Recovery.
  You’re immune to most forms of sickness, including; disease and poison (all ongoing effects 
  from most poisons and diseases are removed at the end of your Turn).
  You always have a Zone of Control.
  +1 Construction and Metallurgy.
  +2 Equipment Slots.
  You may sleep in Heavy Armour without penalty (normally -10 Endurance)..
  All non-Natural Weapons count as a Resolve and Leadership Toolboxes to you (pg: 161).
  +1 Maximum Momentum (+2 if you have 4 or more Disability Conditions).
  +1 Attribute Point (+2 if you have 3 or more Disability Conditions).
  +1 Construction and Metallurgy.
  Reduce all Endurance Damage you receive from all sources by 1.
  You always have a Zone of Control.
  +1 Metallurgy and Forestry.
  Cold Weapons (ie: with the Dangerous Terrain (Cold) Keyword) deal -2 End Dmg to you.
  While in a cold environment (including Cold Dangerous Terrain): gain +Hit equal to the amount 
  that the cold environment would give other characters -Recovery.
  Min Ref 3
  Min Mov 3
  All-Power
  1 Kn
  1 Kn
  X Disability 
  Conditions,
  2 Kn
  Min Str 3
  Not Tolatl
  Legion
  1 Kn
  Requirements
  Physical
  Benefits
  -1 to all Spare Time Rolls.
  -1 Combat Order.
  Disadvantages
  Alert to Danger
  Chronomancy
  Gifted Sight
  Night Fighter
  Perfect Timing
  Seeker
  Spot Trouble
  +1 Stealth and Forestry.
  +2 Combat Order and Defence.
  +1 Stealth and Forestry.
  Strong Hit: Alter Time (Once per Action, Miss) Re-roll this Attack Roll, with Strong Hit +1 (Stacks).
  +1 Stealth and Forestry.
  With a Skill Roll you can see energy (ie: fire and spirits) through opaque objects (ie: walls).
  If you’re standing in Fire Dangerous Terrain boost your Spirits and Spirit Blast deals +3 End Dmg.
  +1 Stealth and Forestry.
  You gain Strong Hit +1 vs other characters if you’re gaining Low Light Cover against them 
  and they’re not gaining Low Light Cover against you.
  +1 Stealth and Forestry.
  The Ready Attack’s Attack may be taken ‘during’ another character’s Action (normally at the 
  end of an Action), at the GM’s discretion.
  +1 Stealth and Forestry.
  You may spend a Willpower point to see through the eyes of one of your Spirits for 1 minute.
  You may spend a Willpower point to make all of your Spirits invisible (Stealthed) for 1 
  minute, or until they Attack. If they Attack while invisible they gain Strong Hit +1.
  +1 Stealth and Forestry.
  Strong Hit: Spot Trouble (Does not Req Hit) All allies gain one of the following until the end of 
  Combat: +1 Healing Rolls (including Patch-Up, Stacks), Combat Order (Stacks up to +2) or 
  Defence (Stacks up to +2).
  2 Kn
  Enchanter
  Twi
  Kaltoran
  or NPC
  Min Ref 3
  1 Kn
  Spirit
  Requirements
  Awareness
  Benefits
  Disadvantages
  
  137
  Education Skill Traits
  Chemical Mix
  Divine Healing
  Fake Power
  Field Medic
  Healing Blend
  Neph’s Power
  Physician
  Triage
  +1 Resolve and Physical.
  One of your Alchemy Weapons may have 2 Alchemy Variations (normally 1).
  +1 Resolve and Physical.
  Twice during each Session (normally once) you may Heal 1 point of Attribute Damage on 
  another character through a First Aid Healing Roll.
  +1 Resolve.
  You may spend a Willpower point to perform a minor fake miracle that will impress NPCs.
  +1 Ammo, Alchemy.
  +1 Resolve and Physical.
  Your Patch-Up Healing Roll Heals 4 points of Attribute Damage (normally 3).
  +1 Resolve.
  You may use 1 Trait or Weapon with the Requirement: Wyld.
  Your Extended Care Healing Roll Heals 2 points of Damage (normally 1) to all Attributes.
  +1 Resolve and Physical.
  If you use a Potion to perform Surgery you may regrow lost limbs and organs.
  +2 to all non-Attack Rolls connected to Potions, chemicals and Wylding.
  +1 Resolve and Physical.
  Strong Hit: Expert Care (Non-First Aid Healing Roll, Success) Heal 1 point of Attribute Damage 
  to any Attribute.
  +1 Resolve and Physical.
  You may make 1 free Extended Care Healing Roll per session.
  +2 Endurance.
  Alchemist
  All-Power
  Alchemist
  Soldier
  Alchemist
  Wyld
  1 Kn
  1 Kn
  Requirements
  Apothecary
  Benefits
  Bless
  Bulwark of Faith
  Cult Priest
  Forbidden Power
  Linguist
  Priest of Standing
  Read Motives
  Scholar
  +1 Leadership.
  Strong Hit: Bless Weapon (Once per Action, Attack, Does not Req Hit) An allied character within 
  5 of you gains a free Recovery if they cause a Strong Hit with their next Attack.
  Strong Hit: Blessed Action (Primary Skill, Not a Success) Add +2 to this Roll (this may make 
  this Roll a Success).
  +1 Persuasion and Leadership.
  When you take Attribute Damage you gain +1 Momentum Point.
  +2 to all non-Combat rolls connected to your Religion.
  +1 Leadership.
  Pick a patron deity and gain the associated Background: Neph (Wild), Akh (Rural), Ath (Soldier), 
  Corp (Noble), Nix (Miscreant), Dray (Tradesman) or All-Being (Tribal).
  +1 Persuasion.
  You may use X Traits and/or Weapons with the Requirement: Wyld.
  +1 End Dmg, Primitive.
  +1 Persuasion and Leadership.
  +2 to all non-Spare Time Rolls connected to languages.
  You may spend 1 Knowledge to learn a new Language.
  +1 Persuasion and Leadership.
  You gain a Fame Perk.
  When you build a Religious Building you gain +1 Current Renown.
  +1 Persuasion and Leadership.
  +2 Combat Order.
  +2 to all non-Spare Time Rolls connected to reading NPCs’ motives and intentions.
  +1 Persuasion and Leadership.
  +2 to all non-Spare Time Rolls connected to religions.
  Strong Hit: Inspiration (Study Roll, Does not Req Success) Gain a Study Unit.
  All-Power
  Religion Rank 3
  Religious
  3 Kn
  Alchemist
  X Kn
  Religious
  1 Kn or *
  Religious
  or 2 Kn
  Requirements
  Philosophy
  Benefits
  Skill bonuses from multiple Backgrounds do 
  not Stack.
  -X max Renown.
  *Eternal Priest.
  -1 Combat Order.
  After regrowing 2 or more limbs or organs on a 
  character you must roll a 1d6, on a roll of 3+ 
  they must change their Race to Half-Blood, 
  and select Nephilim.
  Disadvantages
  Disadvantages
  
  138
  Ancestral Link
  Bannerman
  Honor & Glory
  Page
  Rousing Speech
  +1 Resolve and Philosophy.
  Strong Hit: Ancestral Link (Primary Skill, Success) You experience a memory of an ancestor related to a historical event, location or character 
  OR you gain +1 Combat Order in your next Combat (Stacks).
  +1 Resolve and Philosophy.
  One of your Holdings gains +2 Soldiers.
  Select an NPC to be sworn to, you gain +2 Willpower points when following their orders.
  +1 Resolve and Philosophy.
  Honor: Once per session, before Strong Hits are declared, you may take a Hit from an adjacent ally onto yourself and gain +1 Body Armour vs that Hit.
  Glory: Once per session, one of your Attack Rolls gains +1d6 Hit.
  +1 Resolve and Philosophy.
  You have a loyal Page who does not participate in Combat and does not count toward your Companion limit.
  Your Page can run errands, deliver messages, assist in equipping Armour, etc... and may carry items and equipment (4 Slots).
  +1 Resolve and Philosophy.
  Strong Hit: Rousing Introduction (Heraldry or Leadership, Success) Target ally gains +2 and Strong Hit +1 on their next Persuasion or Leadership 
  Skill Roll (does not Stack).
  Kaltoran
  Title Rank 3
  Min Wil 3
  Noble
  Requirements
  Heraldry
  Benefits
  Ancient Tech
  Architect
  Carpentry
  Golem Crafter
  Masonry
  Weapon Crafter
  1 Kn
  1 Kn
  Enchanter &
  Alchemist,
  2 Kn
  Tradesman
  Requirements
  Construction
  Your Squire starts with -2 Hit, End Dmg and Defence.
  If you Squire is ever wounded (takes a point of 
  Attribute Damage) and lives, they lose one of 
  their +1s (GM’s choice).
  Benefits
  Requirements
  Stewardship
  Benefits
  Disadvantages
  +1 Metallurgy.
  +2 to all non-Combat rolls connected to ancient technology.
  One of your Utility Items costs you -1 Resources.
  +1 Streetwise and Metallurgy.
  When you make a Crafting Roll: you may make a free Spare Time Roll (on an appropriately themed topic or subject).
  +1 Streetwise.
  +2 to all non-Combat rolls connected to working with wood.
  The first Building or Siege Equipment that you Craft each session costs you 1 fewer of each Trade Good (to a minimum of 1).
  +1 Metallurgy.
  Any Enslaved Children of Pol that you Craft gain +1 Durability.
  +1 Streetwise and Metallurgy.
  One of your Holdings produces +1 Stone.
  Every second Attack that you make during Combat with a Hammer gains +1d6 Hit.
  +1 Streetwise and Metallurgy.
  One of your Holdings gains +1 max Security.
  All of your Axe and Blade Weapons gain: Pen 1 min 3.
  Bureaucrat
  Lure
  Management
  Merchant
  Trained Squire
  +1 Heraldry.
  One of your Holdings gains +1 max Security.
  Strong Hit: Obfuscate (Persuasion or Leadership or Stewardship, Success) The target is unaware 
  you succeeded or thinks they got the better part of the deal.
  +1 Heraldry.
  Once per Turn you may move an enemy 1 space towards you.
  If an enemy steps out of your Zone of Control they lose a Point of Momentum.
  +1 Heraldry.
  Buildings and Siege Equipment that you or your group build near your Holdings require -33% 
  time to construct (does not Stack).
  One of your Holdings gains +1 Wealth and Peasants.
  +1 Heraldry.
  You may Sell 6 Production Trade Goods (normally 8) for +1 Current Resources.
  Strong Hit: Good Deal (Stewardship or Levy Spare Time Roll, Success) Gain 1 Loot Trade Box.
  +1 Heraldry.
  Designate one of your Companions to be your Squire.
  At the end of each session your Squire permanently gains +1 Hit, End Dmg or Defence (each 
  Stacks up to +4). These bonuses are lost if you ever Retro this Trait.
  Enchanter
  2 Kn
  1 Kn
  Not Wild
  Noble
  
  139
  Arcane Forge
  Blacksmith
  Cold Forge
  Inventor
  Maintenance
  +1 Stewardship.
  Once per session if you fail a Crafting Roll with Arcanium you lose 1 Arcanium (normally 2).
  All of your Weapons that require Arcanium to Craft cost -1 Resource.
  +1 Apothecary and Stewardship.
  +2 to all Modification Spare Time Rolls.
  As long as you are wearing an Outfit with the Steel or Heavy Steel Variation: reduce your 
  Armour at 0 Endurance penalty by 1.
  +1 Stewardship.
  Your Outfits with the Steel or Heavy Steel Variation gain +1 Body Armour and -1 Defence.
  Weapons that you Craft with the Steel Variation gain +1 End Dmg.
  +1 Apothecary.
  One of your Holdings gains +2 max Hills.
  One of your Weapons gains the Blade, Axe, Polearm or Hammer Weapon Type, and -1 Hit.
  +1 Apothecary and Stewardship.
  Your first Hit during each Combat gains Strong Hit +1.
  3 Kn
  Legion
  1 Kn
  Tradesman
  5 Kn
  1 Kn
  Requirements
  Requirements
  Metallurgy
  Fauna
  Benefits
  Benefits
  Disadvantages
  Farmer
  Fey Sight
  Forester
  Free Climber
  Herbalist
  Wood Warper
  Enchanter
  1 Kn
  Tribal
  1 Kn
  Wyld
  3 Kn
  Requirements
  Forestry
  Benefits
  Disadvantages
  -6 Endurance if you’re a Legion (as working around 
  so much heat is not good for your health).
  Dance with Beasts
  Hunter
  Husbandry
  Poisonous Mix
  Raised by Beasts
  Spawn
  +1 Awareness and Apothecary.
  Strong Hit: Coordinated Strike (Companion, Hit) Your next Attack gains Strong Hit +1 (does not Stack).
  +1 Awareness and Apothecary.
  One of your Holdings produces +1 Food.
  You and your group’s Traps may Stack up to +8 Combat Dice (normally +4).
  +1 Awareness and Apothecary.
  Your Mount gains +1 Durability.
  +1 Awareness and Apothecary.
  +2 to all non-Combat rolls connected to poisons.
  One of your Weapons gains the Alchemist Weapon Type as long as you also select an 
  Alchemist Variation that gives it the ‘Dangerous Terrain X (Poison).’ Keyword.
  +1 Awareness and Apothecary.
  You may make Persuasion and Leadership Skill Rolls on animals.
  Momentum 1: Move 2 spaces (this may cause an Attack to miss you).
  +1 Apothecary.
  Strong Hit: Spawn (Hit) One of your Wyld or Spirit Summons gains +1 Body (up to max).
  When you summon Bodies; they may appear within X spaces of any live plant.
  Tribal
  Rural
  Wild
  1 Kn
  Wyld or Spirit
  X+2 Kn
  -1 Persuasion.
  +1 Construction and Fauna.
  One of your Holdings gains +1 max Fields.
  You gain 1 free Herb Trade Box at the start of each Session. This Trade Box only requires 1 Slot to carry.
  +1 Construction.
  You are able to see over long distances.
  Strong Hit: My Fey Eyes See (Does not Req Hit) One of your Weapons gains +/-1 Ideal Rng and +1 Hit until the end of this Combat (Stacks).
  +1 Construction and Fauna.
  One of your Holdings gains +1 max Woods.
  Every third Attack that you make during Combat with an Axe gains +1d6 Hit.
  +1 Construction and Fauna.
  You can climb straight up trees and run along branches without a Physical Skill Roll, and they do not count as Difficult Terrain to you.
  +1 Fauna.
  If you would gain 2 or more Potion Trade Boxes: gain 1 additional Potion Trade Box.
  You may spend a Potion Trade Box to grant your next Potion Attack +2d6 Hit.
  +1 Construction and Fauna.
  You may quickly Craft Buildings and Siege Equipment that use Lumber. If they’re made entirely of Wood they may be Crafted in minutes (normally sessions).
  You gain 1d3 Arrow ammunition at the start of each session as long as you have access to wood.
  +1 Hit, Polearms and Bows (that are made of wood).
  
  140
  Personal Combat Skill Traits (May Select up to 2 per Skill)
  Requirements
  Requirements
  Finesse
  Brawn
  Benefits
  Benefits
  Disadvantages
  -1 Maximum Resources.
  -1 Combat Order.
  Ambidextrous Strike
  Blessed Fist
  Claws
  Combat Tempo
  Defensive Strike
  Dirty Fighter
  Dual Strike
  Exploit Size
  Flurry
  Puncture
  Quick Mix
  Riposte
  Running Dodge
  Sudden Strike
  Swift Shadow
  Untouchable
  Min Ref 3
  2 Kn
  All-Power
  Remnant
  or Nephilim
  2 Kn
  1 Kn
  Min Int 3
  Tolatl
  Alchemist
  Min Int 3
  Min Mov 3
  One of your Dual Weapons gains +1 Max Rng, -2 Load.
  Every sixth Attack that you make during Combat with a Dual Weapon gains +1 Hit and Crit Dmg.
  +1 End and Crit Dmg, Limbs.
  Your Limbs Weapon gains the Weapon Type: Hammer or All-Power.
  Variations and Modifications to your Limbs that require a Crafting Roll, now require a plain Spare Time Roll.
  +1 End and Crit Dmg, Limbs.
  You may use the Blade Variation: Tooth & Claw (normally NPCs only).
  The sixth Attack each Combat that you make gains +6 Hit.
  Strong Hit: Defensive Strike (Attack, Hit) Ignore the next Critical Hit against you before your 
  next turn (does not Stack).
  You gain Strong Hit +1 vs Bleeding, Prone or Suppressed characters (Stacks).
  Momentum 1: Your next Attack with a Dual Weapon gains Splash +1 (does not Stack).
  You gain +1 Crit Dmg vs Large and Huge characters.
  Momentum 2: During your Turn you may perform a free Quick Strike Action with a Small Weapon.
  Strong Hit: Puncture (Once per Action, Hit, May Crit) A damaged character suffers 1 point of 
  Damage (no Armour) to a random (1d6) Attribute.
  Momentum 2: One of your Alchemy Weapons loses 1 Ammo and another gains 1 Ammo.
  Strong Hit: Riposte (Oncer per Turn, Guard, Hit) You may perform a free Ready Attack Action.
  If you end your Turn 4 spaces from your starting location you gain +1 Armour until your next Turn.
  Strong Hit: Sudden Strike (Stealth, Hit) Your next Attack gains +1 Crit Dmg (Stacks).
  After making a successful Stealth Skill Roll you may move 2 spaces.
  Strong Hit: Untouchable (Hit) If you take no Damage before your next turn; you gain +1 
  Momentum (Stacks).
  Brawler
  Break Haft
  Cleave
  Crack Bones
  Dangerous Mix
  Decapitate
  Holy Body
  Impale
  Kick
  Massive Blow
  Nightmare
  Overwhelm
  Perfection
  Sap
  Savage
  Sweep
  Trample
  Through and Out
  War Cry
  Warrior Tradition
  1 Kn
  1 Kn
  2 Kn
  Alchemist
  2 Kn
  All-Power
  Min Str 3
  Enchanter
  Remnant
  Wyld
  Min Wil 3
  3 Kn
  Min Wil 3
  Not Tolatl
  Legion
  The Tackle Action grants you +1 Momentum if it Hits.
  Strong Hit: Break Haft (Blade or Axe, Hit) One of your target’s non-Blade Weapons gains -1 Max Rng (Stacks) until they’re able to repair it.
  Once per Turn if your Attack kills a character it gains Splash +1 (does not Stack).
  Strong Hit: Crack! (Hammer, End Dmg 5+, Double Strong, Hit) Your target suffers 1 Damage to a random (1d3) Attribute (no Armour) and may not 
  use a random limb until they receive a Surgery Healing Roll. If they’re a Monster NPC or a PC they also gain +2 Momentum.
  After you make an Attack with an Alchemy Weapon, all of your future Attacks this session gain +1 End Dmg (Stacks).
  Strong Hit: Decapitate (Blade or Axe, End Dmg 4+, Double Strong, Hit) This Attack causes a Critical Hit with +3 Crit Dmg (does not Stack, only +1 
  Crit Dmg vs Monster NPCs, only +2 Crit Dmg vs PCs).
  +2 Recovery and Endurance.
  Strong Hit: Impale (Polearm, Hit) This Attack gains Pen 1 min 2.
  After you Attack a character with your Limbs their Shield grants them 1 less Cover Step against the next Attack they receive.
  Momentum 2: An Attack you have just made gains +6 End Dmg.
  Strong Hit: Nightmare (Enchantment, Once per Action, Hit) A damaged character suffers 1 point of Damage (no Armour) to a random (1d3+3) Attribute.
  Strong Hit: Overwhelm (End Dmg 6+, Hit) Your target becomes Suppressed if they suffer 10 or more Endurance Damage from other sources 
  before your next Turn.
  +1 Hit and End Dmg, all Weapons.
  Strong Hit: Sap (Blunt, Hit) Your target loses 2 Momentum (down to a minimum of 2).
  After you kill a character you gain a free Recovery and a move.
  Momentum 1: Your next Attack gains +2d6 Hit, -1 End Dmg and -1 Crit Dmg (does not Stack).
  You may treat your Character Size as one step larger for the purposes of moving through opponent’s spaces.
  Once per Turn when you move through an opponent’s space you gain +1 Momentum.
  Strong Hit: Through and Out (Hit, Crit Dmg 4+) You may perform a free Assault Action with this Weapon (no Ammo required) against a second 
  target directly behind your current target.
  Twice per Combat when you perform the Encourage Action; all enemies who can hear you take 4 Endurance Damage or must move 3 spaces 
  away from you.
  +1 Finesse and Range OR +1 Brawn and Tactical.
  
  141
  Called Shot
  Cantrip
  Catalyst
  From Safety
  Hunt Prey
  Keen Aim
  Plant Feet
  Rushed Shot
  Spirit Jump
  Strong Arm
  Timed Shot
  Aid Allies
  Battle Cry
  Bond
  Bulwark
  Combat Pacing
  Consecrate
  Footwork
  Grab Time
  Hold Ground
  Jousting
  Loyal Bond
  No-One Falls
  One Man Army
  Overlooked
  Push Forward
  Second Wind
  Set
  Shield Wall
  Spirit Glow
  Special Mixture
  Alchemist
  or Enchanter
  Alchemist
  3 Kn
  Kaltoran
  Spirit
  Min Str 3
  Kaltoran
  2 Kn
  All-Power
  Enchanter
  Soldier
  Lv 8+
  Fame Rank 2
  Tiny
  Legion
  Spirit
  Alchemist
  You may add up to +/-1 to determine what Attribute is Damaged with your Critical Hits 
  (normally just 1d6).
  Strong Hit: Cantrip (Alchemy or Enchantment, Hit) Push, Trip or Ensnare (14) your target.
  Strong Hit: Catalyst! (Potion, Double Strong, Hit) This Attack costs you no Ammo.
  While in Heavy Cover all of your Weapons gain +2 Hit.
  While in Entrenched Cover all of your Weapons gain +1d6 Hit.
  Strong Hit: Hunt Prey (Ready Attack, Hit) You gain Strong Hit +1 vs your target for the 
  remainder of the Combat (does not Stack).
  If your Weapon does not have the ‘Crit Location’ Keyword you may have Critical Hits from 
  that Weapon damage a random 1d3+3 or 1d3 Attribute (normally 1d6).
  Optional: If you apply Set Up 2 and Pull Down 1 to a Weapon it gains +1d6 Hit and +2 End Dmg.
  Momentum 1: Pick 1 during your Turn: Move -2, Draw or Reload.
  Strong Hit: Spirit Jump (Spirit, Does not Req Hit) You Teleport exactly 5 spaces directly forward or backwards.
  +2 Rng, Max Rng and End Dmg, Thrown, Bows and Potions.
  The Ready Attack Action grants you +1 Momentum if you Hit a character that started their 
  Turn in Heavy or Entrenched Cover.
  All adjacent allies to you reduce Endurance Damage by 3 (normally 2) and gain +1 Hit (Stacks).
  You do not suffer a penalty for Attacking through adjacent allies.
  The Encourage Momentum Ability grants +1 Momentum to 3 Allies (normally 2).
  You gain +1 Hit, End Dmg and Defence while you’re adjacent to an ally with Endurance.
  The Encourage and Prepare Actions grant you +1 Cover Step.
  At the start of your third and seventh Turns you may perform a free Action.
  From your sixth Turn, all of your Attacks gain Strong Hit +1 for the remainder of the Combat.
  Once per Combat when you perform the Prepare Action you may mark all of the ground 
  within 2 of you. All allied characters (not you) within the marked ground gain +2 Hit and 
  Recovery (Stacks).
  The Guard Action no longer has a -2 penalty to Movement.
  Momentum 3: In response to any Action; You may immediately perform any Action with a +3 
  Hit bonus, and your opponent gains +1 Momentum.
  Twice per Combat you may perform a free Quick Strike Action against any character who 
  moves out of (not into) your Zone of Control.
  Polearms gain +1d6 Hit when you Charge at least 3 spaces while Mounted.
  One of your Companions or Mounts gains +2 End Dmg and +1 Armour.
  When you perform a First Aid Healing Roll on another character you gain +1 Momentum.
  Gain 3 Veteran Mass Combat Dice, these may only be used by you (as they ARE you).
  Strong Hit: Overlooked (Does not Req Hit) You gain +1 Cover Step until your next Turn (Stacks).
  When you perform a Charge Action: all of your Companions, Summons and Retainers may 
  make a free move.
  When you spend a Willpower point you gain a free Recovery and +1 Momentum.
  Your Attacks from the Ready Action gain +2 Hit and End Dmg vs characters who have just 
  performed the Charge Action.
  If you have an Active Shield; all adjacent allies with an Active Shield gain +1 Cover Step 
  (does not Stack).
  +1 Tactical.
  Strong Hit: Glow (Hit) Your target receives -1 Stealth and Defence until the end of Combat (Stacks).
  The first Attack that you make each Combat with a Potion gains +2d6 Hit.
  Requirements
  Requirements
  Range
  Tactical
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  You’re unable to use Unskilled Mass Combat Dice.
  -1 Combat Order.
  You may not shift damage onto an Attribute that 
  may not normally be Damaged (eg: location 
  1d3 can’t Damage location 4).
  -1 Hit, Alchemy.
  -1 End Dmg, Enchantment.
  
  142
  Holding Attribute Traits (May Select up to 1 per Attribute)
  Trade Good Cost & Requirements
  Trade Good Cost & Requirements
  Fields
  Hills
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Exotic Crops
  Wheat
  Pasture
  Fisheries
  Harbour
  Nomadic
  Urban Sprawl
  Hidden
  2 Food.
  4 Food.
  4 Treasure or 2 Beasts.
  Min Fields 3.
  4 Lumber.
  Access to waterways.
  6 Lumber.
  Access to waterways.
  12 Food or 2 Beasts.
  12 Lumber, 3 Stone.
  Min Fields 3.
  Min Fields, Woods or Hills 4.
  Min Security 3.
  Your Holding Produces +1 Herbs.
  When you Commission Work on your Fields you gain additional Food 
  equal to your Fields x2.
  Your Holding Produces +2 Beasts.
  Your Holding Produces +2 Food.
  When you Levy Transport you may transfer double the amount of Trade 
  Goods (normally 10 or 5) along your waterways and gain 1 Loot 
  Trade Box.
  When you would gain a Level (once per 3 Sessions) you may migrate 
  your Holding to a new location. When you do this you may Retro 
  your Fields, Woods, Hills and Security Attributes.
  +2 Peasants.
  Your Holding is hidden.
  This Holding gains +3 Skilled Mass Combat Dice when directly attacked.
  Your Holding Produces -3 Food.
  Your Holding Produces -1 Herbs.
  Your Holding Produces -1 Food.
  Your Holding maximums should be less defined 
  by your environment and should add up to 
  14 (not 16).
  Your Holding Produces -2 Food.
  Trade Good Cost & Requirements
  Woods
  Benefits
  Disadvantages
  Lumber Mill
  Hunting
  Gatherers
  Clear-Cut
  Wyldwoods
  Explorers
  Spirit Woods*
  Regular Patrols
  2 Food, 4 Lumber.
  4 Food.
  4 Food.
  Access to a wyldwood.
  2 Treasure.
  Min Woods or Hills 3.
  Access to ruins or wyldwoods.
  Access to spirit or wraith filled location.
  X x6 Food.
  Min Security X.
  Your Holding Produces +2 Lumber.
  Your Holding Produces +2 Beasts.
  This Holding gains +1 Ranged Mass Combat Dice when directly attacked.
  Your Holding Produces +2 Herbs.
  When you Levy Develop to reduce your Woods you may pay 1 Treasure 
  Trade Good to gain 8 Lumber Trade Boxes (does not Stack).
  When you Levy Work on your Woods you gain 1 Wylding Trade Box.
  Your Holding Produces +1 Beasts.
  Strong Hit: Explore (Levy, Success) Gain 1 Treasure and Arcanium Trade Box.
  The spirits or wraiths around this Holding may interact with you.
  +2 Soldiers.
  If a Mass Combat starts within 1 week travel distance of this Holding it 
  gains 1+X Skilled Mass Combat Dice.
  Your Holding Produces -1 Lumber.
  Your Holding Produces -1 Lumber.
  This location is more dangerous.
  Your Holding Produces -2 Lumber.
  Your Holding Produces -1 Lumber and Beasts
  Quarry
  Mines
  Terrace Farms
  Clay Pits
  Rich Mine
  Divine Ruins
  Wyldcaves
  Natural Defence
  2 Food, 4 Lumber.
  8 Lumber.
  Min Hills 3.
  1 Lumber.
  Access to clay.
  4 Lumber.
  Access to rich ores (ie: gold).
  2 Treasure.
  Access to divine ruins.
  Access to wyldcaves.
  2 Lumber, 4 Stone.
  Min Hills 3.
  Access to a naturally defensible location.
  Your Holding Produces +2 Stone.
  Your Holding Produces +1 Ore.
  Your Holding Produces +1 Food.
  Your Holding Produces +1 Stone and Lumber.
  When you Levy Work on your Hills you gain 1 Treasure Trade Box.
  When you Levy Work on your Hills roll 1d6; on a roll of 2+ you gain 1 
  Potion and on a roll of 4+ you gain 1 Arcanium Trade Box as well.
  When you Levy Work on your Hills you gain 1 Wylding Trade Box.
  Your Holding Produces +1 Beasts.
  This Holding gains +1 Skilled Mass Combat Dice when directly attacked.
  This Holding gains +2 Veteran or Ranged Mass Combat Dice when 
  directly attacked.
  This location may become dangerous.
  Your Holding Produces -1 Stone.
  This location is more dangerous.
  Your Holding Produces -1 Stone and Ore.
  Your Holding Produces -1 Stone and Ore.
  
  143
  Trade Good Cost & Requirements
  Trade Good Cost & Requirements
  Trade Good Cost & Requirements
  Prosperity
  Security
  Loyalty
  Benefits
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Disadvantages
  Militia*
  Industrious
  Commercial
  Educated*
  Trade Routes
  Enslaved
  Resident Hero*
  Inventive*
  12 Food.
  6 Lumber, 6 Stone, 2 Ore.
  Min Prosperity 2.
  6 Lumber, 4 Stone, 1 Treasure.
  Min Prosperity 2.
  6 Lumber, 1 Treasure.
  Min Prosperity 3.
  3 Beasts and Treasure.
  Min Prosperity 3.
  GM Permission.
  Min Security 4.
  GM Permission.
  Min Loyalty 4.
  1 Priceless.
  This Holding gains +6 Unskilled Mass Combat Dice when directly attacked.
  When you Levy Work you gain 1 Loot or Quality Trade Good.
  +1 Peasants.
  When you Levy Tax or Transport you gain 1 Treasure Trade Good.
  Strong Hit: Learn Something (Levy, Success) Gain a Study Unit.
  All Holdings within 1 week travel distance of this Holding gain +1 Wealth 
  and Peasants (Stacks to +3).
  The first Levy Oppress each session does not reduce your Renown by 1.
  +2 Peasants.
  A capable NPC lives in your Holding and helps to run and protect it.
  +2 Soldiers.
  You may select a second Trait for a different Holding Attribute.
  -1 Wealth.
  Granaries
  Brute Squads*
  Mystical Force*
  Mobile Force*
  Elite Force*
  Fortress*
  Navy
  8 Lumber or Stone.
  4 Food, 2 Treasure.
  GM defined (ie: 6 Potions for 
  Alchemists, or 4 Wylding for druids).
  8 Food, 2 Beasts, 2 Treasure.
  Min Prosperity 3.
  4 Food, 2 Ore, Beasts and Treasure.
  2 Lumber, 4 Stone.
  Min Prosperity and Security 3.
  16 Lumber, 2 Stone.
  Access to waterways.
  Your Holding Produces +1 Food.
  +10 Cargo Space.
  When you Levy Oppress you gain +2 Loot Trade Boxes.
  +1 Peasants and Soldiers.
  Strong Hit: Support Magic (Once per Round, Mass Combat) Add a 
  Unskilled Mass Combat Dice to your dice pool.
  Strong Hit: Creation (Levy, Success) Gain 1 Potion and Quality Trade Box.
  All Holdings within 1 week travel distance of this Holding gain +1 
  Peasants and Soldiers (Stacks to +3).
  +2 Soldiers.
  Stone Wall/Towers built near this Holding cost -2 Stone.
  +3 max Loyalty and Security.
  Ships built at this Holding require half the time.
  Ships built at this Holding require 2 fewer Lumber to build.
  +1 Peasants and Soldiers.
  -1 max Fields and Woods.
  This force may become dangerous.
  -1 Peasants.
  Your Holding Produces -1 Food.
  Loyal Subjects
  Steward
  Benevolence
  Pious*
  Charmed
  Tyrannical*
  Well Governed
  Beautiful
  *Grants access to unique Retainer Variations (pg: 157).
  Min Loyalty 3.
  Min Prosperity 3.
  1 Kn.
  Min Loyalty 4.
  Min Loyalty 3.
  Max Loyalty 2.
  Min Security 3.
  Min Prosperity, Security and Loyalty 4.
  4 Lumber and Stone, 2 Herbs, Ore 
  and Treasure, 1 Priceless.
  Any character who has contributed Renown to this Holding may make 
  up to 2 Levy rolls per week (normally one per week).
  A single character may make 1 Free Levy Roll for this Holding per 
  session. This roll may be made even if they are not currently 
  present at this Holding.
  Any character who has contributed Renown to this Holding gains +2 
  max Renown.
  Strong Hit: Sanctify (Levy, Success) Regain all of your spent 
  Willpower points.
  All enchanters OR characters Trained in both Persuasion and Leadership 
  gain +2 to all Levy Spare Time Rolls for this Holding.
  When you Levy Oppress you gain +1 Treasure Trade Boxes.
  +1 Soldiers.
  All Holdings within 1 week travel distance of this Holding gain +1 Wealth, 
  Peasants and Soldiers (Stacks to +3).
  This city and all of its Buildings look beautiful.
  +3 max Prosperity and Loyalty.
  This Traits costs 4 Renown (normally 2).
  You may not Levy Oppress.
  You may never Retro this Trait (as your people will 
  never forget your evil actions).
  
  144
  Weapons
  Rng
  Hit
  Rng
  Rng
  Hit
  Hit
  1
  2
  1
  3
  1
  1
  1
  1
  1
  1
  1
  2
  1
  4
  1
  1
  1
  1
  2
  1
  -1d6+2
  -1d6+1
  -1d6
  -1d6
  -1d6-2
  -1
  *
  -1d6+3
  *
  -1*
  +2
  -2
  +1
  1
  *
  Crit Dmg
  Crit Dmg
  Crit Dmg
  2
  2
  3
  3
  3
  3
  3
  4
  3
  3
  3
  3
  2*
  3
  3
  3
  1
  3
  3
  3
  1
  Ideal Rng
  Ideal Rng
  Ideal Rng
  1st
  2nd
  1st
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  3rd
  3rd
  2nd
  3
  2nd
  2nd
  2nd
  2nd
  2nd
  1st
  2nd
  1st
  Load
  Load
  Load
  0
  0
  1
  0
  1
  1
  1
  2
  2
  1
  2
  2
  2
  1
  1
  1
  1
  2
  1
  1
  -
  Max Rng
  Max Rng
  Max Rng
  1
  Str x3
  2
  Str x4
  2
  2
  2
  2
  3
  3
  3
  4
  3
  Str x5
  2
  2
  2
  2
  2
  2
  1**
  Ammo
  Ammo
  Ammo
  -
  1+(5xX)
  -
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  -
  -
  -
  -
  -
  -
  Inf
  End Dmg
  End Dmg
  End Dmg
  2
  2
  3
  5
  4
  4
  4
  6
  6
  3*
  4
  3*
  2*
  4
  5
  3
  3
  9
  4
  3
  Str-2**
  Weight
  Weight
  Weight
  1
  1
  3
  4
  5
  4
  2
  4
  3
  3
  3
  2
  5
  2
  2
  -
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  1+X
  1
  2
  3
  3
  3
  2
  4
  0
  2
  2
  1
  3
  2
  2
  -
  6t
  10t
  12t
  13t
  13t
  14t
  11t
  14t
  12t
  11t
  13t
  8t
  13t
  12t
  12t
  Auto
  Innate Weapon
  Finesse
  Brawn
  Dagger
  Short Sword
  Balanced Axe
  Battle Axe
  Massive Axe
  Great Sword
  Spear
  Halberd
  Lance
  Flail
  Warhammer / Warmace
  Staff
  Heavy Hammer / Mace
  Broadsword
  Wild Enchantments
  Subtle Enchantments
  Longsword
  Limbs
  Small, Linked, Pen 1 min 3.
  Large, Max Momentum (-2 Max Rng, Splash 1).
  Linked, Strong Hit (5-6).
  Strong Hit (5-6).
  Strong Hit (5-6).
  Large, Shield Bash (2), Strong Hit (5-6).
  Large, Zone +1, Linked, Only requires 1 Hand, *+2 Hit and End Dmg vs characters who Charged during their previous Turn OR who are Mounted, Big or Huge.
  Large, Zone +1, *+2 Hit and End Dmg vs characters who Charged during their previous Turn OR who are Mounted, Big or Huge.
  Large, Zone +1, Momentum 1: Your next Attack gains Strong Hit +1 (does not Stack).
  Large*, *+1 Dmg and only requires 1 Hand while performing a Mounted Charge, *May destroy this Weapon on a Mounted Charge to gain +2 Dmg,
  Shield Bash (3).
  *+1d6 Hit vs targets with a non-Natural Shield, *If you roll triples on an Attack Roll and you’re not Trained in Finesse you Hit yourself with this Weapon.
  2 Handed, Blunt.
  Large, Shield Bash (5).
  Strong Hit: Skilled Strike (Once per Turn, Hit) Gain +1 Momentum and move 1 space.
  While this Weapon is Active you gain +1 Defence (does not Stack).
  Strong Hit: Silent Kill (Stealthed, Hit) This Attack causes a Critical Hit with +2 Crit Dmg (does not Stack) and does not break your Stealth.
  Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +7 Max Rng if you have a improvised Weapon (torch, sword hilt, chair or stick).
  Weapon Type
  Weapon Type
  Weapon Type
  Blade.
  Polearm, Thrown.
  Blade.
  Axe, Thrown.
  Axe.
  Axe.
  Axe.
  Axe.
  Blade.
  Polearm.
  Axe.
  Polearm.
  Polearm.
  Polearm, Thrown.
  Hammer.
  Hammer, Tackle-Trip.
  Polearm, Tackle-Trip.
  Hammer.
  Blade.
  Blade.
  Tackle.
  Strong Hit (5-6), Natural.
  Shield Bash (3), Preload 1.
  Strong Hit (5-6), Splash 1d2, Natural.
  5
  5
  -1
  -1
  1d3+1
  4
  2nd
  2nd
  1
  1
  15
  15
  -
  1
  3
  1d6+2
  -
  3
  1 Kn
  Enchantment.
  Enchantment.
  Strong Hit (5-6), Natural, Preload 1, Momentum 1: Your next Attack with this Weapon does not break your Stealth.
  4
  2
  2nd
  1
  12
  -
  3
  -
  2
  2 Kn
  Enchantment.
  Bomb
  2
  4
  2nd
  1
  Str x3
  1
  6
  2
  1
  10t
  Alchemy OR Wyld, Potion.
  
  145
  1
  1
  1
  1
  1
  1
  5
  1
  +2
  -2
  -1
  +1
  2
  1
  3
  3
  3
  3
  4
  2
  1st
  1st
  1st
  1st
  1st
  2nd
  3rd
  1st
  1
  2
  1
  -
  -
  -
  1
  -
  1
  1
  2
  1
  2
  2
  40
  1
  -
  -
  -
  -
  -
  -
  8
  -
  4
  2
  3
  3
  3
  4
  4
  2
  2
  4
  -
  -
  -
  -
  -
  1
  2
  -
  3
  2
  4
  2
  10t
  12t
  Levy
  2 Kn
  12t
  12t
  12t
  Standard Shield
  Big Shield
  Combatants
  Short Bow
  Utility Belt
  Field Satchel
  Breath Weapon
  Tinkerer’s Backpack
  Long Bow
  Crossbow
  Siege Crossbow
  Trained Enchantments
  Snare
  (Bolas, Net, etc...)
  Summons
  Loyal Ally
  Skilled Ally
  Mount
  You gain Light Front Cover, Blunt, Shield Bash (3).
  You gain Heavy Front Cover, You have -2 Defence while you’re carrying this item if you’re a PC, Blunt, Shield Bash (2).
  Shield, Tackle-Push.
  Shield, Tackle-Push.
  Retainer.
  Summon.
  Companion.
  Companion.
  Companion.
  Mount.
  Rng
  Rng
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Ideal Rng
  Ideal Rng
  Load
  Load
  Max Rng
  Max Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Range
  Tactical
  Weapon Type
  Weapon Type
  Defence: 12 Armour: 3 Movement: 6 Carry: 2 Bodies: 0, Durability 1 (pg: 109).
  Momentum 3: Regain all lost Bodies (they come in as reinforcements from the side of the Battle Map and your opponent gains +3 Momentum.
  Large, Pen 1 min 3, Preload 1.
  Large, *Must have the same Bow Variation (Resource and Acquire costs are only applied once).
  Large, *Must have the same Bow Variation (Resource and Acquire costs are only applied once).
  Large, *Must have the same Bow Variation (Resource and Acquire costs are only applied once).
  Small, Strong Hit (5-6).
  Large, Strong Hit (5-6).
  Strong Hit (5-6).
  Splash 2 (Splash 1 for PCs), Strong Hit (5-6), Natural.
  Large, Strong Hit (4-6), Shield Bash (2), *Reload +1.
  Strong Hit (5-6), Shield Bash (3).
  Large, Splash 1, Strong Hit (5-6), Shield Bash (4), *Reload +1.
  Large, *Must have the same Bow Variation (Resource and Acquire costs are only applied once).
  Large, Shield Bash (4), Pen 2 min 4, Preload 1, Reduces end of Combat Ammo acquisition by 1.
  Defence: 12 Armour: 2 Movement: 4 Bodies: 4, Durability 1 (pg: 109), You start each Combat with 0 Bodies, Natural, Gain +3 Skllled Mass Combat Dice 
  (see pg: 101). Momentum 1: Gain 1 Body (up to your maximum).
  Defence: 16 Armour: 3 Movement: 5 Carry: 4 Bodies: 1, Durability 1 (pg: 109).
  Defence: 16 Armour: 3 Movement: 6 Carry: 2 Bodies: 1, Gain +1 Veteran Ranged Mass Combat Die (see pg: 101), Durability 2 (pg: 109).
  Defence: 14 Armour: 3 Movement: +5 Turn: 450 Carry: 2 Bodies: 1, You’re a Big Sized character, Durability 2 (pg: 96), Natural.
  5
  3
  3
  3
  4
  3
  3
  2
  5
  6
  6
  10
  8
  -1
  +2
  -2
  +1
  +2
  -2
  3
  3
  3
  3
  3
  3
  3
  4
  3
  4
  4
  4
  5
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  3rd
  3rd
  2nd
  3rd
  1
  0
  1
  1
  0
  1*
  1
  1*
  1
  2
  2
  2
  3
  35
  Str x4
  Str x4
  Str x4
  12
  Str x4
  Str x4
  Str x3
  35
  90
  90
  50
  70
  12
  2
  3
  3
  5
  2
  1
  0
  2
  7
  3
  8
  6
  3
  3
  3
  3
  3
  3
  6
  6
  3
  4
  4
  6
  8
  2
  0
  2
  1
  -
  3
  2
  4
  2
  1
  3
  2
  3
  3
  3
  3
  10t
  10t
  1 Kn, 10t
  1 Kn, 10t
  NPC or Twi
  12t
  14t
  14t
  Bow*.
  Alchemy OR Wyld, Potion.
  Alchemy OR Wyld, Potion.
  Alchemy OR Wyld, Potion.
  Alchemy OR Wyld.
  Alchemy OR Wyld, Potion.
  Alchemy OR Wyld, Potion.
  Alchemy OR Wyld, Potion.
  Bow*.
  Bow*.
  Bow*.
  Bow.
  Bow.
  Strong Hit (5-6), Shield Bash (2), Natural.
  Preload 1.
  Strong Hit: Wrap Around (Hit) Your non-Huge target becomes Ensnared (12) OR Ensnared (16) if you Attack them from behind.
  Strong Hit (5-6), Shield Bash (2), Natural. Momentum 1: Strong Hit +1 (Stacks).
  2
  4
  2
  +1
  -1
  2
  0
  3
  3rd
  2nd
  5th
  1
  1
  1
  16
  Str x2
  16
  -
  1+(2xX)
  3
  5
  3
  4
  -
  2
  3
  1+X
  3 Kn
  10t
  Enchantment.
  Tackle, Thrown.
  Enchantment.
  
  146
  Blade Variations (May Select 1, Blade Only)
  Blade Modifications (May Select any Amount, Blade Only)
  Rng
  Rng
  Hit
  Hit
  -1
  +1
  +1
  -2*
  +1
  -1
  +1
  +1
  +1
  -1
  +1
  +1
  -2
  Crit Dmg
  Crit Dmg
  -1*
  Ideal Rng
  Ideal Rng
  *
  Load
  Load
  Max Rng
  Max Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  -1
  +1
  +1
  +1
  +2
  +1
  +1
  +1
  -1
  +2
  +1
  -1
  Weight
  Weight
  -1
  -1
  +1
  -1
  Resources
  Resources
  Acquire
  Acquire
  -1
  +0
  +0
  +1
  +2
  +2
  +0
  +3
  +1
  -1
  +0
  +1
  +0
  +0
  +0
  +0
  +1
  +0
  +0
  -1
  -1t
  +2c
  +0t
  +4t
  +4c
  +6c
  NPC
  +8c
  +2c
  *
  12t*
  18c*
  14t
  1 Kn
  12t*
  12t*
  NPC
  Loot
  Loot
  Variation
  Modification
  Primitive
  Neph Ivory
  Steel
  Composite
  Druidic
  Divine Fire
  Tooth & Claw
  Divine Weapon
  Infused
  Old Heirloom
  Heavy
  Master Crafted
  Guard
  Practiced
  Familiar
  Alchemical Coat
  Small
  Painful
  Magical, Powerful
  Magical, Precise
  Broken/Low-Quality
  Contribute (1 Potions, 3 Wylding), Momentum 1: Your next Attack with this Weapon gains Strong Hit +1 (does not Stack).
  Energy, *+1d6 Hit vs targets within your Ideal Rng, Contribute (1 Quality, 5 Arcanium).
  Natural, *+1 Crit Dmg vs characters with 0 Endurance.
  When you Hit with this Weapon you gain +1 Momentum, Contribute (1 Priceless (Divine Blade), 2 Quality, 5 Arcanium).
  Contribute (1 Potions, 1 Arcanium).
  Primitive, Contribute (2 Quality (Nephilim Ivory)).
  Primitive.
  *Only at character creation (each PC may have only 1 Old Heirloom), *May not have the Natural Keyword.
  *This modification is free if you Crafted this Weapon.
  *This Modification may only be applied when this item is acquired, *May not have the Small Keyword.
  This item counts as a Resolve and Leadership Toolbox, *This Modification may only be applied when this item is acquired, Contribute (2 Quality, 
  4 Arcanium/Wylding).
  +1 Defence vs Tackle while this Weapon is Active.
  Optional: Set Up 1, *Remove this Modification at the end of this Session.
  Small, *This Modification may only be applied when this item is acquired, *May not have the Large Keyword.
  14t to remove this Modification. 
  Weapon Type
  Weapon Type
  Wyld.
  Alchemy.
  Alchemy.
  +1d6
  +1
  -1 (min 1)
  -1 (min 1)
  +1
  +1
  -1 (min 1)
  -1 (min 1)
  +1
  +2
  +1
  +1
  +2
  -1
  +1
  +1
  +0
  2 Kn
  2 Kn
  1 Kn*
  Dual Wield
  Dual Wield, Mixed
  2 Handed Practice
  Optional, Dual, Requires 1 additional Hand and Slot.
  Optional, Dual, Requires 1 additional Hand and Slot.
  Optional, *Weapon may not already require 0 or 2 Hands. Keywords, Requires 2 Hands.
  Axe or Hammer.
  
  147
  Axe Variations (May Select 1, Axe Only)
  Axe Modifications (May Select any Amount, Axe Only)
  Rng
  Rng
  Hit
  Hit
  -1
  +1
  -2*
  -1
  -1
  -2
  +1
  +1
  -2
  Crit Dmg
  Crit Dmg
  -1*
  Ideal Rng
  Ideal Rng
  *
  -1 (min 1)
  Load
  Load
  Max Rng
  Max Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  -1
  +1
  +1
  +1
  +3
  +1
  -2
  +1
  +1
  +1
  +2
  -1
  -1
  Weight
  Weight
  -1
  +1
  -1
  Resources
  Resources
  Acquire
  Acquire
  -1
  +0
  +0
  +1
  +2
  +2
  +0
  +3
  +1
  -1
  +0
  +0
  +1
  +0
  +0
  +0
  +1
  +0
  -1
  -1t
  +2c
  +0t
  +1c
  +4c
  +6c
  NPC
  +8c
  +2c
  *
  12t*
  12t
  18c*
  1 Kn
  12t*
  14t*
  NPC
  10t*
  Variation
  Modification
  Primitive
  Neph Ivory
  Steel
  Arcanium Edged
  Druidic
  Divine Fire
  Massive Bite
  Divine Weapon
  Infused
  Old Heirloom
  Heavy
  Pick
  Master Crafted
  Practiced
  Familiar
  Alchemical Coat
  Painful
  Light
  Broken/Low-Quality
  Contribute (1 Potions, 3 Wylding), Momentum 1: Your next Attack with this Weapon gains Strong Hit +1 (does not Stack).
  Contribute (1 Quality, 5 Arcanium), Energy, *+1d6 Hit vs targets within your Ideal Rng.
  Natural, *+1 Crit Dmg vs characters with 0 Endurance.
  Contribute (1 Priceless (Divine Axe), 2 Quality, 5 Arcanium), When you Hit with this Weapon you gain +1 Momentum.
  Contribute (1 Potions, 1 Arcanium).
  Primitive, Contribute (2 Quality (Nephilim Ivory)).
  Primitive.
  *Only at character creation (each PC may have only 1 Old Heirloom), *May not have the Natural Keyword.
  Shield Bash (+3), *This Modification may only be applied when this item is acquired, *May not have the Light Weapon Modification.
  Pen 1 min 2.
  This item counts as a Resolve and Leadership Toolbox, *This Modification may only be applied when this item is acquired, Contribute (4 Quality, 
  3 Arcanium/Wylding).
  Optional: Set Up 1, *Remove this Modification at the end of this Session.
  *This Modification may only be applied when this item is acquired, *May not have the Heavy Weapon Modification.
  14t to remove this Modification. 
  Weapon Type
  Weapon Type
  Wyld.
  Alchemy.
  Alchemy.
  +3
  -1 (min 1)
  +1
  -1 (min 1)
  +2
  +1
  +1
  2 Kn
  Dual Wield
  Optional, Dual, Requires 1 additional Hand and Slot.
  +1
  +1
  -1
  +0
  1 Kn*
  2 Handed Practice
  Optional, *Weapon may not already require 0 or 2 Hands. Keywords, Requires 2 Hands.
  Contribute (1 Arcanium).
  Strong Hit: Unleash Power (Hit) Your first Attack next Turn with this Weapon gains Strong Hit +1 (does not Stack).
  *This modification is free if you Crafted this Weapon.
  -1
  +1
  +0
  12t
  Long Haft
  +1
  +1
  +0
  +0
  Loot
  Loot
  Magical, Powerful
  Magical, Precise
  
  148
  Polearm Variations (May Select 1, Polearm Only)
  Polearm Modifications (May Select any Amount, Polearm Only)
  Rng
  Rng
  Hit
  Hit
  -1
  +1
  +1
  -2
  Crit Dmg
  Crit Dmg
  Ideal Rng
  Ideal Rng
  +1
  -1
  Load
  Load
  Max Rng
  Max Rng
  +1
  -1
  Ammo
  Ammo
  End Dmg
  End Dmg
  +1
  +1
  -1
  Weight
  Weight
  +1
  Resources
  Resources
  Acquire
  Acquire
  -1
  +0
  +1
  +0
  +0
  +0
  +0
  -1
  *
  12t*
  18c*
  1 Kn
  12t*
  14t*
  10t*
  Variation
  Modification
  Old Heirloom
  Long Haft
  Master Crafted
  Practiced
  Familiar
  Alchemical Coat
  Short
  Broken/Low-Quality
  *Only at character creation (each PC may have only 1 Old Heirloom), *May not have the Natural Keyword.
  Zone +1, *This Modification may only be applied when this item is acquired, *May not have the Short Weapon Modification.
  This item counts as a Resolve and Leadership Toolbox, *This Modification may only be applied when this item is acquired, Contribute (4 Quality, 
  3 Arcanium/Wylding).
  Optional: Set Up 1, *Remove this Modification at the end of this Session.
  *This Modification may only be applied when this item is acquired, *May not have the Long Haft Weapon Modification.
  14t to remove this Modification. 
  Weapon Type
  Weapon Type
  Alchemy.
  +1
  +1
  -1
  +0
  1 Kn*
  2 Handed Practice
  Optional, *Weapon may not already require 0 or 2 Hands. Keywords, Requires 2 Hands.
  +1
  +1
  +1c
  Wyldwood
  Contribute (1 Wylding).
  Primitive, Contribute (2 Quality (Nephilim Ivory)).
  Primitive.
  Wyld.
  -1
  +1
  -2*
  +1
  -1*
  *
  -1
  +1
  +1
  +2
  +1
  -1
  -1
  +0
  +0
  +2
  +2
  +0
  +3
  +1
  -1t
  +2c
  +0t
  +4c
  +6c
  NPC
  +8c
  +2c
  Primitive
  Neph Ivory
  Steel
  Druidic
  Divine Fire
  Long Reach
  Divine Weapon
  Infused
  Contribute (1 Potions, 3 Wylding), Momentum 1: Your next Attack with this Weapon gains Strong Hit +1 (does not Stack).
  Energy, *+1d6 Hit vs targets within your Ideal Rng, Contribute (1 Quality, 5 Arcanium).
  Natural, *+1 Crit Dmg vs characters with 0 Endurance.
  When you Hit with this Weapon you gain +1 Momentum, Contribute (1 Priceless (Divine Spear), 2 Quality, 5 Arcanium).
  Contribute (1 Potions, 1 Arcanium).
  Wyld.
  Alchemy.
  *This modification is free if you Crafted this Weapon.
  +1
  +2
  +1
  NPC
  Painful
  +1
  +1
  +0
  +0
  Loot
  Loot
  Magical, Powerful
  Magical, Precise
  
  149
  Hammer Variations (May Select 1, Hammer Only)
  Hammer Modifications (May Select any Amount, Hammer Only)
  Rng
  Rng
  Hit
  Hit
  -2
  +1
  +1
  -1
  Crit Dmg
  Crit Dmg
  -1
  Ideal Rng
  Ideal Rng
  Load
  Load
  Max Rng
  Max Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  -1
  +2
  +1
  +1
  +1
  -2
  -1
  Weight
  Weight
  +1
  -1
  Resources
  Resources
  Acquire
  Acquire
  +1
  -1
  +0
  +1
  +0
  +0
  +0
  +0
  -1
  +2t
  *
  12t*
  18c*
  1 Kn
  12t*
  14t*
  10t*
  Variation
  Modification
  Brazier/Censer
  Old Heirloom
  Heavy
  Master Crafted
  Practiced
  Familiar
  Alchemical Coat
  Light
  Broken/Low-Quality
  You first Attack each Turn with this Weapon gains Strong Hit +1.
  Primitive.
  *Only at character creation (each PC may have only 1 Old Heirloom), *May not have the Natural Keyword.
  Shield Bash (+1), *This Modification may only be applied when this item is acquired, *May not have the Light Weapon Modification.
  This item counts as a Resolve and Leadership Toolbox, *This Modification may only be applied when this item is acquired, Contribute (4 Quality, 
  3 Arcanium/Wylding).
  Optional: Set Up 1, *Remove this Modification at the end of this Session.
  Blunt, Counts as a Resolve Toolbox, *+1 Crit Dmg vs characters with 0 Endurance.
  Shield Bash (-2), *This Modification may only be applied when this item is acquired, *May not have the Heavy Weapon Modification.
  Shield Bash (-2), 14t to remove this Modification. 
  Weapon Type
  Weapon Type
  Alchemy.
  Alchemy.
  +1d6-1
  -1 (min 1)
  +1
  -1 (min 1)
  +1
  +1
  +1
  2 Kn
  Dual Wield
  Optional, Shield Bash (-2), Dual, Requires 1 additional Hand and Slot.
  +1
  +1
  -1
  +0
  1 Kn*
  2 Handed Practice
  Optional, Shield Bash (+1), *Weapon may not already require 0 or 2 Hands. Keywords, Requires 2 Hands.
  -2
  -2*
  -1
  -1*
  *
  +1
  +1
  +3
  +1
  -1
  -1
  +0
  +2
  +2
  +0
  +3
  +1
  -1t
  +0t
  +4c
  +6c
  NPC
  +8c
  +2c
  Primitive
  Steel
  Druidic
  Divine Fire
  Heavy Bash
  Divine Weapon
  Infused
  Contribute (1 Potions, 3 Wylding), Momentum 1: Your next Attack with this Weapon gains Strong Hit +1 (does not Stack).
  Energy, *+1d6 Hit vs targets within your Ideal Rng, Contribute (1 Quality, 5 Arcanium).
  Natural, *+1 Crit Dmg vs characters with 0 Endurance.
  When you Hit with this Weapon you gain +1 Momentum, Contribute (1 Priceless (Divine Hammer), 2 Quality, 5 Arcanium).
  Contribute (1 Potions, 1 Arcanium).
  Wyld.
  Alchemy.
  *
  +1
  Loot
  Blessed
  All-Power.
  *This modification is free if you Crafted this Weapon.
  -1
  +1
  +0
  12t
  Long Haft
  +1
  +2
  +1
  NPC
  Painful
  +1
  +1
  +0
  +0
  Loot
  Loot
  Magical, Powerful
  Magical, Precise
  
  150
  Shield Variations (May Select 1, Shield Only)
  Shield Modifications (May Select any Amount, Shield Only)
  Rng
  Rng
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Ideal Rng
  Ideal Rng
  Load
  Load
  Max Rng
  Max Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Variation
  Modification
  Weapon Type
  Weapon Type
  +1
  +1
  -2
  +1
  +1
  +1
  -1
  -2
  +1
  +0
  +0
  +0
  +0
  -1
  18c*
  1 Kn
  12t*
  14t
  1 Kn
  Master Crafted
  Practiced
  Familiar
  Spiked
  Rear Protection
  Broken/Low-Quality
  This item counts as a Resolve and Leadership Toolbox, *This Modification may only be applied when this item is acquired, Contribute (6 Quality, 
  2 Arcanium/Wylding).
  Shield Bash (-2), +2 Defence vs Tackle.
  While this Shield is not Active you gain +1 Body Armour vs all Rear Attacks.
  Shield Bash (-2), This item provides you with 1 less Cover Step, 10t to remove this Modification.
  -1
  -1
  -
  -1
  0
  -1
  +1
  -2
  +2
  +1
  -1
  +1
  0
  0
  -2
  0
  +0
  -1
  +0
  +2
  +2
  +2
  +2
  +0
  +3
  +0t
  -1t
  +2t
  2 Kn
  1 Kn
  +4c
  +6c
  NPC
  +8c
  Wood
  Primitive
  Steel
  Mental Fog
  All-Shield
  Wyldwood
  Fiery
  Plated
  Divine Glove
  When you take Damage from an Attack you may choose to apply the Broken Modification to this item and take no Damage from this Attack.
  Contribute (1 Potions, 3 Wylding), When you take Damage from an Attack you may choose to apply the Broken Modification to this item and take no 
  Damage from this Attack.
  Strong Hit: Regrow (Hit) You may remove the Broken Modification from this item for free.
  Strong Hit: Bash (Hit) Your target becomes Suppressed and is Pushed back 1d3 (1 if they’re Big, 0 if they’re Huge) spaces away from you.
  Strong Hit: Bash (Hit) Your target becomes Suppressed and is Pushed back 1d3 (1 if they’re Big, 0 if they’re Huge) spaces away from you.
  Natural, You may attempt to Stealth without Cover, This item only works vs characters with minds (ie: not traps) that you’re aware of (ie: not Stealthed).
  Natural, This item also provides Cover to adjacent Allies (not just those behind you) and not to enemies.
  Energy, Shield Bash (+2), +2 Defence, Contribute (1 Priceless (Divine Shield), 2 Quality, 3 Arcanium).
  Natural, This item grants you Cover from your Front OR Sides OR Rear (normally just Front).
  Primitive.
  Energy, You’re immune to non-Direct Hit Splash Weapons and Shield Bash from your front, Contribute (1 Priceless (Electro-Grav Gauntlet), 2 Quality, 
  5 Arcanium).
  Enchantment.
  All-Power.
  Wyld.
  *This modification is free if you Crafted this Weapon.
  Blunt, Counts as a Resolve Toolbox if you worship the All-Being.
  +1
  Loot
  Blessed
  All-Power.
  +1
  +2
  +1
  NPC
  Painful
  +1
  +1
  +0
  +0
  Loot
  Loot
  Magical, Powerful
  Magical, Precise
  
  151
  Bow Variations (May Select 1, Bow Only)
  Arrow Variations (May Select 1, Arrow Only, May Change)
  Bow Modifications (May Select any Amount, Bow Only)
  Rng
  Rng
  Rng
  Hit
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Crit Dmg
  Ideal Rng
  Ideal Rng
  Ideal Rng
  Load
  Load
  Load
  Max Rng
  Max Rng
  Max Rng
  Ammo
  Ammo
  Ammo
  End Dmg
  End Dmg
  End Dmg
  Weight
  Weight
  Weight
  Resources
  Resources
  Resources
  Acquire
  Acquire
  Acquire
  Variation
  Variation
  Modification
  Weapon Type
  Weapon Type
  Weapon Type
  -1
  +1
  +1
  +1
  -1
  *
  +1 +X
  +1
  -1
  +1
  +1
  -1
  +0
  +0
  +0
  +2
  +1
  +0
  +0
  +1
  +X
  *
  Free
  8t
  Free
  8t
  18c*
  1 Kn
  12t*
  10t*
  8t
  Old Heirloom
  Barbed
  Bodkin
  Broad
  Special Arrows
  Master Crafted
  Practiced
  Familiar
  Alchemical Head
  Extra Arrows
  *Only at character creation (each PC may have only 1 Old Heirloom), *May not have the Natural Keyword.
  On Hit: Target suffers -1 Recovery (Stacks to -4) until the end of Combat, Reduces end of Combat Ammo acquisition by 2.
  Strong Hit +1 vs targets with 4+ Body Armour.
  Duplicate a base Stat Line from this Weapon: it has -2 Ammo, This Modification may only be taken once per Weapon.
  This item counts as a Resolve Toolbox, *This Modification may only be applied when this item is acquired, Contribute (2 Potions, 4 Quality, 3 Arcanium/Wylding).
  *Acquire cost is increased by the Ammo of this Weapon (eg: Ammo 2 = Acquire 12t).
  Alchemy.
  -1
  -1
  -1
  +1
  -2*
  -1d6
  +1d6
  +1
  +1
  *
  +1
  +1
  -1
  -5
  +5
  +5
  +10
  -10
  -5
  +1
  *
  *
  +2
  +1
  +1
  +1
  +1
  +2
  +4
  -1
  -1
  -2
  +1
  -2
  -1
  +0
  +0
  +1
  +2
  +2
  +3
  +0
  +0
  +0
  -1t
  +0t
  +2t
  +4t
  +4c
  +6c
  +8c
  Loot
  Loot
  NPC
  Primitive/Low-Quality
  Quality Wood
  Hard Wood
  Composite
  Druidic
  Divine Fire
  Divine Weapon
  Lightning Wand (Gun)
  Thunder Wand (Gun)
  Spit
  Contribute (1 Potions, 3 Wylding), Momentum 1: Your next Attack with this Weapon gains Strong Hit +1 (does not Stack).
  Primitive.
  Energy, *+1d6 Hit vs targets within your Ideal Rng, Contribute (1 Quality, 5 Arcanium).
  When you Hit with this Weapon you gain +1 Momentum, Contribute (1 Priceless (Divine Bow), 2 Quality, 5 Arcanium).
  Energy, Preload +3, *Ammo cannot be regained, **May only be applied to a Crossbow.
  Preload +2, *Ammo cannot be regained, **May only be applied to a Crossbow.
  Shield Bash (+3) OR Splash +1, Natural.
  Arrow.
  Arrow.
  Arrow.
  Arrow.
  Arrow, Wyld.
  Arrow.
  **
  **
  Alchemy or Wyld.
  *This modification is free if you Crafted this Weapon.
  +2
  +2
  +1
  NPC
  Painful
  +1
  +1
  +0
  +0
  Loot
  Loot
  Magical, Powerful
  Magical, Precise
  Shield Bash (+2).
  
  152
  Alchemy Variations (May Select 1, Alchemy Only)
  Rng
  Hit
  -1
  -2
  -1
  +1
  -2
  +1
  -1
  -1d6
  -1
  +1
  +1
  Crit Dmg
  -1
  -1
  -1
  +1
  -1
  -4
  -4
  -4
  Ideal Rng
  Load
  Max Rng
  Ammo
  +2
  +2
  +2
  End Dmg
  -1
  +1
  -1
  +1
  -1
  -2
  +2
  -1
  +1
  +2
  -2
  Weight
  Resources
  Acquire
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +1t
  +0t
  +2t
  +0t
  +2t
  +0t
  +0t
  +2t
  +2t
  +1t
  +1t
  +1t
  +2t
  +2t
  +0t
  +0t
  +0t
  +0t
  Variation
  Sticky Flame
  Searing Flame
  Shocking Lightning
  Jumping Lightning
  Flash Freeze
  Lingering Cold
  Shrapnel Shards
  Acrid Poison
  Corrosive Acid
  Creeping Acid
  Delayed Blast
  Blast
  Goop
  Vortex
  Agonising Poison
  Marker
  Primer
  Smoke/Luminescence
  Energy, Burn.
  Strong Hit: On Fire (Hit) All damaged targets take 3 End Dmg at the start of their Turn until they receive First Aid (Stacks).
  Strong Hit: Sear Flesh (Hit) All damaged characters suffer -1 Defence until the end of Combat (Stacks).
  Strong Hit: Acid Pools (Hit) This Attack gains Dangerous Terrain +4 (Acid Pool) (Stacks).
  Strong Hit: Poisoned (Hit) A damaged character takes 5 End Dmg at the start of their Turn until they receive First Aid (does not Stack).
  Strong Hit: Agonise (Hit) All damaged characters suffer -1 Movement, Recovery and Defence until the end of their next Turn (Stacks).
  Strong Hit: Freeze (Hit) All damaged characters become Suppressed.
  Strong Hit: Frost (Hit) This Attack gains Dangerous Terrain +2 (Cold) (Stacks).
  Strong Hit: Massive Vortex (Hit) All non-Huge damaged characters become Tripped.
  Strong Hit: Delayed Blast (Does not Req Hit) If your target does not move at least 3 spaces from their current location before your next Turn they suffer 
  8 Endurance Damage (Stacks).
  Strong Hit: Shrapnel (Hit) This Attack gains +3 End Dmg (Stacks).
  Strong Hit: Knock Back (Once per Attack, Hit) A damaged character is pushed 1d3 (1d6 if they’re Tiny, and 1 if they’re Huge) spaces back.
  Strong Hit: Goop (Hit) A damaged character becomes Ensnared (16) and has their Movement reduced by 2 until the start of your next Turn (Stacks).
  Strong Hit: Alter Light (Hit) A Splash +2 area alters its Low Light Cover by +/-1 for 1 minute and you gain +1 Momentum (Stacks).
  Strong Hit: Marked (Hit) All Attacks gain +1 Hit and End Dmg vs all damaged characters until the end of Combat (Stacks).
  Strong Hit: Prime (Hit) The next Alchemy Attack against a damaged character gains Strong Hit +1 (does not Stack).
  Strong Hit: Melt Armour (Hit) Reduce a damaged character’s Head and Body Armour by 1 (min 2) until they make a Spare Time Roll of 12t (Stacks).
  Strong Hit: Shock (Hit) A damaged character becomes Suppressed.
  Strong Hit: Lighting Jump (Hit) This Attack gains Splash +2 (does not Stack).
  Energy, Burn, Splash +1.
  Energy.
  Energy.
  Dangerous Terrain 1 (Cold), Splash +1.
  Dangerous Terrain 2 (Cold).
  Splash +2.
  Dangerous Terrain 1 (Poison).
  Burn.
  Burn.
  Shield Bash (+2).
  Shield Bash (+2), *Must have the Potion Weapon Type.
  Blunt.
  Strong Hit +1.
  Dangerous Terrain 3 (Poison).
  Weapon Type
  *
  
  153
  Wyld Variations (May Select 1, Wyld Only)
  Potion Modifications (May Select any Amount, Potion Only)
  Rng
  Rng
  Hit
  Hit
  -1
  -1
  +2
  -1
  Crit Dmg
  Crit Dmg
  -1
  Ideal Rng
  Ideal Rng
  Load
  Draw
  Max Rng
  Max Rng
  Ammo
  Ammo
  +1
  +1
  End Dmg
  End Dmg
  +1
  -1
  +1
  -1
  +1
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  +0
  +0
  +0
  +0
  +0
  +1
  +0
  +1
  +0
  +2t
  +2t
  +2t
  +0t
  Loot
  1 Kn
  Loot
  Variation
  Modification
  Blight
  Entangle
  Enrage
  Thorns
  Spreading Poison
  Exotic Spark
  Fancy Technique
  Powerful Spark
  Strong Hit: Blight Infection (Hit) At the start of all damaged characters’ Turns they must pass a Physical or Resolve Skill Roll of 14. After failing this roll 
  3 times they gain a GM defined disease Condition. If two First Aid Rolls are made on them they no longer need to make Skill Rolls (does not Stack).
  Strong Hit: Entangle (Hit) All damaged characters become Ensnared (14) and have their Movement reduced by 2 until the start of your next Turn (Stacks).
  Strong Hit: Enrage (Hit) A damaged non-Monster character gains a free Recovery and must make an immediate free move and Attack against the 
  nearest character (your choice if two or more are equal distance) with an Active Weapon of your choice and dealing the most harm possible 
  (does not Stack).
  Strong Hit: Grow Thorns (Hit) A damaged character suffers 1 Damage (no Armour) to a random (1d3) Attribute at the start of their next Turn unless 
  they receive First Aid beforehand (does not Stack).
  Before the start of your next Turn: if a non-Nephilim or non-druid character ends their Turn in a space adjacent to your target you gain a free Strong 
  Hit Option against them from this Weapon (as if you had Hit them and dealt Damage).
  Strong Hit: Spreading Poison (Hit) A damaged character takes 3 End Dmg at the start of their Turn until they receive First Aid (does not Stack).
  You may discard this Modification to grant a single Attack: an unknown, strange and powerful (GM-defined) effect.
  Momentum 2: Your next Attack gains Strong Hit +1 (Stacks).
  You may discard this Modification to grant a single Attack: +2 Hit, Splash +1 and Strong Hit +1.
  Weapon Type
  Weapon Type
  -1
  -1
  +1
  +2
  +1
  -2
  -1
  +1
  -1
  +5
  +1
  -1
  -1
  +1
  +1
  +1
  +2
  +2
  +1
  +1
  -2
  -2
  +0
  +0
  +1
  +1
  +1
  +0
  +1
  +0
  +0
  +0
  12t
  1 Kn
  3 Kn
  Loot
  3 Kn
  1 Kn
  2 Kn
  12t*
  10t
  14t
  Oversized Bottles
  Flexible Technique
  Exotic Techniques
  Exotic Compounds
  Rare Compounds
  Practiced
  Custom Bottles
  Familiar
  Small Bottles
  Extra Potions
  Shield Bash (+2), Lose Keyword Small, *May not have the Small Bottles Weapon Modification.
  During your Downtime (or if you pay 4 Momentum Points mid-Combat) you may spend a Potion Trade Box to change the Alchemy or Wyld Variation 
  for this Weapon (paying any additional Resource cost) to any Variation that you have already paid the Acquire cost for (the base Acquire cost of 
  this Weapon + any Variation Acquire cost).
  Small, *May not have the Oversized Bottles Weapon Modification.
  *This modification is free if you Crafted this Weapon.
  +1
  +2
  +1
  NPC
  Painful
  -2
  -1
  -1
  Low-Quality
  Strong Hit -1, 14t to remove this Modification. 
  +1
  +1
  +0
  +0
  Loot
  Loot
  Magical, Powerful
  Magical, Precise
  
  154
  Enchantment Variations (May Select 1, Enchantment Only)
  Enchantment Modifications (May Select any Amount, Enchantment Only)
  Rng
  Rng
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Ideal Rng
  Ideal Rng
  Load
  Load
  Max Rng
  Max Rng
  Ammo
  Ammo
  End Dmg
  End Dmg
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  Variation
  Modification
  Weapon Type
  Weapon Type
  +1
  -1
  -1
  -2
  -1d6
  -1
  *
  -1
  +0
  -1
  +1
  +1
  +1
  +0t
  +0t
  +1 Kn
  +1 Kn
  +2 Kn
  Flow
  Mental Nudge
  Mind to Mind
  Ethereal
  Storm
  Targets gain no benefits to their Defence from their Reflexes vs this Weapon, *-2 Crit Dmg vs targets without a mind (ie: Traps).
  Targets gain no benefits to their Defence from Cover vs this Weapon (but they still gain all other benefits such as immunity to Critical Hits).
  You may make a Spare Time Roll of 14t to change this Variation.
  You may make a Spare Time Roll of 14t to change this Variation.
  Splash +1.
  -1
  -2
  +2
  -1
  *
  +1
  -2
  +1
  -2
  +4
  -1
  -2
  +1
  +1
  +1
  +1
  +1
  +0
  +0
  +0
  +0
  1 Kn
  2 Kn
  1 Kn
  1 Kn
  2 Kn
  1 Kn
  1 Kn
  12t
  Passion
  Terrorise
  Mind Worm
  Cloud Mind
  Slow Time
  Practiced
  Open Soul
  Familiar
  *+1d6 Hit vs enchanters.
  Strong Hit: Passion (Once per Turn, Hit) An ally within 3 of you gains +1 Momentum.
  Splash +1, When you Attack with this Weapon you suffer 1d6 Endurance Damage, Counts as a Leadership Toolbox.
  Strong Hit: Mind Worm (Hit) All damaged characters suffer -4 Hit on their next Attack (does not Stack).
  Counts as a Stealth Toolbox.
  Strong Hit: Slow Time (Once per Turn, Hit) You may perform 1 free Action with Strong Hit -1 at the end of your Turn.
  
  155
  Companion Variations (May Select 1, Companion Only)
  Companion Modifications (May Select any Amount, Companion Only)
  Rng
  Rng
  Hit
  Hit
  +1
  +1d6
  +4
  +1
  -1
  -1
  +2
  +1d6
  -1
  -1d6-2
  -X
  +1
  +1
  +1
  Crit Dmg
  Crit Dmg
  -1
  -1
  -1
  +1
  Ideal Rng
  Ideal Rng
  +1
  Load
  Load
  Max Rng
  Max Rng
  +2
  +4
  +1
  +1
  +1
  +2
  Ammo
  Ammo
  +1
  -2
  +1
  End Dmg
  End Dmg
  +1
  +2
  +1
  +1
  -1
  +2
  -1
  +2
  +1
  +1
  +1
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  -1
  +1
  +1
  +1
  +1
  +1
  -1
  +2
  +0
  +0
  +1
  +0
  +4
  +4
  +5
  +0
  +1
  +0
  +2
  +X
  +1
  +0
  +0
  +2
  +4c
  +4c
  +6c
  +2 Kn
  1 Kn
  1 Kn
  14t
  Variation
  Modification
  Commoner
  Mage
  Monk
  Druid
  Adept
  Shaman
  Pet, Pack Hunter
  Spirit, Might
  Soldier, Killer
  Soldier, Prepared
  Soldier, Armoured
  Scholar
  Enslaved Child of Pol, Stone
  Enslaved Child of Pol, Metal
  Enslaved Child of Pol, Arcanium
  Spirit, Comfort
  Spirit, Wisdom
  Pet, Predator 
  Pet, Wyld
  X Extra Bodies
  Friend
  Trained
  Well Armed
  Mounted/Fast
  Defence: -2 Armour: -1 Movement: +1 Carry: +4.
  Defence: +1 Carry: -2.
  Defence: +1 Armour: +1 Carry: -2, Blunt, *You do not need to be able to use All-Power Weapons to use this Companion.
  Movement: +1 Carry: -2.
  Defence: +2 Carry: -2, *You do not need to be to able to use Enchantment Weapons to use this Companion.
  Carry: -2, Counts as a Toolbox for 1 Skill, *You do not need to be able to use Spirit Weapons to use this Companion.
  Defence: +2 Armour: -1 Movement: +2 Carry: -4, Natural.
  Movement: * Carry: -10, Natural, *You may Fly and are Incorporeal, Reduce all Low Light Cover by 2 in a Splash area of 6 around you,
  Defence: -2 Armour: +1 Movement: -1 Carry: +2.
  Movement: +1.
  Carry: -3. Counts as a Toolbox for 1 Skill, +1 to all Spare Time Rolls.
  Defence: -2 Armour: +1 Movement: -1 Carry: +4, If you die all characters take 8 Endurance Damage, Contribute (4 Arcanium, 4 Stone).
  Defence: -2 Armour: +2 Carry: -1, If you die all characters take 8 Endurance Damage, Contribute (4 Arcanium, 6 Ore).
  Defence: +1 Armour: +1 Movement: +3 Carry: -2, If you die all characters take 16 Endurance Damage, Contribute (1 Priceless (Child Core), 8 Arcanium)
  Movement: * Carry: -10, Natural, *You may Fly and are Incorporeal, Reduce all Low Light Cover by 1 in a Splash area of 5 around you.
  Movement: * Carry: -10, Strong Hit +1, Natural, *You may Fly and are Incorporeal, Reduce all Low Light Cover by 1 in a Splash area of 4 around you,
  Movement: +2 Carry: -4, Natural.
  Movement: +1 Carry: -4, Natural.
  Defence: -X Bodies: +X.
  At any time you may spend a Willpower point to grant this Companion +1 Armour until your next Turn (Stacks).
  Defence: -1 Movement: +5 Carry: +2.
  Weapon Type
  Weapon Type
  Alchemy.
  All-Power*.
  Wyld.
  Enchanter*.
  Spirit*.
  Spirit.
  Alchemy.
  Alchemy.
  Alchemy.
  Spirit.
  Spirit.
  Wyld.
  
  156
  Mount Variations (May Select 1, Mount Only)
  Summon Variations (May Select 1, Summon Only)
  Rng
  Rng
  Hit
  Hit
  +2
  +1
  +2
  -2
  +1
  Crit Dmg
  Crit Dmg
  -1
  +1
  +1
  +2
  -1
  Ideal Rng
  Ideal Rng
  +1
  +1
  Load
  Load
  Max Rng
  Max Rng
  +10
  +3
  +1
  Ammo
  Ammo
  End Dmg
  End Dmg
  +1
  +1
  +2
  -1
  -1
  +3
  +1
  +1
  Weight
  Weight
  Resources
  Resources
  Acquire
  Acquire
  -1
  +2
  +0
  +6
  +0
  -1
  +3
  +2
  +0
  +0
  +0
  +0
  +0t
  Loot, 1 Kn
  +2t, 1 Kn
  Loot, 6 Kn
  +0t
  +0t
  Loot, 4 Kn
  +2t, 1 Kn
  Variation
  Variation
  Pack Animal
  Exotic Beast
  War Beast
  Drake
  Agile Beast
  Small Animal
  Flying Beast
  Hulking Beast
  Animated
  Spirit Storm
  Spawn Nephilim Brutes
  Spawn Nephilim Swarm
  Defence: -2 Armour: -1 Movement: -2 Carry: +6.
  Defence: +2 Carry: +2, Strong Hit +1, Gain +1 Veteran Mass Combat Die.
  Defence: +2 Carry: +2, Gain +1 Skilled Mass Combat Die.
  Defence: +1 Armour: +2 Movement: +2 * Turn: +900 Carry: +6, Splash 1, *You may Fly, You have -4 max Renown, You’re a Huge Sized character, Gain 
  +4 Ranged Long Distance Mass Combat Dice.
  Defence: +4 Armour: -1 Movement: +4 Turn: +450.
  Defence: +1 Armour: -1 Movement: -1 Carry: -1 Turn: +900, You’re a Standard Sized character, 
  Armour: -1 Movement: +6* Turn: +450, You’re a Standard Sized character, *You may Fly, Gain +1 Long Distance Mass Combat Die.
  Defence: -6 Armour: +1 Movement: -4 Carry: +8 OR 1 Cargo Space, Splash 1, You’re a Huge Sized character, Gain +2 Skilled Mass Combat Dice.
  Defence: -4 Armour: +1 Movement: -1, Natural.
  Bodies +2, Natural, Reduce all Low Light Cover by 1 in a Splash area of 5 around you.
  Movement +2, Natural.
  Defence: -4 Armour: -1 Movement: -1, Natural.
  Momentum 2: Gain 4 Bodies (up to your maximum).
  Strong Hit: Distract (Hit) All damaged characters suffer Strong Hit -1 on their next Attack (Stacks).
  Strong Hit: Haunt (Hit) All enemies not adjacent to an ally take 4 Endurance Damage.
  Weapon Type
  Weapon Type
  Alchemy or Wyld (pick one).
  Wyld.
  Enchantment or Wyld (pick one).
  Spirit.
  Wyld.
  Wyld.
  -1
  -1
  -1
  *
  -1
  +1
  +1
  +1 Kn
  +1 Kn
  Illusion
  Wraith
  Defence: +2 Armour: +2, Natural, With a Skill Roll your Bodies may look and sound like anything you are familiar with, Adjacent allies do not reduce 
  the Endurance Damage they receive by 2.
  Armour: +1* Movement: **, Natural, *+1 Crit Dmg and -1 Armour vs enchanters, **You may Fly and are Incorporeal, Adjacent allies do not reduce the 
  Endurance Damage they receive by 2.
  Enchantment.
  Enchantment.
  
  157
  Retainer Variations (May Select 1, Retainer Only)
  Rng
  Hit
  +5
  +6
  +2
  +1
  -1
  -1
  +1
  -1
  +1
  Crit Dmg
  -1
  -1
  Ideal Rng
  +1
  +2
  +0 or +2*
  +2
  Load
  Max Rng
  +1
  +30
  +35
  +1
  +12
  Ammo
  End Dmg
  +2
  +1
  +2
  +2
  +1
  Weight
  Resources
  Acquire
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  *
  -2t*
  +2t*
  **
  +2t
  +4t*
  +2t**
  Variation
  Peasants
  Knights
  Hero
  Archers
  Men-at-Arms
  Mercenaries
  Zealots
  Magicians
  Guards
  Mounted Knights
  Defence: +2, Armour: -1, Carry: +4 Bodies: +Holding’s Peasants x2, Gain Unskilled Mass Combat Dice (pg: 102) equal to your Bodies.
  Defence: -2, Armour: +1, Movement: -2 Bodies: +Holding’s Soldiers/2 (rounded up), Gain Veteran Mass Combat Dice (pg: 102) equal to your Bodies.
  Defence: +2 Armour: +1, Durability: +2 (pg: 109) Gain 2 Veteran Mass Combat Dice (pg: 102), *Requires Prosperity Trait: Resident Hero.
  Defence: -4, Armour: +1, Movement: +6 Bodies: +Holding’s Soldiers/2 (rounded up), Big, Gain Veteran Mass Combat Dice (pg: 102) equal to your Bodies.
  *Requires Security Trait: Elite Force or Fortress.
  **Requires Prosperity Trait: Militia OR the Security Trait: Brute Squads, Mobile Force, Elite Force or Fortress.
  *Requires Security Trait: Mobile Force, Elite Force or Fortress.
  Defence: +2, Armour: -1, Carry: +4 Bodies: +Holding’s Peasants, Gain Unskilled Ranged Mass Combat Dice (pg: 102) equal to your Bodies.
  Bodies: +Holding’s Soldiers -1, Gain Ranged Mass Combat Dice (pg: 102) equal to your Bodies, *You may change your Ideal Rng at any time.
  Bodies: +the number of Treasure Trade Boxes spent to acquire this Retainer, Gain Skllled Mass Combat Dice (pg: 102) equal to your Bodies.
  Defence: +4, Armour: -1, Carry: +4 Bodies: +Holding’s Peasants, Gain Skllled Mass Combat Dice (pg: 102) equal to your Bodies.
  Defence: -2, Armour: -1, Bodies: +Holding’s Soldiers/2 (rounded down), Splash 1, Gain Veteran Mass Combat Dice (pg: 102) equal to your Bodies.
  Strong Hit: Zeal (Hit) This Retainer gains +1 Crit Dmg for the remainder of Combat (Stacks up to +3).
  *You do not need to be able to use Magic Weapons to use this Retainer, **Requires Prosperity Trait: Educated or Inventive OR the Security Trait: Mystical Force.
  *Requires Loyalty Trait: Pious or Tyrannical.
  Bodies: +Holding’s Soldiers, Gain Skllled Mass Combat Dice (pg: 102) equal to your Bodies.
  Weapon Type
  Pick One: All-Power, Alchemy, 
  Enchantment, Wyld or Spirit*.
  +1
  +0
  +0t
  Blue Flame
  Energy, Burn, This Spirit may Fly and is Incorporeal.
  Spirit Variations (May Select 1, Spirit Only)
  Rng
  Hit
  Crit Dmg
  Ideal Rng
  Load
  Max Rng
  Ammo
  End Dmg
  Weight
  Resources
  Acquire
  Variation
  Weapon Type
  -1
  -1
  -1
  +1
  -1
  +0
  +1
  +0
  +1
  +1
  +0t
  +2t
  +0t
  +2t
  +2t
  Purple Flame
  Orange Flame
  Red Flame
  Green Flame
  Pink Flame
  Energy, Burn, This Spirit may fly and is incorporeal.
  Energy, Burn, +1 Armour vs Energy, Energy Attacks that Hit one of your Bodies gain Splash +1 (does not Stack), Deal 5 Endurance Damage to any 
  adjacent character that kills one of your Bodies with a non-Energy Weapon, This Spirit may Fly and is Incorporeal.
  Strong Hit: On Fire (Hit) All damaged targets take 3 End Dmg at the start of their Turn until they receive First Aid (Stacks).
  Strong Hit: Sear Flesh (Hit) All damaged characters suffer -1 Defence until the end of Combat (Stacks).
  Energy, Burn, Splash +1, This Spirit may Fly and is Incorporeal.
  Energy, Burn, This Spirit may Fly and is Incorporeal.
  Energy, Burn, Strong Hit +1, This Spirit may fly and is incorporeal.
  Alchemy.
  Enchantment.
  +1
  +4
  +4
  +2
  +0
  +2t**
  Spirits
  Movement: * Carry: -2 Bodies: +Holding’s Woods-2, Gain Veteran Ranged Mass Combat Dice (pg: 102) equal to your Bodies.
  *You may Fly, Reduce all Low Light Cover by 2 in a Splash area of 6 around you, **Requires Woods Trait: Spirit Woods.
  Spirit.
  
  158
  Outfits (Max 1)
  Light Outfit Variations (May Select 1, Light Outfit Only)
  Heavy Outfit Variations (May Select 1, Heavy Outfit Only)
  Light.
  Light.
  Light or Heavy*.
  Heavy.
  Heavy.
  Light.
  Light.
  -
  -
  2
  3
  5
  0
  1
  Auto
  Auto
  -
  -
  0
  0
  0
  1
  0
  1
  +2
  12t
  2
  8
  2
  2
  14t
  18t
  3
  4
  6
  5
  -1
  -2
  2
  3
  3
  4
  -1
  -1
  8t
  10t
  0
  1
  4
  6
  -1
  1
  1
  1
  2
  +2
  +1
  Defence
  at 0 End
  Body Armour
  Slots
  vs Tac
  End
  Head Armour
  Type
  Resources
  Acquire
  Weight
  Outfit
  Cloth
  Leather / Hide
  Studded / Scale
  Chainmail / Splint
  Plate
  Naked / Very Little - Avoidance
  Naked / Very Little - Tough
  Natural, Momentum 2: Gain +2 Armour vs an Attack you can perceive (Stacks).
  Natural, Momentum 2: Gain +1 Armour vs an Attack you can perceive (Stacks).
  Counts as a Stealth Toolbox.
  -1 Stealth, Double the time to equip and remove.
  *You do not require an assistant to equip and remove this Outfit.
  Light*.
  +0
  +0
  +0
  +0
  +1
  +2
  +1
  +0
  +0
  +0
  +0
  +2
  +2
  +0t
  +2t
  +0t
  +0t
  +0t
  2 Kn
  2 Kn**
  +1t
  +2c
  +1c
  +2t
  +4c
  +4c
  +1
  -1
  -4
  -1
  +2
  -2
  +1
  -1
  -2
  +1
  -1
  -1
  +5
  +5
  +10
  +5
  -1
  -1
  +2*
  +1
  +1
  +1*
  +1
  +1
  -1
  +1
  -1
  -2
  +1
  +1
  Defence
  Defence
  at 0 End
  at 0 End
  Body Armour
  Body Armour
  Slots
  Slots
  vs Tac
  vs Tac
  End
  End
  Head Armour
  Head Armour
  Type
  Type
  Resources
  Resources
  Acquire
  Acquire
  Weight
  Weight
  Variation
  Variation
  Practical
  Heavy Steel
  Steel
  Scholar’s Robe
  Plated
  Martial Arts
  All-Protection
  Alchemist’s Attire
  Nephilim Carapace
  Wild
  Hunter
  Divine Garb
  Divine Armour
  +2 to all Study Spare Time Rolls.
  Natural, *You suffer -1 Armour until your next Turn if you do not move at least 4 spaces from your starting location during your Turn.
  Natural, *Treat this Outfit as Light for the purposes of sleeping, equipping and removing, **You must be able to use All-Powers.
  All of your Potions gain +1 Ammo.
  All of your Weapons gain +2 End Dmg, -1 Persuasion, Contribute (2 Quality (Nephilim Carapace)).
  Primitive, All of your Weapons gain +1d6 Hit when you have 0 Endurance, Contribute (1 Wylding).
  Counts as a Stealth Toolbox.
  The first time you’re reduced to 0 Endurance during a Combat: You may deal 10 Endurance Damage to a single character within 2 of you, 
  Contribute (1 Priceless (Divine Clothes), 4 Quality, 2 Arcanium/Wylding).
  Contribute (1 Priceless (Divine Armour), 2 Quality, 4 Arcanium/Wylding), You do not require an assistant to Equip and remove this Outfit.
  
  159
  Outfit Modifications (May Select any Amount, Outfit Only)
  -1
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +1
  +0
  -1
  +1
  +0
  +0
  +1
  *
  8t
  12t
  3 Kn
  14t
  12t
  10c
  8t
  Loot
  Loot
  Loot
  Loot
  Loot
  18c*
  +1
  +1
  -1
  +4
  -1
  +1
  +1
  +1
  -5
  +5
  +5
  -1
  +1
  -1
  -1
  -1
  +1
  +1
  +1
  +1
  Defence
  at 0 End
  Body Armour
  Slots
  vs Tac
  End
  Head Armour
  Type
  Resources
  Acquire
  Weight
  Modification
  Old Heirloom
  Large Backpack
  Spikes
  Veteran
  Impressive
  Warm
  Perfect Fit
  Good Fit
  Magical, Flexible
  Magical, Storage
  Broken
  Magical, Tough
  Magical, Slippery
  Magical, Light
  Master Crafted
  *Only at character creation (each PC may have only 1 Old Heirloom), *May not have the Natural Keyword.
  Reduce all Attribute Damage against you by 2 (after Armour) to a minimum of 2, You may pay 1 Kn to transfer this Modification to another Outfit 
  of yours.
  Optional, You may transfer this Modification to another Outfit.
  Any character that is Grabbing you with their Limbs takes 6 End Dmg at the start of your Turn, -1 Stealth, -1 Persuasion.
  Counts as a Leadership Toolbox, -1 Stealth.
  Cold weather has little effect on you, Hot weather has a greater effect on you.
  14t to remove this Modification. 
  This item counts as a Resolve and Leadership Toolbox, *This Modification may only be applied when this item is acquired, Contribute (6 Quality, 
  2 Arcanium/Wylding).
  Contribute (1 Quality).
  
  160
  Utility Items (Max 1)
  Name
  Requirements Notes
  Resources
  Acquire
  Charm, Communication
  (Comm System)
  Charm, Holy
  Charm, Invisibility
  (Holographic Coat)
  Charm, Wild
  Charm, Lucky
  Divine, Aura
  Divine, Power
  Divine, Wall
  Extra Ammo
  Extra Components
  Extra Supplies
  Extra Tools
  Gear, Banner
  Gear, Pavise
  Gear, War Horn
  Potion, Agility
  Potion, Armour
  Potion, Chaos
  Potion, Cold
  Potion, Fire
  Potion, Flash
  Potion, Greater Healing
  Potion, Healing
  (Flesh Rejuvenator)
  Potion, Power
  Potion, Smoke
  Potion, Strength
  Preparation, Environment
  Preparation, Mind
  Preparation, Soul
  Preparation, Speech
  Preparation, Study
  Preparation, Body
  Preparation, Sharpen
  Spirit, Angry
  Spirit, Guardian
  Spirit, Insightful
  Extra Utility
  Small, You may communicate with people who also have a Communication Charm (over very long distances and through 
  some solid objects), Other people with a Communication Charm may secretly perceive your communications.
  Small, Counts as a Resolve Toolbox, Once per Combat you gain +1 Momentum while honouring/serving your 
  patron deity.
  Counts as a Stealth Toolbox, You may spend a Willpower point to gain +1 to a failed Stealth Skill Roll (Stacks), 
  Momentum 2: You’re invisible (Stealthed) until your next Turn.
  Small, Counts as a Resolve Toolbox, You gain Strong Hit +1 while you have 0 Endurance, -3 Recovery.
  Small, +1 to all Spare Time Rolls.
  Natural, Counts as a Resolve Toolbox, All allies within 3 spaces of you gain +2 Hit and Recovery (does not Stack).
  Natural, Counts as a Resolve Toolbox, Momentum 2: Your next Attack gains Strong Hit +1 (does not Stack).
  Natural, Set Up 1, Creates 2 spaces of Heavy Environmental Cover, Difficult Terrain, in adjacent spaces, These 
  disappear if your Endurance reaches 0 or if you move.
  Small, One of your Weapon Stat Lines gains +1 Ammo.
  Small, Momentum 3: One of your Potions regains 1 spent Ammo.
  Small, You and your group gain +5 Maximum Travel Distance (Stacks).
  Two of your Toolboxes require 0 Slots (normally 1).
  Large, Set Up 1, Pull Down 2, All allies within 4 of a Set Up Banner gain +2 Hit and End Dmg (does not Stack). Your 
  group may have only 1 Banner Set Up at any one time.
  Large, Set Up 2, Pull Down 2, Creates 1 space (2 if you’re Big or Huge) of Heavy Environmental Cover (Light to non-
  Tiny characters if you’re Tiny) in an adjacent space.
  Small, Once per Combat Encourage grants all allies +2 Defence and Movement until the start of your next Turn.
  Small, 1 Use (2 if you’re an Alchemist), Your next Attack gains +1d6 Hit (Stacks).
  Small, 1 Use (2 if you’re an Alchemist), You gain +2 Armour until the start of your next Turn (Stacks).
  Small, 2 Uses, Create a Splash 3 area of random Dangerous and/or Difficult Terrain and/or Low Light Cover.
  Small, 1 Use (2 if you’re an Alchemist), Your next Attack that Hits Suppresses your target.
  Small, 1 Use, Your next Attack gains +1 Crit Dmg and the Energy and Burn Keywords (does not Stack).
  Small, 1 Use (2 if you’re an Alchemist), A Splash 2 area alters its Low Light Cover by +1 for 1 to 5 minutes.
  Small, 1 Use, Your next Healing Roll Heals +3 Attribute Points and 20 Endurance.
  Small, 1 Use (2 if you’re an Alchemist or a Druid), Your next Healing Roll Heals +1 Attribute Point and 15 Endurance.
  Small, 1 Use (2 if you’re an Alchemist or a Druid), Your next Attack gains Shield Bash (+10) (does not Stack).
  Small, 1 Use (2 if you’re an Alchemist), A Splash 2 area alters its Low Light Cover by -1 for 1 to 5 minutes.
  Small, 1 Use (2 if you’re an Alchemist), Your Large and Limb Weapons gain +2 Hit and End Dmg until your next 
  Turn (Stacks). You gain +2 Defence vs Tackle until the end of the Combat (Stacks).
  Small, Counts as a Stealth Toolbox, You are prepared for a single type of hostile terrain (ie: mountains, cold, etc...).
  Natural, +2 Combat Order, Your first Attack each Combat gains Strong Hit +1.
  Natural, Counts as a Resolve Toolbox, +5 Endurance.
  Natural, Counts as a Persuasion Toolbox, All Allies gain a Resolve Toolbox and +1 Recovery (does not Stack).
  Natural, Momentum 4: Make a free Study Spare Time Roll on your current situation (no Tools required).
  Natural, You may spend a Willpower point to gain +1 to a failed Physical, Stealth or Attack Roll (Stacks),
  Natural, Your first 2 Hits each session with any Blade, Axe or Polearm Weapon gain Strong Hit +1.
  Natural, Counts as a Resolve Toolbox, You gain +1 Momentum when you take Attribute Damage.
  Natural, Counts as a Resolve and Awareness Toolbox, +1 Defence.
  Natural, Counts as a Persuasion, Resolve and Stealth Toolbox, You gain +2 Armour during Surprise Rounds.
  You may have X additional Utility Items beyond this one.
  All-Power
  or Spirit
  Enchanter
  or Spirit
  All-Power
  or Enchanter
  Alchemist
  or Wyld
  Alchemist
  Wyld
  All-Power
  or Spirit
  Spirit
  or Wyld
  All-Power
  or Spirit
  Enchanter
  or Spirit
  1
  0
  2
  1
  0
  0
  0
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1
  0
  3
  1
  0
  0
  0
  0
  0
  0
  0
  1
  0
  1
  0
  0
  0
  X x2
  Loot
  Free
  Loot
  14t
  Loot
  14t
  1 Kn
  1 Kn
  8t
  10t
  Free
  12t
  14t
  14t
  12t
  12t
  14t
  8t
  16t
  14t
  Free
  20t
  14t
  14t
  Free
  12t
  6t
  1 Kn
  14t
  10t
  14t
  12t
  1 Kn
  1 Kn
  12t
  12t
  X Kn
  
  161
  Example Misc Items, Tasks & Services
  Free
  Free
  14t
  14t
  12t
  10t
  12
  14t
  12t*
  14t
  Food provided.
  Make a free Spare Time Roll with a +1 Skill Roll bonus.
  Gain access to a Workshop for 2 Spare Time Rolls.
  1-4 nights, guarded, food provided.
  *The higher the roll the more detailed the map.
  Removes the ‘Broken’ Modification from an item.
  Lodgings, Common
  Meal, Common (Stew, Bread, Pork)
  Hire Craftsman/Professional
  Rent, Workshop
  Lodgings, Expensive
  Meal, Expensive (Game, Spices, Cake)
  Small Bribe/Gift
  Large Bribe/Gift
  Create a Map
  Repair an Item
  Acquire
  Acquire
  Tasks
  Services
  Description
  Description
  The Items, Tasks and Services listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.
  Free*
  14t
  10t
  14t
  You gain one Common Item, *Once per session.
  You gain one Expensive/Rare item,
  Alcohol, Basic Tool, Bucket, Clothes, Common Pet, Ladder, Lantern Oil, Rope, Parchment & Ink, Torch (creates light in 
  a Splash 6 area for 1 hour, requires 1 Hand), 
  Barrel of Alcohol, Book, Cart/Wagon (1 Cargo Space), Transport-Only Mount (may only be used for non-Combat 
  Travel, Carry 4), Forged Papers, Lantern (creates light in a Splash 4 area for 1 hour per portion of oil, requires 0 
  Hands if you have a belt), Lock, Map, Musical Instrument, Poison, Trained Pet.
  You gain up to Two Common Items.
  Small, Required for some Skill Rolls, +1 to a single Skill (does not Stack).
  1 Common Item
  1 Expensive/Rare Item
  Example Common Items:
  Example Rare Items:
  2 Common Items
  Toolbox
  Acquire
  Acquire
  Common Items
  Minor Magical Items
  Description
  Description
  Slots
  0 -> 2
  0 -> 1
  1
  16t
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  Loot
  2x 14t
  Loot
  Magic Wall
  Wand, Healing (Med Spray)
  Wand, Fire (Lighter)
  Navigation Stone (GPS)
  Wand, Command (Mega Phone)
  Wand, Safety (Anti-Grav Boots)
  Wand, Light (Flashlight)
  Wand, Invisibility (Stealth Field)
  Wand, Marking (Permanent Marker)
  Wand, Movement (Auto Tracker)
  Potion, Energy (Instant Coffee)
  Potion, Food (Dehydrated Food)
  Potion, Steel (Synth Steel Cube)
  Wand, Steel (Synth Steel Repair Kit)
  Wand, Rot (Defoliant Spray)
  Wand, Wonder (Firework)
  Alchemical Gel
  Magical Guardian (Synth Steel Robot)
  Small, 1 Use, Momentum X: Create an impassable wall in 2 adjacent spaces that require an adjacent opponent to spend Momentum 
  X+1 to remove.
  Small, 1 Use, Remove a minor medical Condition (ie: disease, poison, etc...), 
  Small, GM defined Uses, Light a small fire.
  Small, GM defined Uses, Helps you to navigate your terrain.
  Small, Unlimited Uses, Makes your voice very loud.
  Small, GM defined Uses, Prevents you from taking falling damage as long as you fall feet first.
  Small, GM defined Uses, Reduce Low Light by 1 Cover Step in a Splash 3 area.
  GM defined Uses, You and all allies within a Splash 4 area around you are invisible (Stealthed) for a GM defined amount of time.
  Requires 0 Slots, GM defined Uses, You may draw on almost any surface.
  Small, GM defined Uses, All enemies have -4 Stealth around you.
  Small, 1 Use, When you perform the Prep Action you Heal 10 Endurance.
  Small, GM defined Uses, Extend your Maximum Travel Distance by 10 days OR gain 1d3 Food Trade Goods.
  Small, Gain 1d3 Ore Trade Goods.
  Creates 1d3 Quality Rare Trade Goods.
  Small, GM defined Uses, Remove all vegetation in a Splash 3 area.
  Small, 1 Use, Create a large amount of light and ALL nearby characters become Suppressed.
  1d3 Uses, Apply the Alchemical Coat Modification to a Weapon.
  Large, 1 Uses, Prep 1, Gain a GM defined Skilled ally for a GM defined amount of time.
  
  162
  Example Buildings
  The Buildings listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.
  Mass Combat Dice from Buildings may ONLY be used when your Building is directly involved in a fight, not just the Holding in general (ie: a 
  Manors’ Private Security forces may only be used when it is being directly attacked).
  Private Guards
  Secret Escape Route
  Private Fortifications
  Arcane Defences
  Enchanted Defences
  Acquire
  Acquire
  Acquire
  Acquire
  Acquire
  12c*
  14t
  10t
  16t
  3x 12t
  10c
  10c
  18c
  16t
  12c
  16c
  12c
  10c
  16t
  14t
  12c
  14c
  18c
  10c
  12c
  10c
  14c
  16t
  12c
  14c
  10c
  14c
  18c
  12c
  12t
  18c
  18c
  16c
  14
  Time
  Time
  Time
  Time
  Time
  1 Week
  2 W
  3 W
  2 W
  1 Week
  1 Week
  1 Week
  2 M
  1 Week
  1 Month
  2 M
  2 W
  1 Week
  3 W
  3 W
  1 Month
  2 M
  3 M
  1 Month
  1 Month
  1 Day
  1 Month
  1 Month
  1 Month
  1 Month
  1 Week
  1 Week
  2 M
  1 Week
  2 W
  1 Week
  1 Month
  1 Week
  1 Day
  Cost
  Cost
  Cost
  Cost
  Cost
  4 Lumber/Stone, 1 Ore/Potion/Quality
  4 Lumber/Stone, 2 Ore/Potion/Quality,
  6 Lumber/Stone, 6 Food/Lumber/Stone,
  2 Lumber, 3 Ore/Potion/Quality,
  2 Beasts, 1 Treasure
  2 Loot, 2 Treasure
  1 Treasure
  1 Treasure
  6 Lumber
  1 Lumber, 5 Stone
  5 Food, 9 Lumber, 2 Ore, 4 Treasure
  2 Food.
  10 Lumber, 2 Stone
  14 Lumber, 4 Stone, 2 Treasure
  1 Lumber, 5 Stone, 4 Ore
  6 Lumber
  4 Food, 2 Lumber, 4 Ore, 4 Treasure
  4 Food, 4 Beasts, 2 Treasure
  1 Lumber, 5 Stone
  2 Lumber, 10 Stone
  3 Lumber, 15 Stone, 2 Treasure
  2 Herbs
  2 Stone/Ore
  2 Lumber
  2 Lumber, 10 Stone, 1 Treasure
  12 Lumber/Stone, 1 Treasure
  4 Stone/Beasts/Ore, 4 Ore/Treasure
  12 Lumber/Stone
  2 Lumber/Stone
  2 Lumber/Stone/Ore/Herbs, 2 Treasure
  18 Lumber/Stone, 2 Treasure
  6 Lumber/Stone
  2 Food, 3 Treasure
  1 Lumber, 5 Stone
  4 Potions, 2 Arcanium/Wylding
  1 Knowledge
  General Examples
  Vocation
  Religious
  Home
  Security
  Workshop
  Private Business, Specialty
  Private Business, Bulk
  Mobile Workshop, Wagon
  Business Network
  Warehouse, Wood
  Warehouse, Stone
  Transport, Ship
  Messenger, Bird
  Wooden, Large
  Wooden, Huge
  Warehouse, Fortified
  Wooden
  Transport, Armoured
  Messenger, Mounted
  Stone
  Stone, Large
  Stone, Huge
  Grand Garden
  Grand Statue
  Hut
  Worship (eg: Temple)
  Study (eg: Monastery)
  Attraction (eg: Statue)
  Manor
  Renovations, Extra Space
  Renovations, Aesthetics
  Mansion
  House
  Description
  Description
  Description
  Description
  Description
  +2 to an Education Skill (does not Stack with Tools), *Does not require a Workshop to Craft.
  Counts as a Workshop, Tax Levy grants you +1 Treasure Trade Box (Stacks up to +3).
  Counts as a Workshop, Tax Levy grants you +1 Loot Trade Box (Stacks up to +3).
  Counts as a Workshop but does not allow you to automatical regain Potions/Alchemy/
  Wyld Ammo, May travel around with you, 1 Cargo Space.
  Once per session you may exchange 1 Loot or Quality for 1 Treasure Trade Box (Stacks).
  +6 Cargo Space.
  +6 Cargo Space, Resistant to damage.
  May transport very heavy loads to distant locations via a waterway, We recommend you 
  home rule the Ship rules from the Fragged Seas book if you wish to use detailed rules.
  May transport very light loads to specific locations via air, Very quick.
  +3 Cargo Space.
  +10 Cargo Space.
  +6 Cargo Space, Resistant to damage, Secure.
  +1 Cargo Space.
  May transport moderate loads to distant locations via land, Slow, Secure.
  May transport moderate loads to distant locations via land.
  +1 Cargo Space, Resistant to damage.
  +3 Cargo Space, Resistant to damage.
  +10 Cargo Space, Resistant to damage.
  All PCs gain +1 to all Levy Rolls (does not Stack with other Religious Buildings).
  Counts as two Workshops.
  One PC gains +1 Maximum Renown (Stacks up to +2).
  +3 Cargo Space.
  +2 Cargo Space (Stacks), extra living space.
  Your Building looks impressive.
  +10 Cargo Space.
  +1 Cargo Space.
  Gain +2 Skilled OR +1 Veteran OR +1 Ranged Mass Combat Dice.
  Gain +2 Solid Defence Mass Combat Dice.
  Gain +1 Veteran Defence Mass Combat Dice, Will have additional effects.
  Gain +1 Defence Mass Combat Dice, Will have additional effects.
  
  163
  Example Siege Equipment
  The Siege Equipment entries listed here are just examples intended to inspire GMs and PCs. GMs should feel free to create new entries.
  The environment should define what Traps may be constructed (ie: a Rock Fall Trap requires hills).
  If the PCs have gathered a large force, they may have them freely move any reasonable amount of Production Trade Goods for the purposes 
  of constructing Fortification and Siege equipment. There is no need for them to make a Transport Levy Roll. GMs are encouraged to not bog 
  things down with unnecessary logistics.
  10c
  12c
  10c
  2x 12c
  12t
  14c
  16c
  14c
  14c
  12c
  2x 18c
  14c
  14c
  12c
  Acquire
  Acquire
  Acquire
  1 Day
  1 Week
  1 Day
  1 Week
  1 Day
  1 Week
  2 Weeks
  2 Weeks
  2 Weeks
  1 Week
  3 M
  1 Week
  1 M
  1 Month
  Time
  Time
  Time
  Cost
  Cost
  Cost
  4 Lumber
  6 Lumber, 1 Beasts, 1 Ore
  2 Lumber.
  3 Food, 1 Lumber/Stone
  1 Lumber
  4 Lumber, 1 Ore
  4 Lumber, 1 Ore, 3 Potions/Wylding
  10 Lumber, 8 Stone
  10 Lumber, 8 Stone, 2 Potions
  6 Lumber, 5 Stone
  8 Ore, 6 Arcanium/Wylding
  4 Potions, 4 Knowledge
  6 Lumber, 5 Stone, 6 Potions/Wylding
  6 Food, 16 Lumber, 1 Ore, 3 Treasure
  22 Lumber, 2 Beasts, 2 Ore
  Battering Ram, Basic
  Battering Ram, Advanced
  Ladders
  Rampart/Motte/Bailey/Ditch
  Spike Pit, Wood
  Ballista
  Ballista, Alchemical Shots
  Trebuchet
  Trebuchet, Alchemical Shots
  Catapult
  Arcane Cannon
  Catapult, Alchemical Shots
  Ship, Combat
  Siege Tower
  Traps
  Siege
  Fortifications
  Gain +1 Unskilled Siege Mass Combat Dice.
  Gain +2 Unskilled Veteran Siege Mass Combat Dice.
  Allows a small portion of your forces to scale walls.
  Gain +1 Defence Mass Combat Dice.
  Gain +1 Defence Mass Combat Dice.
  Gain +1 Defence Mass Combat Dice, Only protects Ranged Mass Combat Dice.
  Gain +1 Solid Defence Mass Combat Dice.
  Gain +1 Defence Mass Combat Dice, Only protects Ranged Mass Combat Dice.
  Gain +2 Defence Mass Combat Dice, Difficult to move, Only protects Ranged Mass 
  Combat Dice.
  One Use, Gain +1 Defence Mass Combat Dice.
  One Use, Gain +2 Defence Mass Combat Dice.
  One Use, Gain +1 Defence Mass Combat Dice, Will have additional effects.
  One Use, Gain +2 Veteran Defence Mass Combat Dice, Will have additional effects.
  One Use, Gain +1 Defence Mass Combat Dice.
  Two Uses, Gain +1 Defence Mass Combat Dice.
  One Use, Gain +1 Defence Mass Combat Dice.
  Gain +2 Unskilled Defence Mass Combat Dice.
  Gain +2 Defence Mass Combat Dice, Will have additional effects.
  Gain +2 Ranged Long Distance Siege Veteran Mass Combat Dice, Will have additional 
  effects (ie: earthquakes, vegetation growth, spawn monsters, etc...).
  One Use, Gain +1 Defence Mass Combat Dice, Only triggered by cavalry.
  Gain +2 Unskilled Ranged Mass Combat Dice.
  Gain +3 Unskilled Ranged Mass Combat Dice, Will have additional effects.
  Gain +2 Unskilled Ranged Long Distance Siege Mass Combat Dice.
  Gain +2 Unskilled Ranged Long Distance Siege Mass Combat Dice, Will have 
  additional effects.
  Gain +2 Unskilled Ranged Siege Mass Combat Dice.
  Gain +8 Ranged Siege Mass Combat Dice, Will have additional effects.
  Gain +4 Unskilled Ranged Siege Mass Combat Dice, Will have additional effects.
  Gain +3 Ranged Solid Mass Combat Dice (Counts as Siege vs other Ships), Requires 
  Water Access, may Transport Troops, may have a Ballista and Catapult mounted 
  on this Ship, We recommend you home rule the Ship rules from the Fragged Seas 
  book if you wish to use detailed ship rules.
  Gain +3 Siege Solid Mass Combat Dice, Slow moving.
  Description
  Description
  Description
  12t
  12t
  14t
  8t
  12t
  10t
  12t
  14
  14
  14t
  12c
  12c
  16c
  12c
  14c
  1 Day
  1 Day
  1 Day
  1 Day
  1 Day
  1 Day
  1 Day
  1 Day
  1 Hour
  1 Day
  1 Week
  1 Week
  1 Month
  1 Day
  1 Day
  1 Ore
  1 Potion/Wylding
  2 Potions, 1 Arcanium/Wylding
  1 Lumber
  1 Ore
  1 Stone
  1 Beasts
  1 Knowledge
  10 Wylding, 1 Knowledge
  1 Lumber/Ore
  4 Lumber
  1 Food/Lumber, 2 Stone
  1 Lumber, 6 Stone
  3 Lumber
  4 Ore
  Spike Pit, Metal
  Alchemical Trap
  Arcane Bomb
  Caltrops, Wood
  Caltrops, Metal
  Rock Fall
  Wild Beasts
  Enchanted Battlefield
  Channel the Wrath of Neph
  Anti-Cavalry Caltrops
  Palisade/Watchtower
  Low Stone Wall
  Stone Wall/Tower
  Mobile Palisade, Wood
  Mobile Palisade, Metal
  
  164
  Acknowledgments
  Created by
  Jye Lambert
  Wade Dyer (Design Ministries)
  Writing
  Ryan Schoon
  Edited by
  Heather Avery
  Artwork
  Clonerh Kimura (Cover, Interior)
  Jarrod Owen
  Mateusz Mizak
  Special Thanks
  GateKeeper Games, Fitzroy North
  Michelle Dyer
  www.kickstarter.com
  A Special Thanks to:
  Aaron Riske
  Alistair Clough
  Andrew Haywood
  Andrew Hill (Ezikian Salazar)
  Cameron Stone
  Christopher Lee
  Christopher West
  Darren Crosbie
  Erahard Eral
  Florian Hollauer
  Frank Mikes
  Geordie Irvin
  Greg Conant
  Heather Avery
  Jeff Pierce
  John Garren
  John Murray
  Joshua Michael
  Layton Hill Snover III
  Lukas McNamara
  Luke Trist
  Paul Stephenson
  Samantha Nolen
  Sharna Crichton (Olinda Beastwalker)
  Simon Al-Nakat
  Sylentdeath Skystriker
  Thomas Stockdale (Nexion Val-Nesh)
  Tim Best (Quinyx)
  Tristan DeMaria
  Zachary K Rucker
  
  165
  The Archdruid is dead!
  Now is the time to reclaim the world for civilisation.
  Akharon is a world scarred by a magical druidic war and overflowing with monsters. Much has been lost, waiting to 
  be reclaimed by those bold enough to set foot outside of civilisation's last bastion, Stronghold. It is a world besieged 
  by malevolent forces who channel the planet’s own dark magic and direct strange otherworldly creatures with 
  malicious intent. It is a world where death and mystery wait around every corner, behind every tree, and in every 
  rocky crag.
  But it is also a world of hope. The war that has lasted a generation is over, and the denizens of Stronghold have 
  begun to step out into the world once again. What awaits them is a vast, unexplored land, overgrown and full of grand 
  treasures and lost magic waiting to be re-discovered.
  But the evil druids and the forces of the dark goddess, Neph, are still out there in the wilds, plotting their next move. 
  They may have failed to conquer Stronghold, and their Archdruid lies dead, but they will not stop their campaign 
  until all civilisation on Akharon is extinguished.
  The races who took up residence in Stronghold - the Kaltorans, Legion, Remnant, and Tolatl - are once again free to 
  spread civilisation across the face of Akharon. As Stronghold struggles to support its growing population, and food 
  rations grow thinner, the time has come for bold adventurers to leave and reclaim the wilds.
  Fragged Kingdom v1.0
  www.FraggedEmpire.com
  Created by Wade Dyer & Jye Lambert.
  This Book Requires the
  Fragged Empire Core Rule Book
  The Rules
  The Setting
  Optional Holding and
  Nation Building Rules
  Manage your
  Momentum in Combat
  Crafting
  Nature vs Civilisation
  Exploration
  5 Playable Races
  978-0-9946098-6-1
  Optional Mass
  Combat Rules
  Set within the Fragged
  Empire Universe
  Religious Tension
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Kingdom.pdf