Documentos de Académico
Documentos de Profesional
Documentos de Cultura
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Version 1.5
theric Dreams 2014
Paul Hitchens (order #10064513)
Visit the Nights of the Crusades website for news and resources
Contents
Introduction
Overview of chapters
The Mythos
Conjuring a Character
The Marketplace
Gameplay
Advancement
Weaving a Tale
Appendix One:
Sample Characters
Appendix Two:
Sample Chapter
Over Dark Seas
2
2
2
2
2
2
2
2
Glossary
The Mythos
The Crusader
The Assassin
The Merchant
6
6
7
8
8
9
conjuring a
character
15
16
English
French
German
Byzantine
Ancient European
Jewish
Arabic
Turkish
Persian
North African
Mesopotamian and
Ancient Egyptian
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16
17
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17
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30
30
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Leading NPCs
35
Books
36
Character sheet
Formulas
37
Intoxicants
38
Faction
Religion
Class
Organisation
Experienced characters
18
18
19
20
21
21
Bazaar Tales
6: Review
22
Internet links
Books
Atmosphere
29
Possessions
2: Allegiances
18
Further reading
High-Quality and
Magnificent weapons
Special rules
26
26
26
26
27
28
33
18
22
12
13
Weapons
26
Attire
1: Background
5: Storytelling
10
11
Item Rarity
Expertise bonuses
Quality
Selling
The plight of the poor
The profits of the prosperous
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22
Armour
4: Dispositions
10
The
Marketplace 25
24
Body armour
Helmets
Blockers
High-Quality armour
Magnificent armour
Special rules
High-Quality attire
High-Quality possessions
Special rules
Servants
Slaves and tamed beasts
Followers
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32
32
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35
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36
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Said the Ifrit, Ask of me only what mode of death thou wilt die, and b y what
manner of slaughter shal l I slay thee. Replied the f isherman, W hat is my crime, and
why such retribution? Q uoth the Ifrit, Hear my story, O Fisherman! And he
answered, Be brief mighty Ifrit, for my lifes breath quivers.
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Gameplay
Example of play
Sneaking Challenge
Impression
Negotiation
Story
Back to the real world
Combat
Advancement 63
42
Overview of organisations 64
42
44
45
46
47
48
White Quills
Apostles of Sobek
Wavering Flame
The Abu Al-Myiit
Nizari
The 44
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67
50
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Dispositions
51
71
Negotiation
51
Combat
52
Challenges
Common challenges
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Goals
Basic Negotiation actions
Haggling
Movement
Hostile Stance
Strikes
Hits, Impacts and Injuries
The Battlefield
Objects
Other dangers
Trauma
Stories
Pearls of Wisdom
50
51
52
52
71
71
71
72
Symbols of Power
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53
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54
55
58
58
59
60
Fief
Entertainment Quarter
Forge
Fortifications
House of Worship
Library
Market Place
Ship
Tower
62
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I am a knight according to
the customs of my people.
Training points
Expertise limit
Increasing expertise
Ability List
86
87
87
88
88
88
88
88
88
Changing Allegiances
88
Changing Dispositions
88
Weaving a
Tale
89
90
90
90
90
91
91
91
91
Creating Challenges
91
A typical month
92
Strength, Sneaking or
Scholarship?
92
Alchemy, action,
dread and atrocity
93
Managing stories
93
Dispositions and likely actions 93
Area dispositions
94
Slavery in the world
94
A womans place
94
Appendix 1:
Sample
characters
95
Beasts
95
Djinn
97
In the city
98
Warriors
99
The wild
99
Bestial Ghoul
Rukh
Cavern Wyrm
Raging Ifrit
Whispering Qarin
Aristocrat
Beggar
Merchant
Physician
Priest
Fanatic
Guard or solider
Squire
Bandit
Trader
Vessel of Djinn
Queen Sesheshet
The Walker of Roads
Appendix 2:
Over
Dark Seas
95
95
96
97
97
98
98
98
98
98
99
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100
100
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NPCs
101
Scene 1
102
Scene 2
102
Scene 3
103
Scene 4
104
Scene 5
104
Scene 6
105
Conclusion
105
Sanctuary
Version
updates
107
Introduction
As the wind and dust howled over the
barren ground, the traitors walked.
Their leader thought only of increasing the distance between him and the
ravaged hell of Antioch and forgetting the past. The rain that often
cloaked the city reached far into the
surrounding lands, and dark clouds
approached that threatened to obscure
the morning sun.
The walls were assaulted two days
ago, and that was when these shuffling exiles left their city to the men of
the western countries. Their thoughts
were as much a burden as their possessions. Their bones ached from the
hard ground where they slept last
night. They sweated, their clothes
sticking to their skin. They needed
shelter.
As they descended from a barren
mountain range, the stones of a
ruined wall came into view, looking
like the spine of a disfigured serpent.
As the refugees edged closer they saw
it coiled around the corpse of a small
city. Behind the wall were orchards
of skeletal fruit trees, and a great
slum of houses and stables. A spire
loomed over the city and a thin bridge
joined it to the wall of a palace that
perched upon a jutting section of the
mountain range. Their approach was
not greeted with the usual sounds of
a large town, it was empty of life. It
would, however, do for shelter until
they decided where to go.
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Overview of
chapters
The Mythos
A description of the world that your characters will
enter. It gives a (very brief) overview of the Crusades and the 1001 Nights; along with some strange
and dark tales to introduce the setting.
Conjuring a Character
This describes the process of creating a character. It
is a simple process after inspiration strikes.
The Marketplace
Equipment, servants and weapons are described
here, along with the details of managing wealth.
Gameplay
Here you will find rules for challenges, negotiation
and combat.
Advancement
Characters will evolve throughout their time in Nights
of the Crusades. This section describes how they will
gain expertise and abilities as they progress.
Weaving a Tale
This is a guide for the Tale-Weaver. It delves into the
possible themes of a tale and the how to challenge
your players enhancing everyones experience.
Appendix One:
Sample Characters
Character details for beasts and adversaries that can
be used in a tale.
Appendix Two:
Sample Chapter
Over Dark Seas
An adventure that will launch you into the world of
Nights of the Crusades.
Glossary
Ability: By gaining abilities, characters advance in
expertise. An ability allows a character to gain an
edge in negotiations, combats and other challenges.
Apex: The target number in a V test.
Chapter: An adventure. A portion of a tale that
has a beginning, middle and end. It is broken into
smaller scenes.
Challenge: Any conflict that needs a resolution
through dice.
Pearls of Wisdom (PoW): PoW are gained from stories and can be used to access powerful bonuses.
Player: You or the other people in the real world that
are playing characters in the Nights of the Crusades.
Player Character (PC): Any character that a Player
controls.
Impact: Successfully besting an opponent in combat, resulting in a loss for your foe to defend against
further attacks.
Injury level: The power of a strike.
Impact limit: Three levels, based on a characters
melee expertise and armour.
Modifier: When a roll becomes easier or harder
based on a particular circumstance. Usually effects a
characters expertise for a single roll.
Non Player Character (NPC): Any character that the
Tale-Weaver controls.
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Black Sea
Constantinople
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Aegan Sea
10 days
Antioch
1 day
Aleppo
Maarra
Masyaf
Tripoli
Cyprus
Mediterranean Sea
Baalbek
Tyre
Acre
Alexandria
Damietta
2 days
Cairo
Red Sea
Damascus
3 days
Jerusalem
4 days
3 days
The Mythos
The thud of hooves approached. The
bandits dismounted at the base of the
minaret. Gruff voices of men ascended to where the traitors lay in hiding.
Firuz imagined them passing through
the spires threshold. They were
confident, swaggering, obviously assuming the area was abandoned. He
took a careful look around the wall.
The bandits mouths gaped as they
approached the arch into the palace,
wondering at the treasures within.
The cry of child echoed through the
air behind him.
The bandits were startled, but quickly
regained their composure. They
readied their weapons. Firuz could
not risk being seen now. He put his
back to the wall, relying on his hearing. An arrow streaked through the
archway and tumbled into the dusty
ground. Another ricocheted off the
palaces marble wall. More children
began to cry. His stomach coiled like
an agitated snake.
The fighting would soon begin. The
whispered voice of a bandit was followed by anothers menacing laugh.
The stink of wine reached Firuzs
nostrils. The bandits were just on the
opposite side of the wall.
Peering out from behind a wide column, one of the women cried through
her veil, Please brothers, show
mercy to us.
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The Crusader
God wills it! That is the cry that strengthens the
spirit. The fires of justice have swept aside any opposition to our righteous cause. We march onwards
to the Holy City.
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The Assassin
The smoke from those dark nights still burns in
my nostrils, and morning never came for me. I hide
now, in plain sight, counting the seconds before the
man before me is dead.
I have travelled far from Damascus, where I once
made my home, tracking one of the cruel leaders of the massacre that butchered more than five
thousand of my Ismaili brethren. This preacher,
who now stands not ten feet away, sows rumours
and diverts blame from his masters, enabling them
to perform their atrocities. It was him that led the
Sunni fanatics to our quarter. They had been fed lies
about how we were aiding the Franj to capture Damascus, and in return we Ismaili were to be granted
the port city of Tyre. I know not the basis of these
accusations but nor did I care as I held the corpses
of my family.
Those of us who could escape fled into the wilderness, but we were found. Not by those thirsting for
our blood but by a shadowy savior. He claimed he
was a Nizari, a follower of Sinan, The Old Man of
the Mountain. They were protectors of true Islam
and its adherents the Shias generally and the
Ismaiili specifically. We followed him to the cliffs.
For many months we trained our bodies and souls
to fight the apostates and unbelievers; those who
would seek to annihilate the only untainted followers of God.
I hunted my quarry across the plains and deserts
and now I wait, with my head shaved and only a
dagger beneath my ragged robe. My exterior is the
manner of the calm Sufi, but inside I am the fury
of hate. For days the preacher has passed with his
retinue, as I sat by the path in dust. His wariness is
down for I am a common site to them. The flash of
my dagger is not!
Blood spurts as the blade bites deep inside the throat
of the false preacher. Knowing that not even a djinni
from the flames of hell could survive such a blow,
I leap away, evading my blood-soaked pursuers.
Adrenaline floods my veins as I quicken my pace,
for the alarm has been raised. Heavy footsteps are
closing the distance.
Should I survive, that is all good and well, however I
do not care so much. My mission is complete, and an
eternity in paradise is assured.
The Merchant
A close friend of mine, Dionysius Theodoros, had
asked me to visit him in Acre so we could make
some business arrangements. He wanted me to meet
with one of the Franj who had become accustomed
to civilisation. I could not believe such a spectacle
existed, so I made plans immediately.
The short journey was made even shorter, as I fascinated my crew with the stories of the sea to ease
their toil. One of my favourites is that of a fellow
merchant who was trying to deliver much needed
supplies to a town besieged by the Franj. The enemy
ships circled the harbour like hungry sharks, waiting for a moments weakness to begin a frenzied
assault. Oh see how this merchant outsmarted them!
He shaved his beard and those of his crew and
dressed in the manner of the infidel. He even placed
unclean swine on the decks but God will wash
away the dirt on his hands, for this merchants cause
was just. The Franj, thinking he was one of them, let
him pass. The cheers of the besieged Muslims met
his crew as they were allowed into the city! But for
those who know the whole story, it was a sad tale
too. That city was Acre, lost to the Kings of France
and England long ago, and holds many tales of sorrow and atrocity.
We soon reached port. I allowed my men to visit
this wondrous city, as though the Franj controlled
it there were many sights to see. I told even the
Christians amongst my crew to be careful though. It
is well known that one of the largest slave markets
in the world is in Acre, and many are those slaves
that were free men a week before they appeared at
auction. I have heard that only a conversion to the
religion of the Franj will save you from the chains
of a slave-master. But I know that this law is broken
as many times as enforced, as it rests on any infidel
to determine the truth or falsehood of the pleas of
the shackled. Of course, I asked my crew to tell me
should they see any strong men that could ease their
workload on the journey home, for I am not immune
to the plight of a sailor.
So I found my friend, Dionysius, and he told me of
this Franj he bade me meet. Apparently there are
some Franj that are less prone to acts of barbarity than their newly arrived brothers, as they have
dwelt in the lands of the Muslims for many years.
~ Fulcher of Chartres
We came to the estate of this old knight who, having been involved in the earlier wars against the
Muslims, was now living peaceably. I was surprised
that his slaves prepared a great banquet for us, with
clean food and local spices. As he saw my hesitation,
the knight bellowed, Eat friend, be merry in my
home! I have not eaten the food of my old countrymen for many years, and have an Egyptian cook
who ensures that the flesh of pigs does not enter
my home. I was pleased with what he said and
we left on good terms, him knowing a little Arabic
and Dionysius the Greek filling in the gaps of our
understanding.
After discussing business, I left to collect my men
and ensure they had acted with caution throughout
their day. As I walked through the market place,
a Frankish woman grabbed at me. I attempted to
brush her away, yet she clung tightly and began
screaming in the brash sounds of her language. A
great crowd of Franj began to surround me, and I
saw my doom in their eyes.
But then the old knight, seemingly come from the
aether, saw me and spoke harshly to the woman. He
said, Why do you impede this Muslims business?
She spoke back to him through tears, This is he
who slew my brother. He was killed at the walls of
Jerusalem!
The Christian knight dismissed her, saying, This
Muslim is a merchant who has never raised a sword
or fought for any army. He then ordered the crowd
to disband, which they did on account of his high
standing amongst them. Although I had often imagined my demise to be at the hands of one of these
bellicose giants, I had never thought that one would
come to my rescue.
We then said a heartfelt farewell and I headed home
without further incident. Truly this is a tale that the
wise among you will heed!
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He is
him he eateth.
~ 1001 Nights,
Sinbad
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Bazaar Tales
The Ghouls of Maarra
What? You mean this rusted blade? I did not think
that anyone would be interested in that. I will give it
to you, my friend, after I tell you how I came to have
it. I would be happy to be rid of it.
No, Im fine. It is just that some of this insufferable
dust has gotten into my eyes
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~ Al Maarri
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Further reading
Nights of the Crusades on Pinterest is full of boards
to provide atmosphere and ideas for your games.
Internet links
The Crusades: Just from reading this and clicking
on any links that seem interesting, you can gain an
excellent insight into the crusades, the empires and
peoples that were involved in them.
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Books
By Sword & Fire by Sean McGlynn: This book
explains why the history of the Middle Ages is
drenched in blood and the wails of the condemned.
The author goes so far as to claim that the age of
chivalry is a myth and makes an excellent argument. The sections where the author reveals his
dark, dry humour is another reason why this book
is worth reading.
The Crusades Through Arab Eyes by Amin
Maalouf: Follows the internal machinations and
history of the Islamic empires that fought against
the crusaders.
The Assassins by D.B. Bartlett: An in-depth look at
the Nizari sect, who, for such a small group, struck
a great fear into the hearts of Franj, Saracens and
Mongols alike.
An Arab-Syrian Gentleman and Warrior in the
Period of the Crusades by Ibn Munqidh: The life
of Usamah ibn-Munqidh epitomized the height of
Arab civilization as it flourished during the early
Crusading period. His memoirs provide a valuable
non-European insight between medieval West and
East; Christian and Muslim.
Atmosphere
Nights of the Crusades on Spotify is a playlist created for a dark tale of war and terror.
The following albums could also be a starting point
for your soundtrack, as they are infused with middle
eastern darkness and fantasy. However, as music is
generally a question of taste, it is entirely up to you as
to what creates the best ambience for your tales.
The Epigenesis: Melechesh
Kitab Al Awthan: Al-Namrood
Hilal: Arkan
Those Whom the Gods Detest: Nile
Mother Tree: Eulen
Saurian Exorcisms: Karl Sanders
Kingdom of Heaven: Soundtrack
Conan the Barbarian (1985 version): Soundtrack
conjuring a
character
Rolling laughter wafted over the walls
after the disastrous battle, followed
by the heads of Ridwans soldiers.
Firuz lent against his tower as silence
gripped the city. Like the sound of
dropped melons, the heads cracked
over the stone paths. Firuz saw
fear in the eyes peering from their
windows, as well as something else.
It was despair. Contrary to what they
had been led to believe, the Franj were
stronger than them.
Rain started to pour, and it continued
for many days.
The situation worsened. In the Tower
of the Two Sisters, Firuz received a
man covered in filth and gasping for
breath. Tears washed the grime from
his cheeks as he slumped against two
of Firuzs soldiers.
When the sagging figure saw Firuz
he blurted, They found one of us.
Yusuf was roasted right in front of
my eyes. I could not watch as they
laughed and threatened all of those
from our lands. Aziz told me later
that a starving fanatic ate him. I will
never return to that hell! The man
pointed a crooked finger towards
Firuz, For many months I have been
with them, trying to please the Emir
so I could return to my family. I am
returning to them now, Captain, I do
not care how I am punished.
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Male
Female
John
Emma
William
Moude
Lambert
Rois
Ricard
Agneta
Henry
Isabele
Gilbert
Johanna
Rauf
Sabine
Edmund
Aweline
Matheu
Alice
Clement
Cecilia
French
Male
Female
Arnaud
Adeline
Eustache
Ava
Gaidon
Emersende
Dreu
Cherie
Gris
Gaude
Malgar
Jehanne
Guichard
Marie
Hughes
Loyse
Rabel
Martine
Bernier
Juliote
German
Jewish
Persian
Male
Female
Male
Female
Male
Female
Heinric
Gertrude
Aaron
Esther
Ali
Mahisti
Wilhelm
Elisabeth
Shlomo
Saris
Abdullah
Mihri
Dideric
Methilda
Sulam
Chana
Nasir
Nihani
Rudeger
Hedewig
Baruch
Beila
Hassan
Bija
Gerhard
Heidi
Yaqub
Yeintil
Nizar
Jamali
Sifrid
Agnes
Ezekiel
Rashida
Ismail
Khadija
Theodore
Berta
Elijah
Sara
Jalal
Zaynab
Johann
Helga
Isaac
Layla
Imad
Bidili
Ludewig
Hildeburg
Sahl
Dhahab
Rostam
Khanzada
Albert
Judith
Yekuthiel
Faras
Shahrbaraz
Tajlu
Byzantine
Arabic
North African
Male
Female
Male
Female
Male
Female
Leo
Augustina
Muhammad
Aisha
Hisham
Baraka
Dulcitius
Clementina
Ahmad
Jamila
Al-Qasim
Idlal
Martyrius
Leontia
Ibrahim
Hafsah
Hakim
Rashida
Maximinus
Patricia
Umar
Sajah
Bilal
Aziza
Regino
Vigilantia
Ishaq
Rahil
Rashid
Mahjuna
Viator
Sidonia
Isa
Zubaydah
Tariq
Mayya
Francio
Iustina
Jafar
Marajil
Wadih
Zahra
Innocentius
Helena
Yusuf
Qabul
Jalid
Gislan
Ignatius
Aetheria
Sulayman
Safwah
Siraj
Kanza
Cyril
Alexandria
Daud
Nuwwar
Zurar
Nuzha
Ancient European
Turkish
Mesopotamian and
Ancient Egyptian
Male
Female
Male
Female
Drustan
Latharna
Togrul
Chichek
Male
Female
Pudukhepa
Meadoc
Morag
Alp
Khatun
Arnuwandas
Oengus
Eamhhair
Malik
Serakh
Mutallu
Ahassunu
Cathal
Slainte
Kilij
Gulbahar
Sapalulme
Ishtar-rabi-at
Eogan
Kalliope
Kerbogha
Selime
Enlil-bani
Shiptu
Uallas
Xanthia
Duqaq
Zuhal
Nur-shamash
Mkhait
Odjit
Yorgos
Eydis
Yaghi
Yenge
Ur-gula
Auslag
Gudrun
Otemish
Zeliha
Ishtup-sin
Nanu
Sichar
Steina
Mawdud
Kutlu
Buhazum
Irisi
Valdis
Rakel
Zahir
Saljan
Akhom
Akana
Shushu
Sekhmet
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1: Background
2: Allegiances
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How did you get here? Have you travelled far and
endured hardship?
Where were you raised and where do you call home
now? A childs early life affects them greatly, and
you are no different. What are some of your memories of growing up?
What do you want to accomplish? Answering this
question will give the Tale-Weaver a direction and
character arc for you.
Al begins his character. He wants to create a pilgrim-soldier, Aldric, that has travelled from England to the Holy
Land for fortune and to seek penance for a dark secret. He
was born to toil in the mud and recently his wife and child
have died during a difficult childbirth. He blames his lack
of piety for bringing Gods wrath to his loved ones. Aldric
has believed what he has heard from the pulpit that only
through joining the war against the infidels can he erase
his sins to gain peace for his soul.
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Faction
Your Faction is an indicator of which side you are on
in the war, as well as your general appearance, fluent languages and customs.
You start with 2 languages. You are fluent in your
first language, and speak with an accent for any
others. Your fluent language must be selected from
your Faction list. On your character sheet you can
note any accented languages by placing them within
brackets.
The Franj
Franj is the name given to the crusaders by the
peoples of the Middle East. France was the country
that sent the most warriors on the Crusades, which
is where the name comes from. In fact, some Islamic
scholars refer to Western Europe as Franjistan. The
term encompasses the cultures from the Kingdoms
of England, Germany and France, as well as the
Holy Roman Empire.
Languages: English, French, German, Latin.
Renowned figures: Richard the Lionheart,
Phillip Augustus, Conrad of Montferrat.
Major religion: Roman Catholic
The Byzantines
The Byzantine Empire lay as a barrier between the
two major forces of the Crusades. Although allied
with the Franj for the majority of the period, the
difference of religion between the Factions made it a
fickle one.
Starting languages: Greek, Latin, Aramaic, Syriac.
Renowned figures: Niketas Choniates, John II
Komnenos, Anna Komnene.
Major religion: Orthodox Christianity
The Saracens
Originally a term used by Western scholars to describe peoples living in the deserts near the Roman
province of Arabia, it soon encompassed all Arabs.
By the time of the Crusades Saracen meant Muslim in the majority of European chronicles.
Starting language: Arabic, Persian, Turkish, Aramaic, Armenian, Hebrew, Kurdish.
Renowned figures: Saladin (Salih Al-Din),
Kilij Arslan I, Zengi, Baibars, Fakhr al-Mulk
Radwan.
Major religion: Sunni Islam
Religion
This is your life philosophy that will sometimes
transcend your place of birth, though it is more
often something you will be born into. The following are the major religions that dominated the area,
but there were many others during the time of the
Crusades. If you want to play a Cathar, Nestorian,
Copt, Sufi or any other minority religion that existed
at the time, choose the closest major Religion from
the list then apply the sect to your Organisation.
Roman Catholicism
The religion of the crusaders and most of Europe.
The Pope is its spiritual head and Priests are one
type of Roman Catholic cleric. Roman Catholics of
the time included Peter Bartholomew and Hugues
de Payens.
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Orthodox Christianity
The religion of the Byzantines and many Christians
of the East. There is a leader for each national line.
Priests are one type of Orthodox cleric. Orthodox
Christians of the time included John Camaterus
and Nikephoros Bryennios the Younger.
Sunni Islam
The main religion of the Islamic Empire in the Holy
Lands. Mullahs are a common type of Sunni cleric.
Sunni Muslims of the time included Ibn al-Nafis
and Usama ibn Munqidh.
Shia Islam
The numerous minority of the Islamic Empire,
based in Egypt until Salih Al-Din conquered it.
Imams are one type of Shia cleric. Shia Muslims of
the time included Hassan-i Sabbah and Nasir alDin al-Tusi.
Judaism
Jews were split among the lands of Europe, Byzantium and Islam. Like every other religion, there
were also internal schisms, most notably between
the Rabbinites and the Karaites. Rabbis are a common type of cleric in Judaism. Jews of the time
included Daud Abu al-Fadl and Maimonides. A
Jewish character has the option of selecting Hebrew
in addition to her starting languages.
Paganism
This is a blanket term that covers a wide variety of religions and belief systems, yet the majority of cultures
in the Holy Land will lump them together as Pagans
(or idolators, infidels or witches). If relations between
the three religions that all share a common prophet is
difficult at best, the chances of a Pagan being welcomed by them is next to nothing. Pagan numbers are
small in the Holy Land, but could include Slavs, some
Mongols, Zoroastrians, Hindus and Buddhists. They
may also include ancient Babylonian and Mesopotamian cults that worship old gods. Regardless, they
will need to hide their affiliations in the daylight,
as they will be deemed as immoral blasphemers by
most authorities. A Pagan has the option of selecting
an ancient language of the players choosing (such
as Gaelic, Sumerian or Akkadian) in addition to her
starting languages.
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Class
Within Nights of the Crusades, your class is viewed
in the political sense. It is the rank and peer-group
that you hold within your community as defined by
your social and economic status. Characters from the
same class will have, at times, camaraderie beyond
their cultures and religions.
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Artist
Expressing your thoughts through mediums such
as dance, poetry, calligraphy or illuminating manuscripts is your trade. You will likely stay in taverns
or a travellers den; whatever you can afford as you
experience the wonders of the world.
Starting equipment: Hood, veil, mask or scarf, musical instrument, 5 wealth, religious icon.
Expertise: Communication, vigour.
Cleric
You hold a rung on the ladder to authority within
your religion or sect. Considered by your flock to
have a great insight into the works of your god(s),
you are seen as a beacon of light in these dark times.
Your accommodation is generally attached to a
house of worship and is dependant on your rank.
Starting equipment: Staff (reach 3 improvised
weapon), candles, 10 wealth, religious icon.
Expertise: Communication.
Labourer
You craft the objects you sell, or toil away under the
gaze of your master. Blacksmiths, butchers, fletchers and carpenters are all types of Labourer. You are
likely an apprentice to a shop owner and have your
own quarters.
Starting equipment: Hammer (martial
weapon), leather apron, leather gloves, 5 wealth,
religious icon.
Expertise: Knowledge.
Merchant
You are the owner of a trading caravan, or a market
stall at the bazaar. Wealth drives you and, if you
can win the gambles along the way, you will walk
the path to power and influence. You likely stay at
decent inns as you ply your trade.
Starting equipment: Slave, donkey, 15 wealth, chest
and lock (2), religious icon.
Expertise: Communication, knowledge.
Noble
You were likely born into this class, and are on the
way from being a squire to leading warriors into battle
or taking part in the decision making of your realm.
However, the beauty of your life is easily upturned
by the deadly political games that must be played to
ensure your position of power. There is a good chance
you live on an estate owned by your family.
Starting equipment: Sword, slave, 20 wealth,
religious icon.
Expertise: Any two.
Outcast
If you dont quite fit into the accepted mould of society, you are an Outcast. Beggars, thieves and followers of un-orthodox religions are all in this brotherhood at the edge of civil life. A sewer, beneath a
bridge or a hammock in the wilderness is what you
call home.
Starting equipment: Hood or mask or scarf, hidden
pouches, dagger (discreet weapon), rope and hook,
torch, d5 portions of alcohol, religious icon.
Expertise: Communication, vigour.
Peasant
You are a caretaker of the countryside and the animals within it. Your simple lifestyle is threatened by
war and the moods of your rulers, as both have an
impact on the land you rely on to survive. You can
be found in a hovel, with the rest of your tired family, on the land that they owe to their lord.
Starting equipment: Farm tool (reach 2 or 3 improvised weapon), rope, torch, religious icon.
Expertise: Communication.
Scholar
You are a seeker of knowledge. Whether it is understanding the world and its cultures, the intricate
threads of life, or the very essence of creation, you
relish the journey of your never-ending quest. You
could be found at a monastery or some quarters attached a citys library.
Starting equipment: Candles, 5 wealth,
d5 healing herbs, religious icon.
Expertise: Communication, knowledge.
Warrior
You fight, and you are good at it, whether you consider yourself a defender of the weak or a bandit who
simply takes what you can through force of arms.
From hiring out your services you can afford to stay
in taverns in a decent part of the city.
Starting equipment: Discreet weapon, martial
weapon or pole-arm, bow, shield, religious icon.
Expertise: Melee, ranged.
Organisation
An organisation is a small, usually insular, group
that shares a goal and can include members of many
different cultures, religions and classes. It is not
compulsory for you to be a member of an organisation. Types of organisations are varied and include
the following types.
Guilds, gangs and orders: Most members share a
common class. Examples include the White Quills
(Merchant), the various Knightly Orders (Warrior/
Noble), the Peoples Front of Judea (Outcast) and the
Wavering Flame (Scholar).
Sects: All members share an unorthodox strain of a
common religion, and hold it very strongly. An example is the Nizari (or Assassins) sect of Shia Islam.
Clans and houses: All members come from the
same extended family and can trace their roots back
to common ancestors. Examples include the Banu
Iblis sept of ghouls.
Sub-cultures: Factions can be divided into the
smaller cultures within, such as the French and
English of the Franj. Sub-cultures are smaller groups
within nations; such as a Parisian or Londener.
PC companions: The members of an adventuring
party are also an organisation. This includes trusted
NPCs attached to them.
Aldric is from England originally, so Al selects Franj for
his Factional Allegiance. He also decides that Aldric should
be aligned to the Roman Catholic Religion and gives him
two classes: Warrior/Peasant. He looks at the class abilities
available and selects Sure Strike (Melee) and Charm (Communication). Aldric has no allegiances to any organisations.
Al decides that his languages will be English (French). He
will carry rosary beads as a religious icon and also takes a
sword and shield from his class equipment.
Experienced characters
At the Tale-Weavers discretion, you may conjure
a more advanced character. Simply add as many
Abilities as is deemed appropriate along with some
added Wealth.
3: Expertise and
Abilities
Grant yourself one Ability of your choice (see the
Advancement section for the list). Each of your Abilities strengthens the Expertise group that it belongs
to. The Expertises are explained below.
Communication Expertise: (Com) Empathy, influence and leadership. It involves knowledge of the
subtleties of body language, various tongues and
etiquette. You may also use it to command others.
You could use fear, love or respect to gain followers
and you will have the ability to understand how
groups think and how to use popular opinion to
increase your reputation.
Knowledge Expertise: (Know) Ability to learn
quickly, problem solving and studiousness. A
knowledgeable character may not gain much glory,
but your contributions will help friends and confound enemies. It is also an indicator as to how
easily you can gain and hold onto wealth. Having
the right contacts, knowing how different markets
and bazaars work, as well as cultural sensitivities to
various goods are all necessities of a good merchant.
Melee Expertise: (Mel) Attack and defence in close
combat and resistance to atrocity and pain. Controlling your emotions in fight or flight situations,
weapons training and coordination are other skills
of this discipline.
Ranged Expertise: (Rng) Attacking from a distance,
eyesight, detection and strategy. Understanding
trajectories and predicting a quarrys movement,
whether subconscious or not, count to how much of
an expert you can call yourself at the hunt.
Vigour Expertise: (Vig) Health, reflexes and
strength. You consider evasion a more noble art than
testing how sharp your enemies weapons are. You
also consider your body a temple and maintain a
high state of health.
Al wants Aldric to be a strong warrior, so he grants him
another melee ability Parry. So Aldric now has 1 communication ability and 2 melee abilities. His expertise in
communication is 1 and his melee is 2.
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~ Ibn Al-Qalanisi
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5: Storytelling
4: Dispositions
Your favour or hatred towards various allegiances
will be modified as you encounter them in negotiations and combat. Favouring an allegiance will
allow you to help them, as you will empathise with
their values, yet it will be harder for you to enter a
state of mind to do them harm. Hatred towards an
allegiance will have the opposite effect.
You may apply favour or hatred to factions, religions, classes or organisations. The value of the
favour (positive value) or hate (negative value) is an
indicator of how much you seek to protect or harm
the group. You begin play with 3 points to assign to
your dispositions.
Al sets about defining Aldrics favour and hate. He assigns
1 favour to the peasant class and 2 hate to the noble class.
6: Review
For the conjuring to be complete, ensure that the
details on paper match your background. Go back
through the steps until it does.
When your character settles on expertise and equipment, you can fill in the final areas of actions (vigour
considering any reductions for wearing armour
minimum of 1), defence (melee), dodge (vigour
+ blocker bonus) and impact limits (melee + total
armour defence x 1, 2 and 3).
Aldric
English (French)
Allegiances: Franj, Catholic, Warrior, Peasant
Name:
Languages:
Dispositions
Allegiance
+
x
xx
Peasant
Noble
Knowledge
Charm
Melee
Ranged
Sure Strike
Parry
Vigour
10
10
10
10
10
11
11
11
11
11
and plundering.
Symbols of Power
Storytelling
Goods
Adventure
Actions:
Impact Limits:
Type
2/(2)
4/8/12
Drama
Armour (Locations)
Shield
Defence/Dodge:
x
x
Rosary Beads (rel icon),
Sword
Def
H 2
Notes
Pearls of Wisdom:
Current Wealth:
4
2012 theric Dreams. Permission granted to copy for personal use only
Dispositions
Allegiance
x
x
x
Knowledge
Melee
Phys: Boneset
Hawk
Ranged
Vigour
Aim
10
10
10
10
10
11
11
11
11
11
Symbols of Power
Storytelling
Goods
Adventure
Actions:
Impact Limits:
Armour (Locations)
Type
0/0
0/0/0
Drama
Defence/Dodge:
Def
Mystery
x
xx
Notes
Pearls of Wisdom:
Current Wealth:
2
2012 theric Dreams. Permission granted to copy for personal use only
Massoud
Arabic (English)
Saracen, Sunni, Scholar, Merchant
Allegiances:
Outcast
Knights Templar
Noble
Mystery
x
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Character sheet
Nights of the Crusades: Character Sheet
Name:
Languages:
Allegiances:
Dispositions
Allegiance
Knowledge
Melee
Ranged
Vigour
10
10
10
10
10
11
11
11
11
11
Symbols of Power
Storytelling
Goods
Adventure
Actions:
Defence/Dodge:
Impact Limits:
Injuries and Trauma
Drama
Armour (Locations)
Type
Def
Mystery
Notes
Current Wealth:
2012
thericDreams.
Dreams. Permission granted to copy for personal use only
2013
theric
The
Marketplace
Firuz navigated the moonlit streets to
the small stable where he would meet
with Marid. His back ached from the
weight of the steel he carried, and
his slow progress only compounded
it. Men from the city patrols lay
slumped, snoring, by the fronts of
deserted market stalls, some reeking of
forbidden drinks. Firuz wondered at
their discipline when he saw one lying
in the middle of his path. He forgave
this soldier though, when he saw the
crushed skull and torn clothing. It was
a corpse catapulted from the Franjs
camp. He moved on, quickening his
pace, keeping to the shadows, and not
wanting his severed head to perch over
the battlements should he be caught
with the stolen weapons from the
Emirs armoury.
He edged his way into the stable, being careful not to disturb the horses.
It was the third stall along where
Marid waited. Moonlight carved deep
shadows along Marids scarred face,
but struggled to reach the two men
behind him. Firuz squinted to see, but
knew the deal would be conducted
in darkness. Marid would not risk
any curious guards seeing a flicker of
flame and deciding to investigate.
Is this all of it?
Firuz nodded. He kept hold of his
large sack however. Do you have
what I need?
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Item Rarity
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Rarity
modifier
Selling
difficulty
Merchant
Wealth
Port city
-1
None (0)
200
Inland city
Easy (2)
100
Town
+5
Troublesome (5)
25
Village
+8
Serious (8)
10
Camp
+11
Dire (11)
~ Saint Augustine
Expertise bonuses
If you acquire more than one item that grants the
same expertise bonus, you do not add them together. Simply choose which bonus to apply.
Quality
Some items are defined as high-quality or magnificent. Generally, these types of equipment will be
harder to find and more expensive. You can find out
more information about them in their entries.
Selling
You need to find a buyer before you can sell an object.
It will be more difficult to sell common goods than
rarer items. Take a test of your Know or Com, with
a bonus to your expertise equal to the items rarity, v
the difficulty of the location you are selling in. The
test may only be taken once a day for an object. If it
is passed then you will find a buyer. You can sell the
item for a maximum of a D10 roll per full 10 in its cost
(so it is not worth selling anything under a cost of 10),
though once the merchants wealth is spent he will
not be able to buy anything else until the beginning
of the next month. The price the item is sold for is
then added to your wealth.
Example: Farukh is trying to sell a nasal helmet (cost 40,
rarity 7) in a village. With a Com of 2, he makes a test of
9 v 8 and succeeds. He can sell the item for a maximum of
4D10, and rolls a 23. However, the wealth limit of a village
merchant is 10. Farukh reluctantly agrees to the price and
hands over the helmet, adding 10 to his wealth.
D10 Result
1
10
~ Annales Herbipolenses
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Robbed: Thieves have tried to take advantage of your new riches, but have been repelled. If you report the attack to the authorities, there will be a 50% chance that a guard
will come to your aid whenever you enter a
combat within the citys area this month.
Rubbing the Right Shoulders: You have
involved yourself with the elite of your
area and are invited to some of their events.
Make a troublesome Com test. It is +1 if you
share the same faction or religion as the
areas majority, or if you are of the noble
class. On a success you manage to fit in well,
and your status within the area is increased
for a while. Your Com is +1 within the area
for the next month.
Opulent Quarters: You have treated yourself to some of the best food and bedding
money can buy. You are very well rested.
Your Vig is +1 for the next month.
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The enemy
defeated my son
way to my home.
They plundered my
Weapons
Unless you can rely on very sharp wits or a quick
tongue, you will need to arm yourself for the dangers that await.
Reach describes how close an enemy needs to be
in metres for you to melee strike them. A weapon
with reach 1 can only be wielded in one hand. If
the weapon is reach 2 you may choose to use one or
both hands when wielding it. A reach 3 or 4 weapon
can only be wielded in two hands.
Range describes the minimum and maximum metres
away an enemy needs to be for you to ranged strike
them. You do not need to keep track of ammunition
for weapons unless specifically noted. A thrown
weapon suffers a 1 modifier to ranged strikes.
Signifier describes what allegiances are associated
with the weapon.
Special Rules describe any extras applied while using
the weapon.
Bow
Includes longbows and composite bows made from
lengths of wood and able to fire arrows.
Rarity: 3
Cost: 8
Reach: 1
Range: 4-100
Signifier: Warrior, peasant or outcast
Special rules: Reload (1), Unwieldy, Training (Rng3)
Cross Bow
A powerful and expensive invention that is easy to
wield but requires time to reload its bolts.
Rarity: 6
Cost: 20
Reach: 1
Range: 4-100
Signifier: Warrior
Special rules: Reload (4), Unwieldy
Discreet weapon
Includes daggers, hatchets, spiked gauntlets and
other weapons 30cm long or under.
Rarity: 1
Cost: 2
Reach: 1
Range: 2-15 (thrown)
Signifier: Outcast
Special rules: Any tests made to conceal this
weapon from another character are +1
Great weapon
Includes executioners swords, great axes, giant
hammers and other metal weapons that can only
be wielded in two hands and are well over a metre
in length.
Rarity: 10
Cost: 10
Reach: 3
Range: 4-7 (thrown)
Signifier: Warrior
Special rules: Unwieldy, Heavy, Long
Improvised weapon
Includes clubs, staffs, farming tools and anything
else that could be made from wood and converted
into a weapon.
Rarity: Automatic in an area of wood or other refuse (ie; at the Tale-Weavers discretion).
Cost: 0
Reach: 1, 2 or 3. Decided when the weapon is found.
Range: 410 (thrown)
Signifier: Outcast, peasant
Special rules: Unwieldy
Martial weapon
Includes hammers, maces, morning stars, swords,
scimitars, axes and other weapons that are made of
metal and can used to either slash or bludgeon an
opponent. They can be wielded in one or two hands
and are around a metre in length.
Rarity: 2
Cost: 7
Reach: 2
Range: 3-10 (thrown)
Signifier: Warrior
Pole-arm
Includes spears, tridents, halberds and other thrusting weapons that can only be wielded in two hands
and are well over a metre in length.
Rarity: 2
Cost: 8
Reach: 4
Range: 4-30 (thrown)
Signifier: Warrior
Special rules: Long
Unarmed
If you end up without a weapon for some reason,
the following details apply to an unarmed strike.
Reach: 1
Range: 0
Special rules: Unwieldy.
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Special rules
Unwieldy: All melee strikes are 1.
Heavy: Deals 2 impacts with each hit instead of 1.
Long: This weapon cannot be used on opponents
within a range of 1 metre.
Reload (X): After every ranged strike, an amount
of actions equal to the reload value must be spent
before the weapon is ready fire again.
Training (Expertise X): This weapon requires training before it can be used effectively. If you are below
the value of the expertise described in the brackets,
that particular expertise is halved when using it.
Armour
Armour can mean the difference between a blade
being outside your body, or inside. Characters that
arent quick enough to avoid blows would be best
advised to save their coin for some armour.
Defence describes how well you are protected from
blows. It is also the loss to your vigour and the bonus to your impact limit while wearing the armour.
Defence is cumulative. You may wear a maximum
of two pieces of body armour over any one location,
but one must be layerable and the only armours allowed over it are the ones specified in its entry.
Body armour
Brigandine
A brigandine is a cloth vest, generally canvas or
leather, lined with small oblong steel plates riveted
to the fabric. It could be decorated with heraldry and
patterns, or simply left plain.
Type: Light on chest and abdomen
Rarity: 7
Cost: 40
Defence: 2
Signifier: Warrior, outcast.
Special rules: Layerable (hauberk)
Gambeson
A gambeson or padded jack is a long quilted jacket.
Usually constructed of linen or wool, the stuffing
varies, and can even be scrap cloth or horsehair.
Type: Light on chest, abdomen, arms and legs
Rarity: 6
Cost: 15
Defence: 1
Signifier: Warrior
Special rules: Layerable (brigandine, scale or lamellar cuirass)
~ Jean de Joinville
Hauberk
Laminar bands
Leather coif
A coif is a cap that covers the entire head, but the
face. Leather coifs offer some protection against attacks to the skull.
Type: Light on head
Rarity: 2
Cost: 2
Defence: 0
Signifier: Outcast, peasant, labourer
Leather Gloves
Used to protect the wearers hands.
Type: Light on hands
Rarity: 3
Cost: 5
Defence: 0
Signifier: Outcast, labourer
Leather vambraces
Since the Roman Empire, forearm protection has
been used by warriors in the form of tubular coverings, from archers to foot soldiers.
Type: Light on arms
Rarity: 4
Cost: 10
Defence: 0
Signifier: Warrior
Splinted vambraces
Helmets
Great helm
In its simplest form, a great helm is a flat-topped
cylinder of steel that completely covers the head
and has only very small openings for the eyes and
mouth. Well crafted versions have a more curved
design, particularly on the top, to deflect or lessen
the impact of blows.
Type: Heavy on head
Rarity: 12
Cost: 50
Defence: 2
Signifier: Warrior, knightly order, noble
Special rules: Cumbersome
Kettle hat
This is a type of helmet made of steel in the shape of
a wide-brimmed hat. There are many design variations, but the only common element is that the brim
can keep the sun out of the wearers eyes.
Type: Heavy on head
Rarity: 5
Cost: 25
Defence: 0
Signifier: Warrior
Nasal helmet
A nasal helmet has a domed or raised centre, usually formed around a basic skull-cap design, with a
single protruding strip that extends down over the
nose to provide additional facial protection.
Type: Heavy on head
Rarity: 7
Cost: 40
Defence: 1
Signifier: Warrior
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Blockers
High-Quality armour
Buckler
The buckler is a simple yet effective defence against
attack, often combined with a short sword, falchion,
or rapier.
Type: Heavy on hand that wields it
Rarity: 2
Cost: 10
Defence: 1
Signifier: Warrior
Special: Blocker
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Shield
A shield is meant to stop projectiles such as arrows
or redirect blows from a sword, mace or axe to the
side of the shield-bearer.
Type: Heavy on hand and arm that wields it, as well
as head, chest and abdomen
Rarity: 2
Cost: 12
Defence: 2
Signifier: Warrior
Special: Cumbersome, blocker
Forged for the leading ranks of the nobility, highquality armour is designed to protect the richest
and most important members of a realm. It is also a
wonder to behold, being the work of many artisans
of the highest order.
And it should be noted that no knight says he is
wearing a high-quality helmet, he will say what
the mightily-plumed, shining beacon of steel is the
Helm of Saints.
Type: The armour will be either a helmet or breastplate. A helmet will be counted as heavy for the
head, a breast-plate will be heavy armour for the
chest and abdomen.
Rarity: 17
Cost: 100
Defence: 5
Signifier: Noble, warrior, merchant
Special rules: Your communication will be +1 while
it is worn. It is so well crafted that it only reduces
your vigour by 2, rather than 5.
Magnificent armour
An armour for kings, magnificent armour is commissioned for the rulers of empires and is the pinnacle of an embrace between high art and the most
devious metallurgy.
The Mighty Scales of Tiamut and the Halo of Gabriel are some examples of magnificent armour.
Type: The armour will be either a helmet or breastplate. A helmet will be counted as heavy for the
head, a breast-plate will be heavy armour for the
chest and abdomen.
Rarity: 20
Cost: 150
Defence: 7
Signifier: Noble, warrior, merchant
Special rules: Your communication will be +1 while
it is worn. It is so well crafted that it only reduces
your vigour by 3, rather than 7.
Special rules
Layerable (X): This armour can be combined with
the types detailed in the brackets. Characters can
only wear up to two layers of body armour.
Cumbersome: Movement rates in combat are
reduced by 1 metre, to a minimum of 1 metre, and
awareness tests are 1.
Blocker: Grants the wielder a dodge against the first
melee strike against any location apart from the legs.
Can be combined on top of other armours.
Attire
Attire may be worn under or over armour.
Clerical robes (choose religion)
A common sight amongst monasteries and mosques
and often made of simple fabrics. However, a highquality clerical robe doubles as fancy apparel.
Rarity: 12
Cost: 30
Special rules: Com +1 during negotiations with
characters who favour the religion
Signifier: Cleric, religion
Entertainers outfit
Whether a gaudy jester suit or a macabre carnival
costume, an entertainers outfit will make you stand
out from the crowd. A high-quality entertainers
outfit will allow you to gain an extra D5 wealth
whenever you succeed at acquiring money from a
performance.
Rarity: 18
Cost: 30
Special: Anytime you test to earn wealth or favour
from a performance, you may roll twice and choose
the better result
Signifier: Artist
Field Garments
These are basic, drab, practical pieces of clothing that
will not get in the way of hard work. High-quality
field garments may include furs or patterned cloaks
and so will grant an additional Com +1 during negotiations with those who favour peasants and outcasts.
Rarity: 1
Cost: 2
Special rules: Com +1 during negotiations with
those who favour peasants and outcasts
Signifier: Peasant, outcast
Hidden pouches
Built into your clothing, a hidden pouch can produce an item at a moments notice. These may be
used to hide discreet weapons and smaller items.
Rarity: 8
Cost: 8
Special: +1 to tests made to hide something in a hidden pouch from another character
Signifier: Outcast
Leather Apron
Generally used by smiths, this leather garment will
protect you from the harsh environment of your
trade. A high-quality leather apron counts as light
armour on your chest and abdomen.
Rarity: 2
Cost: 9
Special rules: Com +1 during negotiations
with labourers
Signifier: Labourer
Scholars garb
Often a robe of simple fabrics, scholars garb is comfortable to travel and study in. High-quality scholars garb takes fashion into consideration, so adds
Com +1 during negotiations with those who favour
nobles and merchants.
Rarity: 7
Cost: 9
Special rules: Com +1 during negotiations
with scholars
Signifier: Scholar
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Chest
High-Quality attire
Only attire that has a high-quality alternative can be
purchased or found as high-quality. A high-quality
items rarity is 20 and its cost is doubled. The highquality bonus described in the entry is in addition to
any other features granted in the normal version.
Possessions
Alchemical tools
Hook
Can be attached to a length of rope and is useful for
scaling walls.
Rarity: 1
Cost: 3
Special: Gives climbing a wall or other tall object a
+1 modifier
Signifier: Outcast
Labourers tools
Candle
A lock can make the difference between keeping your valuables and losing them. They vary in
strength depending on how much you want to pay
for one.
Rarity: 2
Cost: Up to 20
Special: Note how much is spent on the lock. Half of
the cost equals the locks strength. It should be noted
as Lock (X) where the X is the strength of the lock.
Signifier: Locks with a cost over 10 are signifiers for
merchants and nobles
Cart
A wooden carriage supported by two wheels, a cart
is used for transporting goods. However, you will
have to use a beast with the mount ability to pull it.
Rarity: 10
Cost: 50
Special: A cart can hold an array of goods, including up to 6 humans along with an average sized
chest for each. Unstable, Out-Of-Reach.
Signifier: Labourer, peasant, merchant
Lock
Measuring Tools
These include an abacus and scales, and make measuring weight and performing calculations easier.
Rarity: 5
Cost: 30
Special: Appeals when haggling are +1
Signifier: Merchant, scholar
Leading NPCs
You may find yourself in need of an ability or manpower, so will need the expertise of someone outside of your close comrades. NPCs a character can
lead could take the form of either servants, slaves or
followers The maximum amount a character can lead
at any one time, is equal to half the characters Com.
Rope
Servants
Torch
A wooden haft with fabric that is easily lit by fire, a
torch also doubles as a reach 2 improvised weapon.
Rarity: 0
Cost: 2
Special rules: Light (20)
Writing kit
This includes a wooden box that contains parchment, scroll cases, quills and ink. Keeping notes will
help in remembering recipes and discoveries. You
must be literate to use one.
Rarity: 10
Cost: 40
Special: +1 to knowledge.
Signifier: Scholar, merchant
High-Quality possessions
Only possessions that describe a high-quality alternative can be purchased or found as high-quality. A
high-quality items rarity and cost are doubled.
Special rules
Unstable: Striking from this is 1 and it counts as
unstable ground.
Out-Of-Reach: Weapons under reach 4 suffer a 2
modifier to melee strike against characters on, or in,
this item.
Light (X): This illuminates an area around it at a
radius of metres equal to its light value.
~ Ibn Qalanisi
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Books
Special: You must be literate to gain a books insight. It takes 7 days to read a book and only one
book may be read at a time. It is considered that you
will read the book between adventures, so you do
not need to allocate any time to reading. Insight is
gained on the 8th day after acquiring the book. You
can only have one insight at a time and you will
need to have the book within reach to gain it.
Rashids donkey has strong survival instincts, leading many to believe she is stubborn, angry and difficult to command.
Rarity: 5
Cost: 40
Upkeep: 2
Beast Rating: 3
Expertise: Melee 1, Vigour 3
Abilities: Blood Rush, Mount, Vicious
Actions: 2
Defence/Dodge: 0/3
Impact Limits: 1/2/3
Followers
Some characters may end up with followers. Although their abilities may differ, they are considered
as voluntary slaves and there is little difference once
they begin their time in your service.
Mappae Clavicula
This is a compilation of recipes for a number of
different crafts including metalworking, dying
and painting.
Author: Various
Language: Latin
Date of creation: 7th Century
Insight: Labourers and artists will gain an extra
5D10 gold a month because of the benefits to their
crafts contained within this tome.
Kitab Al-Karaj
Translated as the Book of Finance, this is a treatise on
the various economic issues facing the empire of the
great Caliph, Harun al-Rashid.
Author: Abu Yusuf
Language: Arabic
Date of creation: 8th Century
Insight: Whenever you make any money (outside of
your monthly income), it will be doubled.
Kitab al-Ahjar
Meaning the Book of Stones, it is a text on alchemy
that will baffle all but the most pious.
Author: Jabir ibn-Hayyan (Geber)
Language: Arabic
Date of creation: 8th Century
Insight: If you have above disposition (+5) for a
Religion, your Know will be doubled when using an
alchemy ability.
Formulas
The technology of a future age is the sorcery of the
past. In the form of scrolls, sheets of parchment,
papyrus or paper, formulas are esoteric schematics
and rituals that allow a character to tap into little
understood powers.
Like books, formulas are of little use outside of highly specialised circles, so cannot be sold like other
items. They are signifiers for scholars.
To make use of a formula, you must be literate in the
language it has been written in, plus meet the prerequisites. They work like extended abilities (see the
Advancement section), unless mentioned otherwise,
with knowledge as the focus.
Arachnes Curse
You create blobs of sticky chemicals, helpful in a
retreat or capturing a quick foe.
Language: Greek
Type: Extended
Prerequisites: Physician: Herbology, healing herbs
Time: Month
Difficulty: 5
The power of this device equals your knowledge at
the time of creation. You create an amount of jars
filled with Arachness Curse equal to your power.
The jars are treated like an improvised weapon that
may only be thrown. No injuries will be taken by
your foe on a successful hit, but other effects may
take place. If the ranged strike hits your targets legs
he will be rooted to where he stands for a number of
actions equalling the throwers Rng. Arm and hand
hits will result in those locations being unusable for
a number of actions equalling the throwers Rng.
Head hits will result in the target becoming blinded.
Chest and abdomen hits will have no effect.
Djinni Bane
You create a translucent, gelatinous fluid inside clay
pots to protect you from flames.
Language: Persian
Type: Extended
Prerequisites: Alchemy: Combustibles, Physician:
Herbology, Healing Herbs
Time: Week
Difficulty: 5
A location smeared in Djinn Bane is immune to fire
based damage for an hour. A pot of Djinn Bane has
enough fluid to protect the entire body of a person.
The Tale-Weaver should take note that a character
smeared head-to-toe in Djinn Bane will look very
strange to onlookers.
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Roar of Gilgamesh
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Spark of Life
Your alchemical genius allows you to delve further
into the arts of lifes creation.
Language: Arabic
Type: Extended
Prerequisites: Alchemy: Aetheric Forces, Alchemy:
Contraptions, any physician ability, and various
components that equate to the cost and rarity of a
high-quality piece of armour
Time: D5 months
Difficulty: 11
You create an automaton in the form of a humanoid
construct that can be armed and armoured like a
human. You can grant the automation a number of
abilities from any expertise equal to its beast rating though it still cannot enter into a negotiation.
Wings of Icarus
You find a copy of the notes of the great Abbas Ibn
Firnas and see how he created his gliding device.
Language: Arabic or Latin
Type: Extended
Prerequisites: Alchemy: Contraptions, any ranged
ability and a piece of chest heavy armour.
Time: D5 months
Difficulty: 11
It takes 2 full combat rounds to fold or unfold the
wings. With the wings attached, you can glide for
an amount of metres equal to double the height of
whatever you have launched yourself from.
Intoxicants
Intoxicants effect your body; sometimes in a positive
way, sometimes negatively, occasionally both. They
need to enter your blood stream to take effect, and
this may be through consuming the potion, breathing it in, or having it make contact with the blood
from a wound.
The cost is for one portion of the intoxicant. To detect
the intoxicant in the air ,food or drink you will need
to succeed at a Know v Aroma test. After ingesting
the intoxicant you will suffer one of its effects.
You may take a portion more than once in an hour
to apply a range of its properties re-roll if you
already have the effect you land on. However, more
than 1 portion an hour may result in an overdose. To
resist an overdose you will need to pass a troublesome Vig or Know test. If you fail, apply the results
of the overdose.
Unless otherwise mentioned in the entry, effects and
overdoses last for 1 hour.
Alcohol
Wine, spirits and ales can be found in places occupied by the Franj, and they are only slightly more
difficult to find in areas controlled by Saracens.
A high-quality bottle of alcohol will put you in good
stead with nobles and merchants. It will grant +1 to
your Com during negotiations if you share it with
them. Its rarity is 2D10 its cost is 20 and it contains
2D5 portions of alcohol.
Rarity: 2
Cost: 1
Aroma: 1
Portion: Glass or mug
D10
Effect
1-3
4-7
+1 to highest Genre
8-10
+1 to Mel
Malik said to him, Woe unto thee, abu-Musaykh ! Af ter thy being a muslim
thou hast gone b ack to unbelief! Abu-Musaykh replied, Away from me, Malik.
Muslims forbid the use of wine and I cannot do without it.
Paul Hitchens (order #10064513)
Angels Breath
This wholesome draught will open up your lungs
and give you a freshness of breath, though it can be
inconsistent in its effects.
Rarity: 4
Cost: 10
Aroma: 1
Portion: Small vial
D10
Effect
1-3
Nothing happens
4-8
+1 to Com
9-10
+1 to Vig
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Arsenic
A common poison used by the wealthy.
Rarity: 10
Cost: 20
Aroma: 8
Portion: Small vial
D10
Effect
1-3
D10 Fatigue
4-8
9-10
As Overdose
Bears Nectar
This is basically a selection of dense, fatty foods
refined into a dense, fatty liquid for easy consumption. It dulls the senses and hardens the skin.
Rarity: 8
Cost: 15
Aroma: 0
Portion: Jug
D10
Effect
1-3
4-7
+1 to Mel
8-10
+2 to Defence
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Berserkers Brew
This potion increases the imbibers muscles and
strength. Although drinking the brew is one way to
activate its effects, barbarians will often slice open
their flesh and pour the liquid straight into their
bloodstream as a show of courage.
Rarity: 8
Cost: 10
Aroma: 2
Portion: Small vial
D10
Effect
1-3
4-7
7-10
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Djinns Purge
Kahvee
D10
Effect
1-3
4-7
8-10
D10
Effect
1-3
-1 to Com
4-6
1 to Rng
7-8
+1 to Vig
9-10
+1 to Mel
Hashish
A herbal concoction used to relax the muscles and
the mind, though frowned upon by most authorities.
Rarity: 7
Cost: 3
Aroma: 1
Portion: Enough to fill the end of a pipe.
D10
Effect
1-4
5-8
+1 to Com
10
+1 to each genre
Healing Herbs
A range of remedies exist that can staunch blood flow
and stop any festering when applied to wounds. A
portion describes a hand-full of gummy herbs.
Rarity: 3
Cost: 10 (for 2D5 portions)
Aroma: 0
Effects: Heal tests performed on a location with
herbs applied are at +2.
Overdose: -1 to Com because of the smelly concoction all over the injured character.
Signifier: Scholar
Gameplay
Firuz was awakened. The rasping of
the worms body always signaled its
movement. Firuz saw its long, fleshy
feelers search close by and fall on the
prisoner next to him. It was a very
light touch, but the captive in the
cocoon must have felt it. The prisoner
began a savage spasm, thrusting from
within the webbing. Firuz began to
see a glint of metal under the bonds.
The worm was slow, and by the
time it reached the prisoner a hand
holding a blade had freed itself. The
dagger began to gain momentum. It
twirled and slashed at the webs. Bits
of the translucent stuff flew from the
cocoon. A feverish rasping came from
the creatures direction. A vicious
growl replied to it, as the man ripped
apart his prison.
He panted, his pale eyes following the
creatures movement. Firuz gasped at
him for help. The wiry man ignored
him. A slurping noise preceded two
jets of slime that gushed from the
worms mouth. With nimbleness that
Firuz would have thought beyond human, the man managed to dodge each
one. During the twirling acrobatics,
his blade flashed at the creatures feelers, severing one. The worm recoiled
in a frenzied retreat. Firuz lost sight
of it, but could tell it was above him,
somewhere, as thick blood began to
drip upon him.
The free man hefted his blade, held his
long hair from his face, and assessed
his surroundings. Firuz tried to gain
his attention. Please, you must help
me. Groans from other prisoners
tried to speak too, but Firuzs voice
was stronger and more alive.
The man took his time in answering Firuz. They observed each other.
And why should I?
A sound of approaching footsteps
reached their ears.
Firuz thought it a valid question, but
would have to be quick to answer.
He would have to be careful too; he
wasnt sure if he could trust this
obvious killer.
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Example of play
Nadia, Al and Luke continue their Chapter.
Nadia is the Tale-Weaver, Al plays Aldric
and Lukes character is Massoud. And so the
game begins after the inevitable jokes and
conversation die down
Nadia: Alright, so last week youd both decided to
take the path to the Revenant of Unass tower and
are walking through the desolate land towards it.
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Sneaking Challenge
Nadia: You find a broken stump that wont offer much
resistance if Lulu wants to really try to break free.
Al: Yep.
Luke: Yeah. I was thinking Id do my character in
third person from now on because its easier for me
to describe what Massouds doing rather than
what Im doing.
Nadia: Thats fine, completely up to you.
Al: Im gonna do that too.
Nadia: All sorted. So lets begin. You crest a hill to
overlook the bleak valley that stretches to the horizon. There is a cold breeze blowing, and it brings a
stinging dust, along with a soft, unpleasant smell.
As the dust clears you can make out the Tower of
Unas, framed against the dusky sky. You wont make
it there until well after dark if you push on.
~ 1001 Nights
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Impression
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Negotiation
Nadia: Ok. Well need to start a Negotiation. So the
goals would be: Tell truth of all available wares/
Stick to story?
Luke: Yeah. Surely hes not telling us everything.
Nadia: He could be, but anyway, lets begin. Massouds Com is 0 and the peddlers is 2.
Luke: Well, Aldric has a better Com score than me,
so if the peddler can speak French, Aldric should be
the negotiator.
Nadia: Thats fine, but Massoud cant Assist the
Aldric because he doesnt know French.
Luke: Ok.
Nadia: Aldrics neutral towards Saracens so your
Disposition starts at 0. The peddler, however, has 1
hate towards Franj, so he starts at 1.
Al: Damn!
Nadia: The Negotiation will last 2 Rounds. Round
1: The peddler goes first because he has a higher
Com. He takes a Fortify Action. He says, Please, my
friend, look around you, there is nothing you cannot
see. His Know is 3 verse your Knowledge of 0, so his
Apex is 8. He gets a [rolls die] 7! Success. Your turn.
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Story
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raised his hands and implored the djinni, I am truly sorry, it is just not an honourable thing to reward
a good deed with evil, as surely you are planning
for me. Please tell me your tale The djinni replied,
As I waited at the bottom of the ocean for the first
thousand years I swore to reward my saviour with
three wishes. When that passed I swore I would
reward him with one wish. After a thousand years
in dark madness, I swore I would only allow my
saviour the choice of his death, as one less human
would be one less creature working mischief across
the earth. As the djinni was distracted with the
story the fisherman is trying to swim to the caves to
hopefully escape from its clutches.
Massoud has a Mystery of 3, so Ill play it safe and
try to get 2 Pearls. Just have to roll under 6 5! Yes!
Nadia: Well done. Youve added 2 to the Wisdom
Pool. Now its time for the Climax, back to me. The
fisherman hauls himself out of the sea and stands
on the rocks that are being lashed with ocean spray.
He sees the djinnis bottle floating nearby and picks
it up. A thought enters his mind, just as the djinni
completes his tale. The fisherman calls out to the
djinni, Oh great and powerful daemon, you are
so large, yet you have said that you were trapped
in this bottle. Surely that cannot be true, which
leads me to question your tale. The djinnis form
enveloped the fisherman with darkness like a storm
cloud. You are certainly a fool. I will show you how
I was trapped, just so you may tell my master that I
do not lie when you meet him in the underworld.
With that, the djinni swirled into a vortex of smoking vapour and disappeared into the bottle. The
fisherman could barely believe his luck. A faint,
echoing voice rang out from inside the bottle, Your
faith has been tested mortal, and you have failed.
The fisherman drew the seal from the pouch he had
concealed it in and tried to stopper the bottle.
So, the peddlers Storyteller level is 5 and the Wisdom Pool is at 2. Hell have to roll under 8. Here we
go 8! Yay! The 2 Pearls are divided between you
both, so you get one each.
Al: Finally, some good luck.
Luke: Excellent.
Nadia: The peddler finishes off the story. With the
djinni trapped in the bottle, the fisherman almost
leaps in the air with happiness. He has saved his life
and now has a djinni at his command!
The peddler yawns after the tale and his head nods.
Soon he is snoring and he doesnt notice that what is
left of his mug of wine is soaking into his robe. As
the peddler sleeps, the goat wakes up and seems to
eye you both, chewing loudly as it reclines. What are
you doing?
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Combat
Nadia: Youre all Aware of each other, so roll to see
where you are in the round. [Nadia rolls for the Bestial
Ghoul and gets a total of 9 (D10 roll of 5; plus a Vig of 4),
Aldric ends up with a -1 (D10 roll of 1; plus a Vig of 2
because of his shield), and Massoud gets a 7 (D10 result of
7 plus a Vig of 0)]. The Ghoul passes its test to enter a
Hostile Stance and uses its first Action to Manoeuvre towards Aldric, then Lunges at him. Al, you can
Swipe at it because its claws are only Reach 1, while
your sword is Reach 2. But youll have to enter a
Hostile Stance before you can Melee Strike.
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Nadia: Miss. Round 4. The ghoul swipes and screeches at Aldric 1/8; another hit. So combined with the
2 previous Impacts, thats a hit against your abdomen
at an Injury Level of 3, but with your Defence of 2 it
takes it down to 1. Thats just a Flimsy attack, but the
Impact still counts. The ghoul launches its second
Strike 7/3. Thats a miss. Massouds turn.
Al: Sounds like all my bad luck is out of the way. Ill
roll the D5 for my Actions 3. Well, Aldric uses one
Action to Strike at the beast. I roll a 1/4.
~ Ibn Munqidh
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Common challenges
Challenges
Resolving chance in Nights of the Crusades generally revolves around the rolling of a D10.
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vs 0
vs 1
vs 2
Modifying Difficulty
All difficulty modifiers are applied to your expertise
in question. They are cumulative and may result in a
negative value. For example:
Your vigour is 3 and you want to jump a hole that the
Tale-Weaver has set as a troublesome challenge (ie; a difficulty of 5). Normally, the apex would be 3, however the
Tale-Weaver informs you that the manacles still around
your hands are making you a lot less dextrous than usual.
She modifies the difficulty decreasing your vigour by 1.
So your qpex for the challenge is now, unfortunately, 2.
You will need to roll a 1 or 2 on a D10 to overcome the
challenge and jump the hole.
Dispositions
To work out your disposition towards any individual, you will need to look at the characters allegiances that you are aware of. You can work them
out through an impression or scrutinise action. Your
disposition starts at 0. Favour towards the other
characters allegiances raises your disposition while
hating allegiances will lower it. The result, positive
or negative, is your total disposition towards the
character.
Aldrics has 1 favour to the peasant class and 2 hate to the
noble class. So if he comes across a Templar Knight (and
Aldric knows the knight has allegiances of Franj, Catholic,
warrior, noble, Knights Templar) Aldric will be at hatred 2
(or disposition 2) towards him.
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Negotiation
A Negotiation is entered into when characters
disagree on something, yet are prepared to change
their minds should they be swayed.
It is up to the Tale-Weaver to decide whether a negotiation is necessary, or to just role-play the scene.
There is no need to slow a game down by rolling
dice over such things like whether a scarfs colour
is lilac or mauve. Like Combat, Negotiations should
only be entered into if the range of consequences
will have a noticeable affect on the Tale.
Step 5: Resolution
After the negotiation has been resolved the TaleWeaver describes how the winning characters goals
affects the tale. Modifications to character statistics
over the course of the negotiation (which could be
communication, disposition or knowledge) are only
temporary and return to normal after resolution.
Goals
Characters can enter negotiations for a number of reasons. Perhaps they have stumbled upon some thieves
in the middle of a robbery or are trying to convince
a friend that shes been eating too much garlic and
shouldnt think that a stomach is possessed without
further consultation. Regardless of the reasons, to
enter a negotiation there will need to be predefined
goals that both sides will follow regardless of the
outcome. A goal is what the successful character will
gain if she wins. Using the above examples, goals
could include combat/leaving in peace or consult a
trained physician/continue exorcism.
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Haggling
It can be assumed that whenever you visit a merchant, there will be a little to-and-fro and the cost of
an object will be lowered slightly from its original
price. This is the cost displayed in the objects entry
in the Marketplace section. However, if you want the
price reduced further, a haggle ensues. A haggle is
between a buyer and a seller.
You may only assist a buyer if you are going to buy
one of the objects being haggled for too.
During resolution, if the sellers disposition has been
raised and youve also won the closing argument,
the cost of the object will be reduced by a percentage
equal to the sellers favour. Any other result and the
object can only be purchased for the original cost.
Combat
~ Roger de Hoveden
Step 3: Resolution
Basically, a combat is over when the tale-weaver says
it is. This is generally when one side faces no hostile
opponents because they have surrendered, fled or
are too injured or dead to be of danger and there is
no more need for rounds.
Divine intervention: Should you roll 10s on both
dice during a strike in combat, you will achieve
divine intervention. Your current impacts are
halved and you will immediately gain D5 actions
to use. For the duration of the divine intervention
any negative modifiers are removed and all strikes
you make ignore dodges and defence.
~ Jean de Joinville
Movement
A necessity of battle is positioning yourself to make
your skills as useful as possible. However if you use
any move action apart from a guard you will
drop guard, becoming an easy target.
If a movement cannot be completed in one of your
turns due to you not having enough actions, you
will not be able to perform it.
Guard
You carefully tread up to 1 metre. You are on guard
and centre yourself. Unless your stance is interrupted (eg; an opponent knocks you to the ground)
all strikes against you suffer a 1 modifier until you
take a non-guard action.
Actions: 1
Lunge
You move an amount of metres equal to half your
vigour (minimum of 1 metre). You may combine this
with a melee strike for no extra action cost and a +1
modifier to the attack. If your target can swipe at
you (see the Strikes section) during the lunge, both
attacks are performed simultaneously.
Actions: Full turn
Manoeuvre
You move up to 2 metres. You can also use this
action to perform miscellaneous movements that
arent specified elsewhere, such as climbing a ladder,
pulling a lever or kicking over a barrel of oil. The
movement can also be combined with something
that doesnt involve your legs, such as swapping,
sheathing or drawing a weapon, or picking fruit.
Actions: 1
Evade
You move up to 3 metres. Unless your stance is
interrupted (eg; you get knocked down) your vigour
will be doubled when used to defend against ranged
strikes until your next action.
Actions: 2
Flee
You move 3 metres, directly away from your enemies for each remaining action of your turn. All
strikes against you are at +2 until you gain control
of yourself. Lose your hostile stance. In your next
turn you may try to refocus by entering a hostile
stance against the adversaries that caused you to
flee. Otherwise you will continue to flee for the rest
of your turn.
Actions: 1
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Hostile Stance
For a human with an average range of emotions,
there is something within that will balk at the reality of thrusting a blade into another person. The
story of war has many interludes of combatants
shooting above the heads of approaching foes, using
their weapons for defence rather than slaying in a
melee and of executioners diverting their arrows
from their blindfolded victims. For characters to
commit to cutting down their enemy, they must
enter a hostile stance. No character may use a melee
strike outside of being in a hostile stance.
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Melee modifier
Hatred of
enemy
Face
obscured
Attacked
today
Strikes
To try to injure your enemies you will need to strike
at them. You will need two D10s, one will be your
injury die, the other will be your location die. Use
your injury die to take the melee or ranged test
against your foe, taking into account the targets
condition and applying the modifiers to the expertise
being used. Simultaneously roll your location die to
determine where you hit (see the next section). The
differences between melee and ranged strikes are
explained below.
Melee strike
Honour
+1 if your opponent has successfully
besmirched performed a strike against you
Belligerent
peers
Actions: 1
Cowering
Lower
ground
Guarding
Fleeing
Prone
Cowering
Dropped
guard
Soft cover
Giant
Swipe
You may attack a target outside of your turn who
has dropped guard and come within your weapons
reach. Melee strike at your target but halve your
melee due to the surprise. You may only swipe once
per round.
Actions: Free
Ranged strike
Hit locations
You may not use a ranged strike against an opponent within 3 metres of a friendly character.
Actions: 1
Condition Ranged modifier
Result
Location
Left leg
Right leg
Left arm
Right arm
Left hand
Range
Evading
Right hand
7-8
Abdomen
Fleeing
Chest
Prone
10
Head
Cowering
Giant
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Impact limit
After the results of any injuries have been determined, you will gain an impact from a successful
strike. The amount of impacts you receive, on top
of any injuries, will affect you in certain ways. Your
experience in melee plus your total armour defence
is your impact limit and determines how easily you
can shrug off your enemys blows and continue to
fight unheeded. Whenever your impacts reach the
following levels, apply the effect (see the Movement
and Dealing with injuries section for details):
Your impacts
Effect
2 x impact limit
3 x impact limit
Above 3 x impact
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Injury levels
After a successful strike, the result on the injury die
determines the injury level. It is decreased by the
targets defence and increased by the targets previous impacts.
0 or below Flimsy: The attack gives you a slight
bump that has the possibility of bruising. Wearing any armour on the location hit will prevent an
unsightly bruise.
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~ Jean de Joinville
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The battlefield
Combat can be fought over plains churned to mud
or the shifting sands under the desert sun. In other
words; some are harder to fight over than others.
Crowds
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Unstable ground
Keeping your balance on shifting ground, such as
deep sand, rooftops or a moving cart can be difficult, all the more so during battle. If you are standing on unstable ground at the beginning of your
turn you will need to pass a Vig v the difficulty
described in the brackets of the unstable ground.
As a guide, sand could be unstable (2), ice might
be unstable (5) and being on an wet, steep church
roof will be unstable (9). If you succeed at the test
then you can take your turn as normal. If you fail
then you will be shaken for this action and spend
the next regaining your balance. You will also slip
and fall, prone, if the unstable ground difficulty is
higher than your vig. Unstable ground is ignored if
you are prone.
Cover
Cover makes you more difficult to hit, but is dependant on how obscured you are and how impenetrable
the cover is.
Hard cover: Decide how much of you is behind hard
cover (which includes castle walls, tree trunks and
barrels). If your torso or legs are behind hard cover,
any attacks against you are at 2. If your torso plus
at least two limbs are behind hard cover, any attacks
against you are 3. If you are entirely behind hard
cover from your attackers point of view, you will be
impossible to hit.
Soft cover: If you are behind soft cover (which includes anything a sword could penetrate; like thick
curtains or bushes) decide how much of your body
is obscured. If your torso or legs are behind soft
cover, any attacks against you are 1. If your torso
plus at least two limbs are behind soft cover, any
attacks against you are 2. If you are entirely behind
soft cover the attacker needs to pass a Rng or Vig v
Vig test (taking 1 action point) to detect you and attack, and any strikes made will be 3.
Low visibility
Fighting when your vision is obscured by events
such as dust storms or darkness will hamper your
ability to attack or defend yourself. At the beginning of a turn in a low visibility area you will need
to pass a Vig test v the low visibility difficulty. As a
guide, absolute blindness with your hearing muffled
(such as within a raging sandstorm) will be low
visibility (15), whilst combating the denizens of a
candle-lit cellar will be low visibility (3). If you succeed then you can take your turn as normal. If you
fail then you may only take a single manoeuvre, flee
or guard action in a random direction or cower.
Objects
Sometimes it may be necessary for you to smash
something. This works like combat, except objects
only have a defence value. They are automatically hit
by melee strikes and you inflict an additional amount
of impacts with each strike equal to your melee value.
Martial and great weapons add an extra D10 impacts
per turn when used to sunder an object. When the
amount of impacts are equal to the objects defence,
it will be damaged. When the impacts are double the
defence it will be destroyed.
Damaging an object means that bits of it will be
crumbling or falling away, but it will still take up
most of the space that it started in. Destroying an
object will annihilate it so that it poses no challenge
to anyone trying to move over it or get to the secrets
that it protects.
Most objects are immune to becoming destroyed
by discreet and piercing weapons such as daggers,
spears and bolts. The worst they do to an object is to
damage it.
Sample objects
Object
Defence
Wooden door
30
Chest
25
Stone wall
200
Barrel
20
Hovel wall
15
Curtain
Other dangers
Fire
If you catch on fire you can put it out by smothering
it with water or material, by rolling along the ground
or by removing the things that have caught fire from
your body. At the end of each of your turn, if you are
on fire, you will take impacts. The amount of impacts
depends on the type of fire that envelopes you:
Small fire (candle): 1
Medium fire (torch): 2
Large fire (Greek Fire): D5
To escape from fire you must succeed at a Vig test
v Impacts you have suffered. Any character that
survives more then 5 impacts from fire will end up
disfigured. You will pass out and die if you receive
an amount of fire impacts equal to 10 + your unarmoured vigour.
Drowning
Armour modifiers to your vigour are ignored for the
purposes of drowning. You can hold your breath for
an amount of minutes equal to half your Vig. Every
minute thereafter, you gain 1 point of fatigue and
must pass an easy Vig test. When you fail, your lungs
will begin to fill with the liquid you are immersed in
and you will be unconscious drowning. You have an
amount of rounds, equal to your Vig, for someone to
heal you within breathable conditions or you will die.
Extreme conditions
Adventures may involve lands of searing heat, freezing cold, drought and starvation. These are extreme
conditions. Every morning in extreme conditions, you
must pass an unarmoured Vig v the Harshness of the
environment test, or suffer D5 fatigue. Fatigue from
extreme conditions will be removed when you can
leave the dangerous area and get a good nights sleep.
Survival knowledge and items such as rations, water,
shade or blankets will make the Vig test easier to pass.
A character who becomes unconscious due to fatigue will only survive for a further amount of days
equal to their unarmoured vigour.
In extreme heat (a common occurrence under the
desert sun) the Vig test will include any (non high
quality or magnificent) armour defence deductions
to a characters vigour
Disease
Disease is rife in these times of ignorance and
superstition. A plague can descend on a population
in a number of ways. The rotting heads of the slain
catapulted over a besieged citys walls is just one
way, rats and lack of hygiene is another.
Armour modifiers to your vigour are ignored for the
purposes of disease. Characters amongst disease will
need to pass a Vig v Disease Level test when they are
exposed. If they fail they will enter stage 1 of the disease, if they fail a second time they enter stage two,
and failing three times puts them into stage 3. The
disease level is reduced by whatever stage the victim
is in for the purposes of the test. Before the victim
takes the test to see whether he enters the next stage
of the disease, a heal test can be performed upon
him by any willing characters. The heal tests will be
against the disease level instead of impacts. Each successful heal increases the victims Vig by 1 for his test
to halt the stages of the disease.
Every disease is different, an example is below.
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Trauma
Trauma table
Melee modifier
Calm
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Close call
Execution
Beasts
1-2
3-4
5-7
of Ab bas slew
his innocent
~ Ibn Munqidh
Roll Trauma
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Stories
Stories are how characters gain Pearls of Wisdom
(PoW) throughout a tale. These are important because they can be used to protect characters, as well
as make their rolls more powerful amongst many
other things.
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Adventure
2, 5 or 8
Drama
3, 6 or 9
Mystery
10
Step 3: Climax
After everyone around the table has related their
scene it is time for the focus to be on the storyteller
once more. The final scene plays out like a middle
scene is most ways, but is a chance for the storyteller
to use her creativity to conclude the journey of the
hero. This will be done by taking a versus test using
the characters storytelling value against the current
wisdom pool.
If this final test is successful then the wisdom pool
will be converted into PoW and divided evenly
among the PCs involved in the story with the storyteller gaining any leftovers.
Pearls of Wisdom
PoW allow you to use the insight you have gained
from stories to help you face the horrors of the real
world or add to your own personal tale.
The maximum amount of PoW you can hold are
equal to your storytelling level. You can gain benefits from spending PoW throughout a tale. Spending them is a free action and the benefit occurs
immediately.
PoW
Benefit
Usage
Daily
Daily
Daily
Yearly
Yearly
Yearly
10
10
Weekly
10
Weekly
20
Weekly
20
Remove an impact
Daily
20
Daily
30
Monthly
40
Monthly
50
Monthly
Advancement
And all of us die? Firuz growled
at the soldier who had succumbed to
battlelust.
Fall back to Antioch. He gave the
signal. The trumpet screamed the call
to retreat and it echoed over the blood
stained battleground.
As Firuz lead his men away from the
carnage, trampling the arrow-studded corpses of friends and enemies,
he spotted the Frankish knights. They
were disturbingly close. They roared
as they quickened their pace. Held
before them were the standards of
Ridwans army, and more horrifying
trophies of their victory.
The Sultan had been defeated. The
men of the west had now proved their
mastery in battle to every defender
of Antioch.
The knights mounts pounded their
heavy hooves across the plain. They
lowered their lances or raised their
swords. Ahead, Firuz saw the bridge to
Antiochs gate. It was crammed with
retreating soldiers struggling to enter.
Dark streaks zipped across their path.
The Christian archers were firing. A
cry came from Firuzs horse and he
bucked. Firuzs body left the saddle
and seemed suspended in the air for
far too long. He landed roughly on his
horse, a throbbing pain ascending from
his groin, as he scrambled to reach a
riding position. He saw the arrow in his
mounts thigh. He hoped it wouldnt
slow him down too much.
The knights were so close that Firuz
could hear their taunts and war-cries.
He was glad he couldnt understand
their language.
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Overview of
organisations
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White Quills
Apostles of Sobek
Wavering Flame
Other names: Candles, Children of Maarri
Goals: To never allow curiosity and criticism to die.
History: Al Maarri was a poet who died just a few
decades before the Franj arrived on the coasts of the
Holy Land. Blinded by small pox at a young age, Al
Maarri questioned the traditions and authorities that
ruled his lands. He became quite famous for someone so outspoken, even travelling to Bagdad, yet he
refused to make money from his work. He lived out
his final days in the town of Maarra, abstaining from
meat and other foods produced from animals, and
remaining strong in will until he passed.
As irritable as he was, Al Maarri had a small
number of followers who sought to hold on to his
message under an onslaught of irrationality and
ignorance. They called themselves the Wavering
Flame and took in a number of folk who did not fit
in well with the time that birthed them. Women,
the deformed and those whose studies led them to
contradict the prevailing views of their rulers all
sought the Flame to guard them from the darkness
that had swallowed the rest of the earth. Barukh,
the two-headed giant, was one such member, who
relished his life away from judgemental eyes where
he could study the strange bones from the caverns
he watched over.
During the first crusade, after Antioch was taken,
the Franj came to Maarra on route to Jerusalem. It
was besieged and the inhabitants were massacred.
Stories tell of the crusaders roasting prisoners, children and dogs on spits to quell the hunger in their
ravaged bodies and souls. A woman named Fatima
was regarded as the leader of the Wavering Flame at
that time, though she did not call herself the leader
of anyone. As the fires of zealots consumed her city
she asked her fellow Candles to flee and seek refuge
in safer cities so that the wisdom they had gained
would not die with them. What actually happened
is lost in myth.
During the reign of Salih Al-Din, tales tell of a
swimmer who carried messages from the besieged
city of Acre to the Sultan. It was said that he was
in love with a creature, nicknamed Jullanar of the
Sea from the tale from the Arabian Nights. She was
supposedly a beautiful woman, but she could only
survive under water because her body never gave
up the gills she was born with. Poets with a romantic bent claim she was the leader of the Wavering
Flame during that time, but her sightings faded into
nothing once Acre was taken by King Richard and
her love, the swimmer, was found washed up upon
the coast with an arrow in his back.
Signifiers: Inscribed candle, book, secret poem.
Allegiances: Scholars, Wavering Flame,
Outcasts, Artists
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Nizari
Hassan-i-Sabbah initially ruled the Nizaris from Alamut in Persia as Grandmaster, and his representative in the Holy Lands was Sinan, known as the Old
Man of the Mountain. Although the Nizari killers
were from the lowest ranks in the order and used as
expendable pawns to do the Grandmasters bidding,
they underwent intensive training. The Assassins
were chosen because they were young in age, and
so had malleable minds and bodies. To get close to
their victims, the Assassins would have to be patient
and cunning. They were generally intelligent and
well read because they were required to possess
not only knowledge about their enemy, but his or
her culture and native language. They were trained
by their masters to disguise themselves, sneak in
to enemy territory and perform the assassinations
without mercy.
As tensions in the Middle East grew during the Crusades, the Nizari were also known for taking contracts from outside sources on either side of the war,
whether it was from the invading Crusaders or the
Saracen forces, so long as the assassination aligned
with the Grandmasters plans.
Signifiers: Dagger
Allegiances: Nizari, Shia
Initiation: Conversion to Shiite Islam and follower
of the Nizari sect. Ingratiating yourself with the
hierarchy of the Old Man of the Mountain and his
inner circle would be the only way to gain access to
his fortresses.
The sickness began to increase, and so much dead f lesh came upon the gums of
our people, that the barbers were ob liged to remove it, to enab le them to chew their
food and to swal low. A most piteous thing it was to hear the screams of the people
from whom they were cutting the dead f lesh, for they screamed just like women
labouring with child.
~ Jeanne de Joinville
The 44
Other names: XLIV, The Hanged Men.
Goals: To free good men who have been condemned
to death.
History: Ralph Basset, an English royal justice, travelling through the country in 1124, demanded the
hanging of 44 thieves in the town of Leicestershire.
In retaliation, the sons of some of thieves became
outcasts and began a campaign of freeing other
doomed folk from the hangmans noose. They saw
nothing wrong with what their fathers did, for their
lands and crops were so harshly taxed that they had
to hide food from the Barons collectors. When the
secret stores were found, they were charged with
thieving from their lords by the harsh judge.
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Ability
Type
Aim
Combat
Alchemy:
Aetheric Forces
Extended
Alchemy:
Contraptions
Extended
Alchemy:
Combustibles
Extended
Aquatic
Persistent
Armoured
Persistent
Assassinate
Negotiation
Combat
Backstab
Combat
Blather
Negotiation
Blind
Persistent
Blood Rush
Persistent
Beggar Prince
Persistent
Bleeder
Persistent
Blur
Combat
Body Temple
Persistent
Book Wyrm:
Book of Amusement
Extended
Book Wyrm:
Book of Learning
Extended
Book Wyrm:
Book of Skill
Extended
Book Wyrm:
Book of Strategy
Extended
Book Wyrm:
Book of Translation
Extended
Bribe
Negotiation
Calm
Combat
Camouflaged
Persistent
Charging Shot
Combat
Charm
Negotiation
City Wise
Persistent
Cliff Spider
Persistent
Cobras Bite
Combat
Cold Blooded
Persistent
Confusing Shout
Combat
Cosmopolitan
Persistent
Cowards Bane
Combat
Creeping
Persistent
Crowd Mastery
Persistent
Cutpurse
Extended
Dealer
Persistent
Death Stare
Combat
Deaths Eye
Persistent
Defensive Shot
Combat
Com Know
Mel
Rng
Vig
Beast
Ability
Type
Disarm
Persistent
Dual Strike
Combat
Entangling Missile
Combat
Entertain
Extended
Erratic Movements
Persistent
Falcons Speed
Combat
Feigned Retreat
Combat
Feint
Combat
Flurry
Combat
Flying
Persistent
Frenzy
Persistent
Genius
Persistent
Giant
Persistent
Golden Touch
Persistent
Grapple
Combat
Hawk
Extended
Henchman
Persistent
Holistic Awareness
Persistent
Horrific
Persistent
Human Abacus
Combat/Negotiation/Persistent
Hurl Opponent
Combat
Hydras Strike
Combat
Hyenas Heart
Persistent
Immortal Concentration
Persistent
Inner Circle
Persistent
Intimidate
Persistent
Joke
Persistent
Juggernaught
Combat
Lead Fist
Combat
Persistent
Lie
Persistent
Lockpick
Extended
Love of Money
Persistent
Marketeer
Persistent
Missionary
Extended
Mount
Persistent
Natural Projectile
Persistent
Nomad Secrets
Persistent
On Your Feet
Persistent
Oxs Strength
Persistent
Parry
Persistent
Patience
Negotiation
Peace-Maker
Combat
Physician: Boneset
Extended
Physician: Counsel
Extended
Physician: Herbology
Extended
Com Know
Mel
Rng
Vig
Beast
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Ability
Type
Com Know
Mel
Combat/Extended
Physician:
Preventative Care
Persistent
Physician: Restore
Extended
Physician: Staunch
Persistent
Point Blank
Combat
Precise Attack
Combat
Protect
Combat
Quick Draw
Combat
Quip
Persistent
Rain of Death
Persistent
Rebuttal
Persistent
Regenerate
Persistent
Resistant to Elements
Persistent
Rousing Speech
Extended
Second Wind
Combat
Sixth Sense
Persistent
Skewer
Persistent
Slaver
Persistent
Smith: Armourer
Extended
Extended
Extended
Extended
Snare
Persistent
Snipe
Persistent
Somersault
Combat
Spy Master
Persistent
Persistent
Sure Strike
Persistent
Swift of Foot
Persistent
Sycophant
Persistent
Target Weapon
Persistent
Taunt
Negotiation/Combat
Taunting Shot
Combat
Teach
Extended
Thick Skin
Persistent
Trade Contacts
Rng
Vig
Beast
Persistent
Treasurer
Persistent
Veiled Threat
Persistent
Venomous
Persistent
Vicious
Persistent
War Cry
Combat
Warning Shot
Combat
Weak Spot
Persistent
Zealous
Persistent
Gaining Expertise
and Abilities
Each ability you gain in an expertise increases
that expertise by 1. At the end of each game session (roughly 3-4 hours) each PC has the chance of
gaining another ability. A player may roll a D10 and
consult the value of the expertise she plans to add
an ability to. If the result is equal to or over her base
expertise she will achieve the new ability.
Training points
If a player fails the test described above, add a training point to the expertise. Training points can be
traded in to increase their assigned expertise at any
time, including when rolling to gain an ability for
that expertise.
Increasing expertise
Communication
Communication abilities will help whenever you
need to express an idea to another character. This
could be an instruction on how to bypass a trapped
door or convincing an opponent to allow you to surrender with your head intact.
Having an expertise of 6 in communication will
make you literate, allowing you to read anything
you speak. If you are already literate, you will gain
another language.
When you reach expertise 8 in communication you
will gain another language of your choice.
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Expertise limit
Knowledge
~ Aristotle
Melee
When you become immersed in force and violence,
melee abilities will allow you to wield a weapon
and deal with the pains of battle. Whether you are
a blood-thirsty ravager or a foppish duellist, your
enemies will soon fear to challenge you on the field
of combat.
Ranged
Expertise in ranged weaponry will allow you to
destroy your enemies while remaining beyond their
reach. You will also be able to lead from the rear.
Although you may be looked down upon by the upper classes and chivalrous knights, they will eventually look up to you as you retrieve your arrows from
their pierced bodies.
Vigour
Speed and strength will ripple through your muscles as you advance in vigour. You will gain the
ability to avoid attacks and maintain your health
through the pristine condition of your body.
Ability List
Many abilities offer options as to what expertise you
can assign them to. The expertise chosen is referred
to as the focus, as it is through this focus that you
view and perform the ability. This may effect how
the ability is works, so choose wisely. A focus of
beast refers to beast rating.
You may only choose an ability once, unless the entry
says otherwise. Ability types are described below:
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Aim
Your skill to account for wind and difficult trajectories greatly enhances your missile attacks.
Focus: Ranged
Type: Combat (1)
Select a target within range. Each consecutive aim
action will grant a +1 bonus to a ranged strike
against your foe assuming it is the next action you
take after aiming. The maximum bonus you will
receive will be an amount equal to your Rng. Any
effects that break your concentration, such as gaining an impact, will interrupt the aim and you will
lose the bonus.
Alchemy: Contraptions
You can create ingenious autonomous devices.
Focus: Knowledge
Type: Extended
Prerequisite: Various components that equate to the
cost and rarity of a hauberk
Time: Month
Difficulty: 8
You grant a multi-legged automaton with the semblance of life. Create a beast with a rating equal to
your knowledge at the time of creation (note: if it is
venomous, you will have to fill its injectors with an
intoxicant that you acquire outside of this ability).
Your automaton is just like a follower in respect to
obeying your orders, yet you must use your Know
in place of your Com when issuing them.
Alchemy: Combustibles
You are a master of explosives and flame.
Focus: Knowledge
Type: Extended
Prerequisite: Various ingredients that equate to the
cost and rarity of a bottle of high quality alcohol
plus the base weapon
Time: Month
Difficulty: 8
You wreath a metal object in flames or build an
amount of explosive bombs equal to your knowledge at the time of creation (the bombs are treated
as improvised weapons that may only be thrown).
By triggering the flame with a lever, you can engulf
your weapon in fire. Any successful strikes will
light your opponent with a medium fire (see Other
Dangers in the Gameplay section).
Aquatic
The creature is at home in water.
Focus: Beast
Type: Persistent
The creature suffers no negative effects to its movement or breathing while in water.
Armoured
Protected by scales or carapace, an armoured beast
will not shrink from a blade.
Focus: Beast
Type: Persistent
The beasts defence is raised by up to half its
beast rating.
~ Pythagoras
Assassinate
Youve spotted the head of the snake and cutting it
off will lower the resolve of your enemies.
Focus: Communication, Melee, Ranged
Type: Combat (1)
Select a single opponent. All companions within
hearing distance will have a +1 bonus to melee strike
the target for a number of rounds equal to your focus.
This may only be used once per combat.
Backstab
You are an expert at piercing a victims vitals.
Focus: Melee, Vigour, Beast
Type: Combat (full turn)
This may only be used with a piercing, discreet
weapon, such as a short sword or dagger though
a beast may use its natural attack. Your opponent
must be outnumbered or not aware of you. Make a
Focus v Vig test. If you are successful you may lunge
at your victim and your target may not strike at you
throughout this move. If it hits, resolve the strike
as normal, then add an amount of impacts equal to
your focus.
Blather
You gain yourself time by talking nonsense while
your opponent tries to fit in their arguments.
Focus: Communication
Type: Negotiation
If you pass a Com v Com test, then your opponent
will miss her turn. You may only attempt to blather
an amount of times during a negotiation equal to
your Com.
Blind
Haunters of the darkness, blind creatures hunt with
senses other than sight.
Focus: Beast
Type: Persistent
A blind creature is not affected by low visibility.
Blood Rush
You are overcome by your lust for battle.
Focus: Melee, Beast
Type: Persistent
When you enter a hostile stance, you will gain an
extra action that turn. This can only be used once
per combat.
Beggar Prince
You have gained a following of the down-trodden
and easily-led. To repay you for showing them the
light, they will gladly follow you to the gates of hell.
Focus: Communication
Type: Persistent
Every morning, as you enter a public place in a
town or city, you will gain D5 followers (all their
expertises will be 0) who will do your bidding.
Bleeder
You split your opponents skin, drenching the area
in blood.
Focus: Melee, Ranged, Beast
Type: Persistent
If your precise attack hits an un-armoured location
you will cause the target to bleed (see Dealing With
Injuries in the Gameplay section) on top of any other
damage, for an amount of rounds equal to your focus.
Blur
You are a constant whirl of action in combat.
Focus: Melee, Vigour, Beast
Type: Combat (1)
You do not drop guard when evading.
Body Temple
Your body cannot be defeated by plague or poison.
Focus: Knowledge, Vigour, Beast
Type: Persistent
You gain a bonus equal to your focus to resist diseases, infection and intoxicants. Also, if you survive
an overdose, you will become immune to that particular intoxicant and only suffer its effects. When
undergoing a heal, you may choose to replace the
healers knowledge with your focus.
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You can create books describing tales of your encounters with dangerous foes or a type of creature.
Focus: Communication, Knowledge
Type: Extended
Prerequisite: You must be literate and have a writing kit
Time: Month
Difficulty: 8
You write about an organisation or species of beast
whose members you have witnessed being defeated
in combat. The book gains the following insight:
Double any impacts you inflict upon the beast or
organisation members described in the book. Your
closing arguments against a member of the books
organisation gains a +1 modifier.
Bribe
You can create books that impart technical knowledge about achieving a feat mastered by you.
Focus: Communication, Knowledge
Type: Extended
Prerequisite: You must be literate and have a writing kit
Time: Month
Difficulty: 10
You imbue a book with one of your abilities. The
book gains the following insight: The ability the
author has written about is gained, assuming the
reader meets all requirements.
Calm
You are a bastion of composure in the whirlwind
of battle.
Focus: Communication, Melee, Ranged
Type: Combat (full turn)
You must not be in a hostile stance before you take
this action. Pass a Com v Mel test against an assailant within hearing distance that speaks one of your
languages. If you are successful the target will have
his hostile stance removed and may not attempt to
enter another for an amount of rounds equal to your
focus, or until she is attacked. This ability can be
attempted a number of times during a combat equal
to your focus. If you are cowering then add 1 to your
Com. Musical instruments can be used with this ability against beasts.
Camouflaged
Cobras Bite
Charging Shot
Your weapon has become such a part of your body
that movements do not affect your aim.
Focus: Ranged, Vigour, Beast
Type: Persistent
You may combine a lunge with a ranged strike.
Charm
You find it easy to make friends with those who are
fairly ambivalent towards you.
Focus: Communication
Type: Negotiation
Take a Com v Disposition (just the disposition value
regardless of whether it is negative or positive) test.
If you are successful then your opponent will feel that
you truly do have their best interests at heart. Their
disposition will be raised by half your Com. This can
only be attempted once per negotiation.
City Wise
You are at home in cities and have studied them
enough to know their dangers.
Focus: Communication, Knowledge
Type: Persistent
When travelling through a city, pass a Focus v D10
test. If successful you will know of any possible
dangers as well as likely locations for shelter and
shortcuts. You and your companions awareness tests
will be at +1 throughout the day and you will all gain
1 free action in the first round of any combat.
Cliff Spider
You can navigate uneven surfaces just as easily as
flat ground.
Focus: Vigour, Beast
Type: Persistent
Your vigour is doubled when calculating falling
damage. You may also manoeuvre vertically up any
surface for 1 metre without penalty.
Cold Blooded
You see your enemies as objects; they are simply
targets to you, nothing more.
Focus: Ranged
Type: Persistent
Tests to ignore trauma have a bonus equal to your
Rng if you didnt launch or become the target of
a melee strike. Also, if your aim is interrupted
you may ignore it and continue aiming by passing a
troublesome ranged test.
Confusing Shout
You call out a signal word so that your companions
disorient your enemies.
Focus: Communication, Melee, Ranged
Type: Combat (1)
Your friends will each gain a free manoeuvre action
immediately. A number of your enemies equal to
your focus within the battle (starting from those
closest to you) will be disorientated and will not be
able to strike during the confusion. This may only
be used once per combat. Musical instruments can
be used with this.
Cosmopolitan
From your wide ranging travels you have come to
know a bit of every language.
Focus: Communication, Knowledge
Type: Persistent
A new character you meet may take a Know v Hatred test (both values will be her own). If successful,
you will be able to communicate with her as if she
understands your language.
Cowards Bane
You urge your companion to get back into the fight.
Focus: Communication, Melee, Ranged
Type: Combat (1)
Take a Focus v Impacts (of a cowering friend) test.
If you are successful, your ally will cease cowering
and will get a free strike immediately with whatever
weapon is at hand. Musical instruments can be used
with this.
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Creeping
Deaths Eye
Crowd Mastery
Defensive Shot
Cutpurse
You can make money just by walking through a
crowded market place.
Focus: Vigour
Type: Extended
Prerequisite: Discreet slashing weapon, like a dagger
Time: Day
Difficulty: 5
If successful you will gain wealth equaling the
result on your die. If you are unsuccessful you have
been caught. Pass a troublesome Mel test or you will
gain D5 fatigue from your injuries for the next D5
days. You may use this ability a number of times a
month equal to your Vig.
Dealer
You can analyse various concoctions and deduce
their potencies.
Focus: Knowledge
Type: Persistent
You may choose the effect of any intoxicant you buy.
You also gain an amount of wealth each month, equal
to your knowledge, from your nefarious dealings.
Death Stare
You have a look of hate and madness about you
when you enter a fight.
Focus: Communication, Melee, Beast
Type: Combat (1)
This may be used against an opponent you have
made a successful melee strike against. Take a Focus
v Mel test, and if you are successful the opponent will
flee for their next action. This ability can only be used
against the same enemy once per combat.
Disarm
With a deft flick of your weapon, you send whatever
your opponent holds flying.
Focus: Melee, Vigour, Beast
Type: Persistent
Whenever you successfully make a melee precise
attack against a foes hand, you may take a Focus v
Mel test. If that is successful you will fling your opponents weapon D5 metres in a random direction. If
your Mel is more than double your opponents then
you may take their weapon into a free hand.
Dual Strike
You attack with a weapon in each hand, or both
ends of your weapon.
Focus: Melee, Beast
Type: Combat (1)
You must have a weapon in each hand, or be using
a long weapon. You may melee strike twice for this
action, though your melee and reach will be reduced
by 1 (to a minimum of 1).
Entangling Missile
Your hail of missiles helps your comrades to overcome their distracted enemies.
Focus: Ranged, Beast
Type: Combat (1)
If you are successful in a ranged strike against an
opponent, the target will count as being outnumbered until your next turn. This ability may be used
against an opponent within 3 metres of a friend
after aiming.
Entertain
You are known as an entertaining person to be
around, whether it is through your poetry skills,
storytelling ability or philosophies.
Focus: Communication
Type: Extended
Prerequisite: A crowd
Time: Day
Difficulty: 2
Gain D5 wealth. You may use this an amount of
times per month equal to your communication. Musical instruments can be used with this.
Erratic Movements
You can anticipate where a missile will land and
how to best avoid it.
Focus: Ranged, Vigour, Beast
Type: Persistent
Your opponents will have a 1 modifier when trying
to ranged strike you.
Falcons Speed
Your defensive reflexes are unmatched.
Focus: Melee, Vigour, Beast
Type: Persistent
You may replace a location where you have been hit
with your arm or hand. This ability may be used in
a combat an amount of times equal to your vigour.
Feigned Retreat
You throw up a distraction and order a retreat that
gives your companions a good chance of escape.
However, the retreat could be a trap.
Focus: Communication, Melee, Ranged
Type: Combat (full turn)
During their turn each of your companions can
take a Vig v Mel test against every opponent that
has them within reach. They may add your focus as
a bonus to their Vig. If successful they will flee for
their next turn and may not be the target of melee
strikes. They will recover automatically at the beginning of their next action. Musical instruments can be
used with this.
Feint
You trick your opponent into blocking an attack that
never comes, opening up your targets defences.
Focus: Melee, Vigour, Beast
Type: Combat (1)
Make a Focus v Mel test against your opponent. If
successful, your foe will lose an amount of dodges
equal to half of your Mel.
Flurry
With a flurry of attacks you force your opponent to
give ground under your onslaught.
Focus: Melee, Vigour, Beast
Type: Combat (2)
Make a Focus v Mel test against an opponent within
reach. If successful you may move your opponent
D5 metres directly away from you.
Flying
With light feathers or leathery wings, this creature
has gained the power of flight.
Focus: Beast
Type: Persistent
This creature may move vertically as well as above
the ground, and it will pay no heed to any obstacles
it can fly over. Any stunned or shaken results that
the beast suffers will result in it plummeting to the
earth at D10 metres a round. Melee strikes with a
weapon under reach 4 will suffer a 2 modifier to hit
a flying beast.
Frenzy
You cannot control your emotions when something
dear to you is endangered, or an evil foe overcomes
your defences.
Focus: Melee, Beast
Type: Persistent
Whenever a character that you favour has been forced
to flee or cower due to sustaining impacts; or an opponent you hate reduces you to flee or cower your
next action will be spent going into a frenzy. Beasts
may undergo this for a number of reasons, such as
their young being threatened. You drop guard, your
dodges are reduced to 0, fatigue is ignored, you enter
a hostile stance, double your actions and your melee
is raised by 1. Your strikes must be directed against
the opponent that struck against you or your ally. The
frenzy lasts for an amount of rounds equal to half of
your focus. When it is over you will be shaken for the
same amount of actions.
Genius
You learn new tasks with the greatest of ease.
Focus: Knowledge
Type: Persistent
Rolls to gain an ability are easier by 1.
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Giant
Henchman
Grapple
Horrific
Golden Touch
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Holistic Awareness
Hawk
You set up in a bazaar selling odd bits-and-pieces
you have picked up from your travels.
Focus: Communication, Knowledge
Type: Extended
Prerequisite: You must be in a city or town. You also
need space to hawk goods, a cart adds +1 to your tests
made for this Ability.
Time: Day
Difficulty: Selling difficulty of the location
You will gain D10 wealth. You may also resell items
you own through the hawk. If this is done you can
re-roll an amount of dice equal to your focus when
working out the wealth you gain from buyers. This
ability may be used a number of times a month
equal to your focus.
Human Abacus
Your memory is infallible.
Focus: Knowledge
Type: Persistent, Negotiation, Combat (1 turn).
Once a day you may try to recall something that
relates to a particular problem you are encountering.
You can add 1 to any expertise for your next roll.
Hurl Opponent
You can fling your enemies into the air with your
monstrous strength.
Focus: Melee, Beast
Type: Combat (2)
If you are grappling an opponent, you may throw him
an amount of metres equal to your focus, after passing
a Mel v Mel test.
Hydras Strike
Joke
Hyenas Heart
You never tire.
Focus: Vigour, Beast
Type: Persistent
If you take a guard action you may replenish one of
your dodges lost.
Immortal Concentration
You can snap your focus to a task at an amazing
speed and are not easily distracted.
Focus: Knowledge
Type: Persistent
You will halve the time it takes for any abilities of
the extended type.
Inner Circle
You are beyond the initiate levels in a powerful organisation. You now have access to some of the most
skillful specialists in the known world.
Focus: Communication, Knowledge
Type: Persistent
Add the organisation to your allegiances. When hiring servants, their ranks will be doubled after you
have located and paid for them. The limit of their
higher expertise is double your focus.
Lead Fist
You throw your body weight behind your attacks.
Focus: Melee, Beast
Type: Combat (Free)
You drop guard and double the amount of impacts
your successful melee strikes do for your turn.
Intimidate
You know how to name-drop a dangerous ally or
powerful patron, or perhaps you just know how to
create a deadly and mysterious air about yourself.
Either way, others will hesitate to arouse your ire.
Focus: Communication, Melee
Type: Persistent
You may use your Com instead of Know when fortifying in a negotiation, but your opponents disposition towards you will be reduced by D10 after the
negotiation. In combat, hostile stances against you
have a negative modifier equal to half your melee.
Juggernaught
Lie
You are a practised and cool-headed con-artist.
Focus: Communication
Type: Persistent
Until an opponent scrutinises you, you can bluff them
and decide what allegiances (up to an amount equal
to half your communication) they think you hold.
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Lockpick
Mount
Love of Money
You do not hate anyone who likes to trade, and you
project it onto others.
Focus: Communication, Knowledge
Type: Persistent
If you and/or a merchant have a negative disposition towards the other, it will be 0 instead.
Marketeer
You have studied the economies of many lands, the
better to ensure you can make money from them.
Focus: Knowledge
Type: Persistent
Whenever you, or a follower or servant, use the
hawk ability you may gain an extra amount of D10s
of wealth equal to your Know. Locations also go up
one level (so a town is treated as an inland city). This
can be used an amount of times per month equal to
your Know.
Missionary
You do not hesitate to speak of good and evil, and
readily convince others to share your views.
Focus: Communication
Type: Extended
Time: Month
Difficulty: Disposition value of target towards allegience (ignoring whether it is positive or negative).
You target a character who has been in your company
often over the past month. If you are successful in the
test, you may modifiy the characters disposition towards an allegience they do not hold by D5. If you are
unsuccessful, you irritate your companion with your
opinionated views and they gain D5 hatred towards
one of your allegiences.
Natural Projectile
A lashing tentacle or ejection of spines makes this
creature a dangerous foe.
Focus: Beast
Type: Persistent
The maximum range of this beasts attack is double
its beast rating.
Nomad Secrets
You know the ancient paths of the bedouin tribes
and other folk who dwell in wild areas.
Focus: Communication, Knowledge
Type: Persistent
When travelling through wilderness areas, pass a
Focus v D10 test. If successful you will know of any
possible dangers as well as likely locations for shelter
and shortcuts. You and your companions awareness
tests will be at +1 throughout the day and you will all
gain 1 free action in the first round of any combats.
The harshness of extreme conditions are reduced by
your focus value.
On Your Feet
With a roar you snap your companions into upholding their part in your stratagem.
Focus: Communication, Melee, Ranged
Type: Combat (1)
You may deduct an amount of Impacts from your
companions equal to half your Focus. This may only
be used once per day. Musical Instruments can be
used with this.
Oxs Strength
You can carry almost anything without slowing
down and are renowned for your great strength.
Focus: Melee, Vigour, Beast
Type: Persistent
The vigour lost from one armour piece is ignored.
Parry
Physician: Herbology
You can prepare potions that modify the bodily essence of the imbibers.
Focus: Knowledge
Type: Extended
Prerequisite: Recipe (see below).
Time: An amount of weeks to ferment, equal to the
intoxicants rarity.
Difficulty: Rarity of intoxicant
At the end of the fermenting time, if you pass the
test, you brew an amount of portions equal to D10 +
your Know. If you fail then you create D5 portions.
You may analyse an intoxicant to work out how it
was concocted and make your own recipe. To create
a recipe you need to be literate, spend an amount of
days equal to the intoxicants rarity studying it, then
pass a Know v Rarity test to successfully write it.
Patience
Your stoic demeanour rubs off on others.
Focus: Communication, Knowledge
Type: Negotiation
You try to convince your opponent that this conversation should not be rushed. The negotiation is extended by an amount of rounds equal to your focus.
This may only be used once per negotiation.
Peace-Maker
You try to stop the fighting raging around you and
begin shouting, threatening and pleading to the belligerents as to why it is in their best interests to stop
the bloodshed.
Focus: Communication
Type: Combat (full turn)
You may not be in a hostile stance before you take
this action. Its effects apply to all characters within
hearing distance. Belligerents must also understand
the language you are using, unless you are using
a musical instrument. Take a Com v the combined
Mel of all combatants in a hostile stance test. If it
succeeds then the aggressors will have their hostile stances removed and may not attempt to enter
another for an amount of rounds equal to half your
Com or until they are attacked. Musical instruments
can be used with this.
Physician: Boneset
Physician: Counsel
Physician: Restore
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Physician: Staunch
Quip
Point Blank
Rain of Death
Precise Attack
You aim a blow at a particular location on an enemy.
Focus: Melee, Ranged, Beast
Type: Combat (1)
Your [Focus] Strike will have a 2 modifier, but if it is
successful, you will be able to add or deduct 1 from
your injury location die. For a beast, select whether
this applies to melee or ranged strikes. Characters
may choose this ability twice so that it can be applied to both melee and ranged strikes.
Protect
You conjure a whirling wall of steel between your
enemy and those you hold dear.
Focus: Melee, Beast
Type: Combat (1)
Choose an ally within reach. Whenever your
defended ally is impacted it will be applied to you
instead, taking into account your defence. You cannot dodge hits made in this way. Your actions are reduced by 1 while defending your companion (which
could reduce your actions to 0).
Quick Draw
Your opponent may think you will be at a disadvantage wielding a bow, until a blade is an inch from
his face.
Focus: Melee, Vigour
Type: Combat (free)
You may swap whatever you hold in one hand with
a discreet or martial weapon as a free action. You
may also enter a hostile stance and gain a +1 bonus
when doing so.
Rebuttal
You are a master at turning dismissive or insulting
barbs around to your favour.
Focus: Communication
Type: Persistent
You can dismiss any dismiss or fortify actions. You
can also use your Com, instead of your Know, when
making a dismiss action.
Regenerate
Your supreme health overcomes even the strongest
of attacks.
Focus: Melee, Vigour, Beast
Type: Combat (1)
When you use hyenas heart to replenish a dodge, you
may spend your next action trying to centre yourself
and shake off an impact. Make a Vig v your current
Impacts. If successful you may remove one.
Resistant to Elements
Whether it is the heat from the desert or the freeze
of snow, your holistic health keeps you from death.
Focus: Vigour, Beast
Type: Persistent
You take half damage from sources of heat or cold,
such as fire and freezing conditions. Your vigour is
doubled when testing against extreme conditions.
You also become quite famous for feats of endurance and will gain D5 wealth if you choose to spend
a day performing to a crowd. This may be used an
amount of times equal to your Vig per month.
Rousing Speech
Slaver
Second Wind
You exhort an ally to push hard before giving in to
exhaustion.
Focus: Communication, Melee, Ranged
Type: Combat (1)
Select a companion within hearing distance. If you
pass a Mel v Vig test against your friend, she will
gain an extra action in her next turn. A character
can only be the target of one second wind at a time.
Sixth Sense
You have an uncanny ability to react to danger from
any direction.
Focus: Ranged, Vigour, Beast
Type: Persistent
At the start of a combat round, and before any other
characters act, you can take one of your actions. If
there is more than one character with sixth sense,
then the character with the highest Vig goes first.
Determine randomly if they are equal.
Skewer
Your strikes are so powerful that they will cleave
through one opponent and into another.
Focus: Melee, Beast
Type: Persistent
Whenever you successfully impact an opponent, you
will hit another enemy within reach if the second
target fails a Vig v Mel test. Only one extra hit per
turn can be the result of a skewer. Abilities like
hydras strike accumulate after this, so if you were
to successfully use the hydras strike against two
enemies within reach you would hit your first target
once, then skewer the second enemy, then continue
the hydras strike against the second enemy.
Smith: Armourer
The armour you can forge is limited only by your
skill with the hammer and tongs.
Focus: Knowledge
Type: Extended
Prerequisite: Forge.
Time: An amount of days equal to double the
armours rarity.
Difficulty: Rarity of the armour
You create the armour as described in its entry.
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Snipe
Sure Strike
Snare
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Somersault
You can flip out of combat and into a safe place.
Focus: Melee, Vigour, Beast
Type: Combat (1)
Take a Vig v Mel test against each opponent that has
you within their reach. If all are successful you can
leap an amount of metres equal to half your Vig,
vertically and horizobtally. Melee strikes (including swipes) cannot be made against you during this
move. Alternatively, if a ranged strike targets you,
you may use one of your available actions to try to
evade the attack. If the strike hits, you may force
your opponent to reroll.
Spy Master
You have a network of loyal spies.
Focus: Communication
Type: Persistent
At the beginning of a month you may send out a spy
to an amount of organisations equal to your com.
You may also blackmail an individual for D5 wealth
per month. Also, apart from any other information
the Tale-Weaver may decide to grant you, you will
never be surprised by the activities of an organisation you are spying on should you pass a troublesome Com test when the Tale-Weaver calls for one.
Swift of Foot
Time seems slower to you than to other people.
Focus: Vigour, Beast
Type: Persistent
You gain one free movement action every turn.
Sycophant
You have one follower who waits upon your every
word and this characters lack of intelligence is more
than made up for with devotion.
Focus: Communication
Type: Persistent
Create a new character. This character is a follower with an amount of expertise points (therefore
abilities) equal to half your Com. The sycophant is
entirely controlled by you without having to resort
to Com tests or the like. If your sycophant is killed
you must go 2D10 days without another as you need
time to groom a new character into the role.
Target Weapon
Thick Skin
Taunt
You know how to make someone angry very angry.
Focus: Communication, Melee
Type: Negotiation or Combat (1)
During a negotiation you may take a Com v Com
test against an opponent with a negative disposition
towards you. If successful, then the negotiation will
turn into a combat, with both of you aware, and the
opponents first action will be a combination of entering a hostile stance, lunge and melee strike against
you with whatever weapon is close to hand.
If this is used in combat you may take a Com v Mel
test against an opponent. If successful, your targets
next action will be a combination of entering a hostile stance, lunge and melee strike against you.
Taunting Shot
Trade Contacts
You have a network of merchants that keep you
informed on the whereabouts of rare items.
Focus: Communication, Knowledge
Type: Persistent
Whenever you are searching for an item you may
deduct your focus from its rarity value. This ability
may be used once a month.
Treasurer
Leading your flock and workers would be time-consuming and expensive work without your treasurer
managing your finances.
Focus: Communication, Knowledge
Type: Persistent
You decide to raise funds from your followers.
At the beginning of each month you will gain an
amount of wealth equal to a D10 for each of your
slaves and followers. Your treasurer is an NPC
controlled by the Tale-Weaver and does not count
towards your party limit, as it is very unlikely for
the treasurer to accompany you on an adventure.
Veiled Threat
Teach
Venomous
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Vicious
Territorial and prepared to attack any foe, a vicious
beast is afraid of nothing.
Focus: Beast
Type: Persistent
The creature will enter a hostile stance at will and
characters attempting to enter a hostile stance
against it will suffer a negative modifier equal to
half its beast rating.
War Cry
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Warning Shot
Your shot darts past your opponents eyes, and the
target sees that it could have been between them.
Focus: Ranged, Beast
Type: Persistent
If your precise attack hits your targets head you
may choose not to apply any damage but regard it as
a warning shot instead. Your foe will be stunned for
an amount of her actions equal to half your Rng or
until attacked.
Weak Spot
You target an opening in your foes armour.
Focus: Ranged
Type: Persistent
Call out a location on your enemy. If you aim more
than once, then hit with a precise strike on that location, it will not count as being armoured and you
can ignore your opponents defence.
Zealous
No matter what you think, you think very strongly
about it.
Focus: Communication, Melee
Type: Persistent
Your dispositions towards everyone are reinforced
by your focus. Eg; if you favour a character, add your
focus, or if you hate the character then deduct you
focus from your already negative disposition.
Symbols of Power
When you have made your mark and drawn the attention of influential patrons, you will start to reach
new levels of power.
You gain access to symbols of power when you
reach 10 in an expertise and pay the cost for it in
Pearls of Wisdom. Symbols of power are listed
below. Apart from a ship, you must have a fief before
you can add any other symbols of power to yourself.
Fief
You are granted, or grant yourself, a large patch of
land with a manor house that includes spare bedrooms, a hall, armoury and kitchen. You gain a steward (see the sycophant ability) who will mind your
grounds while you are away and will not leave the
premises except under extraordinary circumstances.
The area around you is worked over by your people
(peasants, bandits etc) who expect your protection
from the harsh world that threatens them. However,
to pay for this protection you must tax your subjects.
At the beginning of the month decide how many
D10s of wealth youd like to gain from them this is
their tax. Make a Com v Tax test. If successful you
gain the tax as extra D10s to add to your wealth. If
you fail, then your subjects will revolt. You will sustain one injury from the uprising before you quell
it (roll the injury and location dice, just as if you
had received a strike in combat; however your Com
counts as your defence). For each revolution against
your rule in the past, your subjects will gain a level
of discontent. During a revolt you must add 1 to the
injury level you receive for each point of discontent
amongst your subjects.
Should you wish to not tax your subjects, then
your land will be become unkempt and its buildings will fall into disrepair. All the wealth you gain
this month will be spent on upkeep for your estate
and people (ie; you cannot gain wealth under any
circumstances). However, you do not need to roll on
the plights of the poor table.
Your fiefs village (you should name it) and the majority of characters within it will be similar to you in
allegiances and dispositions.
A Tale-Weaver may roll on the following table at
the beginning of the month for ideas on events that
may affect you. Each event lasts for D5 months and
overlaps with others.
The coward f lees before saving his own mother from danger;
The brave one protects those whom it is not his duty to shelter.
D10 Event
1
10
Entertainment Quarter
You section a part of your fief to become its entertainment quarter, housing an arena for plays and
tournaments, taverns for travellers, and (if you are
not careful) brothels and gambling dens. Owning
an entertainment quarter is a gamble in itself, as it
is the first place where secrets will be told and illicit
items traded. It is also the first target of fiery preachers who condemn worldly pleasures during these
dark times and its existence can cause as many
problems as the coins it sends to your coffers.
Forge
You build a forge, allowing smiths to ply their trade
on your land. You do not need to pay to hire a forge
from now on. Also, weapons and armour have their
rarity and costs reduced by D5 (to a minimum of 1) if
you buy them within your fief. Roll each month.
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Fortifications
Ship
House of Worship
You have constructed an imposing mosque, church
or other house of worship on your land. Your subjects will attend services there on their holy days
and the clerics who maintain the grounds will have
you to thank for their employment. Because of this,
they will seek to translate your actions as justified
through scripture and so counsel the populace to
go along with your rule. A house of worship will
grant you a +1 bonus to defence against revolts, and
devotees of the faith (ie; servants with 3 or above in
communication) will be half price for you to hire.
Library
You have a large room within your manor dedicated
to storing books of all kinds. Any knowledge tests
taken within your fief will have a +1 bonus. Academics (ie; servants with 3 or above in knowledge)
will be half price for you to hire.
Market Place
You have a large courtyard where your people meet
with merchants to trade. However, the quality of
merchants coming from interesting places depends
on how worthwhile it is to trade on your lands. At
the beginning of a month, a marketplace will grant
you an extra D10 wealth for each symbol of power
you possess. It will also allow you to gain merchant
contacts from many far away places. When searching
for any item its rarity will be reduced by 1 for each
symbol of power you posses (to a minimum of 1).
Tower
You have a stone tower that looms over your land.
Beneath it lies a dungeon and your jailer (see the sycophant ability to create this character), who will be,
no doubt, a man to be feared and will not leave his
place except under extraordinary circumstances.
Because of the fear and horror that your tower
instills in your people, you may gain +1 to your Com
when taxing them, but you must add D5 to their
discontent when it is built.
Gaining
Storytelling levels
Whenever you gain an ability, you may add a point
to one of your genres. Your storytelling level is the
sum of your genre points.
Changing
Allegiances
If you have a favour of 5 or above for any allegiance,
plus a signifier for it, you can make it one of your
own. Organisations are the only exception, as you
must also pass an initiation rite to join their ranks.
You may be allied to as many organisations as the
tale-weaver thinks is sensible; too many and you
may start to be viewed as a double agent by your
fellow members.
You may remove one of your allegiances if you ever
end up with 5 or above hate for it.
Changing Dispositions
You have a maximum of 5 allegiances that you can
hold a disposition for. If previous favour or hate for
an allegiance becomes nuetral (ie; disposition 0),
then remove it.
Weaving a Tale
Firuz turned his head, his face wincing as the heat dried his eyes. A flickering brightness crept into his field
of vision. He saw only a hazy smoke.
The glow had vanished. Firuz shifted
his body to look beyond the wall at
his back. The silhouettes of the jagged
orchard and ruined houses were the
only things that he could make out.
A bead of sweat ran down from his
temple. This was foolish. He would
get up and find a safer place among
the ruins to sleep.
He brought his feet under him. An
explosion of light filled his eyes. The
stench of sulphur rose through his
nostrils. He covered his face and fell
back heavily against the clay wall
behind him.
A sound, like a gale of air rushing
to feed a monstrous fire, preceded a
high-pitched, crackling voice, You
may ask one wish of me.
Firuz was in danger of passing out.
The heat was intense. His mind
struggled. A wish did the thing say?
He allowed his hand to slip from his
face, but was horrified by what confronted him. Two bolts of flame lit the
creatures face as eyes. Its hair was
black and animated, as if a powerful
wind blew from below it. It had the
face and torso of a child, but below its
waist was nothing but a smoky trail
that faded into the night. Those traits
were strange enough, but rage began
to mingle with the fear inside Firuzs
mind his sons face stared out from
the djinnis eyes .
Its mouth gaped like a cave, Wish for
the manner of your death.
It took Firuz some moments to come
to terms with what he beheld. The
djinni hovered over him, arms folded,
waiting for his reply.
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Put simply, a Tale-Weavers role is to create an enjoyable and challenging experience for the Players.
Some props might make this easier, and suggestions
are: a calendar or diary to note what is going on and
when, a tactical map and miniatures or counters for
accurate combat, a source for background music, a
bunch of D10s, pens/pencils and this rulebook (and
a computer can easily fulfil all of those needs).
Character
motivations
For Players that have a vague interest in the medieval middle-east and its ancient literature, it will be
easy to dive into the setting at full force. For Players
used to western fantasy and history, it may be best
to use the Crusading forces as an initial lense to
open up the vast world that awaits them.
It is worth talking to your Players to discover what
motivates their characters to ensure that your Tale
meets their needs. Here are some types of character
motivations so that the story-arcs of the PCs can
drive the central themes of the Tale.
Creating Challenges
When you need to test a characters Expertise
against something that hasnt been defined in the
rules, use the fields of focus below as a guideline for
what is most appropriate:
Com: Orders, persuading, empathy, charisma.
Know: Healing, trivia, rationality, commerce.
Mel: Courage, close tactics, belligerence, pain limit.
Rng: Scanning, battle strategy, trajectories, ricochets.
Vig: Fitness, immune system, speed, body control.
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A typical month
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Strength, Sneaking or
Scholarship?
The best Tales will allow every character to shine.
You, the reader, may be able to list many Roleplaying games, whether they are on a board, using pen,
paper and dice or on a computer, that only offer a
single solution to a challenge and that solution is
often slaying those that stand in your way. The Crusades were a time of war and bloodshed, but that
does not mean that a Tale should be one constant
sword fight.
After a Tale-Weaver finishes preparing the Tale, it is
worth looking back on it and analysing the challenges that the characters will face. The goal of a
Tale-Weaver is to offer multiple ways of overcoming
these hurdles so that there will be a chance for any
group to succeed if theyre smart about it, no matter
if they are made up of scholastic monks or the remnants of a mercenary band. This basically translates
into offering a solution that may not involve Combat, or will make Combat much easier. The characters should be able to use force, finesse or wits to
overcome any challenge.
Example one
Three bandits hold up the characters progress through
a narrow mountain pass. The alternative is a dangerous
journey over the jagged, dust-blown cliffs. They must use
this pass to reach Acre before sunset because if they dont,
Hugh Vaughn will escape from justice once-again.
Strength: By killing the bandits, or making them
flee by a show of force, the characters will be able to
access the path.
Sneaking: Although the cliff face is difficult to
climb, dexterous characters could find a decent
ledge to use with an easy Rng test, then climb it
without drawing any attention with an easy Vig test.
They will be above the bandits so another Vig v Vig
test is needed to keep from being seen. Once that is
done the path will be clear.
Scholarship: With a successful negotiation a character can convince the bandits that a piece of junk is
worth the toll and pass by safely. Also, a successful
easy Know test sees that the rocks above could avalanche with only a tiny bit of encouragement from a
well placed bolt or arrow. Using this tactic, the knowledgeable character could either warn the bandits that
they will send the rocks onto their campsite so theyll
lose whatever ill-gotten gains theyve received, or just
run through as the dust settles and the moans of the
bandits are buried under the rubble.
Example two
The carriage of Yasmina, the Viziers daughter, is out of
control and is heading straight for the bazaar!
Strength: A well-placed spear would stop the horses
pulling the carriage within seconds, yet it is well
known how expensive and loved the horses of the
Viziers stables are. Alternatively, a large cart of hay
could be moved into the path of the carriage that
would slow the horses and perhaps save everyone in
the carriage injury if it is used as a barrier. However
there isnt much time and the cart is heavy. Three
troublesome Vig tests are needed to push the cart
with the amount of failures determining the impacts
caused to the horses and passengers. No successful
results means the carriage continues into the bazaar
on top of any other injuries.
Sneaking: An agile character could leap onto the carriage as it passes and hopefully direct the horses away
from the bazaar. The character must pass a troublesome Vig test to get onto the carriage to then steer it.
Scholarship: The most knowledgeable character
remembers that a Chinese merchant is selling
fireworks and also knows that the entrance to the
bazaar has a side gate that can be opened out to the
fields. While the crafty character runs to get the fireworks as the others in the group work to open the
gate. As the carriage bears down upon the character
with the explosives, there will only be a few rounds
to pass a troublesome Know test to start the fireworks and divert the horses outside the citys walls.
Example three
Rescuing a peasant farmers son, wrongfully accused of
treason, from the gallows.
Strength: Although it would be suicidal for the PCs
to storm the Barons dungeon, they could launch
their rescue when he is being transported to the town
square. However, the Barons guards are well armed
and fear the Baron enough to fight with their lives.
Sneaking: A character could don a disguise, perhaps that of a prison guard or cleric offering last
rites. Even if the ruse is successful, the keys to the
cell must be found or the lock must be picked. Then
how to escort the peasants son out? Maybe another
disguise would need to be brought for him. Alternatively, the sneaky characters could drop to the
carriages roof as it passes under the bridge of the
Blind Archers Gateway, and gain entry to the inside
of the carriage. The warden may put up a bit of a
fight but has become fat from the Barons purse and
loves life too much to face a dagger in the belly. He,
like the coach driver, will be easily thrown off and
the PCs, after setting some obstacles to slow down
the Barons guards, will be able to escape with the
peasants son.
Scholarship: The knowledgeable character knows
that even though the Barons guards fear him, they
also hate him with a passion. A bribe to the captain of
the guards escorting the prisoner should be enough
for them to turn the other way, but the warden will
be suspicious. Brewing a poisoned beverage, then
getting him to drink it should keep him in his bed on
the day of the execution. Another means of achieving the result could be to petition Lady Sidonia, the
Barons young wife, to pressure her husband for the
peasants sons release. She is quite powerful in his
court, as it is only through her that he maintains
good relations with the Byzantine merchants that
provide him with so much power. However, gaining
an audience with her may require some thought, as
she is often accompanied by the Barons eunuch when
she leaves the castle walls. A chance may arise if the
PCs can somehow slip her a note.
Managing stories
Some players may balk at too much freedom, yet
others will live for it. The only limits to stories are
the players imaginations, but it may be useful to set
down a few guidelines in regards to them. As a general rule, stories should only be entered into when
there is enough time for every character involved to
actually hear it (about an hour of free time) without
any major distractions. Examples for good times: On
a boat trip or around a campfire; whereas a bad time
would be when giant boulders are bombarding the
tower they are cowering in and are threatening to
destroy it at any moment.
Openly hostile
Openly hospitable
5 or higher
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Area dispositions
What follow are some sample Dispositions of important areas, which could be helpful when creating
NPCs from their majority and minority groups.
Damascus/Dimashque/Sham
Jerusalem/Al Quds
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Cairo/Misr
Fatamid rule (up to 1169)
Favour: Saracen, Shia
Hatred: Franj, Sunni
Ayyubid rule (after 1169)
Favour: Saracen, Sunni
Hatred: Franj, Shia
A womans place
From your own research, you may have gathered
that women in the Middle Ages, from West to East
where not involved in as much adventure as men
were at best. Women where able to be married
very young, as there was no concept of a teenage
period between childhood and adulthood. Marriage
was often used as the glue between the alliances of
families and empires. Noble women were educated,
not in sciences, but in etiquette and courtly duties
such as dancing and history. To be a better choice for
powerful men they could learn the potential language of a suitor and maybe become a lady-in-waiting, spending her life by the courts and at tournaments in the hope of attracting a husband. Peasant
women worked the fields but were constrained by
their sex to the role of mother, wife and worker.
Biblical and Quranic precedents of the sinful Eve
and the laws requiring women to obey men were
used to justify their place as inferior directly from
the pulpit. Rape was a crime that was often unreported and unpunishable, especially by all-male
courts with the backing of misogynistic clerics. As
penance for the warriors, women were also thrown
out of crusader camps when God would not grant
them victory during a difficult siege.
However some women did gain power, including
Melisende of Jerusalem and Shajar al-Durr, the
Sultana of Egypt after the Mamluks took power. Islamic chroniclers record their shock when they hear
of women amongst the fighting forces of the Franj.
Muhammads wives; Khadija the merchant and Aisha, who led her troops into battle on a white camel,
are also examples of intelligent, couragous women.
However it was generally seen (by men in power) as
a disruption to the natural order for a woman to be
equal, let alone have authority, over a man during
the middle ages; and so a female adventurer will
have to contend with those views.
Interestingly, the stories of the time have intelligent
and adventurous women in the lead roles. Shahrazad, the storyteller of the Arabian Nights, saves
an entire kingdom from the vengeance of a king
against any woman he lays his hands upon (however its hardly a feminist tale she does, after all,
marry him!).
Appendix 1:
Sample
characters
NPCs, as a guideline, will usually have dispositions similar to their area of origin, with 3 points of favour/hate
spread between allegiances. What follows are novice characters that a tale-weaver can use as a base for antagonists and allies throughout a tale.
Beasts
Any creature that is of a different species to humans
is a beast. Some are gentle, some will violently defend their territory and others will prey on humans
for food.
A beast can only raise Mel, Rng and Vig expertise.
Beasts have a beast rating, which is equal to the
highest level of expertise it holds, its minor two will
only ever reach a maximum of half its beast rating.
Although a beast will be able to communicate with
other members of its species, it will not be able to
enter a negotiation with humans and use abilities
based on speaking. The natural claws and teeth of a
beast give the equivalent of a weapon at reach 1 with
no further special rules. A beast can only be granted
beast abilities, and the amount of them will be equal
to its beast rating.
Bestial Ghoul
After forsaking civilisation for generations, some
human clans in the wilderness devolve from a souldestroying state of cannibalism into cunning monsters, ready to ambush and gorge their dark hungers
on the soft and foolish who stray near.
Beast Rating: 4
Expertise: Melee 1, Vigour 4
Abilities: Creeping, Grapple, Swift of Foot,
Somersault
Actions: 2
Defence/Dodge: 0/4
Impact Limits: 1/2/3
Lair items: Bones and a 50% chance of a damaged
piece of equipment that is salvageable.
Rukh
The Rukh is a legend amongst sailors, but tales from
those who have been shipwrecked on far-away
islands hold the stories of the Rukhs to be true. A
Rukh is a great eagle, able to carry off a man and
tear the flesh from his bones in the process. Some
say they dwell off the coast of Africa, others claim
they are further South at the edge of the world.
Beast Rating: 6
Expertise: Melee 6, Vigour 5
Abilities: Grapple, Hurl Opponent, Juggernaught,
Flying, Giant, Vicious
Actions: 3
Defence/Dodge: 0/5
Impact Limits: 12/24/36
Lair items: D5 great eggs of the Rukh on a windswept mountain. The eggs are worth their weight in
gold, but getting to them is made more treacherous
because of the Rukhs territorial neighbours.
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Cavern Wyrm
Beast venoms
~ Ibn Munqidh
Effect
1-3
4-7
8-10
Overdose: The victim will be bed-ridden and borderline paralyzed for the next 24 hours. Three heals
must be preformed on the character within this
time. If a heal is successful, the victim recovers after
24 hours and the healing ceases. If the third heal test
results in a 10, the poisoned character will die.
Effect
1-3
4-7
8-10
Djinn
Djinn (singular: djinni) have existed in arabian
folklore since before the coming of Islam. They are
believed to be a type of spiritual being (alongside
angels and demons) that have free-will like humans,
and so can be good, evil or follow their own complex ethics.
In Nights of the Crusades the presence of a djinni
can effect a characters actions until it is dispelled.
Scholars seeking a natural argument for djinn have
composed many theories, suggesting that environmental or mental pressures can exert forces that
seem supernatural and terrifying.
Each type of djinni has the following attributes:
Gate: The environment or character action that gives
life to the djinni.
Powers: How the djinni affects a targeted character.
Banishment: How the djinni is sent back to wherever it came from. Once banished, the character that
the djinni had hold over will be visibly shaken for
D5 hours and will not be able to use any abilities
throughout that time.
Raging Ifrit
The Raging Ifrit accompanies those involved in
bloodshed. If its blessings are accepted, its host becomes a slayer of all, revelling in carnage.
Gate: If a character stands before a helpless enemy,
the Raging Ifreet may appear, urging the character
to kill. The character that the djinni is targeting
must have engaged in combat that day and have a
cowering enemy, held at a negative disposition, in
range. If a serious knowledge or melee test is failed,
the character will succumb to the djinnis power.
Powers: The targeted character will execute the
cowering victim. Until the djinni is banished, the
character will be in a constant hostile stance, attack
anyone else that is held at a negative disposition,
have +1 actions and cannot use dodges. Any friends
that attempt to physically stop the carnage will be
held at 5 disposition.
Banishment: The Raging Ifrit can be banished
through negotiation with the possessed character.
The goals of the negotiation will be banish djinni/
djinni maintaining power. A banishment attempt
can be only be made once per hour.
Now the
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Whispering Qarin
Qarins are said to accompany each soul. Some say
they are more then what their host is, so if a man
is wise or evil, his qarin will be wiser or more evil.
However, some disagree, arguing each qarin requires constant vigilance to keep it from possessing
and making their human a deviant. Sometimes the
desert winds carry a rasping whisper that cannot be
ignored. This is when the qarin tries to lure an ensorcelled character into a dangerous gamble; to take
what they desire or be consumed in darkness.
Gate: If a character hears of something they want
in a dangerous place, such as an ancient pharaohs
tomb in the deep desert or a Bandit-Prince who is
rumoured to have the characters fathers robe of
honour, but are too afraid to seek it, the Whispering
Qarin may visit them when the winds howl at night.
While the character sleeps, the djinni will begin to
whisper. If a troublesome knowledge test is failed,
the character will succumb to the djinnis power.
Powers: When given the chance (such as when the
possessed characters companions are sleeping), the
character will spend up to 30 mintues preparing for
a quest, trying not to alert anyone, then set-out to
complete the adventure single-handedly. The character will not be swayed from the path to their goal
until the Whispering Qarin is banished.
Banishment: The Whispering Qarin can be banished through negotiation with the possessed character. The goals of the negotiation will be banish
djinni/djinni maintaining power. A banishment
attempt can be only be made once per hour.
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In the city
The safety of cities is as unpredictable as the desert
winds in these times. But people of all types are
drawn to the opportunities and dangers beyond the
guarded walls.
Aristocrat
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Merchant
Weapons, slaves, jewellery everything has a price
and merchants know it; as well as where to find it.
Expertise: Communication 3, Knowledge 2
Abilities: Hawk (Com), Patience (Com), Lie (Com),
Human Abacus (Know), Marketeer (Know)
Actions: 1
Defence/Dodge: 0/0
Impact Limits: 0/0/0
Equipment: Goods worth 3D10 Wealth
Physician
With dour eyes, at home with pain and gore, a physician investigates the sick to best alleviate their ills.
Expertise: Communication 1, Knowledge 4
Abilities: Physician: Counsel (Com), Physician:
Boneset (Know), Physician: Preventative Care
(Know), Physician: Restore (Know), Physician:
Staunch (Know)
Actions: 1
Defence/Dodge: 0/0
Impact Limits: 0/0/0
Equipment: D5 Healing Herbs, Staff
Beggar
Forced from homes, refugees from famine and war, or
perhaps born in the gutter to die in the gutter beggars can be found in any large town or city, hoping for
charity so that they can survive another day.
Expertise: Communication 3, Knowledge 1, Vigour 1
Abilities: Charm (Com), Cosmopolitan (Com), Entertain (Com), City Wise (Know), Crowd Mastery (Vig)
Actions: 1
Defence/Dodge: 0/1
Impact Limits: 0/0/0
Equipment: Rags
Priest
Well-fed men, unlike travelling preachers, and
aware of the ways of the world, Priests advise the
nobility as well as acting as guides for their flock.
Expertise: Communication 4, Knowledge 1
Abilities: Beggar Prince (Com), Blather (Com), Calm
(Com), Peace Maker (Com), Physician: Staunch (Know)
Actions: 1
Defence/Dodge: 0/0
Impact Limits: 0/0/0
Equipment: Coins worth D10 Wealth, Staff
Warriors
Brawlers, mercenaries, duellists. Whether forced to
battle or drawn to it, a warrior skills lay in surviving
combat and slaying foes.
Fanatic
A rage lies inside each Fanatic, whether it reveals
itself in a frothing outburst or a curse against unbelievers through clenched teeth. A Fanatic will live to
scorch this world because only immortality through
the next is worth a care.
Expertise: Melee 2, Vigour 3
Abilities: Frenzy (Mel), Strike from the Heart (Mel),
Hyenas Heart (Vig), Regenerate (Vig), Swift of Foot (Vig)
Actions: 2
Defence/Dodge: 0/3
Impact Limits: 2/4/6
Equipment: Flail or club
Guard or solider
Being a professional warrior, in the service to a lord
and captain, is one of the best ways to raise in status
and gain riches in these times. Because of this, war
is a common occupation and loot is its wages.
Expertise: Melee 3, Vigour 2
Abilities: Grapple (Mel), Parry (Mel), Protect (Mel),
Crowd Mastery (Vig), Hyenas Heart (Vig)
Actions: 1
Defence/Dodge: 2/0(2)
Impact Limits: 5/10/15
Equipment: Spear, Gambeson, Nasal Helmet
Squire
As a knights apprentice, a Squire has spent most of
his life in luxury. However, his path now lies across
blood and sand.
Expertise: Communication 1, Melee 4
Abilities: Taunt (Com), Feint (Mel), Parry (Mel),
Precise Attack (Mel), War Cry (Mel)
Actions: 1
Defence/Dodge: 6/0(3)
Impact Limits: 10/20/30
Equipment: Sword, Hauberk, Nasal Helmet, Shield
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The wild
Isolated roads are where the precarious veil of civilisation is thrown to the dust. Here no laws exist, save
for the volatile honour codes of men.
Bandit
When there are no wars, soldiers must find other
ways to make a living. Switching enemies from
foreigners to locals isnt too much of a burden on the
conscience of a Bandit.
Expertise: Melee 1, Ranged 3, Vigour 1
Abilities: Blood Rush (Mel), Aim (Rng), Bleeder (Rng),
Precise Attack (Rng), Somersault (Vig)
Actions: 1
Defence/Dodge: 2/0
Impact Limits: 3/6/9
Equipment: Short Sword, Bow, Brigandine
Trader
A traveller between areas of civilisation, the Trader
buys from one place to sell to a distant other.
Expertise: Communication 3, Knowledge 2
Abilities: Hawk (Com), Patience (Com), Lie (Com),
Human Abacus (Know), Nomad Secrets (Know)
Actions: 1
Defence/Dodge: 0/0
Impact Limits: 0/0/0
Equipment: Goods worth 2D10 Wealth and a baggage animal.
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Vessel of Djinn
Vessels of Djinn were once human, but are now
something far more powerful. Their minds have
been blasted by bizarre situations and myths, so
they can perform feats unbound by the realities
most people can accept. They are also described as
the Possessed and the Demon-Driven.
A Vessel of Djinn can use Beast Abilities.
Queen Sesheshet
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Appendix 2:
Over Dark Seas
What follows is a short chapter for your tale that will
introduce the characters to each other and launch
them into the dark times ahead. Before play starts,
each player should prepare a background story as to
why they where passengers on a Byzantine merchant
ship that was stopping at ports along the coast of the
Holy Land, and let you know. Just a note; its probably
best if characters dont die during this chapter unconsciousness should be the worst that can happen
but they shouldnt know that.
Send the following description of recent events to
your players before the game, so that they will have
answers to why they were on the ship, and can even
prepare acquaintances between themselves before
the Tale truly begins, on the second of the month.
Youve spent a long night hearing stories from your new
companions, now you finally lay your head to rest. You
wonder how many more days the merchant vessel, mainly
carrying Byzantines to ports along the areas controlled by
the Franj, will be at sea. The ocean seems violent outside,
and you pray that you can sleep through the groaning of the
ships old wood and the roar of the cold depths.
NPCs
Captain Georgios Polikseni
Shark
The wolves of the sea, giving no mercy to the victims of their hunger.
Beast Rating: 4
Expertise: Melee 4, Vigour 1
Abilities: Aquatic, Grapple, Somersault, Vicious
Actions: 1
Defence/Dodge: 0/1
Impact Limits: 4/8/12
Lair items: A sharks stomach will hold the rotting
carcasses of its victims, and has a 10% chance of
containing a piece of undigested jewellery worth
D10 Wealth.
Orestes Taphos
The Captains nephew who has almost wasted away
and given himself to the cold embrace of the ocean.
His depression has caused him to effectively be at 0
for all of his statistics if they should be needed.
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With a yelp of surprise, the titan falls into the black water.
Lightning illuminates his stricken features as his fate dawns
upon him. Grey fins edge closer to the doomed man.
The PCs only have what they slept in; ie, no armour
or other equipment, apart from perhaps a discreet or
martial weapon they kept near them.
Scene 2
Dead Men Telling Tales
Scene: A rickety boat, almost submerged below the
ocean waves. Burning sun. No land in sight.
Cast: Captain Georgios Polikseni, Orestes Taphos,
[possibly Rolf the Bold], Sharks and Player Characters.
Debris from the sunken ship floats around the PCs.
The sharks circle the boat. Any attempt to attack one
will cause a thrashing as the other sharks take advantage of its wounds, starting a dangerous rocking
of the boat. It is up to the Tale-Weaver to decide if
any characters need to test to prevent being thrown
overboard. Because of this it will be too dangerous
to slay and eat one.
Scene 3
The Tale of the Prince and the
Ghoul Queen
Scene: A rickety boat, almost submerged below the
ocean waves. Burning sun. No land in sight.
Cast: Captain Georgios Polikseni, Orestes Taphos,
[possibly Rolf the Bold], Sharks and Player Characters.
The next day, leave the characters to decide what
they will do, but they wont be able to do much (because theyre on a boat in the middle of the ocean!).
When they run out of ideas (and before they start
telling a Story) read out the following:
A gleam enters the Captains eyes. Maybe a story will
keep our minds off of our empty stomachs? It might even
take your mind off of our other hungry friends below the
water. I heard it from an old Arab friend of mine. Its
called the Tale of the Prince and the Ghoul-Queen, and
this is how he told it...
Once, there was an old King who was nearing his journey
to heaven. His son was growing up fast and the King was
sure hed keep his people happy and make a fine ruler.
However, the Kings Vizier, didnt believe so. The Vizier
thought that managing the kingdoms treasury was hard
enough with the short-sighted King, but the Prince was
worse, caring only for the pleasures of the harem and the
glory of the hunt.
The Vizier told the boy of a great beast that laired at the
base of a far-away mountain range. And the Prince set
off to slay it. Across the open plains, under the shadow of
the tusks of the great mountains, the lone Prince raced.
His fine hunting cloak whipped in the wind, revealing the
blade of his ancestors, the Claw of Lions.
As the sun began to descend, he heard a soft weeping.
The barren rocks began to give way to what seemed like
ancient ruins, steeped in old sorcery and heathen rituals.
My lord, save me! came a womans voice, followed by a
hissing and a growl. A dark shape leapt passed the Prince,
striking as it passed.
Captain Polikseni is the storyteller for this and has
just finished the opening scene. He will try to roll
for the Prince to avoid the creature, using his points
in adventure.
It is up to the players to decide what happens next.
Rolf will sleep through it, so wont contribute assuming he is still on the boat. Either will Orestes.
When their turns are over, the storytellers challenge
for the climax is to guide the story back to the Prince
escaping from the Ghoul-Queens trap, or slaying
the Vizier who sent him on the mission.
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Scene 4
Scene 5
The Hunger
Betrayal
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Scene 6
Sanctuary
Scene: A beach, covered in wreckage and corpses
from the ill-fated Byzantine vessel.
Cast: Captain Georgios Polikseni, [possibly Rolf the
Bold], Old Woman and Player Characters.
Read out the following:
The shriek of a bird startles you. You rub your sun-burnt
eyes as they adjust to the brightness of the bloated sun.
Something claws at the back of your mind. Thats it! Birds
are only ever near land. You are close to shore! Your companions awake and realise the same thing. You all laugh
madly as you guide the boat towards the gulls, trying to
ignore the rotting stench and bones on the boats floor.
Soon the faint dark line on the horizon turns into a ragged
cliff-face. Upon reaching the beach you see the washed up
remains of your doomed vessel and the smoke from a small
village over the treacherous mountain range.
PCs need to start the day testing for extreme
conditions.
The PCs can rummage through the debris and find
their soaked equipment that they had taken on
their ill-fated journey. After a while, they see an old
woman hobbling towards them from the direction
of a jagged cliff-face. Read out the following:
From a space between the cliffs that you would not have
thought existed, hobbles a woman. Shes sprightly for
someone who looks like the oldest person you have ever
seen. Her bony limbs thrust her robe in awkward angles
and her skin looks like a weathered olive branch. She calls
out in a shrill, cracked voice [in Persian accented Arabic],
Welcome strangers, welcome. She bids you to follow
her. I am healer to a nearby village, I can help cure your
ills. She squints and peers over each of you. I see you
have come from a long way, but you may soon see your
homes again, never worry, never worry! She cackles, A
caravan is due in not too long a time. My merchant friend
will take you to back to the cities when he arrives.
If any of the PCs are obviously Franj, she will take
them aside and say, You are a guest, so you are
under my protection. But you should not wander
without me in these parts. Shhh, I can not say more.
Conclusion
This is where the adventure ends. Each player can
now roll to see if they gain an ability.
It is up to the Tale-Weaver to decide what horrors
the characters will undergo in the village by the sea,
and if they will ever see civilization again
merely dreams.
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Closing words
1001 thankyous for reading this page, for downloading this book, for playing Nights of the Crusades I
really could go on.
The support and feedback for Nights of the Crusades over the past two years has been tremendous.
In 2013, Nights of the Crusades was nominated for
both an ENnie and an Origins award. This page is a
response to all of you who have warmed the blackened cockles of my heart with support, kind words,
reviews and downloads.
What follows is the tale of how Nights of the Crusades began
Whenever faced with a setting to plunge my players
into, Ive always been drawn to those with great deserts, scimitars and djinn. However, source materials
about these lands were hard to come by (they mostly
focused on western woodlands and northern icewastes only hinting at the desert lands to the east)
so I began to research and write myself. As the years
went by, a mythos began to form in scrawled pen
over a number of workbooks along with a growing collection of references covering the Crusades,
medieval Europe and Arabia, religion, war and the
1001 Nights.
It was fascinating to read the words written down
a thousand years ago and to see how their authors
treated issues like conflict, enemies and their leaders and how little has changed in many respects.
That last statement is not an insult to our modern
times. It just seems that, then as well as now, the
human condition makes it difficult to rise above
what your culture expects of you. And war was
perhaps the best occupation to use to change your
status through glory or plunder which explains
its popularity.
Try to think of all the ideologies, religious sects and
sub-sects in our times. There were as many in medieval times, and individuals inhabited them all with
their own feelings and interpretations. This diversity was something I wanted to inject into my world
setting. In the current worlds already imagined, I
couldnt find many characters based on the complex,
M. J. Alishah
Version updates
Gameplay
Fixed an error in Example of play. The Apex for
the peddlers impression of Aldric has been corrected to be 2.
Fixed a typo in Negotiation where Step 4 was
repeated.
Weaving a Tale
Minor edits to Slavery in the world.
Minor edits to A womans place.
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theric Dreams
aethericdreams.com